Arma 3
Drongos Map Population
1,412 Comments
ShadySauce26 6 Jul @ 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 2 Jul @ 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 22 Jun @ 6:43pm 
death in news report are still 0
治水的大宇啊 22 Jun @ 6:42pm 
emmmm unfortunately,it doesn't work
治水的大宇啊 22 Jun @ 7:42am 
thanks very much
Drongo  [author] 21 Jun @ 5:54pm 
Use this script on the server:

_man addMPEventHandler["mpKilled",{_this execVM"DMP\Scripts\DFC\KilledFriendly.sqf"}];
治水的大宇啊 21 Jun @ 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] 24 May @ 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] 23 May @ 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] 19 May @ 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 5 May @ 11:21am 
Restricted area module not working for Civilians
Pat 5 May @ 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 19 Apr @ 5:54am 
Animal spawning: Water Buffalo from cDLC SOG
Please.
Dust Rathard 9 Apr @ 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] 8 Apr @ 1:56pm 
Yes, by script in the init field.
Dust Rathard 8 Apr @ 12:52pm 
is there any way to be able to customize the unit loadouts?
Drongo  [author] 1 Apr @ 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] 29 Mar @ 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 15 Mar @ 7:40pm 
Drongo why on earth have I slept on this mod of yours! simply brilliant.
Mr Noseybonk 13 Mar @ 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] 12 Mar @ 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 12 Mar @ 10:32am 
Is there i way i can make a faction use the water only? Like have boats and stuff?
Mr Noseybonk 21 Feb @ 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 2 Feb @ 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 24 Jan @ 2:06pm 
zajebisty modzik, zrobił giereczkę dzisiaj
maze 10 Jan @ 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 22 Dec, 2024 @ 1:20am 
@McMilian - yes it does work with Multiplayer and i have it on my server.
McMillan 3 Dec, 2024 @ 12:20pm 
This mod works in Multiplayer?
DMW 23 Nov, 2024 @ 7:59am 
@Drongo - I have run into an issue though. I am trying to adjust things in your map population mod to work with the Nassau mod, specifically the Trade/Loot/RPG part of it.

I have been able to put together a "CustomLoot.sqf" where I listed several of inventory items that are present in the Nassau mod - for example a "bottle" (as I want to replace the modern, plastic bottle with a period correct glass bottle for thirst and medicine). Now the glass bottle does actually show up as buyable at a "trader", but when I try to buy it I get "not enough space" (even if I completely clear out my items inventory). Any idea what to do there? Also can one set the prices?

I am not even sure if using a custom loot table will help with switching the plastic with an empty/full glass water bottle for drinking (there is only very little documentation for the RPG module unfortunately).

If you can share any insight into this it would be great. Thanks!
Gorgog Freeman 18 Nov, 2024 @ 4:37pm 
Any chance this could be updated to be able to use the Unsung traps and stuff for the IED populate module?
ForrestGump 15 Nov, 2024 @ 12:15pm 
I think I found a solution using your module in DYEL to add custom user action...your mods are full of usefull things!
ForrestGump 14 Nov, 2024 @ 10:03am 
@thank you for answer...ok I understand, but maybe be able to toggle on and off the undercover mode for the linked unit can be possible?
I hope I'm not annoying you
Drongo  [author] 13 Nov, 2024 @ 12:43pm 
@ForrestGump
Not possible to fix this as essential when undercover the player counts as being on the civilian side.

@WorstPlayerYou'veEverSeen
This usually means you have some modules for defining units too close to each other.
WorstPlayerYou'veEverSeen 13 Nov, 2024 @ 10:46am 
Hello! I'm having the same issues as Mr T-bag. When I try to set up civilians using the faction module, it spawns the default NATO units (but on the CSAT side :secretweapon_hoi:). Should I send you my debug?
ForrestGump 13 Nov, 2024 @ 9:59am 
Hello Drongo! the undercover module set you always as civilian, so the nato uav terminal is not avaiable even when you dress nato uniform.Is this something that can be fixed?thank you
Drongo  [author] 12 Nov, 2024 @ 1:19pm 
I won't be recording any videos on how to set things up, but MrPākehā has some compositions to help get started:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2886630125
Enemy Mind 12 Nov, 2024 @ 9:58am 
Sir, would you like to record a walkthrough with this mod? At least one episode. Or stream this mod on your YouTube channel? I would be happy to see how you set everything up correctly at the very beginning and how you play your own mission :)
konnorcw 9 Nov, 2024 @ 3:04pm 
Duh thank you
Drongo  [author] 9 Nov, 2024 @ 2:11pm 
Turn off debug.
konnorcw 9 Nov, 2024 @ 10:15am 
Can I disable the enemy patrol markers and such on the map?
Drongo  [author] 27 Oct, 2024 @ 3:00pm 
Read the readme in the mod folder.
gbr000 27 Oct, 2024 @ 2:33pm 
WHERE IS THE TUTORIAL BRO!!????? YOUR LINKS ARE BROKEN!!