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Posts posted by EPD
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Hi Guys and Posted a few qustions back about converting the old 1.6 missions to work with this:
Well i have converted one and all works as it should, But I get a few RTP errors and was wondering if any of you know what the problem could be? here is a list of the errors:
9:12:39 Error in expression < nil) then {
deleteVehicle _x;
};
};
} forEach _clean;
_cleaned = true;
};
s>
9:12:39 Error position: <forEach _clean;
_cleaned = true;
};
s>
9:12:39 Error foreach: Type String, expected Array
9:12:39 File z\addons\dayz_server\WAI\compile\mission_winorfail.sqf, line 236
---------------------------------------------------------------------------
9:04:40 Error in expression <tion = wai_mission_data select _mission select 3;
};
{
_x setVariable ["Aggress>
9:04:40 Error position: <select 3;
};
{
_x setVariable ["Aggress>
9:04:40 Error select: Type Number, expected Array,Config entry
9:04:40 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14
-----------------------------------------------------------------------------
----------------------------------------------------------------------
9:08:38 Error in expression < getVariable["actionSet", false];
if (!_actionSet) then {
s_player_holderPickup>
9:08:38 Error position: <_actionSet) then {
s_player_holderPickup>
9:08:38 Error Undefined variable in expression: _actionset
9:08:38 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13
------------------------------------------------------------------------
Mission I converted here:
if(isServer) then {
private ["_complete","_crate","_mission","_position","_crate_type","_rndnum","_vehicle"];
// Get mission number, important we do this early
_mission = count wai_mission_data -1;
// Get a safe position 80 meters from the nearest object
_position = [15183,15005.2,0.00167561];
// Initialise the mission variable with the following options, [position, difficulty, mission name, mission type (MainHero/Mainbandit), minefield (true or false)] call mission_init;
[_mission,_position,"Extreme","BeachHead","MainHero",true] call mission_init;
diag_log format["WAI: Mission BeachHead started at %1",_position];
//Setup the crate
_crate_type = crates_large call BIS_fnc_selectrandom; // Choose between crates_large, crates_medium and crates_small
_crate = createVehicle [_crate_type,[(_position select 0),(_position select 1),0],[],0,"CAN_COLLIDE"];
//Troops
_rndnum = 4 + round (random 3);
[[_position select 0,_position select 1,0],_rndnum,"Extreme",["Random","AT"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],_rndnum,"Extreme",["Random","AA"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],_rndnum,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0, _position select 1, 0],_rndnum,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
//Static Guns
[[[(_position select 0) - 10, (_position select 1) + 10, 0]],"M2StaticMG","Extreme","bandit","bandit",0,2,"random","random",_mission] call spawn_static;
[[[(_position select 0) + 10, (_position select 1) - 10, 0]],"M2StaticMG","Extreme","bandit","bandit",0,2,"random","random",_mission] call spawn_static;
[[[(_position select 0) + 10, (_position select 1) + 10, 0]],"M2StaticMG","Extreme","bandit","bandit",0,2,"random","random",_mission] call spawn_static;
//RHIB Patrol
[[15087.2,14897.9,3.81432],[15000.2,14800,0],50,2,"RHIB","Extreme","Bandit","Bandit",_mission] call vehicle_patrol;
[[15091.8,15078.5,0.00125651],[15000,15000,0],50,2,"RHIB","Extreme","Bandit","Bandit",_mission] call vehicle_patrol;
//Humvee Patrol
[[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"HMMWV_Armored","Hard","Bandit","Bandit",_mission] call vehicle_patrol;
//Heli Paradrop
[[(_position select 0), (_position select 1), 0],[0,0,0],50,"UH1H_DZ",10,"Random","Random",4,"Random","Bandit","Random","Bandit",true,_mission] spawn heli_para;
// Mission objective options and messages
_complete = [
[_mission,_crate], // mission variable (from line 9) and crate
["crate"], // Mission objective type (["crate"], or ["kill"], or ["assassinate", _assassinate])
//[_vehicle], // cleanup objects
"Legion Bandit team have landed, watch for water/air support! Use teamwork", // mission announcement
"Survivors have secured the beach", // mission success
"Survivors did not secure the beach in time" // mission fail
] call mission_winorfail;
if(_complete) then {
[_crate,5,0,[15,crate_items_chainbullets],2] call dynamic_crate;
};
// End of mission
diag_log format["WAI: Mission BeachHead ended at %1",_position];
h_missionsrunning = h_missionsrunning - 1;
};
You can't just comment [_vehicle], even if you are not using any.
