Has anyone figured out how to get Zombies and Demons to work with FuMs missions?
I made a new mission folder called it CityZeds
in there I have Horde.sqf
Spoiler
//Horde.sqf// Tinboye// 3/25/16[["Zombies",200],// Mission Title NOSPACES!, and encounter radius["Zombies","mil_objective","ELLIPSE","Colorblack","FDiagonal",200],// Map Markers ["MapText", "SHAPE", "COLOR", "FILL", size];// type is "mil_objective"[[// NOTIFICATION Messages and Map display Control.false,"ALL",,// Notify players via Radio Message, radio channel, range from encounter center (0=unlimited.false,// Notify players via global messagefalse,// Show encounter area on the map,// Win delay: Time in seconds after a WIN before mission cleanup is performed// Lose delay: Time in seconds after a lose before mission cleanup is performed//NOTE: the above delay must occur before the mission is considered 'complete' by the mission manager control loop.],// Spawn Mission Message["Mission","",""],// Mission Success Message["Mission Success","",""],// Mission Failure Message["Mission Failure!","",""]],[// Loot Config: Refer to LootData.sqf for specifcs["None",[18,-9]],//[static loot, offset location] - spawns with the mission["None",[5,5]],// Win loot, offset location - spawns after mission success["None",[,]]// Failure loot, offset location - spawns on mission failure],[//BUILDINGS: persist = 0: building deleted at event completion, 1= building remains until server reset.// ["Land_Device_disassembled_F",[0,0],0,0] //type, offset, rotation, presist flag],[// AI GROUPS. Only options marked 'Def:' implemented.[["ZOMBIE","CARELESS","RED","LINE"],[[2,"Zombie0"],[2,"Zombie1"],[2,"Zombie2"],[2,"Zombie3"],[2,"Zombie4"],[2,"Zombie5"],[2,"Zombie6"],[2,"Zombie7"],[2,"Zombie8"],[2,"Zombie9"],[2,"Zombie10"],[2,"Zombie11"],[2,"Zombie12"],[2,"Zombie13"]],["Explore",[6,6],[,],[150]]],[["ZOMBIE","CARELESS","RED","LINE"],[[2,"Zombie0"],[2,"Zombie1"],[2,"Zombie2"],[2,"Zombie3"],[2,"Zombie4"],[2,"Zombie5"],[2,"Zombie6"],[2,"Zombie7"],[2,"Zombie8"],[2,"Zombie9"],[2,"Zombie10"],[2,"Zombie11"],[2,"Zombie12"],[2,"Zombie13"]],["BoxPatrol",[-6,-6],[,],[]]],[["ZOMBIE","CARELESS","RED","LINE"],[[2,"Zombie0"],[2,"Zombie1"],[2,"Zombie2"],[2,"Zombie3"],[2,"Zombie4"],[2,"Zombie5"],[2,"Zombie6"],[2,"Zombie7"],[2,"Zombie8"],[2,"Zombie9"],[2,"Zombie10"],[2,"Zombie11"],[2,"Zombie12"],[2,"Zombie13"]],["Zombie",[50,-50],[50,-50],[]]],[["ZOMBIE","CARELESS","RED","LINE"],[[2,"Zombie0"],[2,"Zombie1"],[2,"Zombie2"],[2,"Zombie3"],[2,"Zombie4"],[2,"Zombie5"],[2,"Zombie6"],[2,"Zombie7"],[2,"Zombie8"],[2,"Zombie9"],[2,"Zombie10"],[2,"Zombie11"],[2,"Zombie12"],[2,"Zombie13"]],["Zombie",[50,50],[50,50],[]]],[["ZOMBIE","CARELESS","RED","LINE"],[[2,"Zombie0"],[2,"Zombie1"],[2,"Zombie2"],[2,"Zombie3"],[2,"Zombie4"],[2,"Zombie5"],[2,"Zombie6"],[2,"Zombie7"],[2,"Zombie8"],[2,"Zombie9"],[2,"Zombie10"],[2,"Zombie11"],[2,"Zombie12"],[2,"Zombie13"]],["Zombie",[-50,-50],[-50,-50],[]]],[["ZOMBIE","CARELESS","RED","LINE"],[[2,"Zombie0"],[2,"Zombie1"],[2,"Zombie2"],[2,"Zombie3"],[2,"Zombie4"],[2,"Zombie5"],[2,"Zombie6"],[2,"Zombie7"],[2,"Zombie8"],[2,"Zombie9"],[2,"Zombie10"],[2,"Zombie11"],[2,"Zombie12"],[2,"Zombie13"]],["Zombie",[-50,50],[-50,50],[]]]],//Example: PatrolBehavior: ["BoxPatrol", [100,0], [0,0],0 ] // AI will spawn 100m east of encounter center, a 4 point patrol will be set up at 80% encounter radius. AI will move to this and start patrolling.// spawnoffsetloc: [x,y] where x and y are offsets in meters from the encounter center.Sets the spawn location for the group.// patroloffsetloc:[x,y] where x and y are offsets in meters from encounter center. Sets the center of the group's patrol zone,// or where it should travel too before starting its patrol pattern.// radius: in meters - used in establishing patrol geometry. If zero, then 80% of encounter radius will be used.//###Patrol Options### //Def: "Perimeter", spawnloc, patrolloc, radius: - 12 waypoints set at radius from loc, group goes from point to point//Def: "BoxPatrol", spawnloc, patrolloc, radius: - 4 waypoints set at radius from loc, group goes from point to point//Def: "Explore", spawnloc, patrolloc, radius: - 12 waypoints set up at radius from loc, group moves randomly from point to point//Def: "Guard", spawnloc, patrolloc, radius: - group patrols inside of buildings found within radius of loc.//Def: "Sentry", spawnloc, patrolloc radius: - group moves to nearest building and takes up station in highest points within the building// NOTE: if no buildings are located within 'radius' both Guard and Sentry will locate nearest buildings to the encounter and move there!// "Loiter", loc, radius: - group just hangs out, in an unaware mode in vicinity of loc-radius.// "Convoy", loc, data: group follows roads from startloc to stoploc, then loops back.// "XCountry", loc, data: group goes from startloc to stoploc, then loops back.// Vehicles[],[[//Define all the triggers this mission will be using// Trigger names must be unique within each mission.// NOTE: "FuMS_KillMe" is a reserved trigger word. Do not use!!!// NOTE: "OK" is a reserved trigger. Do not define it here.// "OK" can be used in the actions section to force an action to occur at mission start! // ["PROX",["ProxPlayer",[0,0],80,1] ],// ["LUCNT",["LowUnitCount","EAST",5,0,[0,0]] ],// ["HUCNT",["HighUnitCount","GUER",6,0,[0,0]] ],// ["Detect",["Detected","ALL","ALL"] ],// ["BodyCount",["BodyCount",9] ]// ["Timer",["TIMER", 1800] ],// offset radius time(s) Name// ["Zuppa", ["ZuppaCapture",[ [ [-100,-100], 50, 90, "Point 1" ],// [ [100,100], 50, 90, "Point 2" ] ]] ],// ["VehDmg1", ["DmgVehicles", "1",0.8] ],// ["BldgDmg1",["DmgBuildings","2,3,7",1.0] ]],[// Define what actions should occur when above trigger logics evaluate to true// Note: a comma between two logics is interpreted as "AND"// [["WIN"],["LUCNT" ]], // // [["CHILD","Help_Helo",[0,0]],["OK" ]], // // [["Reinforce","Help_Vehicle","Trig4"]], // [["LOSE"],["TIMER", "OR", "VehDmg1", "BldgDmg1"] ],[["END"],["OK"]]]]];
SoldierData.sqf
Spoiler
//SoldierData.sqf// Tinboye but credit to Horbin// 3/25/16// Inputs: Theme Index// Default AI Skill Array// [.05, .9, .1, .1, .5, .5, .1, .1]// AimAccuracy= .05 : target lead, bullet drop, recoil, how certain ai must be before opening fire// AimShake = .9 : how steady AI can hold a weapon.// AimSpeed = .1 : how quick AI can rotate and stablize its aim.// SpotDistance = .05 : affects ability to spot visually and audibly and the accuracy of the information.// Spottime = .05 : affects how quick AI reacts to death, damage or observing an enemy.// Courge = .1 : affects unit's subordinates' morale.// ReloadSpeed = .1: affects delay between weapon switching and reloading// Commanding = .5 : how quickly recognized targets are shared with the AI's group.// NOTE: AI FLAGS// FlagWater = true: spawning over water will default to a "Diver" configuration (Frog suit and Rebreather!)// FlagAmmo = true: ai will never run out of ammo.
