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dms_exile's Introduction

ArmA 1.80 Exile 1.0.3 "Lemon" DMS Version

To the User:

Read the instructions carefully. Before leaving any questions regarding DMS, please read through the DMS "config.sqf"; the majority of the questions we receive are answered (directly or indirectly) by the config.

Disclaimer:

Defent's Mission System (DMS) is written from the ground up to be an efficient, easy to install, and vastly customizable mission system for the ArmA 3 Exile Mod.

However, creating such a mission system takes a lot of time and testing. We (the authors of DMS) are not perfect, and as a result, there may be bugs, glitches, and/or errors within DMS. We appreciate your co-operation in identifying and resolving such issues to improve DMS; however we are not liable for any issues resulting from the usage of DMS on/by your server. We are also not liable to help you in resolving any issues that may arise.

You are welcome to port DMS or any of its functions for any other mod or (legal) purposes. For more information read the License Overview below:

License Overview:

This work is protected by Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0). By using, downloading, or copying any of the work contained, you agree to the license included.

Creative Commons License
DMS by Defent and eraser1 is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Based on a work at https://github.com/Defent/DMS_Exile.

The following overview is a human-readable summary of (and not a substitute for) the full license.

You are free to:

Share — copy and redistribute the material in any medium or format.

Adapt — remix, transform, and build upon the material.

Under the following terms:

Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.

NonCommercial — You may not use the material for commercial purposes.

ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.

No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.

Notices:

You do not have to comply with the license for elements of the material in the public domain or where your use is permitted by an applicable exception or limitation. No warranties are given. The license may not give you all of the permissions necessary for your intended use. For example, other rights such as publicity, privacy, or moral rights may limit how you use the material.


Instructions

Please search the DMS thread before asking any questions DMS will work "out-of-the-box" for almost any map. You have to keep in mind that if the map is too small (such as Stratis), then you will need to reduce the Mission spawn location settings. Also, for especially hilly maps (such as Panthera), you will need to reduce the Minimum surfaceNormal (the config value is automatically adjusted for some maps. You can check the map configs to see the adjusted config value overwrites).

BattlEye Filters:

It is highly recommended that you add

!="(_this select 0) execVM \"\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf\""

at the END of the line that starts with "7 exec" in scripts.txt (if it exists). Here is the pastebin.

AND:

!="_v)} do {\n_posV = getPos _v;\n_smoke1 = \"#particlesource\" createVehicleLocal getpos _v;\n_smoke1 attachTo [_v,[0,0,0],\"engine_effe"

after "7 createVehicle"

Installation:

  1. Download the a3_dms folder
  2. Edit the config.sqf to your preferences.
  3. Pack the a3_dms folder with a PBO tool (PBO Manager, Eliteness, or the Arma 3 Tools suite)
  4. Put the generated PBO in your @ExileServer\addons\ directory. It should be alongside exile_server.pbo and exile_server_config.pbo.

## infiSTAR: * If you want to enable "VehicleWhiteList_check", make sure to add ```'O_HMG_01_high_F'``` to ```_VehicleWhiteList```, as well as any other vehicles you add to DMS that are not whitelisted.



Vilayer or other Game Server Providers Instructions:

If you are using Vilayer or some other GameServer hosting service, and/or the above steps did not work, then follow these instructions:

  1. Create a new folder called @a3_dms in the root ArmA 3 folder.
  2. Create a subfolder called "addons".
  3. Place the "a3_dms.pbo" in the "addons" subfolder.
  4. Edit your startup parameters/modline to include "@a3_dms". For example: -serverMod=@ExileServer;@a3_dms;



Troubleshooting:

If you're having any issues with DMS, check your RPT for errors and make sure PBO is packed correctly by unpacking it and ensuring the folder structure is "\x\addons\a3_DMS...".

If you can't figure it out, leave a post on the DMS thread on exile forums. Make sure to include your RPT, config.sqf, as well as any changed files. Please use pastebin, spoilers, or something similar; DO NOT PASTE EVERYTHING DIRECTLY INTO THE POST (without putting it in a spoiler)



HEADLESS CLIENT:

DMS does not currently support headless client. Do not attempt to use HC with DMS unless you know what you are doing.