Change:
//[_vehicle], // cleanup objects
to
[], // cleanup objects
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Thanks DangerRuss, I figured it out, didn't know about the spoiler in the first post til I looked back at a few other pages.
I have installed the two AI Prison and the AI Constuction on my server. I placed the WAI setup in WAI/static/chernarus.sqf under Place your custom group spawns below but the WAI are not showing up. Does anyone know where exactlly I need to place these setups?
It depends on your config file.
If you have custom_per_world = true then place settings in chernarus.sqf
If you are running single server then make it false and place settings in default.sqf
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Ok people a question, It probably been done but i will ask anyway, The old WAI verion 16 had some Great Missions see List:
BeachHead
BridgeNowhere
campharry
Chatzbach
DeathValley
Freidorf
Lezburg
Liestal
Meggen
NapfCastle
OfficeSpace
Sachseln
Schangen
For the Napf Map, Has any one converted these to work with this mission system ? and is willing to share ?
I have tried and got one working to the extent AI spawn Vehicles Spawn and Create spawns but mission wont clear when finished:
Here is the one i have tried to do but not quite sure if i have done it right. BeachHead one
I have never met them, do you have any working download link to that WAI system so i can download and see them?
Converting old system missions to new one is pretty easy, you just need to see main frame and variables of the missions, new system got some new.
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Drop in spoiler your RPT, or contact me on skype. RPT will say you everything, always :D
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I've been working with WAI old one and this for longer time, reworked them for my server purposes, adding new missions, broadcast informations etc etc, and from my experience WAI 2.1.4 ++ is very heavy and causing massive lags for server.
As im not 100% sure what is causing that, I was focused on external usage of mission system and changing how does it look for players, however in my opinion problem lies within timers for missions. Hero and Bandit missions have seperate timers with start, stop (timeout) and bit of randomizer while old WAI system got only start "time between missions" and timeout, with one mission type.
If you enabled special mission types then you have 3 clocks working all the time in the background for mission system. I wont go further and explain how it is affecting server.
Solution is simple, and yet not simple. Rework mission init system.
I always wanted to have hero and bandit missions with cap of 2 missions for each side, So i have two options now:
- I can go back to old WAI, and create 2 different mission systems, one bandit one hero with all improvements i've created.
- Rework WAI 2+ init and timers.
HINT for you coders:
What I was thinking about and what i will do is to call missions from Epoch Events, so all timers will be gone (except of timeout, which will be built in mission itself), and there will be check and the beggining if there are allready missions on map (max 2)
Before you will jump on me - RETHINK 5 TIMES case "I KNOW WHAT IM TALKING ABOUT", coz I've read a lot off let say gentle "not smart" opinions.
Big thanks for creators of rewritten WAI system, you did hell of a job. Check what I could achieve with new system:
Click on Gallery picture:- Nexy, Tech_Support, CR4NK and 1 other
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No worries, man, btw you can make things fun with setVectorDirAndUp, this will also let you rotate objects any way you want. I used this when creating caves for shits and giggles
Sky's the limit :D
No limit :D Only fun :D
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Hey EPD, got a problem.
Added Staroye and Lopatino traders and people are seeing these nightmare inducing monstrosities:
Yup every trader in Lopatino and Staroye is cloned. Server has Zupa's coin system. Ideas?
It seems like you called SQF twice somewhere. Its not only trader that is "doubled", i bet if you will use admin tools to delete one of the buildings in trader - you will have to do it twice.
Check your init files, if it won't work out you can contact me on skype.
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EPD, any ideas on why players get banned when nwaf trader markers are active? Once I remove it, all is ok. Traders work fine without the marker. Disregard the other idiot who replied.
My mistake, same name for Var and marker itself, try that one:
_NWAFtrader = createMarker ["NWAFAir", [4107.6406, 10856.059, 0]]; _NWAFtrader setMarkerText " NWAF Air Trader"; _NWAFtrader setMarkerType "mil_dot"; _NWAFtrader setMarkerColor "ColorGreen"; _NWAFtrader setMarkerBrush "Solid"; NWAFtrader = _NWAFtrader;
I know this may be a dumb question but where do I put the code in for the AI in the Prison and Construction addons?
Sqf works same as any additional building, just place it in buildings and execute it like any other addon / trader city, look at first post Install section.
I order to have AI static guns and AI troops running around you need to have either Wicked AI (WAI) or Wicked AI 2 (WAI2) installed, after that just place code for AI into static mission settings of WAI and be sure to have it enabled, especially in WAI2 , its turned off by default.
