Arma 3
Drongos Map Population
1,426 Comments
Drongo  [author] Aug 13 @ 10:32pm 
Change the mission. The system only starts if the Core module is placed.
Nomad Aug 13 @ 10:24pm 
is it possible to add function turn on/off? we have 24/7 server, and in evening we run zeus missions
J4CKAL05 Aug 4 @ 4:55pm 
Alrighty, thanks for the response, will do! If they're unsure, I guess I'll just have to test it and see what happens.
Drongo  [author] Aug 4 @ 3:33pm 
I don't know, but some guys on my discord use NR6 with DMP, maybe ask there.
J4CKAL05 Aug 4 @ 2:15pm 
The readme says that it can integrate the objectives and tasks for DFC or the MG module into Hetman and that "it only works with HETMAN - Artificial Leader." Does this mean it doesn't work with the newer NR6 PACK - HAL Evolved's simple objectives?
Drongo  [author] Aug 2 @ 7:09am 
Try combining it with Unit Caching.
jettchampagne Aug 2 @ 6:52am 
Thanks for the mod! It's amazing! I have a quick question about it. When i'm using the virtual factions they spawn in perfectly when we enter the defined radius and then they stay there forever. Is there a way to make them despawn at the same predefined radius so that they don't drag the server if we fly across the map?
Drongo  [author] Aug 1 @ 2:58pm 
Sure man
rabbit140 Aug 1 @ 1:35pm 
would it be possible to dm you? I have got a couple of questions - not particularly about this mod, but something similar. I would really appreciate it!
Drongo  [author] Jul 23 @ 1:59am 
There is a readme in the mod folder. You can right-click on the mod in the launcher to get to the directory.
Anubis Jul 22 @ 4:40pm 
Is there any written documentation on the different modules? I've tried checking the different links, but they're all to removed pages.
Chuck Jiggles Jul 21 @ 2:16pm 
Thanks, that was it. Dumbass me had forgotten backup modules far outside map boundaries when porting my mission over different maps.
Drongo  [author] Jul 21 @ 1:51pm 
Those kinds of issues usually mean that some DMP modules are too close to each other and are "stealing" units, resulting in vanilla units being spawned.
Chuck Jiggles Jul 21 @ 1:45pm 
Hey, I've made and been using a custom faction that uses RHS vehicles. I've lately noticed that for some reason Define Faction module keeps spawning all the RHS US MRAPs with default vanilla NATO crew instead of the ones in the module zone (all the unit classes and ranks are defined properly).

Spawning these MRAPs with different mod, Zeus or via Eden does spawn the designated config crew, so is the mod incompatible with RHS US MRAPs atm or do they have special rules or something? All the other RHS and even RHS Russian MRAP vehicles work fine.
ShadySauce26 Jul 6 @ 9:10pm 
So im using dmp to set up a defend mission using the task modules but i dont want the defend start/ finish indicator to pop up on everyones screen. how could i disable this? ive already disables all the task icons via the mission generator module
Taro Jul 2 @ 10:55am 
If I could suggest something:

Could add some flavor text as well info the the generated tasks?

For the info it could be:

* grid at with the target was at at the game start (+ the margin of error you set in the editor)
* Display name of the object to destroy/ interact/whatever
* possibly an eden editor picture of the object
* Name of the character to kill, interact or rescue


That would make it possible to have tasks be possible to even locate without the map markers and stuff.
治水的大宇啊 Jun 22 @ 6:43pm 
death in news report are still 0
治水的大宇啊 Jun 22 @ 6:42pm 
emmmm unfortunately,it doesn't work
治水的大宇啊 Jun 22 @ 7:42am 
thanks very much
Drongo  [author] Jun 21 @ 5:54pm 
Use this script on the server:

_man addMPEventHandler["mpKilled",{_this execVM"DMP\Scripts\DFC\KilledFriendly.sqf"}];
治水的大宇啊 Jun 21 @ 5:11pm 
hey,i want to know how to make pre placed friendly ai's death be included in DFC's ending newspaper friendly death?this only shows player's death times.if there is an answer,i would be more than delight
@Drongo i believe i found the problem it doesnt seem to work wiht jsr as if you try to it will give you that black box i was talking about
alright ill try to figure it out then as it only happens with your mod
Drongo  [author] May 24 @ 2:28pm 
That isn't this mod.
@Drongo thankyou for all you help and one last question haw do i get the black box to go away every time i kill some one a black box apears saying stuff about hit noises and somthing else
Drongo  [author] May 23 @ 11:11pm 
Any module that defines units, the main one being Define Faction. There are many others though. They delete the dummies that are placed near them. If a module "steals" and deletes a unit from another module, the default units (NATO) will spawn.

