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Right now i'm making more missions and i just finished a Hostage mission !

 

I will try to add different type of missions and when i reach maybe 10 , then i will update.

 

Generally , i will try to add as many as possible , in order to have  a total random gameplay.

 

Right now , ( # for the Guys who don't know )  this script is including 20 missions.

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Hey.
I read that brought DAC needs "Game Logic >> DAC intern and DAC extern".
need to start modifying the mod?

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2 hours ago, Casio91Fin said:

DAC needs "Game Logic

 

Hello there Casio91Fin !

 

First of all , just to be sure of what exacly we are talking about.!

You don't need the DAC mod to play these missions .

The DAC is included as a script.

 

If you are asking me how to play with the DAC mod only , it's beeter to ask in the DAC topic.

 

For anything that you might want , feel free to ask !

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cool script! nice variety of missions, challanging too.

 

i wanted the missions to start when the player requests it i.e. by addaction from an officer/satellite phone at a base. If you're interested heres the results of my afternoons messing about :D

 

if GF_Missions_Rolling  is set to 'true' then script will function as before with missions automatically starting.

 

create an object or unit and add this:

Quote

this addAction ["<t color='#0099FF'>Request Mission</t>","GF_Missions\Missions_call.sqf",[],10,true,true,"","true", 3];

 

create the script 'GF_Missions\Missions_call.sqf' and paste this in:

 

Spoiler

[GF_Missions_allPlayers,["GF_Missions"],["Have a good Game ! ","GF_Missions",""], objNull,1,1,true,"whiteboard"] call BIS_fnc_taskCreate;
["GF_Missions","ASSIGNED",true] spawn BIS_fnc_taskSetState;

if (count GF_Missions_Array > 0)
    then {
    
_Random_Missions = floor (random count GF_Missions_Array);
_Random_Script = GF_Missions_Array select _Random_Missions;

null = [] execVM _Random_Script;
    
if (!GF_Repeat_Missions)  then {                
GF_Missions_Array = GF_Missions_Array - [_Random_Script];
    
if (GF_Missions_Systemchat_info) then {
systemchat "Next mission is generating";
};

diag_log "//________________ Next GF_Missions is generating    _____________";
        
    };
    }else{    

["GF_Missions","SUCCEEDED",true] spawn BIS_fnc_taskSetState;

if (GF_Missions_Systemchat_info) then {
systemchat "Well done! All the GF_Missions are Complete";
};    

diag_log "//________________ All the GF_Missions are Complete _____________";

sleep 3;

    if (GF_Missions_saveGame) then {
    saveGame;
    };    
};

 

then edit the existing file 'GF_Missions\Missions_init.sqf' thusly (edits in red)

 

Spoiler


//________________  Author : GEORGE FLOROS [GR] ___________ 29.08.18 _____________

/*
________________ GF Missions Script ________________

https://forums.bohemia.net/forums/topic/219080-gf-missions-script/

Please keep the Credits or add them to your Diary

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /*
means that it is disabled , so there is no need to delete the extra lines.

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

and also use the extra pluggins
(this way will be better , it will give also some certain colours to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
*/


//   https://community.bistudio.com/wiki/Arma_3_Tasks_Overhaul


diag_log "//________________ GF Missions init _____________";

DAC_Basic_Value = 0;
execVM "DAC\DAC_Config_Creator.sqf";
[] execVM "GF_Missions\Custom_Units_Array.sqf";

//________________ Settings _____________
//________________ Set true to delete or false  _____________

GF_Repeat_Missions                        = false;                //    EDIT i made this a global variable. Change this for Non stop.Set this to false , if you are using the DAC missions
GF_Missions_Systemchat_info                = true;                    //    Show Systemchat information
GF_Missions_saveGame                    = true;                    //    Save Game
GF_Missions_Wait_Time                    = 10;                    //     The time to move to the next mission    
GF_Missions_Show_Server_info            = true;                    //    Show Server Systemchat information
GF_Missions_DAC_Area_Spawn_Meters         = (random(350)+350);    //    The size of the area
GF_Missions_Delete_Objects                = true;                    //    Delete the objects with the mission end
GF_Missions_Delete_Objects_Distance        = 2000;                    //     The Distance to Delete the mission's Objects
GF_Missions_Rolling                        = false;                //  ADDED choose wether to have rolling or triggered missions

