BetterDeadThanZed Posted January 15, 2014 Report Share Posted January 15, 2014 I have had some players say some vehicles spawn in the air and when they shoot them they drop to the ground and explode. I'll double check i have the latest version of the files but i think i do I just had a player report this on the APC mission... he says it was floating about 400m in the air. Link to comment Share on other sites More sharing options...
HolyPete Posted January 15, 2014 Report Share Posted January 15, 2014 Hi First of all, I would like to thank you guys for making this cool mission system! We have encountered the same bugs on our server 1. APC and heli spawns far up in the air in novy sobor 2. The Axemurderer does only have an axe and a backpack Link to comment Share on other sites More sharing options...
Achmed Posted January 15, 2014 Report Share Posted January 15, 2014 Just came across the mission my self, its Major SM12.sqf thats spawning the apc in the air. Not sure what file decides where to spawn the missions however my Major SM12.sqf is the same as the one on the git hub. Again not sure if it will be any help but novy sobor was always bugged with the Chernarus Mission System (I think it may be because it spawns in the house) Link to comment Share on other sites More sharing options...
Picking Posted January 16, 2014 Report Share Posted January 16, 2014 Just came across the mission my self, its Major SM12.sqf thats spawning the apc in the air. Not sure what file decides where to spawn the missions however my Major SM12.sqf is the same as the one on the git hub. Again not sure if it will be any help but novy sobor was always bugged with the Chernarus Mission System (I think it may be because it spawns in the house) i have changed the way it calls spawns the mission back to a older version when it was working well am testing it today will let you know how it goes Link to comment Share on other sites More sharing options...
denniskubach Posted January 16, 2014 Report Share Posted January 16, 2014 I got a few of the missions not spawning with loot or AI's and others of them isn't able to be completed, EXAMPLE: The Axemurder sometimes doesn't work sometimes he spawn and other times he doesn't spawn. Is there any solution for this? Link to comment Share on other sites More sharing options...
Belgis Posted January 16, 2014 Report Share Posted January 16, 2014 after the last update ARMA2OASERVER.RPT: 9:53:02 "EMS: Minor mission created (SM8)" 9:53:02 Bad conversion: array 9:53:02 Error in expression _MainMarker75 = createMarker["MainMarker75", MCoords]; _> 9:53:02 Error position: _> 9:53:02 Error 0 elements provided, 3 expected 9:53:02 File mpmissions\__cur_mp.Chernarus\debug\addmarkers75.sqf, line 3 9:53:02 Error in expression _xpos = _aispawnpos select 0; _ypos = _aispawnpos select 1; > 9:53:02 Error position: _ypos = _aispawnpos select 1;> 9:53:02 Error select: Type Number, expected Array,Config entry 9:53:02 File z\addons\dayz_server\EMS\add_unit_server3.sqf, line 18 9:53:05 Error in expression <3;Outpost addVehicle _hummer;Outpost move (_coords select 1);waitUntil{{isPl> 9:53:05 Error position: waitUntil{{isPl> 9:53:05 Error move: Type Number, expected Array 9:53:05 File z\addons\dayz_server\EMS\minor\SM8.sqf, line 33 9:53:27 Bad conversion: array 9:53:27 Error in expression _MainMarker75 = createMarker["MainMarker75", MCoords];_> 9:53:27 Error position: _> 9:53:27 Error 0 elements provided, 3 expected 9:53:27 File mpmissions\__cur_mp.Chernarus\debug\addmarkers75.sqf, line 3 9:53:52 Bad conversion: array 9:53:52 Error in expression _MainMarker75 = createMarker["MainMarker75", MCoords];_> 9:53:52 Error position: _> 9:53:52 Error 0 elements provided, 3 expected 9:53:52 File mpmissions\__cur_mp.Chernarus\debug\addmarkers75.sqf, line 3 9:54:17 Bad conversion: array 9:54:17 Error in expression _MainMarker75 = createMarker["MainMarker75", MCoords];_> 9:54:17 Error position: _> 9:54:17 Error 0 elements provided, 3 expected 9:54:17 File mpmissions\__cur_mp.Chernarus\debug\addmarkers75.sqf, line 3 9:54:42 Bad conversion: array 9:54:42 Error in expression _MainMarker75 = createMarker["MainMarker75", MCoords];_> 9:54:42 Error position: _> 9:54:42 Error 0 elements provided, 3 expected 9:54:42 File mpmissions\__cur_mp.Chernarus\debug\addmarkers75.sqf, line 3 9:54:54 Server: Object 3:150 not found (message 94) 9:55:08 Bad conversion: array 9:55:08 Error in expression _MainMarker75 = createMarker["MainMarker75", MCoords];_> Link to comment Share on other sites More sharing options...