I wont explain how to install WAI, but If more will ask for it i will add short guide how to install static code and make sure it will run.
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Not MIA, just a "bit" busy :D During weekend i will try to release some new stuff. :)
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However, can we have a noob guide on installing these scripts? The NWAF trader, for example. Thanks.
Kill
Look at first post, There is Spoiler section with all install instructions :)
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Chernarus: NWAF Aircraft Trader
Top: 041 Side: 045
With many disadvantages of having one Aircraft Trader at NE Airfield second one was needed to give players option which one to choose. Trader is selling same stuff as his NE equivalent.
Trader inside is fixed to standard Neutral traders in your server_traders.sqf from Chernarus mission file. (instance 11)
Marker:_NWAFtrader = createMarker ["NWAFair", [4107.6406, 10856.059, 0]]; _NWAFtrader setMarkerText " NWAF Air Trader"; _NWAFtrader setMarkerType "mil_dot"; _NWAFtrader setMarkerColor "ColorGreen"; _NWAFtrader setMarkerBrush "Solid"; NWAFtrader = _NWAFtrader;
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AI STATIC CHERNARUS: Prison
AIPrison.sqf start as any of other custom place sqf.
PrisonCrate put into "crates" folder in your buildings folder
One of many AI static missions I have created for dayz servers, Prison site have two possible locations:
Version 1. Top: 028 Side: 108
Marker:_BanditPrison = createMarker ["BanditPrison", [2894.1621, 4511.9194]]; _BanditPrison setMarkerText " Bandit Prison"; _BanditPrison setMarkerType "Dot"; _BanditPrison setMarkerColor "ColorRed"; _BanditPrison setMarkerBrush "Solid"; _BanditPrison setMarkerSize [0.8, 0.8]; BanditPrison = _BanditPrison;
WAI 2 static setup:// Prison [[2847, 4502,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group; [[2925, 4492,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group; [[2888, 4456,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group; [[[2895.4878, 4474.9365, -3.0517578e-005],[2863.5913, 4514.208, 4.0598373],[2871.5254, 4480.2612, 13.04861],[2882.425, 4473.252, 3.8687713],[2906.1011, 4473.2974, 3.5444937]], "KORD_high_TK_EP1","hard","GUE_Soldier_Sab","Bandit","Random",2,"","Random"] call spawn_static;
WAI (old) static setup:// Prison [[2847, 4502,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group; [[2925, 4492,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group; [[2888, 4456,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group; [[[2895.4878, 4474.9365, -3.0517578e-005],[2863.5913, 4514.208, 4.0598373],[2871.5254, 4480.2612, 13.04861],[2882.425, 4473.252, 3.8687713],[2906.1011, 4473.2974, 3.5444937]], "M2StaticMG",0.5,"GUE_Soldier_Sab",1,2,"","Random"] call spawn_static;
Version 2. Top: 003 Side: 109
Marker:_BanditPrison = createMarker ["BanditPrison", [275.9996, 4426.8604]]; _BanditPrison setMarkerText " Bandit Prison"; _BanditPrison setMarkerType "Dot"; _BanditPrison setMarkerColor "ColorRed"; _BanditPrison setMarkerBrush "Solid"; _BanditPrison setMarkerSize [0.8, 0.8]; BanditPrison = _BanditPrison;
WAI 2 static setup:// Prison [[309.8, 4382.9,0.001],4,"medium","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group; [[312.3, 4434.3,0.001],4,"medium","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group; [[248.9, 4388.2,0.001],4,"medium","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group; [[[302.6348, 4401.0254, -0.068774559],[252.00362, 4407.7148, 4.0863833],[282.3345, 4387.5298, 12.80765],[294.21585, 4390.8921, 3.8576953],[311.41568, 4407.3696, 3.5444937]], "M2StaticMG","easy","GUE_Soldier_Sab","Bandit","Random",2,"","Random"] call spawn_static;
WAI (old) static setup:// Prison [[309.8, 4382.9,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group; [[312.3, 4434.3,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group; [[248.9, 4388.2,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group; [[[302.6348, 4401.0254, -0.068774559],[252.00362, 4407.7148, 4.0863833],[282.3345, 4387.5298, 12.80765],[294.21585, 4390.8921, 3.8576953],[311.41568, 4407.3696, 3.5444937]], "M2StaticMG",0.5,"GUE_Soldier_Sab",1,2,"","Random"] call spawn_static;
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AI STATIC CHERNARUS: Construction Site
Top: 013 Side: 028
One of many AI static missions I have created for dayz servers, Construction site is located far North East part of map and by completing it you can get construction materials as a reward.
