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[Release] DayZ Mission System


TheVampire

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I did some work on the DZMSWeaponCrateList.sqf

 

Note: The only weapon that takes up a backpack slot is the M249_TWS_EP1

[ADDED] More weapon catagories

[ADDED] Nearly ALL Arma 2 weapons

[ADDED] Some more Epoch stuff

 

http://pastebin.com/XQraMMdk

Hey mate

Awesome list, but since you added new DZMSlists like "DZMSExpWeapList" don't you have to add another //load explosives like this:

This is one of the originals:
	//load primary
	_scount = count DZMSprimaryList;
	for "_x" from 0 to 2 do {
		_sSelect = floor(random _sCount);
		_item = DZMSprimaryList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

don't you have to add something like this as well?

	//load explosives
	_scount = count DZMSExpWeapList;
	for "_x" from 0 to 2 do {
		_sSelect = floor(random _sCount);
		_item = DZMSExpWeapList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	}; 

Edit:

i did something like this:

///////////////////////////////////////////////////////////////////
// Weapon Crates
if (_type == "weapons") then {
	// load grenades
	_scount = count _gshellList;
	for "_x" from 0 to 2 do {
		_sSelect = floor(random _sCount);
		_item = _gshellList select _sSelect;
		_crate addMagazineCargoGlobal [_item,(round(random 2))];
	};
   
	// load packs
	_scount = count _bpackList;
	for "_x" from 0 to 3 do {
		_sSelect = floor(random _sCount);
		_item = _bpackList select _sSelect;
		_crate addBackpackCargoGlobal [_item,1];
	};
	 
	// load pistols
	_scount = count DZMSpistolList;
	for "_x" from 0 to 2 do {
		_sSelect = floor(random _sCount);
		_item = DZMSpistolList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

	//load sniper
	_scount = count DZMSsniperList;
	for "_x" from 0 to 1 do {
		_sSelect = floor(random _sCount);
		_item = DZMSsniperList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

	//load sniperhigh
	_scount = count DZMSHighCalSniperList;
	for "_x" from 0 to 2 do {
		_sSelect = floor(random _sCount);
		_item = DZMSHighCalSniperList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

	//load thermals
	_scount = count DZMSThermalList;
	for "_x" from 0 to 2 do {
		_sSelect = floor(random _sCount);
		_item = DZMSThermalList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

	//load smgs
	_scount = count DZMSSMGList;
	for "_x" from 0 to 1 do {
		_sSelect = floor(random _sCount);
		_item = DZMSSMGList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

	//load shotguns
	_scount = count DZMSShotgunList;
	for "_x" from 0 to 1 do {
		_sSelect = floor(random _sCount);
		_item = DZMSShotgunList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

	//load mg
	_scount = count DZMSLMGList;
	for "_x" from 0 to 1 do {
		_sSelect = floor(random _sCount);
		_item = DZMSLMGList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

	//load primary
	_scount = count DZMSprimaryList;
	for "_x" from 0 to 2 do {
		_sSelect = floor(random _sCount);
		_item = DZMSprimaryList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

	//load explosives
	_scount = count DZMSExpWeapList;
	for "_x" from 0 to 2 do {
		_sSelect = floor(random _sCount);
		_item = DZMSExpWeapList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	}; 
};

///////////////////////////////////////////////////////////////////

Is this right? :P

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Hey mate

Awesome list, but since you added new DZMSlists like "DZMSExpWeapList" don't you have to add another //load explosives like this:

This is one of the originals:
	//load primary
	_scount = count DZMSprimaryList;
	for "_x" from 0 to 2 do {
		_sSelect = floor(random _sCount);
		_item = DZMSprimaryList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

don't you have to add something like this as well?