_soldierData =[//Zombies [// requires installation of 'Zombies and Demons' Addon// http://www.armaholic.com/page.php?id=28958// does not need to be commented out, but ensure missions are not attempting to build this// unit type unless the Addon is enabled!//**********// **NOTE** Only Helmet, and General Inventory items are valid for Zombies.//**********"Zombie0",[1,1,1,1,1,1,1,1],["RyanZombieC_man_1medium",1],// Uniform["",],// Vest.[Hat_Civilian,],// Helmet["",],// Backpack and chance.[RifleOtherPairs,],// PriWeapon and chance[,,],// scope, muzzle, flashlight: percent chance of having one appropriate to the rifle.[PistolPairs,],// Secondary Weapon and chance[1,.05,.04,.03,.01],// Map, Compass, GPS, Watch, Radio(1-9)[.05,.02,.01],// Binoculars, RangeFinders, NVG's[false,false,false],// DiverOverWater, UnlimitedAmmo[[[Food_Canned,.05],[1,1]],[[Drink,.05],[1,1]]],// Crypto and Faction Rewards[["KRYPTO",25]]],["Zombie1",[1,1,1,1,1,1,1,1],["RyanZombieC_man_polo_1_Fmedium",1],// Uniform["",],// Vest.[Hat_Civilian,],// Helmet["",],// Backpack and chance.[RifleOtherPairs,],// PriWeapon and chance[,,],// scope, muzzle, flashlight: percent chance of having one appropriate to the rifle.[PistolPairs,],// Secondary Weapon and chance[1,.05,.04,.03,.01],// Map, Compass, GPS, Watch, Radio(1-9)[.05,.02,.01],// Binoculars, RangeFinders, NVG's[false,false,false],// DiverOverWater, UnlimitedAmmo[[[Food_Canned,.05],[1,1]],[[Drink,.05],[1,1]]],// Crypto and Faction Rewards[["KRYPTO",25]]],["Zombie2",[1,1,1,1,1,1,1,1],["RyanZombieC_man_polo_2_Fmedium",1],// Uniform["",],// Vest.[Hat_Civilian,],// Helmet["",],// Backpack and chance.[RifleOtherPairs,],// PriWeapon and chance[,,],// scope, muzzle, flashlight: percent chance of having one appropriate to the rifle.[PistolPairs,],// Secondary Weapon and chance[1,.05,.04,.03,.01],// Map, Compass, GPS, Watch, Radio(1-9)[.05,.02,.01],// Binoculars, RangeFinders, NVG's[false,false,false],// DiverOverWater, UnlimitedAmmo[[[Food_Canned,.05],[1,1]],[[Drink,.05],[1,1]]],// Crypto and Faction Rewards[["KRYPTO",25]]],["Zombie3",[1,1,1,1,1,1,1,1],["RyanZombieC_man_polo_4_Fmedium",1],// Uniform["",],// Vest.[Hat_Civilian,],// Helmet["",],// Backpack and chance.[RifleOtherPairs,],// PriWeapon and chance[,,],// scope, muzzle, flashlight: percent chance of having one appropriate to the rifle.[PistolPairs,],// Secondary Weapon and chance[1,.05,.04,.03,.01],// Map, Compass, GPS, Watch, Radio(1-9)[.05,.02,.01],// Binoculars, RangeFinders, NVG's[false,false,false],// DiverOverWater, UnlimitedAmmo[[[Food_Canned,.05],[1,1]],[[Drink,.05],[1,1]]],// Crypto and Faction Rewards[["KRYPTO",25]]],["Zombie4",[1,1,1,1,1,1,1,1],["RyanZombieC_man_polo_5_Fmedium",1],// Uniform["",],// Vest.[Hat_Civilian,],// Helmet["",],// Backpack and chance.[RifleOtherPairs,],// PriWeapon and chance[,,],// scope, muzzle, flashlight: percent chance of having one appropriate to the rifle.[PistolPairs,],// Secondary Weapon and chance[1,.05,.04,.03,.01],// Map, Compass, GPS, Watch, Radio(1-9)[.05,.02,.01],// Binoculars, RangeFinders, NVG's[false,false,false],// DiverOverWater, UnlimitedAmmo[[[Food_Canned,.05],[1,1]],[[Drink,.05],[1,1]]],// Crypto and Faction Rewards[["KRYPTO",25]]],["Zombie5",[1,1,1,1,1,1,1,1],["RyanZombieC_man_polo_6_Fmedium",1],// Uniform["",],// Vest.[Hat_Civilian,],// Helmet["",],// Backpack and chance.[RifleOtherPairs,],// PriWeapon and chance[,,],// scope, muzzle, flashlight: percent chance of having one appropriate to the rifle.[PistolPairs,],// Secondary Weapon and chance[1,.05,.04,.03,.01],// Map, Compass, GPS, Watch, Radio(1-9)[.05,.02,.01],// Binoculars, RangeFinders, NVG's[false,false,false],// DiverOverWater, UnlimitedAmmo[[[Food_Canned,.05],[1,1]],[[Drink,.05],[1,1]]],// Crypto and Faction Rewards[["KRYPTO",25]]],["Zombie6",[1,1,1,1,1,1,1,1],["RyanZombieC_man_p_fugitive_Fmedium",1],// Uniform["",],// Vest.[Hat_Civilian,],// Helmet["",],// Backpack and chance.[RifleOtherPairs,],// PriWeapon and chance[,,],// scope, muzzle, flashlight: percent chance of having one appropriate to the rifle.[PistolPairs,],// Secondary Weapon and chance[1,.05,.04,.03,.01],// Map, Compass, GPS, Watch, Radio(1-9)[.05,.02,.01],// Binoculars, RangeFinders, NVG's[false,false,false],// DiverOverWater, UnlimitedAmmo[[[Food_Canned,.05],[1,1]],[[Drink,.05],[1,1]]],// Crypto and Faction Rewards[["KRYPTO",25]]],["Zombie7",[1,1,1,1,1,1,1,1],["RyanZombieC_man_w_worker_Fmedium",1],// Uniform["",],// Vest.[Hat_Civilian,],// Helmet["",],// Backpack and chance.[RifleOtherPairs,],// PriWeapon and chance[,,],// scope, muzzle, flashlight: percent chance of having one appropriate to the rifle.[PistolPairs,],// Secondary Weapon and chance[1,.05,.04,.03,.01],// Map, Compass, GPS, Watch, Radio(1-9)[.05,.02,.01],// Binoculars, RangeFinders, NVG's[false,false,false],// DiverOverWater, UnlimitedAmmo[[[Food_Canned,.05],[1,1]],[[Drink,.05],[1,1]]],// Crypto and Faction Rewards[["KRYPTO",25]]],["Zombie8",[1,1,1,1,1,1,1,1],["RyanZombieC_scientist_Fmedium",1],// Uniform["",],// Vest.[Hat_Civilian,],// Helmet["",],// Backpack and chance.