Credits:

Authors:

Thanks:

Testers/Reporters:





Ideas:

Zombies are NOT SUPPORTED by DMS, nor do we ever plan to support zombies within DMS.

Convoy Mission:

  • Regularly update marker position.
  • Implement function(s) for AI pathing.

Dynamic Underwater Missions

Dynamic/Ambient AI Spawning

  • Spawn AI that are meant to "hunt" individual players.
  • Air/Land AI Vehicle Patrols

Random community ideas:

Full Headless Client Support.

  • AI will still be offloaded to clients (ideally); strictly DMS functions will be handled by the HC.




Changelog:

https://github.com/Defent/DMS_Exile/wiki/Changelog

dms_exile's People

Contributors

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dms_exile's Issues

Mission locations

Hi,

I can't figure out why all missions are always on the west side of the (Tanoa) map... Has this issue been noted before??

I'd like to have them spread out over the entire map but currenty almost all missions spawn on the SW and NW island. I am wondering if this configurable or do I need to use the fixed positions to do this??

I enclosed 3 screenshots with mission locations after restarting the server. I also enclosed the config and tanoa_config in docx format.

The config also seems to ignore line 141: "DMS_MissionNearBlacklist = 2500;".

image

image

image

config.docx

tanoa_config.docx

PBO

hi guys im following the instructions in the pbo but i cant seem to see it working in game i have put the pbo in my exileserver addons folder and im unsure as to why there is an X for the x\addons\blahhh if there are no other folders before the dir if there all contained in the pbo? can you please give me a few steps to get this working as i cant get it working. im on linux debian 8

Question: Function decleration

Is it no better to declare the function in the config.cpp/bin ( as considered best way to declare them according to some a3 experts)?

Mission Timeouts. Feedback needed.

Hello.

Sorry for that.
I want to collect some feedback from guys/girls, that using latest code from 2018-02-12.
I've tested the latest code with my own config.sqf and missions files with no luck.
Is anyone tested the latest code?
Do you use the stock code, without any edits?
Do timeouts (for dynamic and static missions) work for you as intended?

Thanks in advance.

kicked for Script Restriction #39??

in to the Line 41 (script.txt)

!=“e \“lastGestFreezeT\”;\n\nif (_VBtemp + 25 < time) then\n{\n\nif (isPlayer _this) then {}\nelse\n{\nif (random 10 < 6) then\n{\n\nif”

Error

"DMS_SpawnAIGroup :: Spawned 6 AI at [9888.95,7407.17,0]."
2:18:38 Error in expression <FromQueue = true;
}
else
{
_newOwner = owner _player;
if (typeName _entity == ">
2:18:38 Error position: <owner _player;
if (typeName _entity == ">
2:18:38 Error owner: Type Group, expected Object
2:18:38 File exile_server\code\ExileServer_system_swapOwnershipQueue_thread_dispatchQueue.sqf, line 23

AI gear drop chance

Hey there.

Would it be possible to add a config option to remove the gear from dead AI's with a percentage?
So like 20% of the bots will drop the weapons when they die, all others are without a weapon?

Sorry for my bad english, i hope its not to hard to understand.

Reinforcements have no launchers.

Hello! Yesterday i seen that reinforcments have no launchers, but launchers chance is 100 and all bots have it then mission starts. What i need to do?
Thx.

DMS_fnc_GroupReinforcementsManager not working

HI! DMS_fnc_GroupReinforcementsManager not working properly. I defined all variables, but code dont work.

0:53:22 Error in expression <Depleted =
{
switch (true) do
{

case ((_maxReinforcementWaves>0) && {_maxReinfo>
 0:53:22   Error position: <_maxReinforcementWaves>0) && {_maxReinfo>
 0:53:22   Error Undefined variable in expression: _maxreinforcementwaves
 0:53:22 File x\addons\dms\scripts\fn_GroupReinforcementsManager.sqf..., line 196
 0:53:22 Error in expression <inforcementsDepleted && {(diag_tickTime-_lastUpdated)>_updateDelay}) then
{
priv>
 0:53:22   Error position: <_lastUpdated)>_updateDelay}) then
{
priv>
 0:53:22   Error Undefined variable in expression: _lastupdated
 0:53:22 File x\addons\dms\scripts\fn_GroupReinforcementsManager.sqf..., line 211
 0:53:22 Error in expression < parameters: %1",_this];
true
};


if !(_reinforcementInfo params
[
"_wavesInfo">
 0:53:22   Error position: <_reinforcementInfo params
[
"_wavesInfo">
 0:53:22   Error Undefined variable in expression: _reinforcementinfo
 0:53:22 File x\addons\dms\scripts\fn_GroupReinforcementsManager.sqf..., line 132