Achmed Posted January 16, 2014 Report Share Posted January 16, 2014 I'm currently having Ai come back to life even after a headshot with a dmr but not sure if it's related to ems, dzai or something else Link to comment Share on other sites More sharing options...
umfufu Posted January 16, 2014 Report Share Posted January 16, 2014 I'm currently having Ai come back to life even after a headshot with a dmr but not sure if it's related to ems, dzai or something else Hes a zombie now , and always a second round in the head just to make sure he stays down Link to comment Share on other sites More sharing options...
adrianna Posted January 16, 2014 Report Share Posted January 16, 2014 Major Mission always spawn near Novy Sobor? (+-500m) MInor 10 last line is wrong! [0] execVM "\z\addons\dayz_server\missions\EMS\minor\SMfinder.sqf"; should be: [0] execVM "\z\addons\dayz_server\EMS\minor\SMfinder.sqf"; Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 16, 2014 Report Share Posted January 16, 2014 Any word on a fix for vehicles spawning up in the air? Link to comment Share on other sites More sharing options...
Picking Posted January 16, 2014 Report Share Posted January 16, 2014 BDTZ should know tonight when the boys jump on unless there is a mission up shortly Link to comment Share on other sites More sharing options...
umfufu Posted January 16, 2014 Report Share Posted January 16, 2014 Major Mission always spawn near Novy Sobor? (+-500m) MInor 10 last line is wrong! [0] execVM "\z\addons\dayz_server\missions\EMS\minor\SMfinder.sqf"; should be: [0] execVM "\z\addons\dayz_server\EMS\minor\SMfinder.sqf"; missions spawn with the centre of the map as bullseye , radius is random And that SM10 was corrected 3 days ago @BetterDeadThenZed Any word on a fix for vehicles spawning up in the air? The only time i saw that was on the original missions on a german server but they had all kind of addons inplemented Hence some players spawned after a restart 15-20 minutes back , with the gear they had just before restart But ive been using EMS now for few weeks ( 0.21 as start ) but i never or any other player encountered floating boxes or vehicles As test u might try a server with EMS only , run it for 2 days with few players Link to comment Share on other sites More sharing options...
adrianna Posted January 16, 2014 Report Share Posted January 16, 2014 missions spawn with the centre of the map as bullseye , radius is random Genius! The Major Mission ALWAYS spawn near Novy on my serv. So hard to understand? Link to comment Share on other sites More sharing options...
umfufu Posted January 16, 2014 Report Share Posted January 16, 2014 Genius! The Major Mission ALWAYS spawn near Novy on my serv. So hard to understand? Genius as iam , we have major mission spawn near NEA at the Dam or between Bor and Zelengorsk So i think u may have a typo Here a snippet of a major mission just below Msta 0:58:00 "EMS: Major Mission Created (SM3)" 0:58:00 "AIUNIT: Spawn initiated: Centre:[11138,5032.39] | Radius in m:80 | Waypoint number:6 | WeaponLevel:1" 0:58:00 "AIUNIT: Creating Ins_Soldier_1 by <NULL-object> at [11139,5033.39,0]. Result:O 1-1-B:1 | Loadout:["AK_47_M","30Rnd_762x39_AK47"] / Num:0" 0:58:00 "AIUNIT: Creating Ins_Soldier_1 by <NULL-object> at [11140,5034.39,0]. Result:O 1-1-B:2 | Loadout:["BAF_L85A2_RIS_SUSAT","30Rnd_556x45_Stanag"] / Num:0" 0:58:00 "AIUNIT: Creating Ins_Soldier_1 by <NULL-object> at [11141,5035.39,0]. Result:O 1-1-B:3 | Loadout:["RPK_74","75Rnd_545x39_RPK"] / Num:1" 0:58:01 "AIUNIT: Last