[RifleOtherPairs,],// PriWeapon and chance[,,],// scope, muzzle, flashlight: percent chance of having one appropriate to the rifle.[PistolPairs,],// Secondary Weapon and chance[1,.05,.04,.03,.01],// Map, Compass, GPS, Watch, Radio(1-9)[.05,.02,.01],// Binoculars, RangeFinders, NVG's[false,false,false],// DiverOverWater, UnlimitedAmmo[[[Food_Canned,.05],[1,1]],[[Drink,.05],[1,1]]],// Crypto and Faction Rewards[["KRYPTO",25]]],["Zombie9",[1,1,1,1,1,1,1,1],["RyanZombieC_man_hunter_1_Fmedium",1],// Uniform["",],// Vest.[Hat_Civilian,],// Helmet["",],// Backpack and chance.[RifleOtherPairs,],// PriWeapon and chance[,,],// scope, muzzle, flashlight: percent chance of having one appropriate to the rifle.[PistolPairs,],// Secondary Weapon and chance[1,.05,.04,.03,.01],// Map, Compass, GPS, Watch, Radio(1-9)[.05,.02,.01],// Binoculars, RangeFinders, NVG's[false,false,false],// DiverOverWater, UnlimitedAmmo[[[Food_Canned,.05],[1,1]],[[Drink,.05],[1,1]]],// Crypto and Faction Rewards[["KRYPTO",25]]],["Zombie10",[1,1,1,1,1,1,1,1],["RyanZombieC_man_pilot_Fmedium",1],// Uniform["",],// Vest.[Hat_Civilian,],// Helmet["",],// Backpack and chance.[RifleOtherPairs,],// PriWeapon and chance[,,],// scope, muzzle, flashlight: percent chance of having one appropriate to the rifle.[PistolPairs,],// Secondary Weapon and chance[1,.05,.04,.03,.01],// Map, Compass, GPS, Watch, Radio(1-9)[.05,.02,.01],// Binoculars, RangeFinders, NVG's[false,false,false],// DiverOverWater, UnlimitedAmmo[[[Food_Canned,.05],[1,1]],[[Drink,.05],[1,1]]],// Crypto and Faction Rewards[["KRYPTO",25]]],["Zombie11",[1,1,1,1,1,1,1,1],["RyanZombieC_journalist_Fmedium",1],// Uniform["",],// Vest.[Hat_Civilian,],// Helmet["",],// Backpack and chance.[RifleOtherPairs,],// PriWeapon and chance[,,],// scope, muzzle, flashlight: percent chance of having one appropriate to the rifle.[PistolPairs,],// Secondary Weapon and chance[1,.05,.04,.03,.01],// Map, Compass, GPS, Watch, Radio(1-9)[.05,.02,.01],// Binoculars, RangeFinders, NVG's[false,false,false],// DiverOverWater, UnlimitedAmmo[[[Food_Canned,.05],[1,1]],[[Drink,.05],[1,1]]],// Crypto and Faction Rewards[["KRYPTO",25]]],["Zombie12",[1,1,1,1,1,1,1,1],["RyanZombieC_Orestesmedium",1],// Uniform["",],// Vest.[Hat_Civilian,],// Helmet["",],// Backpack and chance.[RifleOtherPairs,],// PriWeapon and chance[,,],// scope, muzzle, flashlight: percent chance of having one appropriate to the rifle.[PistolPairs,],// Secondary Weapon and chance[1,.05,.04,.03,.01],// Map, Compass, GPS, Watch, Radio(1-9)[.05,.02,.01],// Binoculars, RangeFinders, NVG's[false,false,false],// DiverOverWater, UnlimitedAmmo[[[Food_Canned,.05],[1,1]],[[Drink,.05],[1,1]]],// Crypto and Faction Rewards[["KRYPTO",25]]],["Zombie13",[1,1,1,1,1,1,1,1],["RyanZombieC_Nikosmedium",1],// Uniform["",],// Vest.[Hat_Civilian,],// Helmet["",],// Backpack and chance.[RifleOtherPairs,],// PriWeapon and chance[,,],// scope, muzzle, flashlight: percent chance of having one appropriate to the rifle.[PistolPairs,],// Secondary Weapon and chance[1,.05,.04,.03,.01],// Map, Compass, GPS, Watch, Radio(1-9)[.05,.02,.01],// Binoculars, RangeFinders, NVG's[false,false,false],// DiverOverWater, UnlimitedAmmo[[[Food_Canned,.05],[1,1]],[[Drink,.05],[1,1]]],// Crypto and Faction Rewards[["KRYPTO",25]]]];FuMS_SOLDIERDATAset[_this select, _soldierData];
SpawnZeds.sqf
Spoiler
//SpawnZeds.sqf// Tinboye but credit to Horbin// 3/25/16// Based upon drsubo Mission Scripts[["Zombies",200],// Mission Title NOSPACES!, and encounter radius["Zombie Horde","mil_dot","ICON","Colorblack","FDiagonal",50],// Map Markers ["MapText", "SHAPE", "COLOR", "FILL", size];// type is "mil_objective"[[// NOTIFICATION Messages and Map display Control.false,"ALL",,// Notify players via Radio Message, radio channel, range from encounter center (0=unlimited.false,// Notify players via global messagetrue,// Show encounter area on the map// Set the value above to false to remove dot/town indicators for zombie spawns.,// Win delay: Time in seconds after a WIN before mission cleanup is performed// Lose delay: Time in seconds after a lose before mission cleanup is performed//NOTE: the above delay must occur before the mission is considered 'complete' by the mission manager control loop.],// Spawn Mission Message["Mission","",""],// Mission Success Message["Mission Success","",""],// Mission Failure Message["Mission Failure!","",""]],[// Loot Config: Refer to LootData.sqf for specifcs["None",[18,-9]],//[static loot, offset location] - spawns with the mission["None",[5,5]],// Win loot, offset location - spawns after mission success["None",[,]]// Failure loot, offset location - spawns on mission failure],[//BUILDINGS: persist = 0: building deleted at event completion, 1= building remains until server reset.// ["Land_Device_disassembled_F",[0,0],0,0] //type, offset, rotation, presist flag],[// AI GROUPS. Only options marked 'Def:' implemented.