//________________ The position of the mission    ________________

//    GF_Missions_pos = getPos player;                    //    For test purpose
    GF_Missions_pos = [] call BIS_fnc_randomPos;         //    For random location
//    GF_Missions_pos = getmarkerPos "MarkerName_1";        //    Create a Marker if you want a certain location -

//    or select a random marker ,
//    copy this inside the mission that you want to suffle markers
    _Marker_array =selectRandom[    
            "MarkerName_1",        
            "MarkerName_2",
            "MarkerName_3"            
            ];            
//    GF_Missions_pos = getmarkerPos _Marker_array;        //        Or select a random marker


//________________ Show Server Systemchat information    ________________

if (GF_Missions_Show_Server_info) then {
[] spawn {
    while {true} do {
    _time = diag_tickTime + 10;    //    every  % second
    _i = 0;
    waitUntil {
    sleep 1;
    _i = _i + 1;        
    diag_tickTime >= _time
    };    
    
diag_log format ["FPS : %1    ||    Objects : %2    ||    allUnits : %3",round diag_fps,count allMissionObjects "All",count allUnits,{count _x;}];
systemchat format ["FPS : %1    ||    Objects : %2    ||    allUnits : %3",round diag_fps,count allMissionObjects "All",count allUnits,{count _x;}];    

    };
};
};


GF_Missions_allPlayers = allUnits select {isPlayer _x && {!(_x isKindOf "HeadlessClient_F")}};
GF_Missions_centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition");


GF_Missions_Civilian_Uniform = selectRandom [
"U_OG_Guerilla1_1","U_BG_Guerilla2_2","U_BG_Guerilla2_1","U_BG_Guerilla2_3","U_BG_Guerilla3_1",
"U_BG_leader","U_I_G_resistanceLeader_F","U_Competitor","U_C_HunterBody_grn","U_OrestesBody",
"U_C_Journalist","U_Marshal","U_Rangemaster","U_I_G_Story_Protagonist_F"
];


GF_Missions_Headgear = selectRandom [
            "H_Cap_blk",
            "H_Cap_blk_Raven",
            "H_Cap_blu",
            "H_Cap_brn_SPECOPS",
            "H_Cap_grn",
            "H_Cap_headphones",
            "H_Cap_khaki_specops_UK",
            "H_Cap_oli",
            "H_Cap_press",
            "H_Cap_red",
            "H_Cap_tan",
            "H_Cap_tan_specops_US",
            "H_Watchcap_blk",
            "H_Watchcap_camo",
            "H_Watchcap_khk",
            "H_Watchcap_sgg",
            "H_MilCap_blue",
            "H_MilCap_dgtl",
            "H_MilCap_mcamo",
            "H_MilCap_ocamo",
            "H_MilCap_oucamo",
            "H_MilCap_rucamo",
            "H_Bandanna_camo",
            "H_Bandanna_cbr",
            "H_Bandanna_gry",
            "H_Bandanna_khk",
            "H_Bandanna_khk_hs",
            "H_Bandanna_mcamo",
            "H_Bandanna_sgg",
            "H_Bandanna_surfer",
            "H_Booniehat_dgtl",
            "H_Booniehat_dirty",
            "H_Booniehat_grn",
            "H_Booniehat_indp",
            "H_Booniehat_khk",
            "H_Booniehat_khk_hs",
            "H_Booniehat_mcamo",
            "H_Booniehat_tan",
            "H_Hat_blue",
            "H_Hat_brown",
            "H_Hat_camo",
            "H_Hat_checker",
            "H_Hat_grey",
            "H_Hat_tan",
            "H_StrawHat",
            "H_StrawHat_dark",
            "H_Beret_02",
            "H_Beret_blk",
            "H_Beret_blk_POLICE",
            "H_Beret_brn_SF",
            "H_Beret_Colonel",
            "H_Beret_grn",
            "H_Beret_grn_SF",
            "H_Beret_ocamo",
            "H_Beret_red",
            "H_Shemag_khk",
            "H_Shemag_olive",
            "H_Shemag_olive_hs",
            "H_Shemag_tan",
            "H_ShemagOpen_khk",
            "H_ShemagOpen_tan",
            "H_TurbanO_blk",
            "H_MilCap_tna_F",
            "H_MilCap_ghex_F",
            "H_Booniehat_tna_F",
            "H_Beret_gen_F",
            "H_MilCap_gen_F",
            "H_Cap_oli_Syndikat_F",
            "H_Cap_tan_Syndikat_F",
            "H_Cap_blk_Syndikat_F",
            "H_Cap_grn_Syndikat_F"
];