AIContruction.sqf start as any of other custom place sqf.
ConstructionCrate put into "crates" folder in your buildings folder
Marker:
_Contruction = createMarker ["ContructionCamp", [1382.1833, 12527.856]]; _Contruction setMarkerText " AI Construction Site"; _Contruction setMarkerType "Dot"; _Contruction setMarkerBrush "Solid"; _Contruction setMarkerSize [0.8, 0.8]; Contruction = _Contruction;
WAI 2 static setup:
// Construction [[1472, 12537,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group; [[1331, 12485,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group; [[1424, 12472,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group; [[[1356.66,12494.9,3.65],[1359.9459, 12532.396, 4.35043],[1366.6877, 12517.218, -0.055966262],[1380.8385, 12553.244, 7.7632465],[1386.1068, 12497.722, 11.530006],[1421.0057, 12525.689, 13.765746]], "KORD_high_TK_EP1","hard","GUE_Soldier_Sab","Bandit","Random",2,"","Random"] call spawn_static;
WAI (old) static setup:
// Construction [[1472, 12537,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group; [[1331, 12485,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group; [[1424, 12472,0.001],4,1,"Random",4,"","GUE_Soldier_Sab","Random"] call spawn_group; [[[3050.7842, 10881.893, 13.765746],[3015.981, 10853.813, 12.447275],[3010.5227, 10909.313, 7.7632465], [2996.4946, 10873.238, 0.56721449],[2989.7017, 10888.398, 3.8481393]], "M2StaticMG",0.5,"GUE_Soldier_Sab",1,2,"","Random"] call spawn_static;
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EPD... your files are really cool I would like to see your custom AI files for Chernarus... :)
Soon ^^
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NAPF: Chatzbach Trader City
Top: 078 Side: 116
One of three Trader Cities I have created for NAPF map, Chatzbach is same as Lopatino Trader but transfered to NAPF map to fill empty space in central part of map. Blackmarket trader included
Traders inside are fixed to standard Neutral traders in your server_traders.sqf from Napf mission file. (instance 17)
Marker:_Chatzbach = createMarker ["ChatzbachTrader", [7841.8633, 8851.4551, 0]]; _Chatzbach setMarkerText " Chatzbach Trader City"; _Chatzbach setMarkerType "mil_circle"; _Chatzbach setMarkerColor "ColorBlack"; _Chatzbach setMarkerBrush "Solid"; Chatzbach = _Chatzbach;
- unrealPANDA and BigCrazyCat
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NAPF: Buckten Trader City
Top: 053 Side: 148
One of three Trader Cities I have created for NAPF map, Buckten is placed in SW part of map. Blackmarket trader included
Traders inside are fixed to standard Neutral traders in your server_traders.sqf from Napf mission file. (instance 17)
Marker:_Buckten = createMarker ["BucktenTrader", [5317.0972, 5650.1455, 0]]; _Buckten setMarkerText " Buckten Trader City"; _Buckten setMarkerType "mil_circle"; _Buckten setMarkerColor "ColorBlack"; _Buckten setMarkerBrush "Solid"; Buckten = _Buckten;
- unrealPANDA and BigCrazyCat
- 2
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For Napf I will release 3 trader cities, and Transportatin system which will give you opportunity to fast travel between borders of map.
Comming soon :D
- TNT, unrealPANDA and ElDubya
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CHERNARUS: Solnichniy map addons
Top: 131 Side: 084
Solnichniy additional buildings is same addon like others within custom addons for map. It fills empty space and area in East part of map, and giving fresh players opportunity to find something in first minutes of gameplay.
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CHERNARUS: Komarovo addons
Top: 034 Side: 130
Komarovo additional buildins is same addon like Kamyshovo. It fills empty space and area in SW part of map, and giving fresh players opportunity to find something in first minutes of gameplay.
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CHERNARUS: Custom NE Airfield
Top: 120 Side: 026
Custom North East Airfield for Chernarus Map. Trader is relocated to better place outside of hangar. Airfield looks modern, with small medical camp nearby.
Trader inside is fixed to standard Neutral traders in your server_traders.sqf from Chernarus mission file.