Godmode for ai while frozen

hey,

i tried to give the ai godmode when frozne with:
"_x allowdamage false;" in fn_FreezeManager.sqf and fn_FreezeToggle.sqf.

but i didnt work. the ai was still getting damage.
what do i need to add to get it working?

Türen verschlossen

Hallo ich habe das Problem, dass alle Türen von den Missionen(Container, Häuser, u.s.w verschlossen sind. das Problem ist einfach das kein normaler Spieler die Missionen fertig machen kann, da ja auch KI in den Gebäuden ist. Bin im Server Aufbau und Skripten ein ziemlicher Neuling. kann mir einer sagen wie es möglich ist von allen Static and Bandits Missionen die Türen zu öffnen.
mfg
[DHZ] Swatty
PS: auf der Map Exile Altis gehen sonst alle Türen auf.

Non-opening door

Hello, how can we open the doors of missions? Because some NPC enters the buildings but impossible to complete the mission without an admin is there.

Error in report with Static missions

14:32:45 "DMS ERROR :: Calling DMS_fnc_ImportFromM3E_Static with invalid file/filepath: georgetown_buildings | _export: "
14:32:45 Error in expression < file/filepath: %1 | _export: %2",_file,_export];
[]
};

private _objs = _export>
14:32:45 Error position: <_export];
[]
};

private _objs = _export>
14:32:45 Error Undefined variable in expression: _export
14:32:45 File x\addons\dms\scripts\fn_ImportFromM3E_Static.sqf..., line 42
14:32:45 Attempt to override final function - dms_staticmission_georgetown

DMS not loading

I get the following things in the log,
19:27:54 "@ExileServer/BIS_fnc_log: [preInit] DMS_fnc_DMS_preInit (0 ms)"
19:27:59 "@ExileServer/BIS_fnc_log: [postInit] DMS_fnc_DMS_postInit (0 ms)"

And DMS is not loading correctly, i can't really explain why this is happening i tried many different options.

Here is the full log: http://pastebin.com/6xe44UrY

Mission not finished & jumping boxes

Hey there.
We are currently testing DMS on our exile test server. (DMS_DEBUG = true;)
Everything is on default settings except _AICount, we've set this to 20.
While testing, we had a strange bug. We killed all AI's but the mission did not finished.
After about 10sec. the loot box just jumped away. Every jump about 5-10m.
After a few jumps the box completly disappeared.
The mission never finished, even after 5min. the mission was still active.
I dont know if this is a problem with debug mode, but if i'm not wrong, they should get a timeout after 5-6min.?

Another question is about the missions. Is there any way to implement buildings/vehicles into the missions? We've created a few bandit camps in the editor, would be awesome to use them! :)

Sorry for my bad english, i hope its not to hard to understand.

//edit:
After a few more tests one of the bots dropped his launcher, i checked the config and found DMS_ai_remove_launchers and its set to true. I still dont know if all the settings are the same for the debug more, if not there seems to be a problem with removing the launcher.

Last update.

Hello!

Sorry, man, but have to admit some strange behavior.
After mission competition, can't take items from AI's uniform, vest, backpack.
Just me?
Reverted back for previous version, will see how it's going.

Good luck.

AI don't attack vehicles

I would be cool if the AI will wreck your wheels, i only saw them shooting on a helicopter, but not on a strider, players just run all the AI over and get the boxes.