GF_Missions_Goggles = selectRandom [
            "G_Spectacles",
            "G_Spectacles_Tinted",
            "G_Combat",
            "G_Lowprofile",
            "G_Shades_Black",
            "G_Shades_Green",
            "G_Shades_Red",
            "G_Squares",
            "G_Squares_Tinted",
            "G_Sport_BlackWhite",
            "G_Sport_Blackyellow",
            "G_Sport_Greenblack",
            "G_Sport_Checkered",
            "G_Sport_Red",
            "G_Tactical_Black",
            "G_Aviator",
            "G_Lady_Mirror",
            "G_Lady_Dark",
            "G_Lady_Red",
            "G_Lady_Blue",
            "G_Goggles_VR",
            "G_Balaclava_blk",
            "G_Balaclava_oli",
            "G_Balaclava_combat",
            "G_Balaclava_lowprofile",
            "G_Bandanna_blk",
            "G_Bandanna_oli",
            "G_Bandanna_khk",
            "G_Bandanna_tan",
            "G_Bandanna_beast",
            "G_Bandanna_shades",
            "G_Bandanna_sport",
            "G_Bandanna_aviator",
            "G_Shades_Blue",
            "G_Sport_Blackred",
            "G_Tactical_Clear",
            "G_Balaclava_TI_blk_F",
            "G_Balaclava_TI_tna_F",
            "G_Balaclava_TI_G_blk_F",
            "G_Balaclava_TI_G_tna_F",
            "G_Combat_Goggles_tna_F"
];


//________________    Type of _weapons    ________________
GF_Missions_weapons = selectRandom [
            //LightMachineGuns
            "arifle_MX_SW_Black_F",
            "arifle_MX_SW_F",
            "LMG_Mk200_F",
            "LMG_Zafir_F",
            "LMG_03_F",                
            "MMG_01_hex_F",
            "MMG_01_tan_F",
            "MMG_02_black_F",
            "MMG_02_camo_F",
            "MMG_02_sand_F",
            //Apex
            "LMG_03_F",

            //AssaultRifles
            "arifle_Katiba_C_F",
            "arifle_Katiba_F",
            "arifle_Katiba_GL_F",
            "arifle_Mk20_F",
            "arifle_Mk20_GL_F",
            "arifle_Mk20_GL_plain_F",
            "arifle_Mk20_plain_F",
            "arifle_Mk20C_F",
            "arifle_Mk20C_plain_F",
            "arifle_MX_Black_F",
            "arifle_MX_F",
            "arifle_MX_GL_Black_F",
            "arifle_MX_GL_F",
            "arifle_MXC_Black_F",
            "arifle_MXC_F",
            "arifle_SDAR_F",
            "arifle_TRG20_F",
            "arifle_TRG21_F",
            "arifle_TRG21_GL_F",            
            //Apex AssaultRifles
            "arifle_AK12_F",
            "arifle_AK12_GL_F",
            "arifle_AKM_F",
            "arifle_AKM_FL_F",
            "arifle_AKS_F",
            //AK x2
            "arifle_AK12_F",
            "arifle_AK12_GL_F",
            "arifle_AKM_F",
            "arifle_AKM_FL_F",
            "arifle_AKS_F",
            //
            "arifle_ARX_blk_F",
            "arifle_ARX_ghex_F",
            "arifle_ARX_hex_F",
            "arifle_CTAR_blk_F",
            "arifle_CTAR_hex_F",
            "arifle_CTAR_ghex_F",
            "arifle_CTAR_GL_blk_F",
            "arifle_CTARS_blk_F",
            "arifle_CTARS_hex_F",
            "arifle_CTARS_ghex_F",
            "arifle_SPAR_01_blk_F",
            "arifle_SPAR_01_khk_F",
            "arifle_SPAR_01_snd_F",
            "arifle_SPAR_01_GL_blk_F",
            "arifle_SPAR_01_GL_khk_F",
            "arifle_SPAR_01_GL_snd_F",
            "arifle_SPAR_02_blk_F",
            "arifle_SPAR_02_khk_F",
            "arifle_SPAR_02_snd_F",            
            "arifle_SPAR_03_blk_F",
            "arifle_SPAR_03_khk_F",
            "arifle_SPAR_03_snd_F",
            "arifle_MX_khk_F",
            "arifle_MX_GL_khk_F",
            "arifle_MXC_khk_F",
            "arifle_MXM_khk_F",