Marker:_neairtrader = createMarker ["neairtrader", [12060.471,12638.533]]; _neairtrader setMarkerText " NEAF Air Trader"; _neairtrader setMarkerShape "ICON"; _neairtrader setMarkerType "mil_dot"; _neairtrader setMarkerColor "ColorGreen"; neairtrader = _neairtrader;
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CHERNARUS map addon: Kamyshovo Military Camp
Top: 125 Side: 117
Kamyshovo small military camp is one of many shore addons i created for Chernarus map. Simple yet filling empty loot are on SE part of map.
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CHERNARUS: Staroye Trader City
Top: 100 Side: 099
One of many Chernarus Trader Cities i created, Staroye was one of my first and one of most simple.
Traders inside are fixed to standard Neutral traders in your server_traders.sqf from Chernarus mission file.
Staroye Trader also cointains working Blackmarket Trader
Marker:_staroye = createMarker ["staroye", [10049.321, 5429.9766]]; _staroye setMarkerText " Staroye Trader"; _staroye setMarkerType "mil_circle"; _staroye setMarkerBrush "Solid"; staroye = _staroye;
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CHERNARUS: Lopatino Trader City
Top: 023 Side: 057
One of many Chernarus Trader Cities i created, Lopatino was one of my first and one of most simple and yet beautiful places to visit and trade.
Traders inside are fixed to standard Neutral traders in your server_traders.sqf from Chernarus mission file.
Marker:_lopatino = createMarker ["lopatino", [2303.8218, 9635.6641]]; _lopatino setMarkerText " Lopatino Trader"; _lopatino setMarkerType "mil_circle"; _lopatino setMarkerBrush "Solid"; lopatino = _lopatino;
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Hello everyone, I'm EPD, and in this thread i will release most of my works in Arma2 as DayZ Community and Servers Developer.
I will explain how to install them and get working on your server.
I was creating custom missions and locations in Arma 2 editor for around 2 years, also editing existing scripts, mission systems and other DayZ addons.
My Steam account shows almost 3000 hours in Arma2 Operation Arrowhead, and in my editor i have more than 200 saved mission files, so its time for me to share my knowledge with you.
In this thread i will release:
- Custom Trader cities
- Custom AI sites
- Custom Map addons
- Edited by me custom settings for servers including weather system, snowing, mission systems.
My released items will be dedicated for several maps:
- Chernarus
- Panthera
- Namalsk
- Napf
- Lingor
- Taviana
And however my released items will be dedicated for one of those, you can always ask me to convert it and place on different map.
So look below, choose whatever you want and fully customize your map, like you always wanted to do!
List and links to released items:
=========================================================================
TRADERS:
Custom Map Addons:
AI Static Missions:
http://epochmod.com/forum/index.php?/topic/31399-epds-mega-release-thread/?p=199906
=========================================================================
Every single day i will try to convert and add here another file / site / addon.
How to install my items:
Everything I will add in this thread will contain .SQF mission file, ready to be used, and Marker placed in code.
Installing SQF file:
1. Go to your Server side files.
2. Create Folder with name "buildings"
3. Inside "buildings" folder create SQF file called "execution" where you will call files with customs addons:/* =============================================== buildings execution =============================================== */ // Trader Cities call compile preprocessFileLineNumbers "\z\addons\dayz_server\buildings\#########.sqf"; // Custom Map Addons call compile preprocessFileLineNumbers "\z\addons\dayz_server\buildings\#########.sqf";
Replace ####### with name of file you downloaded and placed in Buldings folder.
4. In dayz_server \ init \ server_functions.sqf add:execVM "\z\addons\dayz_server\buildings\execution.sqf";
Installing custom mission crates:
1. Inside of your "buildings" folder, create another one called "crates".
2. Whenever you will want to try my custom missions, and they will require prepared crates (file will be added to that release) put it inside of this folder.
Adding Markers:
Those of you who are more experienced in setting up your servers can just use coords and names from "Marker" section in items and place them correctly in your mission.sqm however i suggest something else:
1. In your mission file open init.sqf and add://- Markers -// _nil = [] execVM "addons\markers.sqf";
2. Create folder addons and create inside empty file called markers.sqf
Inside you will place copied markers code which you can find in any of my items posts. You dont have to worry about any separation or calling server.
After adding couple of markers - Example:
If you want to thank me for my effort and spent time on doing this and releasing concider donation! Thank you!
If you have any problems with installing, changing etc, try to contact me via Skype or PM.
Skype: kisiel_epd89
Steam: el_epd
- TNT, Slanderman19, -CJ- and 1 other
- 4
Show us your loadScreen!
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