Waypoint [O 1-1-B,6] at [11238,5132.39,80]" 0:58:05 "AIUNIT: Spawn initiated: Centre:[11138,5032.39] | Radius in m:40 | Waypoint number:4 | WeaponLevel:1" 0:58:05 "AIUNIT: Creating Ins_Soldier_1 by <NULL-object> at [11139,5033.39,0]. Result:O 1-1-D:1 | Loadout:["AK_47_M","30Rnd_762x39_AK47"] / Num:0" 0:58:05 "AIUNIT: Creating Ins_Soldier_1 by <NULL-object> at [11140,5034.39,0]. Result:O 1-1-D:2 | Loadout:["G36A_camo","30Rnd_556x45_G36"] / Num:2" 0:58:05 "AIUNIT: Creating Ins_Soldier_1 by <NULL-object> at [11141,5035.39,0]. Result:O 1-1-D:3 | Loadout:["BAF_L85A2_RIS_SUSAT","30Rnd_556x45_Stanag"] / Num:0" 0:58:05 "AIUNIT: Last Waypoint [O 1-1-D,4] at [11198,5092.39,40]" 0:58:10 "AIUNIT: Spawn initiated: Centre:[11138,5032.39] | Radius in m:60 | Waypoint number:4 | WeaponLevel:1" 0:58:10 "AIUNIT: Creating Ins_Soldier_1 by <NULL-object> at [11139,5033.39,0]. Result:O 1-1-E:1 | Loadout:["AK_47_M","30Rnd_762x39_AK47"] / Num:0" 0:58:10 "AIUNIT: Creating Ins_Soldier_1 by <NULL-object> at [11140,5034.39,0]. Result:O 1-1-E:2 | Loadout:["RPK_74","75Rnd_545x39_RPK"] / Num:1" 0:58:10 "AIUNIT: Creating Ins_Soldier_1 by <NULL-object> at [11141,5035.39,0]. Result:O 1-1-E:3 | Loadout:["RPK_74","75Rnd_545x39_RPK"] / Num:1" 0:58:10 "AIUNIT: Last Waypoint [O 1-1-E,4] at [11198,5092.39,60]" 0:58:38 "AIRRAID: BOMB: [4848.03,5659.29,2.86102] | TARGET: [4915.09,5605.64,1.5] | NUMBER: 1 | SOUND [4848.03,5659.29,1.5] | CHOICE 3" 0:58:56 "DEBUG FPS : 50" 0:59:22 "AIRRAID: BOMBER: Su-25 has Completed Bombing at [4528.29,5693.34,250.431]!" 0:59:35 "AIRRAID: BOMBER: Su-25 Leaving Area [4501.42,4767.54,399.923]" 0:59:35 "AIRRAID: BOMBER: DISTANCE SAFETYPOINT: 11616.4 | POSITION: [4501.42,4767.54,399.923]" 0:59:49 "TIME SYNC: Local Time set to [2014,1,16,23,59]" Same as the SM10 mission was fixed 3 days ago Link to comment Share on other sites More sharing options...
adrianna Posted January 17, 2014 Report Share Posted January 17, 2014 Wow, you think i read every day this thread? And Mr.Genius, if you read Fuchs Post from 13 January 2014 - 04:35 PM, there is no reason to look into github anymore for updates. And please, dont answer me, dont wanna read your crap. Link to comment Share on other sites More sharing options...
umfufu Posted January 17, 2014 Report Share Posted January 17, 2014 Wow, you think i read every day this thread? And Mr.Genius, if you read Fuchs Post from 13 January 2014 - 04:35 PM, there is no reason to look into github anymore for updates. And please, dont answer me, dont wanna read your crap. Not for updates but bugfixes never know if the _ is a bitch , like the 1 in SM10 Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 17, 2014 Report Share Posted January 17, 2014 BDTZ should know tonight when the boys jump on unless there is a mission up shortly Great - I hope you have a fix for it! @BetterDeadThenZed Any word on a fix for vehicles spawning up in the air? The only time i saw that was on the original missions on a german server but they had all kind of addons inplemented Hence some players spawned after a restart 15-20 minutes back , with the gear they had just before restart But ive been using EMS now for few weeks ( 0.21 as start ) but i never or any other player encountered floating boxes or vehicles As test u might try a server with EMS only , run it for 2 days with few players Other people besides me are experiencing this. I've had it reported at least twice on my server since I did a fresh install of EMS a few days ago. Link to comment Share on other sites More sharing options...