            //SniperRifles
            "arifle_MXM_Black_F",
            "arifle_MXM_F",
            "srifle_DMR_01_F",
            "srifle_DMR_02_camo_F",
            "srifle_DMR_02_F",
            "srifle_DMR_02_sniper_F",
            "srifle_DMR_03_F",
            "srifle_DMR_03_khaki_F",
            "srifle_DMR_03_multicam_F",
            "srifle_DMR_03_tan_F",
            "srifle_DMR_03_woodland_F",
            "srifle_DMR_04_F",
            "srifle_DMR_04_Tan_F",
            "srifle_DMR_05_blk_F",
            "srifle_DMR_05_hex_F",
            "srifle_DMR_05_tan_f",
            "srifle_DMR_06_camo_F",
            "srifle_DMR_06_olive_F",
            "srifle_EBR_F",
            "srifle_GM6_camo_F",
            "srifle_GM6_F",
            "srifle_LRR_camo_F",
            "srifle_LRR_F",            
            //Apex SniperRifles
            "srifle_LRR_tna_F",
            "srifle_GM6_ghex_F",
            "srifle_DMR_07_blk_F",
            "srifle_DMR_07_hex_F",
            "srifle_DMR_07_ghex_F"        
            ];

//________________    weapon's mags    ________________
GF_Missions_magazines_weapon = getArray (configFile / "CfgWeapons" / GF_Missions_weapons / "magazines");
GF_Missions_magazine_Class_weapon = GF_Missions_magazines_weapon call bis_fnc_selectRandom;

    

GF_Missions_Vests_array = selectRandom [
            "V_Press_F",
            "V_Rangemaster_belt",
            "V_TacVest_blk",
            "V_TacVest_blk_POLICE",
            "V_TacVest_brn",
            "V_TacVest_camo",
            "V_TacVest_khk",
            "V_TacVest_oli",
            "V_TacVestCamo_khk",
            "V_TacVestIR_blk",
            "V_I_G_resistanceLeader_F",
            "V_BandollierB_blk",
            "V_BandollierB_cbr",
            "V_BandollierB_khk",
            "V_BandollierB_oli",
            "V_BandollierB_rgr",
            "V_Chestrig_blk",
            "V_Chestrig_khk",
            "V_Chestrig_oli",
            "V_Chestrig_rgr",
            "V_HarnessO_brn",
            "V_HarnessO_gry",
            "V_HarnessOGL_brn",
            "V_HarnessOGL_gry",
            "V_HarnessOSpec_brn",
            "V_HarnessOSpec_gry",
            "V_PlateCarrier1_blk",
            "V_PlateCarrier1_rgr",
            "V_PlateCarrier2_rgr",
            "V_PlateCarrier3_rgr",
            "V_PlateCarrierGL_blk",
            "V_PlateCarrierGL_mtp",
            "V_PlateCarrierGL_rgr",
            "V_PlateCarrierH_CTRG",
            "V_PlateCarrierIA1_dgtl",
            "V_PlateCarrierIA2_dgtl",
            "V_PlateCarrierIAGL_dgtl",
            "V_PlateCarrierIAGL_oli",
            "V_PlateCarrierL_CTRG",
            "V_PlateCarrierSpec_blk",
            "V_PlateCarrierSpec_mtp",
            "V_PlateCarrierSpec_rgr",

            "V_TacChestrig_grn_F",
            "V_TacChestrig_oli_F",
            "V_TacChestrig_cbr_F",
            "V_PlateCarrier1_tna_F",
            "V_PlateCarrier2_tna_F",
            "V_PlateCarrierSpec_tna_F",
            "V_PlateCarrierGL_tna_F",
            "V_HarnessO_ghex_F",
            "V_HarnessOGL_ghex_F",
            "V_BandollierB_ghex_F",
            "V_TacVest_gen_F",
            "V_PlateCarrier1_rgr_noflag_F",
            "V_PlateCarrier2_rgr_noflag_F",

