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chernaruski

DMS - Defent's Mission System

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Hi, please help. Static mission ignore static mission config. Number spawn on mission. I am set mam spawn one mission, but spawn to be two. Thank you.

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Re-check your config. There are few static mission related params , DMS_MaxStaticMissions , DMS_StaticMissionsOnServerStart. As it says in config comments, DMS_StaticMissionsOnServerStart is overwriting the DMS_MaxStaticMissions. Maybe you have it set on something different or there is a mixup with other types such as special missions or something you haven't noticed. Post your config , we can't read your mind. (Use pastebin.com dont copy paste the whole thing as forum post)

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all seems to be correct. so it loads two missions (ai units and marker) instead of one right at the server start?

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No, it loads one mission correctly at the beginning, but then sometimes two after two hours

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from the description it shouldn't spawn the second one... if you set it to max=1 ...
don't really know why it's recommended to 

Quote

It's recommended you set this to the same amount of static missions that you have in total.

try setting it to 2 as recommended first.

if the global max doesn't work , try changing the values of mission timeout then... from what I see , second mission indeed spawns "on top" of the first static mission before it times out.

So the 1st mission appears after DMS_TimeToFirstStaticMission = [1200,1400];  which is 20-23 mins.
Next mission will spawn after DMS_TimeBetweenStaticMissions = [1800,2700]; which is 30-45 mins.
So the mission timeout DMS_StaticMissionTimeOut  need to be faster then the DMS_TimeBetweenStaticMissions

Also keep in mind , that missions will not time out if:

- a player is nearby

- the number of AI in the mission has changed recently.

So you can have a situation where you close to first mission, it should timeout but it doesn't. Regardless second mission is spawned.

Here is the original code author's comments on this issue at his git https://github.com/Defent/DMS_Exile/issues/55

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I'm working on a Livonia/Enoch server. I'm trying to get DMS to spawn missions in pre-defined spots on the map based on XYZ coordinates I'm pulling from the Eden editor. The default section for this in the DMS config.sqf is as follows:

 

  1.     /*Mission spawn location settings*/
  2.     DMS_UsePredefinedMissionLocations    = false;
  3.     DMS_PredefinedMissionLocations =     [                            // List of Preset/Predefined mission locations.
  4.                                             /* List of positions:
  5.                                             position1: [x_1,y_1,z_1],
  6.                                             position2: [x_2,y_2,z_2],
  7.                                             ...
  8.                                             positionN: [x_N,y_N,z_N]
  9.                                             */
  10.                                         ];


Based on how I've interpreted that, I've inserted the following in its place:

 

    /*Mission spawn location settings*/
    DMS_UsePredefinedMissionLocations    = true;
    DMS_PredefinedMissionLocations =     [                            // List of Preset/Predefined mission locations.
                                            /* List of positions:
                                            position1: [10684_1,9415_1,0_1],
                                            position2: [10582_2,6712_2,0_2],
                                            position3: [6973_3,5672_3,0_3],
                                            position4: [913_4,4535_4,0_4],
                                            position5: [4167_5,7611_5,0_5],
                                            position6: [11097_6,1827_6,0_6],
                                            position7: [6512_7,3614_7,0_7],
                                            position8: [7430_8,1267_8,0_8],
                                            position9: [7528_9,6889_9,0_9],
                                            position0: [2338_0,8616_0,0_0],
                                            */

                                        ];

 

Something must be incorrect though, because missions are still spawning in completely random places. I've tried removing the "_#" after each coordinate, that doesn't appear to change anything though. I was wondering if anyone here had any input, because I'm at a loss as to what else to try. Thank you!