// [["RESISTANCE","COMBAT","RED","COLUMN"], [ [1,"Sniper"],[2,"Rifleman"],[2,"Hunter"] ], ["BoxPatrol",[0,75],[0,0],[0] ]],// [["RESISTANCE","COMBAT","RED","LINE"], [ [3,"Rifleman"] ], ["Guard",[-20,10],[0,0],[70] ]],//[["ZOMBIE","CARELESS","RED","LINE"], [ [15,"Zombie"] ], ["Zombie",[0,0],[0,0],[] ]]//[["RESISTANCE","COMBAT","RED","LINE"], [ [3,"Rifleman"],[1,"LMG"] ], ["Explore",[6,6],[0,0],[150] ]],//[["RESISTANCE","COMBAT","RED","LINE"], [ [3,"Rifleman"] ], ["BoxPatrol",[-6,-6],[0,0],[0] ]]],//Example: PatrolBehavior: ["BoxPatrol", [100,0], [0,0],0 ] // AI will spawn 100m east of encounter center, a 4 point patrol will be set up at 80% encounter radius. AI will move to this and start patrolling.// spawnoffsetloc: [x,y] where x and y are offsets in meters from the encounter center.Sets the spawn location for the group.// patroloffsetloc:[x,y] where x and y are offsets in meters from encounter center. Sets the center of the group's patrol zone,// or where it should travel too before starting its patrol pattern.// radius: in meters - used in establishing patrol geometry. If zero, then 80% of encounter radius will be used.//###Patrol Options### //Def: "Perimeter", spawnloc, patrolloc, radius: - 12 waypoints set at radius from loc, group goes from point to point//Def: "BoxPatrol", spawnloc, patrolloc, radius: - 4 waypoints set at radius from loc, group goes from point to point//Def: "Explore", spawnloc, patrolloc, radius: - 12 waypoints set up at radius from loc, group moves randomly from point to point//Def: "Guard", spawnloc, patrolloc, radius: - group patrols inside of buildings found within radius of loc.//Def: "Sentry", spawnloc, patrolloc radius: - group moves to nearest building and takes up station in highest points within the building// NOTE: if no buildings are located within 'radius' both Guard and Sentry will locate nearest buildings to the encounter and move there!// "Loiter", loc, radius: - group just hangs out, in an unaware mode in vicinity of loc-radius.// "Convoy", loc, data: group follows roads from startloc to stoploc, then loops back.// "XCountry", loc, data: group goes from startloc to stoploc, then loops back.// Vehicles[],[[//Define all the triggers this mission will be using// Trigger names must be unique within each mission.// NOTE: "FuMS_KillMe" is a reserved trigger word. Do not use!!!// NOTE: "OK" is a reserved trigger. Do not define it here.// "OK" can be used in the actions section to force an action to occur at mission start! ["PROX",["ProxPlayer",[,],80,1]]// ["LUCNT",["LowUnitCount","GUER",1,0,[0,0]] ],// ["HUCNT",["HighUnitCount","GUER",6,0,[0,0]] ],// ["Detect",["Detected","ALL","ALL"] ],// ["BodyCount",["BodyCount",9] ]// ["Timer",["TIMER", 1800] ],// offset radius time(s) Name// ["Zuppa", ["ZuppaCapture",[ [ [-100,-100], 50, 90, "Point 1" ],// [ [100,100], 50, 90, "Point 2" ] ]] ],// ["VehDmg1", ["DmgVehicles", "1",0.8] ],// ["BldgDmg1",["DmgBuildings","2,3,7",1.0] ]],[// Define what actions should occur when above trigger logics evaluate to true// Note: a comma between two logics is interpreted as "AND"// [["WIN"],["LUCNT" ]], // [["CHILD",["Horde",[,],2,1200]],["PROX"]]// // [["Reinforce","Help_Vehicle","Trig4"]], // [["LOSE"],["TIMER", "OR", "VehDmg1", "BldgDmg1"] ],// [["END"],["LUCNT" ]] ]]];
ThemeData.sqf
Spoiler
//ThemeData.sqf
// Tinboye but credit to Horbin
// 3/25/16
// Inputs: Theme index into which to store this data.
// Outputs: none
// Options , Mission List, Points List
_themeData =
[
[ // *******Options*********
"CityZeds", // Needs to match the folder name!
4, //Mission Selection: 1=Random, 2=In order, 3=Random:once only until all missions run
// 4=Static: All missions in 'Mission List' will be created at server start!
// 5=Static: with no respawn. Use option 5 for 'create once' type missions.
// Using option 4 will permit mission to run and re-spawn based upon the respawn delay below.
// option 5 will let the mission only spawn once per 6 hours (ie server reset)
60, // Respawn delay in seconds
true, // use Global Loot Data (GlobalLootData.sqf)
false, // use Global Soldier Data file (GlobalSoldierData.sqf)
true, // ThemeAutoStart: Setting this to 'false' will prevent normal start-up of the Theme! See \Docs\AdminControls.txt
1, // Player minimum to launch missions from this theme.
100 // Player maximum above which missions will not launch
],
[ //***** Mission List *****
// List of Missions.
// The below missions MUST be in the same folder as this file!
],
[ //***** Locations ***** !! 2D coords ONLY !!
//Location format ["keyword"] or [[x,y],"optional name"] or [x,y]
// Where the 'optional name' is found, it will be used in place of the MissionName defined in the mission file.
// Urban locations will always use their location instead of the mission name.
// List of Encounter locations to be used if Global random locations are not desired
// If keywords "Villages", "Cities", "Capitals" found as entries, the appropriate
// locations from the mission map will be added to the list.
// Specific cities can also be included, if not all of a type are desired:
// Ex: ["Charkia"], ["Neochori"]
//["Marine"]
["Villages"],["Cities"],["Capitals"] //Encounter will only spawn in urban areas!
//["Villages"],["Cities"],["Capitals"],[[10715,10175],"AREA51"],[10010,10010],["Charkia"]
//Encounter will spawn in all urban areas as well the other points provided.