Error on log

Use Exile 1.0.0 Tanoa

  1. 4:08:10 "DMS SORT OF AN ERROR :: Null Group found in DMS_FrozenAIGroups! Index: 6"
  2. Error:
    9:30:28 "DMS ERROR :: Number of attempts in DMS_fnc_findSafePos (5000) reached maximum number of attempts!"
    9:30:28 Error in expression <_this;
    };
    };

private _parsedParams =
[
_missionPosition,
_extraParams
];

if (D>
9:30:28 Error position: <_missionPosition,
_extraParams
];

if (D>
9:30:28 Error Undefined variable in expression: _missionposition
9:30:28 File x\addons\dms\scripts\fn_MissionParams.sqf, line 135
9:30:28 "DMS ERROR :: Called MISSION construction.sqf with invalid parameters: [[25,500,0.9,2500,2500,2500,2000,100,true],[[]],[]]"

rpt:
arma3server_2016-07-17_00-44-21.txt

DMS No Door open

Now DMS spawned Buildings/Objects Doors cannot be opend.

is this a BUG ??

DMS_MissionTimeout

Hello there.
I might be wrong, but "DMS_MissionTimeout" haven't used in your code at all, except in the config.sqf itself.
And I have problem with the timeouts in a whole. Missions, static and dynamic, both, are will never expire with the default config.sqf.
"DMS_MaxStaticMissions" is often ignored, and every DMS_fnc_selectMission interaction will generate new server thread.

http://www.exilemod.com/topic/61-dms-defents-mission-system/?page=270

Good luck.

Map Markers and Mission Names

Would like to see the map markers not be 100% centered on where the mission is, and same with the black dot and mission name.

Give it a radius of 300-500m where the mission is WITHIN the marker, but not centered on it so players don't know exactly where it is each time.

Change a map

Hi, I'm using Chernarus 2033 map and I wanna use Altis, but on Altis there is no a single mission spawned, where can I set it to Altis map? Thanks!

fn_SpawnAiStatic setDir

Hey there.
Currently if you spawn a static AI, the setDir param is set to

setDir (random 360);

inside of the fn_SpawnAiStatic.sqf.
There seems to be no way to give the parameter for the direction of the AI.
It would be awesome if there was a way to set this parameter inside of the mission.
Something like this:

_staticGuns =
[
    [
        [[0,0,0]280]
    ],
    _group,
    "assault",
    "static",
    "bandit"
] call DMS_fnc_SpawnAIStatic;

Convoy mission

Thank you for sharing your work, I have used and works perfectly, would like to know how active the CONVOY missions against some patrols the map in vehicles but nothing Regularly update marker position.

DMS - "Mission Cleanup settings"

/*Mission Cleanup settings*/
DMS_CompletedMissionCleanup			= true;					// Cleanup mission-spawned buildings and AI bodies after some time
DMS_CompletedMissionCleanupTime		= 300;					// Minimum time until mission-spawned buildings and AI are cleaned up
DMS_CleanUp_PlayerNearLimit			= 50;					// Cleanup of an object is aborted if a player is this many meters close to the object
DMS_AIVehCleanUpTime				= 300;					// Time until a destroyed AI vehicle is cleaned up.
/*Mission Cleanup settings*/

My settings and the problem, after the mission has been marked as complete the AI-Corpses, Vehicles dont cleanup and just stay there. How to solve this?

New Missions.

I am trying to make a new Mission.
But with wich tool you have done the Koordinates.

Error Undefined variable in expression: dms_randombanditmissionsonstart

Hi. is such a record

22:25:02 "DMS_SpawnAIGroup_MultiPos :: Spawned 31 AI using positions parameter: [[8435.86,25050.7,0],[8424.41,25054.5,0],[8473.88,25057.6,0],[8467.45,25054.6,0],[8480.42,25081.6,0],[8490.28,25075.3,0],[8549.45,25043.7,0],[8450.97,25177,0],[8440.4,25184.4,0],[8400.37,25149.9,0.753296],[8479.99,25185.3,0],[8484.67,25182.5,0],[8488.71,25179.6,0],[8493.91,25162.5,0],[8543.77,25149.9,0],[8551.9,25119.1,0],[8514.54,25097.9,0],[8483.86,25110.1,0],[8435.38,25116.4,0],[8447.62,25104.2,0],[8438.01,25135.3,0],[8436.95,25170.6,0],[8442.45,25198.6,0],[8449.65,25207.8,0],[8381.02,25109.4,0],[8379.57,25116.6,0],[8415.75,25011.5,0],[8490.89,25135.1,0],[8512.8,25124.9,0],[8518.46,25095.5,0],[8519.71,25092.4,0],[8533.05,25098.9,0],[8463.94,25163.6,0],[8476.27,25123.1,4.00956],[8476.27,25123.1,4.00956],[8476.27,25123.1,4.00956]]."
22:25:03 "ExileServer - Job with handle 10007 added."
22:25:04 "ExileServer - Job with handle 10008 added."
22:25:04 "DMS_DEBUG :: DMS post-init complete. productVersion: ["Arma 3","Arma3",162,137494,"Stable",true,"Windows"] | infiSTAR version: not installed |::|::| (DMS_Version: "September 5, 2016" | time: 196.014 | diag_tickTime: 272.367 | 18.9573 FPS)"
22:25:04 Error in expression <stance = _temp;
};

