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chernaruski

DMS - Defent's Mission System

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Hi, thanks for the tip. But unfortunately, I didn't find out anything about it. The point was that I could place the car on the mission with the angle of rotation. No matter, thank you anyway, Master

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Try this:


Go to your bandit mission file (that specific one that you want your spawned vehicle to be rotated) and add this line after a line that spawns the vehicle. For example mission with a strider , there is a line that spawns a vehicle with this line:

_vehicle = ["Exile_Car_Strider",[(_pos select 0) -30, (_pos select 1) -30]] call DMS_fnc_SpawnNonPersistentVehicle;

simply add this after:

_vehicle setDir x ;  

where x is the number , direction values from 0 to 360 (0° = N, 90° = E, 180° = S, 270° = W)).

 

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As I said earlier, the file fn_SpawnNonPersistentVehicle.sqf, _vehObj setDir (random 360); replace (random 360) with the angle you need. These changes will be applied to all missions.

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Hi, thanks for the effort. But I don't want to rotate all vehicles completely. I only wanted specific missions. But never mind, I leave it as it is without rotation. Thanks guys for the effort.

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14 hours ago, chernaruski said:

Try this:


Go to your bandit mission file (that specific one that you want your spawned vehicle to be rotated) and add this line after a line that spawns the vehicle. For example mission with a strider , there is a line that spawns a vehicle with this line:


_vehicle = ["Exile_Car_Strider",[(_pos select 0) -30, (_pos select 1) -30]] call DMS_fnc_SpawnNonPersistentVehicle;

simply add this after:


_vehicle setDir x ;  

where x is the number , direction values from 0 to 360 (0° = N, 90° = E, 180° = S, 270° = W)).

 

@OdinCZ

He already wrote how you can do it for individual missions......

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Why not worked Mines settings?

 

    DMS_SpawnMinefieldForEveryMission    = true;                    // Whether or not to spawn a minefield for every dynamic mission.
    DMS_SpawnMinesAroundMissions        = true;                        // Whether or not to spawn mines around AI missions that have them.

 

Not spawned

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25.01.2020 в 22:57 nagyszebi07 сказал:

Почему не сработали настройки Мины?

 

    DMS_SpawnMinefieldForEveryMission = true; // Нужно создать минное поле для каждой динамической миссии.
    DMS_SpawnMinesAroundMissions = true; // Стоит ли создавать мины вокруг миссий?

 

Не породил

What missions do you use for this? Use these https://github.com/redned70/DMSBanditMissions/tree/master/missions/bandit

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Compare any mission file with each other, I think it will become clear.

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21 hours ago, DEH4NK said:

Compare any mission file with each other, I think it will become clear.

I added new mission files and settings,not worked,not spawned mines.

signs spawned

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Hi, please how add two vehicle patrol in the bandit mission? Thank you

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Add this to your mission

1.

_veh1 =
[
    [
        [(_pos select 0) -75,(_pos select 1)+75,0]
    ],
    _group,
    "assault",
    _difficulty,
    _side
] call DMS_fnc_SpawnAIVehicle;

2.

private ["_veh", "_veh1",.....];

3.

_missionObjs =
[
    _staticGuns+_baseObjs+[_veh]+[_veh1],        
    [_vehicle],                                              
    [[_crate1,_crate_loot_values1]]           
];

  • Thanks 1

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42 minutes ago, DEH4NK said:

 

Nice! Thank you very much 👍

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Hi, I use MDS missions, create objects for dynamic missions, copy coordinates using the export objects function (relative) mod@ m3e_3den to the representation itself , I use the DMS_fnc_ImportFromM3E function, as a result, the objects in the game itself are rotated 180, ie a turn from what I built in the editor

 

I think this is no longer relevant, because I found another way https://www.youtube.com/watch?time_continue=59&v=53c-19y7qBQ&feature=emb_logo

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