	//load explosives
	_scount = count DZMSExpWeapList;
	for "_x" from 0 to 2 do {
		_sSelect = floor(random _sCount);
		_item = DZMSExpWeapList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	}; 
Edit:

i did something like this:

///////////////////////////////////////////////////////////////////
// Weapon Crates
if (_type == "weapons") then {
	// load grenades
	_scount = count _gshellList;
	for "_x" from 0 to 2 do {
		_sSelect = floor(random _sCount);
		_item = _gshellList select _sSelect;
		_crate addMagazineCargoGlobal [_item,(round(random 2))];
	};
   
	// load packs
	_scount = count _bpackList;
	for "_x" from 0 to 3 do {
		_sSelect = floor(random _sCount);
		_item = _bpackList select _sSelect;
		_crate addBackpackCargoGlobal [_item,1];
	};
	 
	// load pistols
	_scount = count DZMSpistolList;
	for "_x" from 0 to 2 do {
		_sSelect = floor(random _sCount);
		_item = DZMSpistolList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

	//load sniper
	_scount = count DZMSsniperList;
	for "_x" from 0 to 1 do {
		_sSelect = floor(random _sCount);
		_item = DZMSsniperList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

	//load sniperhigh
	_scount = count DZMSHighCalSniperList;
	for "_x" from 0 to 2 do {
		_sSelect = floor(random _sCount);
		_item = DZMSHighCalSniperList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

	//load thermals
	_scount = count DZMSThermalList;
	for "_x" from 0 to 2 do {
		_sSelect = floor(random _sCount);
		_item = DZMSThermalList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

	//load smgs
	_scount = count DZMSSMGList;
	for "_x" from 0 to 1 do {
		_sSelect = floor(random _sCount);
		_item = DZMSSMGList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

	//load shotguns
	_scount = count DZMSShotgunList;
	for "_x" from 0 to 1 do {
		_sSelect = floor(random _sCount);
		_item = DZMSShotgunList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

	//load mg
	_scount = count DZMSLMGList;
	for "_x" from 0 to 1 do {
		_sSelect = floor(random _sCount);
		_item = DZMSLMGList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

	//load primary
	_scount = count DZMSprimaryList;
	for "_x" from 0 to 2 do {
		_sSelect = floor(random _sCount);
		_item = DZMSprimaryList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	};

	//load explosives
	_scount = count DZMSExpWeapList;
	for "_x" from 0 to 2 do {
		_sSelect = floor(random _sCount);
		_item = DZMSExpWeapList select _sSelect;
		_crate addWeaponCargoGlobal [_item,1];
		_ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
		if (count _ammo > 0) then {
			_crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))];
		};
	}; 
};

///////////////////////////////////////////////////////////////////
Is this right? :P

Yes, I'm still working on making different kinds of crates for my server, I'll share them when I finish them, probably tommorow. I'll also implement said crates into the missions.

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All maps have numbers, that's how the game knows where to spawn stuff :)

 

The wiki page for mapGridPosition claimed some maps have grid coordinates like "De04" and such, but i'll roll with it until I find a problem.

 

Any map using anything other than a numerical 6 digit value will cause issues.

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Can you not let server admins define an array of possible locations ? I'm wanting to use this on Sauerland but prefer to choose fixed spawns.

It will mean Taviana can have preset locations and work as a temp fix for Taviana servers.

 

 

any idea on how long until this is released? 

 

DZMS should now support using static coords defined in the DZMSConfig.sqf.

The Config and Functions files were updated to do this.

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Correct. But only some people get it while others do not.

 

Also the new missions are awesome!! I really like the changed and cant wait to see the finished product.

The An2 made me and my team like stare at it :P Hope you got alot more planned for it.

 

Need some hostage missions and stuff :P 

Also you ever thought about adding a few vehicles that patrol a dropsite? That would be cool as well

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Correct. But only some people get it while others do not.

 

Also the new missions are awesome!! I really like the changed and cant wait to see the finished product.

The An2 made me and my team like stare at it :P Hope you got alot more planned for it.

 

Need some hostage missions and stuff :P

Also you ever thought about adding a few vehicles that patrol a dropsite? That would be cool as well

 

I havn't played with ground vehicles yet, more obstacles to run into :P

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