// Note these points are NOT offsets, but points specific to ALTIS !!
],
[ //***** Radio Chatter *****
[ // AI Radio Chatter configuration
0, // radio channel used by AI - "ALL"= messages heard w/o radio (other options 0-9)
//0=Quartz, 1=Garnet, 2=Citrine, 3=Amethyst, 4=Topaz, 5=Sapphire, 6=Onyx, 7=Emerald, 8=Ruby, 9=Jade
true, // silent Check-in =true: AI squads will NOT check-in with BaseOps when they spawn.
true, // AI death messages enabled.
1500, // Radio Range (for AI. BaseOps's high power radio has unlimited range)
"Zeds", // AI callsign, groups will be numbered..ie Bear01, Bear02
"Closeout" // BaseOps call sign
],
//**Do not remove or change order of these items.
// The 'chat text' can be changed to meet your theme's needs.
// For the 'chat text', < and > are reserved characters. DO NOT use them for anything but
// for identifying one of the keywords!
// Keywords: <DIST>, <DIR>, <MSNNAME>, <POS>, <#ALIVE>, <#DEAD>, <STATUS>
[ // AI to Base Chatter
["CheckIn", "On station. <DIST> meters <DIR> of FOB <MSNNAME>."],
["Position", "Currently at <POS>."],
["Detected", "Clones detected within perimeter of <MSNNAME>."],
["Less50", "We are taking heavy casualties! Request reinforcements!"],//<--this message initiates a call for reinforcements.
["SitRep", "On station. <#ALIVE> souls, <#DEAD> dead. <STATUS>."],//<--this is the response to Base's '99' call.
["Done", "Roger Out."],
["Death", "We are taking casualties!"],
["DetHostileAI", "Human Mercenaries have been spotted in the area of <MSNNAME>."]
],
[ // Base to AI chatter
["CheckIn", "Base copies all."],
["Position", "Say your current position."],
["Detected", "Roger. Weapons Free. All clones hostile."],
["Less50", "We have you Lima Charlie. Stand bye!"],
["SitRep", "99 pass SITREP."], //<-- This is broadcast every 30 minutes. All groups will respond.
["HELP", "Support is on its way!"],
["Death", "Copy all. Keep us advised of your status."],
["DetHostileAI", "Roger. Weapons Free, Capture as many as you can."]
]
]
];
FuMS_THEMEDATA set [_this select 0, _themeData];
BaseSoldier.sqf
Spoiler
//BaseSoldier.sqf// Edited By Tinboye, Credit to Horbin// 3/25/16// For use in customizing AI in Fulcrum Mission System.// NOTE: If you create any of your own custom 'Arrays', make sure the name of the array is also included in the// : ListofVar names list at the bottom of this file.// NOTE: If you do not include the name, the HC will never learn of the new variable's data!!!#include"BaseLoot.sqf";Outfit_Military=["U_O_CombatUniform_ocamo","U_O_PilotCoveralls","U_OG_Guerilla1_1","U_OG_Guerilla2_1","U_OG_Guerilla2_3","U_OG_Guerilla3_1","U_OG_Guerilla3_2","U_OG_leader"];
Z_outfit_slowZs =["RyanZombieC_man_1slow","RyanZombieC_man_polo_1_Fslow","RyanZombieC_man_polo_2_Fslow","RyanZombieC_man_polo_4_Fslow","RyanZombieC_man_polo_5_Fslow","RyanZombieC_man_polo_6_Fslow","RyanZombieC_man_p_fugitive_Fslow","RyanZombieC_man_w_worker_Fslow","RyanZombieC_scientist_Fslow","RyanZombieC_man_hunter_1_Fslow","RyanZombieC_man_pilot_Fslow","RyanZombieC_journalist_Fslow","RyanZombieC_Orestesslow","RyanZombieC_Nikosslow","RyanZombieB_Soldier_02_fslow","RyanZombieB_Soldier_02_f_1slow","RyanZombieB_Soldier_02_f_1_1slow","RyanZombieB_Soldier_03_fslow","RyanZombieB_Soldier_03_f_1slow","RyanZombieB_Soldier_03_f_1_1slow","RyanZombieB_Soldier_04_fslow","RyanZombieB_Soldier_04_f_1slow","RyanZombieB_Soldier_04_f_1_1slow","RyanZombieB_Soldier_lite_Fslow","RyanZombieB_Soldier_lite_F_1slow"];
Z_outfit_mediumZs =["RyanZombieC_man_1medium","RyanZombieC_man_polo_1_Fmedium","RyanZombieC_man_polo_2_Fmedium","RyanZombieC_man_polo_4_Fmedium","RyanZombieC_man_polo_5_Fmedium","RyanZombieC_man_polo_6_Fmedium","RyanZombieC_man_p_fugitive_Fmedium","RyanZombieC_man_w_worker_Fmedium","RyanZombieC_scientist_Fmedium","RyanZombieC_man_hunter_1_Fmedium","RyanZombieC_man_pilot_Fmedium","RyanZombieC_journalist_Fmedium","RyanZombieC_Orestesmedium","RyanZombieC_Nikosmedium","RyanZombieB_Soldier_02_fmedium","RyanZombieB_Soldier_02_f_1medium","RyanZombieB_Soldier_02_f_1_1medium","RyanZombieB_Soldier_03_fmedium","RyanZombieB_Soldier_03_f_1medium","RyanZombieB_Soldier_03_f_1_1medium","RyanZombieB_Soldier_04_fmedium","RyanZombieB_Soldier_04_f_1medium","RyanZombieB_Soldier_04_f_1_1medium","RyanZombieB_Soldier_lite_Fmedium","RyanZombieB_Soldier_lite_F_1medium"];
Z_outfit_fastZs =["RyanZombieC_man_1","RyanZombieC_man_polo_1_F","RyanZombieC_man_polo_2_F","RyanZombieC_man_polo_4_F","RyanZombieC_man_polo_5_F","RyanZombieC_man_polo_6_F","RyanZombieC_man_p_fugitive_F","RyanZombieC_man_w_worker_F","RyanZombieC_scientist_F","RyanZombieC_man_hunter_1_F","RyanZombieC_man_pilot_F","RyanZombieC_journalist_F","RyanZombieC_Orestes","RyanZombieC_Nikos","RyanZombieB_Soldier_02_f","RyanZombieB_Soldier_02_f_1","RyanZombieB_Soldier_02_f_1_1","RyanZombieB_Soldier_03_f","RyanZombieB_Soldier_03_f_1","RyanZombieB_Soldier_03_f_1_1","RyanZombieB_Soldier_04_f","RyanZombieB_Soldier_04_f_1","RyanZombieB_Soldier_04_f_1_1","RyanZombieB_Soldier_lite_F","RyanZombieB_Soldier_lite_F_1"];