            "V_LegStrapBag_black_F",
            "V_Plain_medical_F",
            "V_Plain_crystal_F",
            "V_Pocketed_black_F",
            "V_Pocketed_coyote_F",
            "V_Pocketed_olive_F",
            "V_EOD_blue_F",
            "V_EOD_IDAP_blue_F",
            "V_EOD_coyote_F",
            "V_EOD_olive_F"            
            ];


GF_Missions_Backpacks_array = selectRandom [
            "B_AssaultPack_blk",
            "B_AssaultPack_cbr",
            "B_AssaultPack_dgtl",
            "B_AssaultPack_khk",
            "B_AssaultPack_mcamo",
            "B_AssaultPack_rgr",
            "B_AssaultPack_sgg",
            "B_Bergen_blk",
            "B_Bergen_mcamo",
            "B_Bergen_rgr",
            "B_Bergen_sgg",
            "B_Carryall_cbr",
            "B_Carryall_khk",
            "B_Carryall_mcamo",
            "B_Carryall_ocamo",
            "B_Carryall_oli",
            "B_Carryall_oucamo",
            "B_FieldPack_blk",
            "B_FieldPack_cbr",
            "B_FieldPack_ocamo",
            "B_FieldPack_oucamo",
            "B_HuntingBackpack",
            "B_Kitbag_cbr",
            "B_Kitbag_mcamo",
            "B_Kitbag_sgg",
            "B_OutdoorPack_blk",
            "B_OutdoorPack_blu",
            "B_OutdoorPack_tan",
            "B_TacticalPack_blk",
            "B_TacticalPack_mcamo",
            "B_TacticalPack_ocamo",
            "B_TacticalPack_oli",
            "B_TacticalPack_rgr",

            "B_Bergen_mcamo_F",
            "B_Bergen_dgtl_F",
            "B_Bergen_hex_F",
            "B_Bergen_tna_F",
            "B_AssaultPack_tna_F",
            "B_Carryall_ghex_F",
            "B_FieldPack_ghex_F",
            "B_ViperHarness_blk_F",
            "B_ViperHarness_ghex_F",
            "B_ViperHarness_hex_F",
            "B_ViperHarness_khk_F",
            "B_ViperHarness_oli_F",
            "B_ViperLightHarness_blk_F",
            "B_ViperLightHarness_ghex_F",
            "B_ViperLightHarness_hex_F",
            "B_ViperLightHarness_khk_F",
            "B_ViperLightHarness_oli_F",
            
            "O_HMG_01_high_weapon_F",
            "O_HMG_01_weapon_F",
            "O_GMG_01_high_weapon_F",
            "O_GMG_01_weapon_F",
            "O_Mortar_01_support_F",
            "O_Mortar_01_weapon_F",
            "O_HMG_01_support_high_F",
            "O_HMG_01_support_F",
            "O_AA_01_weapon_F",
            "O_AT_01_weapon_F",
            "O_Static_Designator_02_weapon_F",
            "B_Static_Designator_01_weapon_F",
            
            "B_LegStrapBag_black_F",
            "B_LegStrapBag_coyote_F",
            "B_LegStrapBag_olive_F",
            "B_Messenger_Black_F",
            "B_Messenger_Coyote_F",
            "B_Messenger_IDAP_F",
            "I_UAV_06_backpack_F",
            "O_UAV_06_backpack_F",
            "B_UAV_06_backpack_F"
            ];  


waitUntil {time >2};
// ADDED if() then{}; to mission start script to check if GF_Missions_Rolling = true;
if (GF_Missions_Rolling) then {

        [GF_Missions_allPlayers,["GF_Missions"],["Have a good Game ! ","GF_Missions",""], objNull,1,1,true,"whiteboard"] call BIS_fnc_taskCreate;
        ["GF_Missions","ASSIGNED",true] spawn BIS_fnc_taskSetState;

        if (count GF_Missions_Array > 0)
            then {
    
                _Random_Missions = floor (random count GF_Missions_Array);
                _Random_Script = GF_Missions_Array select _Random_Missions;

                null = [] execVM _Random_Script;
    
                if (!GF_Repeat_Missions)  then {                
                        GF_Missions_Array = GF_Missions_Array - [_Random_Script];
    