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8 minutes ago, Dirtslinger said:

Я работаю на сервере Livonia / Enoch. Я пытаюсь заставить DMS создавать миссии в предопределенных местах на карте, основываясь на координатах XYZ, которые я извлекаю из редактора Eden. Раздел по умолчанию для этого в config.sqf DMS выглядит следующим образом:

 

  1.     / * Настройки места появления миссии * /
  2.     DMS_UsePredefinedMissionLocations = false;
  3.     DMS_PredefinedMissionLocations = [// Список предустановленных / предопределенных местоположений миссий.
  4.                                             / * Список должностей:
  5.                                             позиция1: [x_1, y_1, z_1],
  6.                                             позиция2: [x_2, y_2, z_2],
  7.                                             ...
  8.                                             позиция N: [x_N, y_N, z_N]
  9.                                             * /
  10.                                         ];


Основываясь на том, как я это интерпретировал, я вставил на его место следующее:

 

    / * Настройки местоположения появления миссии * /
    DMS_UsePredefinedMissionLocations = true;
    DMS_PredefinedMissionLocations = [// Список предустановленных / предопределенных местоположений миссий.
                                            / * Список позиций:
                                            позиция 1: [10684_1,9415_1,0_1],
                                            позиция 2: [10582_2,6712_2,0_2],
                                            позиция 3: [6973_3,5672_3,0_3],
                                            позиция 4: [913_4,4535_4,0_4],
                                            позиция 5: [4167_5 , 7611_5,0_5],
                                            позиция 6: [11097_6,1827_6,0_6],
                                            позиция 7: [6512_7,3614_7,0_7],
                                            позиция 8: [7430_8,1267_8,0_8],
                                            позиция 9: [7528_9,6889_9,0_9],
                                            позиция 0: [2338_0,8616_0,0_0],
                                            * /

                                        ];

 

Что-то должно быть неправильно, потому что миссии все еще появляются в совершенно случайных местах. Я пытался удалить "_ #" после каждой координаты, но это ничего не меняет. Мне было интересно, есть ли здесь кто-нибудь, потому что я не знаю, что еще можно попробовать. Спасибо!

Look at fn_DMS_postInit.sqf switch (toLower worldName) do
{
    case "Enoch":                                        
    {
        DMS_MapCenterPos     = [6500,6500];
        DMS_MapRadius         = 12700;
    };
    case "altis":                                        // [16000,16000] w/ radius of 16000 works well for Altis
    {
        DMS_MapCenterPos     = [16000,16000];
        DMS_MapRadius         = 16000;
    };
    case "bornholm":                                    // Thanks to thirdhero for testing this info
    {
        DMS_MapCenterPos     = [11265,11265];
        DMS_MapRadius         = 12000;
    };
    case "esseker":                                        // Thanks to Flowrider for this info
    {
        DMS_MapCenterPos     = [6275,6350];
        DMS_MapRadius         = 5000;
    };
    case "taviana";                                        // Thanks to JamieKG for this info
    case "tavi":
    {
        DMS_MapCenterPos     = [12800,12800];
        DMS_MapRadius         = 12800;
    };
    default                                             // Use "worldSize" to determine map center/radius (not always very nice).
    {
        private "_middle";
        _middle = worldSize/2;
        DMS_MapCenterPos     = [_middle,_middle];
        DMS_MapRadius         = _middle;
    };
};

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2 hours ago, DEH4NK said:

Look at fn_DMS_postInit.sqf switch (toLower worldName) do
{
    case "Enoch":                                        
    {
        DMS_MapCenterPos     = [6500,6500];
        DMS_MapRadius         = 12700;
    };
    case "altis":                                        // [16000,16000] w/ radius of 16000 works well for Altis
    {
        DMS_MapCenterPos     = [16000,16000];
        DMS_MapRadius         = 16000;
    };
    case "bornholm":                                    // Thanks to thirdhero for testing this info
    {
        DMS_MapCenterPos     = [11265,11265];
        DMS_MapRadius         = 12000;
    };
    case "esseker":                                        // Thanks to Flowrider for this info
    {
        DMS_MapCenterPos     = [6275,6350];
        DMS_MapRadius         = 5000;
    };
    case "taviana";                                        // Thanks to JamieKG for this info
    case "tavi":
    {
        DMS_MapCenterPos     = [12800,12800];
        DMS_MapRadius         = 12800;
    };
    default                                             // Use "worldSize" to determine map center/radius (not always very nice).
    {
        private "_middle";
        _middle = worldSize/2;
        DMS_MapCenterPos     = [_middle,_middle];
        DMS_MapRadius         = _middle;
    };
};

 

I added your "Enoch" section above, unfortunately it didn't make any difference. Thanks for trying though.