Z_outfit_spiderZs =["RyanZombieSpider1","RyanZombieSpider2","RyanZombieSpider3","RyanZombieSpider4","RyanZombieSpider5","RyanZombieSpider6","RyanZombieSpider7","RyanZombieSpider8","RyanZombieSpider9","RyanZombieSpider10","RyanZombieSpider11","RyanZombieSpider12","RyanZombieSpider13","RyanZombieSpider14"];
Z_outfit_demonZs =["RyanZombieboss1","RyanZombieboss2","RyanZombieboss3","RyanZombieboss4","RyanZombieboss5","RyanZombieboss6","RyanZombieboss7","RyanZombieboss8","RyanZombieboss9","RyanZombieboss10","RyanZombieboss11","RyanZombieboss12","RyanZombieboss13","RyanZombieboss14"];Outfit_WetSuit=["U_O_Wetsuit","U_Wetsuit_uniform","U_Wetsuit_White","U_Wetsuit_Blue","U_Wetsuit_Purp","U_Wetsuit_Camo"];Outfit_Civilian=["U_C_Poloshirt_stripped","U_C_Poloshirt_blue","U_C_Poloshirt_burgundy","U_C_Poloshirt_tricolour","U_C_Poloshirt_salmon","U_C_Poloshirt_redwhite","U_C_Poor_1","U_C_WorkerCoveralls","U_C_Journalist","U_C_Scientist","U_OrestesBody"];Outfit_Ghillie=["U_O_GhillieSuit","U_ghillie2_uniform","U_ghillie3_uniform"];Outfit_Female=["U_CamoRed_uniform","U_CamoBrn_uniform","U_CamoBlue_uniform","U_Camo_uniform"];Outfit_Any=Outfit_Military+Outfit_Civilian+Outfit_Female+Outfit_Ghillie;Outfit_AnyMilitary=Outfit_Military+Outfit_Female;Outfit_AnyZombies= Z_outfit_slowZs + Z_outfit_mediumZs + Z_outfit_fastZs + Z_outfit_fastZs + Z_outfit_spiderZs + Z_outfit_demonZs;// ECH'sHelmet_ECH=["H_2_EPOCH","H_1_EPOCH","H_3_EPOCH","H_4_EPOCH","H_6_EPOCH","H_7_EPOCH","H_8_EPOCH","H_9_EPOCH","H_10_EPOCH","H_14_EPOCH","H_15_EPOCH","H_16_EPOCH","H_17_EPOCH","H_18_EPOCH"];Helmet_Combat=["H_5_EPOCH","H_12_EPOCH","H_13_EPOCH"];Helmet_SF=["H_19_EPOCH","H_20_EPOCH","H_21_EPOCH","H_22_EPOCH"];Helmet_Mich=["H_23_EPOCH","H_24_EPOCH","H_25_EPOCH"];Helmet_Crew=["H_26_EPOCH","H_27_EPOCH","H_36_EPOCH","H_37_EPOCH","H_38_EPOCH"];Helmet_Pilot=["H_29_EPOCH","H_30_EPOCH","H_31_EPOCH","H_32_EPOCH","H_33_EPOCH","H_35_EPOCH"];Hat_Military=["H_61_EPOCH","H_86_EPOCH","H_87_EPOCH","H_88_EPOCH","H_89_EPOCH","H_90_EPOCH","H_91_EPOCH","H_92_EPOCH","H_104_EPOCH"];Helmet_Military=Helmet_ECH+Helmet_Combat+Helmet_SF+Helmet_Mich+Hat_Military;Helmet_Aviator=Helmet_Crew+Helmet_Pilot;Helmet_Any=Helmet_Military+Helmet_Aviator;Hat_Boonie=["H_39_EPOCH","H_40_EPOCH","H_41_EPOCH","H_42_EPOCH","H_43_EPOCH","H_44_EPOCH","H_45_EPOCH","H_46_EPOCH"];Hat_Ballcap=["H_47_EPOCH","H_47_EPOCH","H_49_EPOCH","H_50_EPOCH","H_51_EPOCH","H_52_EPOCH","H_53_EPOCH","H_54_EPOCH","H_55_EPOCH","H_56_EPOCH","H_57_EPOCH","H_58_EPOCH","H_59_EPOCH","H_60_EPOCH"];Hat_Bandanna=["H_62_EPOCH","H_63_EPOCH","H_64_EPOCH","H_65_EPOCH","H_66_EPOCH","H_67_EPOCH","H_68_EPOCH","H_69_EPOCH"];Hat_Brimmed=["H_78_EPOCH","H_79_EPOCH","H_80_EPOCH","H_81_EPOCH","H_82_EPOCH","H_83_EPOCH","H_84_EPOCH","H_85_EPOCH"];Hat_Binnie=["H_74_EPOCH","H_75_EPOCH","H_76_EPOCH","H_77_EPOCH"];Hat_Civilian=Hat_Boonie+Hat_Ballcap+Hat_Bandanna+Hat_Brimmed+Hat_Binnie;Helmet_Racing=["H_93_EPOCH","H_94_EPOCH","H_95_EPOCH","H_96_EPOCH","H_97_EPOCH","H_98_EPOCH","H_99_EPOCH","H_100_EPOCH","H_101_EPOCH","H_102_EPOCH","H_103_EPOCH"];Hat_Other=["H_70_EPOCH","wolf_mask_epoch","pkin_mask_epoch"];// reserve Beret's for special targetsHat_Beret=["H_11_EPOCH","H_28_EPOCH","H_34_EPOCH","H_71_EPOCH","H_72_EPOCH","H_73_EPOCH"];Vest_Bandolier=["V_1_EPOCH","V_2_EPOCH","V_3_EPOCH","V_4_EPOCH","V_5_EPOCH","V_21_EPOCH"];Vest_Carrier=["V_6_EPOCH","V_7_EPOCH","V_8_EPOCH","V_9_EPOCH","V_22_EPOCH","V_23_EPOCH"];Vest_ChestRig=["V_10_EPOCH","V_11_EPOCH","V_12_EPOCH","V_24_EPOCH"];Vest_Tactical=["V_13_EPOCH","V_14_EPOCH","V_15_EPOCH","V_16_EPOCH","V_25_EPOCH","V_26_EPOCH","V_26_EPOCH"];Vest_LBV=["V_17_EPOCH","V_18_EPOCH","V_29_EPOCH","V_30_EPOCH","V_31_EPOCH","V_32_EPOCH"];Vest_Rebreather=["V_19_EPOCH","V_20_EPOCH","V_36_EPOCH"];Vest_Any=Vest_Bandolier+Vest_Carrier+Vest_ChestRig+Vest_Tactical+Vest_LBV+Vest_Rebreather;RifleSniperPairs=[["srifle_EBR_F","20Rnd_762x51_Mag"],["srifle_GM6_F","5Rnd_127x108_Mag"],["srifle_LRR_F","7Rnd_408_Mag"],["srifle_DMR_01_F","10Rnd_762x51_Mag"],["m107Tan_EPOCH","5Rnd_127x108_Mag"],["m107_EPOCH","5Rnd_127x108_Mag"],["M14_EPOCH","20Rnd_762x51_Mag"],["M14Grn_EPOCH","20Rnd_762x51_Mag"],["arifle_MXM_F","30Rnd_65x39_caseless_mag_Tracer"],["arifle_MXM_Black_F","30Rnd_65x39_caseless_mag_Tracer"]];RifleLMGPairs=[["LMG_Mk200_F","200Rnd_65x39_cased_Box_Tracer"],["LMG_Zafir_F","150Rnd_762x51_Box_Tracer"],["m249_EPOCH","200Rnd_556x45_M249"],["m249Tan_EPOCH","200Rnd_556x45_M249"],["arifle_MX_SW_F","100Rnd