                        if (GF_Missions_Systemchat_info) then {
                                systemchat "Next mission is generating";
                        };

                        diag_log "//________________ Next GF_Missions is generating    _____________";
        
                };
        }else{    

                ["GF_Missions","SUCCEEDED",true] spawn BIS_fnc_taskSetState;

                if (GF_Missions_Systemchat_info) then {
                        systemchat "Well done! All the GF_Missions are Complete";
                };    

        diag_log "//________________ All the GF_Missions are Complete _____________";

        sleep 3;

        if (GF_Missions_saveGame) then {
                saveGame;
                };    
        };
} else {
};

 

...and it seeeems to work...

 

EDIT:

here's an example mission, it is just a direct edit of GF original example

 

 

 

 

Edited by lordfrith
moar red
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4 hours ago, lordfrith said:

...and it seeeems to work...

 

EDIT:

here's an example mission, it is just a direct edit of GF original example

 

Pretty Cool lordfrith !   :f:

 

Thank you very much that you like it and it's a great example , on how to use this script !

 

I'm going to add this nice example in the front page as well at:

 

 

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Hello.

 

How to do?

- Moving tasks (Convoy task) should be to move freely on the map.

- Air tasks (Fighter)  an aircraft is looking for and destroying (something). And of course, move freely on the map

- Water tasks (sunken treasure) Destroy the divers and collect the box. (The problem is how to get the box empty of the items.)

- Hacking Tasks (Disassembling atomic bomb)/(Satellite hacking) something else?

- Steal a car task (The car could be locked. When the task succeeds the car will exit the lock).

 

Repairs for some tasks

- 1 Eliminate Spy (This could add a time when the task fails).

- 10 Eliminate Spy 2 (This could add a time when the task fails).

 

Needed

- Safety zone (Tasks should not come close to "HQ" about 800m would be a good distance).

Edited by Casio91Fin
Needed:
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6 hours ago, Casio91Fin said:

How to do?

 

I have already finish some more new missions :

 

  • Rescue Hostage
  • Escort VIP
  • Find Intel
  • Transport Prisoners

So , i will end with some more and maybe i will update in the next 10 missions.

 

Thank you also for the ideas , i will also create something like this and the idea of creating a safe zone is needed !

 

Thank you very much Casio91Fin !

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On 11/9/2018 at 9:21 AM, Casio91Fin said:

Needed

- Safety zone (Tasks should not come close to "HQ" about 800m would be a good distance).

 

The ability of , Safe Distance and Safe Zones Position , instead of total random spawn position , is already created and it will be available in the next update.

 

Safe Distance , from players.

Safe Zones Position , that can be added in the 3D editor , in order to exclude the certain area , from spawning a mission.

 

On 11/9/2018 at 9:21 AM, Casio91Fin said:

Repairs for some tasks

 

The are also updates for the missions , some fixes , spawn positions etc ,

everything on the next update , probably very soon.!

 

Thanks !

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Mission suggestion (Optional)

Just came to mind when playing "Wasteland". 

But this task would be pretty nice to do in your own style. (free from unnecessary sanctions).

 

task = (town invasion) Description = (Clear the city from the enemy)

Requirements:

- AI could go where the houses are ready to hide.

- AI defends some meters (350m) or what you have set the task area.

- Car/APC/Tank patrol (Optional)

- Static weapon (2 max) (Optional)

- Air patrol may be too risky, but may come when the player is less than 500 meters in task. (Optional)

 

- The task will only happen if there are a certain number of houses. (60 houses could be a good reason).

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11 hours ago, Casio91Fin said:

task = (town invasion) Description = (Clear the city from the enemy)

 

This will be also added!

 

As for the selected enemies , it can be easily configured with DAC .

 

Thank you very much for the ideas Casio91Fin !

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Really nice thanks again for that script.

 

I got a question about the AI, if i want to change the enemy faction i need to change this only in the Custom_Unit_array.sqf or i need to edit also DAC_Config_unit.sqf too ?