The system works in MP, it is designed for PvE.
@Drongo does this work for multi player?
@ the faction modules? is my squad supposed to be away from them or is that for the vhiecal problem i have were its spawning in nato stuff when its supposed to only be warhammer for both sides?
Drongo  [author] May 19 @ 2:51pm 
Sounds like modules are too close.
also it keeps spawning in vhecals that i didnt ask for and it wouldnt be a problem if they were of the same faction as im doing war hammer and its spawing in nato
@ drongo how do i play with my squad it just takes my men and telprots them removing me from command and leaving me at spawn
V A G A B O N D May 5 @ 11:21am 
Restricted area module not working for Civilians
Pat May 5 @ 1:05am 
I'm running into a minor issue where the vanilla S-750 Rhea gets spawned as a AAA and NATO Defender as SAMs. No other mods, no interfering modules in range. Faction name was CSAT, Faction side was set to East. I double checked by placing only *core*, *define faction* and *[POP] AAA sites* + Cronus Radar + Rhea. Do I need to change anything in the S-750’s setup?
STyx2909 Apr 19 @ 5:54am 
Animal spawning: Water Buffalo from cDLC SOG
Please.
Dust Rathard Apr 9 @ 4:54am 
thank you for responding, do you mean in the unit init field or the module's, could you give a short example?
Drongo  [author] Apr 8 @ 1:56pm 
Yes, by script in the init field.
Dust Rathard Apr 8 @ 12:52pm 
is there any way to be able to customize the unit loadouts?
Drongo  [author] Apr 1 @ 8:52pm 
Air, vehicle, compound and leader groups will be spawned at mission start. Pedestrians are dynamically spawned in buildings around players. Like the Define Faction module, units and vehicles within 200m of the module will be spawned. If no such units are placed, vanilla civilian men and vehicles will spawn. Men that are set to rank Colonel will be used as civilian leaders.

The chance of civilians staying inside or wandering outside can be set in the module. There are seperate values for day and night (as determined by BIS_fnc_sunriseSunsetTime). Ambient civilian vehicles can also be varied by day and night.
Hello drongo, how do civilians work, how can I make civilian cars appear that will drive all over the map, and specifically from a specific mod?
Drongo  [author] Mar 29 @ 2:14pm 
@knivesseveren
You are a retard. I have answered that question a million times over the years. You can find your mistake by reading back through all the comments in this thread, no reason I should help you.
Nullified Mar 15 @ 7:40pm 
Drongo why on earth have I slept on this mod of yours! simply brilliant.
Mr Noseybonk Mar 13 @ 7:03am 
No worries Drongo, was me using it wrong! :steamfacepalm: Didn't realise it utilises persistence across scenarios - even when just running/testing it through the editor! Just had me thinking it was borked..... when it wasn't! :steamhappy:
Drongo  [author] Mar 12 @ 2:35pm 
@CHASKOH
You can use the AI Caching module for similar effect.

@Mr Noseybonk
Stratis is too small for DFC, there isn't enough room to advance the frontline.

@Bubin
Yes, there is a [POP] Ships module.
Bubin Mar 12 @ 10:32am 
Is there i way i can make a faction use the water only? Like have boats and stuff?
Mr Noseybonk Feb 21 @ 7:34pm 
What's going on? Just messing with the Dynamic Campaign whatever whatever it's called..... sorry I'm losing it big time with frustration here. Anyway it was picking random missions at random locations fine....... then suddenly it stopped being random. I did NOT change any settings. It just stopped working. It just kept on generating "Defend Old Outpost" (it was using the Stratis map BTW) every single time. Even rebooting the PC didn't help. So what's going on here?
CHASKOH Feb 2 @ 5:30pm 
So I got the other stuff to work after awhile, read the readme and all of that, but one thing I've noticed is, AI that the define faction module spawns (not the regional ambient one) can't despawn away from the player even if they have a Virtual Module assigned to the Define Faction Module by faction name, I would like to suggest a "Virtual Despawn" Module for the [POP] category?
Microsoft Excel Jan 24 @ 2:06pm 
zajebisty modzik, zrobił giereczkę dzisiaj
maze Jan 10 @ 2:00pm 
hey drongo i have been useing your mod for a while now and im loving it gosh its helped me make alota different missions whiche has led me to think of somthing is there a way i could put in a number for unlimted tickets for respawn ?
Bretto1944 Dec 22, 2024 @ 1:20am 
@McMilian - yes it does work with Multiplayer and i have it on my server.
McMillan Dec 3, 2024 @ 12:20pm 
This mod works in Multiplayer?