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Crito

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Posts posted by Crito


  1. Sharing my A3DMS Missions for Arma 3 Exile. These Missions are set up to use reinforcements on both static and bandit missions. Working vehicle, helicopter, and foot soldiers when a defined number of AI in a group are killed the reinforcements will come in. The helicopter will fly around as gun ship it will not drop troops If you enable it may or may not work right has a mind of its own when doing pardrops. Take a look at the bandit mission blackHawkDown.sqf, static missions Saltflats.sqf, StoptheMayor.sqf, and Chelonisipower.sqf to see the randomization these have to offer. I run these on my server and players like the randomization because it never plays out the same and they dont get use to the same exact stuff at the missions. If you use dms you cannot use just the missions out of here it will not work you need the scripts folder and the missions folder due to the changes I had to make to 2 scripts and all bandit missions to get this all to work. Also In the blackHawkDown.sqf is specific cordinates put in each pos case and it runs of choosing a mission location off of chordinates you put in there instead of the normal bandit mission random locations. I did this because the buildings for this mission do not work well on hills. the cordinates that are there are for Altis map so if you use another map you need to get cordinates put in where you want possible spawns to be. https://github.com/Crito-VanaheimServers/Reworked-A3DMS-Missions

    • Like 3

  2. sounds like your using infastar you need to go into @infiSTAR_Exile\addons and extract a3_infiSTAR_Exile.pbo then open EXILE_AHAT_CONFIG.hpp and find this section

    allowedIDDs[] =
    {
        /* default idds */
        -1,0,4,5,6,8,12,15,18,24,49,54,55,70,72,101,160,174,177,999,131,63,602,301,

        /* exile idds */
        24001,24002,20023,24005,24004,24010,24025,20021,20017,24012,24027,
        20019,20016,24007,20024,20018,24008,24011,24015,24000,24006,24014,
        20020,24026,4002,4000,4001,4003,1500,

        24033,24030,24029,24028,24031,24034,

        4004,21000,    // Bounty system and MarXet
        8457,    // http://www.exilemod.com/topic/9040-xm8-apps/
        65431,    // r3f menu fix
        6666,    // Paintshop
        0711,    // Advanced Banking
        0720,24036,    // Virtual Garage
        5501,5502,5503,5504,5505,5506,5507,    // BRAma Cookbook
        -1339,-1340,    // custom infiSTAR dialogs (some editor & a private chat menu)
        9123,   // Bones Service Point Script
        86000,    // xsSpawn
        42289, // SM VG
        99990,5280,5581,5589,5590,5512,9918,9919,9920,5981,8560,5281, //Firewill
        5160,5161,5180,5166,5167,5175,5165,5162,5163,5177,5164,5168,5169,5170,5171,5176,5179,5178,5225,5172, //Firewill
        99990,5280,5581,5589,5590,5512,9918,9919,9920,5981,8560,5281, //Firewill
        5160,5161,5180,5166,5167,5175,5165,5162,5163,5177,5164,5168,5169,5170,5171,5176,5179,5178,5225,5172, //Firewill
        -1,101,1200,2801,2802,2803,2804,2805,2822,2823,1105,1106,1107,1108,1109,1110,1111,1112,1113,1114,1115,1116,1117,1118,1500,1501,1502,1503,1504,1600,1601,1602,1603,1604,1605,1606,2821,2824,61461, //RHS
        
        /* main idd - never delete it */
        46
    };

    Add in the xsSpawn like I have in here, save it and pack the .pbo back up and that should take care of the black screen because infastar blocks it unless you have this added in.


  3. https://github.com/Crito-VanaheimServers/Bambi-Loadout

     

    Loadout script with player UID's or respect based with randomized weapon tiers.

     

    INSTALLATION:

    Put the ExileServer_object_player_createBambi.sqf inside a folder named custom and place it into your mission.map.pbo or if you already have a custom folder in your mission.map.pbo then just paste this file into it.

    Next you need to add the following code to the custom code section of your config.cpp file found in your mission.map.pbo.

    ExileServer_object_player_createBambi = "custom\ExileServer_object_player_createBambi.sqf";

     

    ABOUT THIS SCRIPT AND HOW IT ALL WORKS.

    In this script you will find 4 weapons tiers that you can change or add any weapons in each tier to your liking. Below the weapon tiers are 5 loaduts based on Player UID's. This is where you will put together a loadout that only 1 player is able to spawn in with and no one else. Below the 5 UID based loadouts you will find the loadouts based off of player respect. If the player does not have a UID assigned to loadout in the UID loadout section then they will automatically be using the respect based loadouts. In each respect based loadout you will notice there is no specific weapon or ammo assigned to the loadouts. That is what This line of code is for [_bambiPlayer,_Tier1PrimaryWeapons,3] call bis_fnc_addWeapon; _Tier1PrimaryWeapons points to the weapon tier that will randomly be selected for the player and the ammo will automatically be given for whatever weapon they end up with. ,3] is the number of magazines you want the player to have when they spawn in, but if you give them alot of ammo you need to make sure you give them the ability to carry all ammo and items you can not give them a uniform and no vest or backpack and expect them to carry 10 magazines and food, water, ect. if weapons added to the weapon tiers do not support the attachments in the random attachments it will still work the gun will be givin but it will ignore the attachments portion. To add a specific weapon to loadout just replace _Tier1PrimaryWeapons in [_bambiPlayer,_Tier1PrimaryWeapons,3] with a specific weapon enclosed in quotes.

     

    12/1/2020

    Added Randomization of weapon attachments.

    • Like 1
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