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The problem has been solved. I needed to remove the /* */ tags and the Position1/2/3 etc. Apparently they were only there as descriptions and needed to be removed if the script was actually used...confusing to a novice like myself.

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Hi , its possible change dms mission so ai shoot with HMG , GMG on Tank ? , i found nothing why not shoot on it

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Hi everyone 

sorry its me again ,  i,m using DMS mission and the red_ned's glorious missions packs.

and during all static mission  the doors building cannot be open. like i cannot open door from a tower , a little barrack or a simply gate. 

I have the option but the door just dont opening and sometime ai unit is in it so its causing issue , player cannot finish the mission.

 

p.s:  i  finish the mission in admin , and same thing after the mission was completed.  

 

its bug or a option i forgot to put to true or false ?  

any way to solved it ? 

 

thank you

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19 hours ago, Davinel said:

Привет всем 

извините меня снова, я использую миссию DMS и великолепные пакеты миссий red_ned.

и во время всей статической миссии двери здания не могут быть открыты. как я не могу открыть дверь из башни, маленького барака или просто ворот. 

У меня есть возможность, но дверь просто не открывается, и когда-то в ней находится юнит, так что из-за его проблемы игрок не может закончить миссию.

 

ps: я заканчиваю миссию в админке, и то же самое после завершения миссии.  

 

его ошибка или вариант, который я забыл поставить на истину или ложь?  

любой способ решить это? 

 

благодарю вас

http://web.archive.org/web/20180315041900/http://www.exilemod.com/topic/61-dms-defents-mission-system/?page=309

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The problem with doors is simple to fix in mission objects sqf. By default, pre-spawned mission objects have enableSimulationGlobal parameter set to false, so the placed objects physics won't load your hardware with unneeded calculations. But, sometimes, this need to be set to true, because buildings with doors/gates/etc need interaction/physics to be simulated.  

You can do what @DEH4NK , recommended and basically enable it on all objects, but it may make some objects to flip/drop/fly whatever, because of the above explained.
Or you can enable the simulation for that specific objects that you need the door animations to work on. This will require of you to find that specific mission file , probably in dms-missions\objects\static . Find that specific objects line and set its params to true

i.e take a look at this:

 

private _objects = [
	["Submarine_01_F",[15190.725586,13505.496094,-8.410556],[[-0.0109021,-0.999931,0.00430079],[0.366969,0,0.930233]],[false,false]],
	["Land_Device_disassembled_F",[15140.764648,13606.168945,1.780041],[[0,0.999298,0.0374736],[0.0945738,-0.0373056,0.994819]],[false,false]]
];
{
	private _object = createVehicle [(_x select 0), (_x select 1), [], 0, "CAN_COLLIDE"];
	_object setVectorDirAndUp (_x select 2);
	_object setPosASL (_x select 1);
	_object enableSimulationGlobal ((_x select 3) select 0);
	_object allowDamage ((_x select 3) select 1);
} forEach _objects;

in this line I want the Land_Device.... to have interactions so I set it to
   ["Land_Device_disassembled_F",[15140.764648,13606.168945,1.780041],[[0,0.999298,0.0374736],[0.0945738,-0.0373056,0.994819]],[true,false]]
 

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thank you 

 

but little question @chernaruski with your method , when i set the object like you explain ,   enablesimulation become true on this object ,  so this object can be cause the same issue you explain ( flip/drop/fly)

 

example ( mission ai_village_building.sqf) :