_65x39_caseless_mag_Tracer"],["arifle_MX_SW_Black_F","100Rnd_65x39_caseless_mag_Tracer"]];RifleAssaultPairs=[["arifle_Katiba_F","30Rnd_65x39_caseless_green"],["arifle_Katiba_C_F","30Rnd_65x39_caseless_green"],["arifle_Katiba_GL_F","30Rnd_65x39_caseless_green"],["arifle_MXC_F","30Rnd_65x39_caseless_mag_Tracer"],["arifle_MX_F","30Rnd_65x39_caseless_mag_Tracer"],["arifle_MX_GL_F","30Rnd_65x39_caseless_mag_Tracer"],["arifle_TRG21_F","30Rnd_556x45_Stanag_Tracer_Green"],["arifle_TRG20_F","30Rnd_556x45_Stanag_Tracer_Green"],["arifle_TRG21_GL_F","30Rnd_556x45_Stanag_Tracer_Green"],["arifle_Mk20_F","30Rnd_556x45_Stanag_Tracer_Green"],["arifle_Mk20C_F","30Rnd_556x45_Stanag_Tracer_Green"],["arifle_Mk20_GL_F","30Rnd_556x45_Stanag_Tracer_Green"],["arifle_Mk20_plain_F","30Rnd_556x45_Stanag_Tracer_Green"],["arifle_Mk20C_plain_F","30Rnd_556x45_Stanag_Tracer_Green"],["arifle_Mk20_GL_plain_F","30Rnd_556x45_Stanag_Tracer_Green"],["arifle_MX_GL_Black_F","30Rnd_65x39_caseless_mag_Tracer"],["arifle_MX_Black_F","30Rnd_65x39_caseless_mag_Tracer"],["arifle_MXC_Black_F","30Rnd_65x39_caseless_mag_Tracer"],["m16_EPOCH","30Rnd_556x45_Stanag_Tracer_Green"],["m16Red_EPOCH","30Rnd_556x45_Stanag_Tracer_Green"],["m4a3_EPOCH","30Rnd_556x45_Stanag_Tracer_Green"],["AKM_EPOCH","30Rnd_762x39_Mag"]];RifleOtherPairs=[["SMG_01_F","30Rnd_45ACP_Mag_SMG_01_Tracer_Green"],["SMG_02_F","30Rnd_9x21_Mag"],["Rollins_F","5Rnd_rollins_mag"]];RifleWaterPairs=[["speargun_epoch","spear_magazine"],["arifle_SDAR_F","20Rnd_556x45_UW_mag"]];PistolPairs=[["hgun_ACPC2_F","9Rnd_45ACP_Mag"],["hgun_Rook40_F","16Rnd_9x21_Mag"],["hgun_P07_F","16Rnd_9x21_Mag"],["hgun_Pistol_heavy_01_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_02_F","6Rnd_45ACP_Cylinder"],["ruger_pistol_epoch","10rnd_22X44_magazine"],["1911_pistol_epoch","9rnd_45X88_magazine"],["hgun_Pistol_Signal_F","6Rnd_GreenSignal_F"],["hgun_PDW2000_F","30Rnd_9x21_Mag"]];//This array used by AttachMuzzle to locate proper attachment, based upon the AI's gun.Muzzles=[["muzzle_snds_H",RifleSniper65+RifleLMG65+RifleAssault65],// 6.5mm["muzzle_snds_M",Rifle556Lnchr+RifleAssault556],// 556mm["muzzle_snds_B",RifleSniper762+RifleAssault762],// 7.62mm["muzzle_snds_H_MG",RifleLMG65],// 6.5 LMG["muzzle_snds_L",["hgun_PDW2000_F","hgun_P07_F","hgun_Rook40_F"]],// 9mm["muzzle_snds_acp",["hgun_ACPC2_F","hgun_Pistol_heavy_01_F","1911_pistol_epoch"]]// 45 cal];//Push data to the HC// NOTE: If you create any of your own custom 'Arrays', make sure the name of the array is also included in the list below.// NOTE: If you do not include the name, the HC will never learn of the new variable's data!!!FuMS_ListofGlobalItems=["Backpacks_Assault","Backpacks_Carryall","Backpacks_Field","Backpacks_Kit","Backpacks_Tactical","Backpacks_Small","Backpacks_Other","Backpacks_All","Explosives","Gems","RareMetal","Medical","Food_Canned","Food_Other","Food_Cooked","Food_Craft","Food_Fish","Food_All","Drink","OtherItems","BuildingKits","BuildingComponents","CraftingTools","CraftingComponents","Grenades_Hand","Grenades_Smoke","Grenades_Light","Grenades_ALL","Shell_Smokes","Shell_Flares","Shell_Grenade","Shell_ALL","Radios","BeltItems","Ammo762","Ammo127","Ammo65","Ammo556","AmmoOther","AmmoHandGun","Ammo_ALL","RifleSniper762","RifleSniper127","RifleSniper408","RifleSniper65","RifleLMG762","RifleLMG65","RifleLMG556","Rifle65Lnchr","Rifle556Lnchr","RifleAssault762","RifleAssault65","RifleAssault556","RifleSniper","RifleLMG","RifleLnchr","RifleAssault","Rifle_ALL","Pistols","WeaponAttachments_Optics","WeaponAttachments_Muzzle","WeaponAttachments_Other"];FuMS_ListofGlobalGear=["Outfit_Military","Outfit_WetSuit","Outfit_Civilian","Outfit_Ghillie","Outfit_Female","Outfit_Any","Outfit_AnyMilitary","Helmet_ECH","Helmet_Combat","Helmet_SF","Helmet_Mich","Helmet_Crew","Helmet_Pilot","Hat_Military","Helmet_Military","Helmet_Aviator","Helmet_Any","Hat_Boonie","Hat_Ballcap","Hat_Bandanna","Hat_Brimmed","Hat_Binnie","Hat_Civilian","Helmet_Racing","Hat_Other","Hat_Beret","Vest_Bandolier","Vest_Carrier","Vest_ChestRig","Vest_Tactical","Vest_LBV","Vest_Rebreather","Vest_Any","RifleSniperPairs","RifleLMGPairs","RifleAssaultPairs","RifleOtherPairs","RifleWaterPairs","PistolPairs","Muzzles",Outfit_AnyZombies,Z_outfit_slowZs,Z_outfit_mediumZs,Z_outfit_fastZs,Z_outfit_fastZs,Z_outfit_spiderZs,Z_outfit_demonZs
];
the mission loads, but the spawns do not use the skins from the mod.
i added "ryanzombies", "ryanzombiesfunctions" to my mission.sqm but no go.
i would love to get this to work. anyone able to tell me what i am missing?
i Know there is a FuMs Exile version which allows Zombies and Demons. And I tried to make it work on epoch by comparing files between the 2, server will start up, but no missions spawn.