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@damsous 

3 hours ago, damsous said:

if i want to change the enemy faction

What have I tested, I have always changed in both files

unit , vehicles and static weapon

exp. O_rifleman_F to RHS_rifleman_m1234.

 

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9 hours ago, damsous said:

to change the enemy faction i need to change this only in the Custom_Unit_array.sqf or i need to edit also DAC_Config_unit.sqf too ?

 

5 hours ago, Casio91Fin said:

I have always changed in both files

 

Thank you very much Damsous !

 

The Custom_Unit_array.sqf is added by me , in order to be easier to work with the DAC script ( missions ) but also to be easier to apply your selections for the desired units , for the non DAC missions - spawned enemy , at the same .sqf.

 

So , it's not needed to apply any changes to the DAC_Config_unit.sqf

 

If the desired unit - faction , is not on East side , then it need to be changed inside all missions the lines :

 

_DAC_Values = [
//________________    DAC Totorial Readme    ________________
//    http://www.realisticarma.com/images/Bilder/Missionsbau/Skripte/DAC%20V3.1%20Readme.pdf

//_Create_DAC_Zone = ["A",[B,C,D,E],[F],[G],[H],[I],[J,K,L,M,N]] spawn DAC_Zone;


. . .


//    J Zone belongs to Site > 0 = East, 1 = West, 2 = RACS, 3 = civilian (for more see readme page 7)
[0,   

 

A problem here is that i noticed a small instruction error , I have also this line as here:

" I " Zone belongs to Site...

above is now corrected and i will also correct all the dac missions .

 

Here is the error , where there are two "I":

 

DAC V3.1 Short instruction

ecEA4hcWQyONIij5SnOoBw.png

 

So , inspite of getting confused , i will correct this in the next update and also posting this in the dac topic.

 

I'm adding this also to the front page information.

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Only one picture?

 

Question?

Is it possible to add "Enemy Population" without it depending on the tasks? 

And possibly use the same equipment/weapons/items/vehicle as it has myself specified in the script. 

Edited by Casio91Fin
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For enemy occupation there are multiple scripts to help with that.

 

DAC itself, plus DEP and EOS and SLP.

 

https://fluitarma.wordpress.com/

 

I don't like using zones that I have to place, so my default is DEP. It scans the map on a every mission for whitelisted places and then populates those areas. there are to many settings to discuss here, but it makes the map and mission feel populated by enemy and civilian that is not over or under whelming.

 

Thanks,

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@Jnr4817 

Well, that's good and works, but no thanks. 

The reason was that it would always build the artillery at the same place and roadblocks.

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9 hours ago, Casio91Fin said:

And possibly use the same equipment/weapons/items/vehicle as it has myself specified in the script. 

 

For this reason ,

inside the Custom_Units_Array.sqf and Missions_init.sqf , i have left some global variables , arrays with enemies , vehicles and equipment that you can reedit and set those instead of each mission's edit .

 

Some missions are using these arrays so there are a lot of examples on how to use.

 

In order to populate a  Map and have a good performance at the same time,

you can succeed this :

 

1.With steady spawn numbers ,  by spawning with a limit , that means the maximum number of the ai to be a certain number and the number also is different according the gameplay , the selected maps , mods the behaviour of the unit's , Waypoints and so on.

 

2.With Dynamic spawn - despawn , in a certain area or distance.

 

Personally , i prefer to use as less active units as possible.

 

4 hours ago, Jnr4817 said:

my default is DEP.

 

Jrn4817 i haven't yet try this but as i checked it it must be good.

 

There are a lot of spawn scripts , so it's depending on which script is perfoming better in what exacly you want to succeed in your mission.

 

By the way i like DAC , because is changing also the behaviour of the AIs.

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Destroy mortar installation.

Destroy anti-air installation.

Destroy sam site and radar.

 

Transport cargo to IDAP field hospital

protect idap convoy

 

destroy enemy convoy

 

Just a few thoughts on missions.

 

Keep up the awesome work.

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6 hours ago, Jnr4817 said:

thoughts on missions.

 

Thank you very much Jnr4817 !

 

These are Great ideas and i will try to add them also !

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On 8/30/2018 at 5:54 PM, Vandeanson said:

i have got a simple reward system that can be extended easily:

first create a .sqf that selects reward.sqfs: i named it "rewardSelection.sqf" with below code:

 

this .sqf needs to be executed every time a task is completed.