for "_i" from 1 to DMS_RandomBanditMissionsOnStart do
{
[se>
22:25:04 Error position: <DMS_RandomBanditMissionsOnStart do
{
[se>
22:25:04 Error Undefined variable in expression: dms_randombanditmissionsonstart
22:25:04 File x\addons\dms\fn_DMS_postInit.sqf, line 252
22:25:04 "@ExileServer/BIS_fnc_log: [postInit] DMS_fnc_DMS_postInit (30010 ms)"

Launchers arn't random

Launchers are hard coded at AT only unless you specify a specific type.

A nice change would be for the launcher type to be randomised per unit per group

Changing fn_SpawnAIGroup.sqf from
`if ((!isNil "_launcherType") || {DMS_ai_use_launchers && {DMS_ai_launchers_per_group>0}}) then
{

if (isNil "_launcherType") then
{
    _launcherType = "AT";
};

_units = units _group;

for "_i" from 0 to (((DMS_ai_launchers_per_group min _count)-1) max 0) do
{
    if ((random 100)<DMS_ai_use_launchers_chance) then
    {
        _unit = _units select _i;

        _launcher = (selectRandom (missionNamespace getVariable [format ["DMS_AI_wep_launchers_%1",_launcherType],["launch_NLAW_F"]]));

        removeBackpackGlobal _unit;
        _unit addBackpack "B_Carryall_mcamo";
        _rocket = _launcher call DMS_fnc_selectMagazine;

        [_unit, _launcher, DMS_AI_launcher_ammo_count,_rocket] call BIS_fnc_addWeapon;

        _unit setVariable ["DMS_AI_Launcher",_launcher];

        if (DMS_DEBUG) then
        {
            (format["SpawnAIGroup :: Giving %1 a %2 launcher with %3 %4 rockets",_unit,_launcher,DMS_AI_launcher_ammo_count,_rocket]) call DMS_fnc_DebugLog;
        };
    };
};

};`

to

`// An AI will definitely spawn with a launcher if you define type
if ((!isNil "_launcherType") || {DMS_ai_use_launchers && {DMS_ai_launchers_per_group>0}}) then
{
_units = units _group;

for "_i" from 0 to (((DMS_ai_launchers_per_group min _count)-1) max 0) do
{
    if ((random 100)<DMS_ai_use_launchers_chance) then
    {
        _unit = _units select _i;

        if (isNil "_launcherType") then
        {
            _launcherType = selectRandom ["AT","AA"];
        };

        _launcher = (selectRandom (missionNamespace getVariable [format ["DMS_AI_wep_launchers_%1",_launcherType],["launch_NLAW_F"]]));

        removeBackpackGlobal _unit;
        _unit addBackpack "B_Carryall_mcamo";
        _rocket = _launcher call DMS_fnc_selectMagazine;

        [_unit, _launcher, DMS_AI_launcher_ammo_count,_rocket] call BIS_fnc_addWeapon;

        _unit setVariable ["DMS_AI_Launcher",_launcher];

        if (DMS_DEBUG) then
        {
            (format["SpawnAIGroup :: Giving %1 a %2 launcher with %3 %4 rockets",_unit,_launcher,DMS_AI_launcher_ammo_count,_rocket]) call DMS_fnc_DebugLog;
        };
    };
};

};` would achive this

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