"<FuMS> HeartMonitor: Waiting for HC:HC_HAL initialization to finalize with signature FuMS_HC_isAlive3""<FuMS:any> HasAdminAceess: []""<FuMS:any> HasAdminAccess: C Alpha 1-1:1 (Tinboye) REMOTE is not in AdminData.sqf. Found C Alpha 1-1:1 (Tinboye) REMOTE"Errorin expression <AdminData.sqf.Found%1",_player,_pData,FumS_Version];}
else
{
_dataUID = _pData>
Error position: <FumS_Version];}
else
{
_dataUID = _pData>
Error Undefined variable in expression: fums_version
File FuMS\Menus\HasAdminAccess.sqf, line 15
Error in expression < format ["<FuMS:%1>HasAdminAceess:%2",FuMS_Version,_pData];
if (!isNil "_pDat>Error position:<FuMS_Version,_pData];if(!isNil "_pDat>
Error Undefined variable in expression: fums_version
File FuMS\Menus\HasAdminAccess.sqf, line 11
"<FuMS>HeartMonitor:Waitingfor HC:HC_HAL initialization to finalize with signature FuMS_HC_isAlive3"
Question
tinboye
Has anyone figured out how to get Zombies and Demons to work with FuMs missions?
I made a new mission folder called it CityZeds
in there I have Horde.sqf
SoldierData.sqf
SpawnZeds.sqf
ThemeData.sqf
//ThemeData.sqf
// Tinboye but credit to Horbin
// 3/25/16
// Inputs: Theme index into which to store this data.
// Outputs: none
// Options , Mission List, Points List
_themeData =
[
[ // *******Options*********
"CityZeds", // Needs to match the folder name!
4, //Mission Selection: 1=Random, 2=In order, 3=Random:once only until all missions run
// 4=Static: All missions in 'Mission List' will be created at server start!
// 5=Static: with no respawn. Use option 5 for 'create once' type missions.
// Using option 4 will permit mission to run and re-spawn based upon the respawn delay below.
// option 5 will let the mission only spawn once per 6 hours (ie server reset)
60, // Respawn delay in seconds
true, // use Global Loot Data (GlobalLootData.sqf)
false, // use Global Soldier Data file (GlobalSoldierData.sqf)
true, // ThemeAutoStart: Setting this to 'false' will prevent normal start-up of the Theme! See \Docs\AdminControls.txt
1, // Player minimum to launch missions from this theme.
100 // Player maximum above which missions will not launch
],
[ //***** Mission List *****
// List of Missions.
// The below missions MUST be in the same folder as this file!
["SpawnZeds"],["SpawnZeds"],["SpawnZeds"],
["SpawnZeds"],["SpawnZeds"],["SpawnZeds"],
["SpawnZeds"],["SpawnZeds"],["SpawnZeds"]
],
[ //***** Locations ***** !! 2D coords ONLY !!
//Location format ["keyword"] or [[x,y],"optional name"] or [x,y]
// Where the 'optional name' is found, it will be used in place of the MissionName defined in the mission file.
// Urban locations will always use their location instead of the mission name.
// List of Encounter locations to be used if Global random locations are not desired
// If keywords "Villages", "Cities", "Capitals" found as entries, the appropriate
// locations from the mission map will be added to the list.
// Specific cities can also be included, if not all of a type are desired:
// Ex: ["Charkia"], ["Neochori"]
//["Marine"]
["Villages"],["Cities"],["Capitals"] //Encounter will only spawn in urban areas!
//["Villages"],["Cities"],["Capitals"],[[10715,10175],"AREA51"],[10010,10010],["Charkia"]
//Encounter will spawn in all urban areas as well the other points provided.
// Note these points are NOT offsets, but points specific to ALTIS !!
],
[ //***** Radio Chatter *****
[ // AI Radio Chatter configuration
0, // radio channel used by AI - "ALL"= messages heard w/o radio (other options 0-9)
//0=Quartz, 1=Garnet, 2=Citrine, 3=Amethyst, 4=Topaz, 5=Sapphire, 6=Onyx, 7=Emerald, 8=Ruby, 9=Jade
true, // silent Check-in =true: AI squads will NOT check-in with BaseOps when they spawn.
true, // AI death messages enabled.
1500, // Radio Range (for AI. BaseOps's high power radio has unlimited range)
"Zeds", // AI callsign, groups will be numbered..ie Bear01, Bear02
"Closeout" // BaseOps call sign
],
//**Do not remove or change order of these items.
// The 'chat text' can be changed to meet your theme's needs.
// For the 'chat text', < and > are reserved characters. DO NOT use them for anything but
// for identifying one of the keywords!
// Keywords: <DIST>, <DIR>, <MSNNAME>, <POS>, <#ALIVE>, <#DEAD>, <STATUS>
[ // AI to Base Chatter
["CheckIn", "On station. <DIST> meters <DIR> of FOB <MSNNAME>."],
["Position", "Currently at <POS>."],
["Detected", "Clones detected within perimeter of <MSNNAME>."],
["Less50", "We are taking heavy casualties! Request reinforcements!"],//<--this message initiates a call for reinforcements.
["SitRep", "On station. <#ALIVE> souls, <#DEAD> dead. <STATUS>."],//<--this is the response to Base's '99' call.
["Done", "Roger Out."],
["Death", "We are taking casualties!"],
["DetHostileAI", "Human Mercenaries have been spotted in the area of <MSNNAME>."]
],
[ // Base to AI chatter
["CheckIn", "Base copies all."],
["Position", "Say your current position."],
["Detected", "Roger. Weapons Free. All clones hostile."],
["Less50", "We have you Lima Charlie. Stand bye!"],
["SitRep", "99 pass SITREP."], //<-- This is broadcast every 30 minutes. All groups will respond.
["HELP", "Support is on its way!"],
["Death", "Copy all. Keep us advised of your status."],
["DetHostileAI", "Roger. Weapons Free, Capture as many as you can."]
]
]
];
FuMS_THEMEDATA set [_this select 0, _themeData];
BaseSoldier.sqf
the mission loads, but the spawns do not use the skins from the mod.
i added "ryanzombies", "ryanzombiesfunctions" to my mission.sqm but no go.
i would love to get this to work. anyone able to tell me what i am missing?
i Know there is a FuMs Exile version which allows Zombies and Demons. And I tried to make it work on epoch by comparing files between the 2, server will start up, but no missions spawn.
i checked the HC RPT and it has this
in the servers rpt
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