Picking Posted January 17, 2014 Report Share Posted January 17, 2014 Great - I hope you have a fix for it! Other people besides me are experiencing this. I've had it reported at least twice on my server since I did a fresh install of EMS a few days ago. i have fixed the vehicles spawning up in the air by using cords set up from a older version: From that _coords = [getMarkerPos "center",0,4500,100,0,20,0] call BISfnc_findSafePos; diag_log "EMS: Major Mission Created (SM12)"; To _coord1 = [4908.355,11216.505,0]; _coord2 = [6162.9888,11324.005,0]; _coord3 = [7761.3657,11569.265,0]; _coord4 = [8336.6055,10441.17,0]; _coord5 = [7201.0664,10400.667,0]; _coord6 = [6249.1104,9579.043,0]; _coord7 = [4763.3818,9802.2734,0]; _coord8 = [3675.6865,7353.2798,0]; _coord9 = [6815.6362,5599.0854,0]; _coord10 = [7532.0742,8164.3203,0]; _coord11 = [6046.6455,8771.2178,0]; _coord12 = [5266.6836,7273.8135,0]; _coords = [_coord1, _coord2, _coord3, _coord4, _coord5, _coord6, _coord7, _coord8, _coord9, _coord10, _coord11, _coord12] call BIS_fnc_selectRandom; its only a temp fix but it seems to be working from what the guys on the server are saying. hard to get talk to them atm with hours i am working but yeah the ones i have all said they havent had that happen so thats for SM12. Link to comment Share on other sites More sharing options...
Achmed Posted January 18, 2014 Report Share Posted January 18, 2014 Its not just Major mission 12 that has the problem I have had a weapons crate spawn 300m up in the air at novey soba as well so i think its more of the location is bugged then the scripts. any way of adding a blacklist of locations so they wont spawn there? Have just checked whats on the ground under the item (weapon crate, but will prob be the same for the apc) and they are spawning inside the house and thats prob why its throwing them up in the air Link to comment Share on other sites More sharing options...
Picking Posted January 18, 2014 Report Share Posted January 18, 2014 Yeah that has fixed the APC mission for me i suggest maybe using that format for mission that always spawn at novy as a temp fix just add your own cords as to where you would like it spawn and with enough room to do so, correct me if i am wrong someone Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 18, 2014 Report Share Posted January 18, 2014 I know Fuchs is busy, so hopefully he'll properly fix the problem of items spawning in the air on the missions when he has more free time. I don't like the idea of defining where the missions spawn. I'd rather have it be truely random. Link to comment Share on other sites More sharing options...
Fuchs Posted January 18, 2014 Author Report Share Posted January 18, 2014 A fix is up on git for Sm12 Major ! Link to comment Share on other sites More sharing options...
Fuchs Posted January 19, 2014 Author Report Share Posted January 19, 2014 (edited) Let's go mad :wub: ,read the last comment ! https://github.com/dayzai/DayZBanditAI/issues/58#issuecomment-32703245 I will test the code the guy posted over git with SM12 Major ! If working i will switch to use DZAI asap! Also a goal for 0.3 is using a timer for the missions similar to WAI ! Edited January 19, 2014 by Fuchs Link to comment Share on other sites More sharing options...
phantom Posted January 19, 2014 Report Share Posted January 19, 2014 i tried using this mission system with wicked mission system. it worked great but vehicles kept disappearing and all other vehicles went nuts. cars were always on different places where players left them. tried many different things but never got them to work so i had to delete this. is there a way to get only few of the missions to my server and remove all missions with vehicles on them? Link to comment Share on other sites More sharing options...
umfufu Posted January 20, 2014 Report Share Posted January 20, 2014 Well after 3-4 days can say no errors from my part , so no floating vehicles missing boxes or AI Only wierd thing was the C-130 mission ended up almost in the supermarket at pustoskha , pilot had bad day i dont know @BetterDeadThenZed throw in a 'sleep 3;' after each 'call BIS_fnc_xxxxxxx' Link to comment Share on other sites More sharing options...