Arma 3
Drongos Map Population
1,442 Comments
Drongo  [author] 21 hours ago 
Make sure there are no other modules nearby "stealing" units.
xSlykiller 22 hours ago 
the abandoned vehicle pop doesnt seem to work with any of the modded vehicles I try to use. helicopters and planes especially are all replaced with vanilla stuff. Verified the furthest distance I have a vehicle placed is 58m from the module. Not sure what I'm doing wrong.
Voiden Venari 28 Sep @ 7:27pm 
ok thanks for answer
Drongo  [author] 28 Sep @ 4:54am 
Vanilla saving and loading probably won't work. There is a persistence module in the mod/
Voiden Venari 27 Sep @ 1:33pm 
works in singleplayer even doing save and load ?
pet 22 Sep @ 7:37pm 
i fixed my problem no help needed
pet 22 Sep @ 6:27pm 
it spammed me with helicopters how do i lower the aircraft count
NVM, I think I figured it out
Drongo  [author] 10 Sep @ 2:16pm 
Turn off debug in the core module.
Is it possible to a way to disable the markers?
Bendy 7 Sep @ 9:39am 
the Dynamic Recon Ops missions have only enemy in the AO, would love a mod to automatically populate the rest of the map, however this looks like its only for a module in the Eden Editor?
brandonelienriquez 24 Aug @ 4:24pm 
if i play a map with no ai spawned in the map the messages will never pop up. i tested that pop as soon i put a core in define the faction for both sides once everything spawns in like 10 mins go by the message pops. on some maps it doesnt happen and some do. its nothing thats game breaking. a annoying message.
brandonelienriquez 24 Aug @ 4:15pm 
i believe it this mod causing it because i play Ris, Antistasi, and other missions and that has never poped up. no need to disable mods if i know where its coming from and if i do that i know for a fact its still gonna pop up. but if you have not experience this its fine. the game still runs good with this mod its just the annoying message that sits in your face until i hit exit game.
Drongo  [author] 24 Aug @ 3:30pm 
This mod? Test with no other mods and post reproduction steps.
brandonelienriquez 24 Aug @ 3:18pm 
i dont mind error messages but this one is annoying it wont go away and it seems to only happen when everything spawns in on the map. i dont know how to make it go away and dnt know if its poping up cause Ai getting stuck. i just dnt know anymore ?
brandonelienriquez 24 Aug @ 3:15pm 
waituntil{sleep. .2;if!(alive _tube)|exitwith{};unitready _tube; error undefined behavior: waituntil returned nil. trure or false expected. can anybody explain why am i getting this error in my created missions ?
Drongo  [author] 13 Aug @ 10:32pm 
Change the mission. The system only starts if the Core module is placed.
Nomad 13 Aug @ 10:24pm 
is it possible to add function turn on/off? we have 24/7 server, and in evening we run zeus missions
J4CKAL05 4 Aug @ 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] 4 Aug @ 3:33pm 
I don't know, but some guys on my discord use NR6 with DMP, maybe ask there.
J4CKAL05 4 Aug @ 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] 2 Aug @ 7:09am 
Try combining it with Unit Caching.
jettchampagne 2 Aug @ 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] 1 Aug @ 2:58pm 
Sure man
rabbit140 1 Aug @ 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] 23 Jul @ 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 22 Jul @ 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 21 Jul @ 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] 21 Jul @ 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 21 Jul @ 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 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
Little_Timmy 1 Jun @ 11:54am 
@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
Little_Timmy 24 May @ 2:31pm 
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.
Little_Timmy 24 May @ 11:23am 
@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.
Little_Timmy 23 May @ 8:37pm 
@Drongo does this work for multi player?
Little_Timmy 19 May @ 3:08pm 
@ 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.
Little_Timmy 19 May @ 12:25pm 
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
Little_Timmy 19 May @ 10:46am 
@ 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.