ZFM is currently the first part of the FairServer project. ZFM provides a dynamic experience within DayZ like no other, and provides a set of easy-to-use functions for creating missions.
Translations
In development! For latest progress please see: http://www.bitbucket.org/bergstadeu/fairmission
What is it?
ZFM, or "Zambino Fair Mission", is an open-source, community-nurtured Mission System project developed by ZambinoBamboni and a community of wonderful people. It is dynamic, and provides an experience in DayZ with missions that is aimed to reduce the amount of boredom by making missions dynamic. By dynamic, we mean dynamic -- names, places, vehicles, titles, times, as much as possible. And more importantly, extendable -- you can code for ZFM in a snap.
Help support hard work -- donate :)
I have produced this software to make the game better, and to make your lives more enjoyable. It's free software, and it's developed out of love for you and for the game. However, if you feel that you've benefited a lot from my hard work and want to say thanks, a minor donation wouldn't go amiss. It's not essential, just a nice gesture :wub: Either way, I hope you enjoy my software!
DONATE - SUPPORT ZFM
Installing and testing pre-release-candidate debug version of ZFM
// Add to server_monitor.sqf
// Under this line..
// (OR your existing [] ExecVM)
allowConnection = true;
// Add these lines:
// Zambino FairMission
[] ExecVM "\z\addons\dayz_server\ZFM\ZFM_Initialize.sqf";
Latest version is currently under development -- all older versions are not supported.
Unpack your dayz_server.pbo
Paste/extract in the ZFM folder into the main part of the PBO. (i.e. So that you have the folder ZFM next to "init", "missions", etc. in the folder list)
Repack PBO.
Current features
Modular
Developed so that new types of missions, or additions to existing missions can be done easily.
Well-documented so that those looking at the code can understand its functions quickly.
Open source, so you can get stuck in immediately.
Detailed
AI have multiple sub-classes
Commando
Heavy
Rifleman
Sniper
AI and missions have difficulty settings:
Deadmeat (for newbies)
Easy
Medium
Hard
War Machine (for insane people)
Missions are tracked more precisely
Track a mission bandit kill by bandit kill, and even show the players who killed them.
Missions only end once all bandits have been killed.
Dynamic
Crashes are fully-animated, and can occur in any location, including towns, roads, hilltops, etc.
Any vehicle (at present, aircraft) can be used as a crash, and will be animated, explode, then be replaced by a wreck if there is one for that vehicle class.
Missions can be either defined by a user in an array, or the RANDOM misisons can be generated in which:
Most aspects of missions have been randomised to increase their uniqueness. This includes vehicles, units, unit difficulties, unit bases, unit groups, unit equipment and my personal favourite, dynamic mission titles to keep you less bored.
A CH-47 en-route to Balota went off the radar and is presumed destroyed. It is suspected that well-trained mercenaries have secured the site.
Fragments of the mission titles can be added so you can effectively have even more variation in your titles.
I've included some fun names but commented them out so that those who want different titles to "well-trained mercenaries" or "opportunistic locals" can go for gangs with titles like "Balota Bastards Crew."
Loot is being revamped -- originally it was used as "probability" or "fixed", however, newer commits will feature variable loot. This will be basic at first, but will basically consist of guaranteed items but randomised, with the added chance of finding rare weapons in the loot. (In progress)
Grid-Based base generation - can be generated by 1 array in code, and be as large as you like. At present, this is only used to generate crash sites, however, it can be used to generate any level of layouts you want with great detail. (In Progress)
And many more!