[
	["Land_i_Barracks_V1_F",[5901.69,20084.3,-0.37468],218.352,[[-0.620491,-0.784213,0],[-0.0273687,0.0216548,0.999391]],false],
	["Land_Unfinished_Building_02_F",[5817.45,20114.6,0.541473],49.091,[[0.755751,0.654859,0],[0,0,1]],false],
	["Land_Airport_Tower_dam_F",[6002.87,20248.3,0],147.784,[[0.533112,-0.846044,0],[0,-0,1]],false],
	["Land_i_Barracks_V2_F",[5956.44,20280.6,0.303787],51.1364,[[0.772838,0.622791,0.121869],[-0.0948926,-0.0764692,0.992546]],false],
	["Land_Mil_WiredFence_F",[5842.31,20253.7,-0.00914001],65.9659,[[0.913303,0.407281,0],[0,0,1]],false],
	["Land_Mil_WiredFence_F",[5814.26,20325.5,0.0188141],77.7273,[[0.952103,0.207117,0.224951],[-0.21981,-0.0478167,0.97437]],false],
	["Land_d_Shop_01_V1_F",[5916.75,20308.3,0.470703],355.398,[[-0.0802207,0.996624,0.0174524],[0.00140026,-0.0173961,0.999848]],false],
	["Land_i_House_Big_01_V1_dam_F",[5818.37,20151.3,1.1833],216.307,[[-0.592037,-0.80421,0.052328],[0.0169439,0.0524948,0.998477]],false],
	["Land_i_House_Big_02_V3_dam_F",[5824.51,20160.5,1.81531],307.841,[[-0.789716,0.613473,0],[0.0427937,0.0550878,0.997564]],false],
	["Land_u_House_Big_01_V1_dam_F",[5835.29,20175,0.333939],216.307,[[-0.592242,-0.805004,0.0348942],[0.00660886,0.0384514,0.999239]],false],
	["Land_i_Addon_04_V1_F",[5840.83,20183.6,-0.0823517],217.329,[[-0.60556,-0.794077,0.052336],[0.0317361,0.0416158,0.99863]],false],
	["Land_i_Garage_V1_F",[5982.15,20212.1,0],34.2614,[[0.56297,0.826478,0],[0,0,1]],false],
	["Land_i_House_Big_01_V1_dam_F",[5986.85,20220.7,0],33.2386,[[0.548127,0.836395,0],[0,0,1]],false],
	["Land_i_House_Big_02_V2_dam_F",[5979.52,20203.4,0.147217],303.75,[[-0.831469,0.55557,0],[0,0,1]],false],
	["Land_i_Garage_V1_F",[5974.61,20198.1,0],33.2387,[[0.548128,0.836394,0],[0,0,1]],false],
	["Land_Chapel_V2_F",[5862.33,20235.6,1.19267],240.341,[[-0.869606,-0.49344,0.017386],[-0.0279554,0.0843617,0.996043]],false],
	["Land_i_Addon_03mid_V1_F",[5935.87,20212.8,-0.617477],277.159,[[-0.992204,0.124624,0],[0,0,1]],false],
	["Land_i_Addon_03_V1_F",[5943.12,20212,-0.502045],276.136,[[-0.994271,0.106889,0],[0,0,1]],false],
	["Land_i_Addon_03mid_V1_F",[5929.44,20213.7,-0.629135],277.159,[[-0.992204,0.124624,0],[0,0,1]],false],
	["Land_i_Addon_03_V1_F",[5922.21,20214.5,-0.663101],96.6477,[[0.993277,-0.115764,0],[0,-0,1]],false],
	["Land_MilOffices_V1_F",[5972.88,20173.8,0.0848999],287.898,[[-0.951605,0.307324,0],[0.0321241,0.0994698,0.994522]],false],
	["Land_MilOffices_V1_F",[5962.2,20140.9,0.0549164],287.898,[[-0.951605,0.307324,0],[0.026785,0.0829378,0.996195]],false]
];

if i set all that to true , it can be cause the same issue  right ? 

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Buildings won't flip, they have huge mass. Yes its possible that some objects will have this issue, try it out yourself. If it works it works, if not try enabling it just for that one objects you must have simulation enabled.

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Hello..looking for some DMS missions.. by DRAGUNUV - Kavala Hospital - Solar Powerplant and A mission in the Radiation zone - not sure the name. Old links to google drive are no longer any good.

Anyone have these files and are willing to create a download link would be most appreciated!!

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Hi, can anyone advise how to define in the dms bandit mission of rotation (angle) of the vehicle?

In this formula [ ( _pos select 0 ) +5, ( _pos select 1 ) +5, 0 ]

Thank you

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On 1/20/2020 at 1:14 PM, OdinCZ said:

Hi, can anyone advise how to define in the dms bandit mission of rotation (angle) of the vehicle?

In this formula [ ( _pos select 0 ) +5, ( _pos select 1 ) +5, 0 ]

Thank you

I think it's worth taking a look at these two files that are called fnc_SpawnNonPersistentVehicle, fnc_SpawnPersistentVehicle

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