  Reveal hidden contents


_rndReward = selectRandom
[
"reward1.sqf",
"reward2.sqf",
"reward3.sqf",
"reward4.sqf",
"reward5.sqf"
];

[] execVM _rndReward;

 

 

then create a .sqf for every type of reward, currently i got the following "reward1.sqf" - "reward5.sqf" with below code:

e.g. a random amount of rvg money

  Reveal hidden contents



		_item = selectRandom ItemArrayCurrency;

		lootbox1 additemCargoGlobal [_item, 1 + random 15];
sleep 1;
hint "Reward placed";

 

or a random weapon attachement

  Reveal hidden contents



		_item = selectRandom ItemArrayWeapAtt;

		lootbox1 additemCargoGlobal [_item, 1 +random 1];
sleep 1;
hint "Reward placed";

 

or a weapon and matching mags

  Reveal hidden contents



		_item = selectRandom WeaponArrayAll;
		_magazines = getArray (configFile >> "CfgWeapons" >> _item >> "magazines");
		_item2 = selectRandom _magazines;
				lootbox1 addMagazineCargoGlobal [_item2, 1 +random 3];
	lootbox1 addWeaponCargoGlobal [_item, 1 +random 1];
sleep 1;
hint "Reward placed";

 

OR a random ravage item

  Reveal hidden contents


		_item = selectRandom ItemArrayAll;

		lootbox1 additemCargoGlobal [_item, 1 +random 1];
sleep 1;
hint "Reward placed";

 

 

 

Or just magazines for a random weapon:

  Reveal hidden contents


_weapon = selectRandom WeaponArrayAll;
_magazines = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines");
_item = selectRandom _magazines;
		lootbox1 addMagazineCargoGlobal [_item, 1 +random 3];
sleep 1;
hint "Reward placed";

 

 

Lootbox1 refers to a persistent lootbox i spawn that the player has in his base (it can be dragged arround=):

  Reveal hidden contents


_lootbox = "Box_FIA_Support_F" createVehicle getPos player;
_lootbox setVehicleVarName "lootbox1"; lootbox1 = _lootbox;
clearMagazineCargoGlobal _lootbox;
clearWeaponCargoGlobal _lootbox;
clearItemCargoGlobal _lootbox;
clearBackpackCargoGlobal _lootbox;
_lootbox allowDamage false;
//lootbox1 addaction ["Drag","call Movebox"];
[lootbox1, "Drag","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa","_this distance _target < 3","_caller distance _target < 3",{},{},{call Movebox;},{},[],5,0,false,false] call bis_fnc_holdActionAdd;


Movebox = {
lootbox1 attachto [Player];
removeallactions lootbox1;
player playAction "GrabDrag";
player forceWalk true;
//lootbox1 addaction ["Drop","call Dropbox"];
[lootbox1, "Drop","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa","_this distance _target < 3","_caller distance _target < 3",{},{},{call Dropbox;},{},[],5,0,false,false] call bis_fnc_holdActionAdd;

};

Dropbox = {
detach lootbox1;
player forceWalk false;
player switchmove "";
removeallactions lootbox1;
[lootbox1, "Drag","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa","_this distance _target < 3","_caller distance _target < 3",{},{},{call Movebox;},{},[],5,0,false,false] call bis_fnc_holdActionAdd;
};

 

put this into a .sqf and call it however you like (eg add as addaction to player so  he can spawn it wherever he likes initially)

 

having a lootbox where all the rewards go to, would give an incentive to chose a good place for a camp (e.g. playe fire, respawn tent) to cycle back to and hord some loot ;)

I am working on a adabtation of a nice basebuilding script so you could build a nice hideout=)

Out of curiosity, how would you go about tying these rewards to the missions themselves? Surely there would be more to it than just placing these in your mission folder. Looks and sounds good though :) Wish you luck.

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12 hours ago, socs said:

Out of curiosity, how would you go about tying these rewards to the missions themselves? Surely there would be more to it than just placing these in your mission folder. Looks and sounds good though :) Wish you luck.

hola!

i run the random quest reward selection .sqf along with the mission completion code, e.g. where i change the task status to complete after all requirements have been met.this wa, anytime you complete a task, you get a reward. i hope this answers the question?:)

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