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Snakeyes

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  1. Another M3 template Hunting mission, "Death Wish."

     

    /*


    File Name: FMission_M3_DeathWish.sqf
    File Created: 3/29/2014
    File Version: 1.0
    File Author: Snakeyes
    File Last Edit Date: 3/29/2014
    File Description: DeathWish (M3)
    Template by: Foamy
    */

    // CHECK FOR ANOTHER MISSION 3 RUNNING START ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    if (isNil "EPOCH_MISSION3_RUNNING") then
    {
    EPOCH_MISSION3_RUNNING = false;
    };

    if (EPOCH_MISSION3_RUNNING) exitWith
    {
    diag_log("MISSION 3 already running");
    };

    // CHECK FOR ANOTHER MISSION 3 RUNNING END ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    // Don't forget to add all your "_names" to the private section
    private ["_missionSpawnChance","_spawnMarker","_spawnRadius","_markerRadius","_markerColor","_item","_debug","_loot","_loot_lists","_loot_box","_wait_time","_spawnRoll","_position","_loot_pos","_loot_box","_textMarker_IconType","_markerText","_markerBrush"];

    diag_log("MISSION 3: DeathWish - Script Started");

    _missionSpawnChance = 1; //Set Spawn Chance Here 1 = always
    _spawnRoll = random 1;

    diag_log("MISSION 3: DeathWish - Checking MissionSpawnChance");
    if (_spawnRoll > _missionSpawnChance) exitWith
    {
    diag_log format ["MISSION 3: DeathWish - Failed with %1 it needed to be lower than %2",_spawnRoll,_missionSpawnChance];
    };

    sleep .5;
    diag_log("MISSION 3: DeathWish - Mission SpawnChance Success");

    sleep .5;
    diag_log("MISSION 3: DeathWish - Mission Script Started");

    EPOCH_MISSION3_RUNNING = true;

    /*
    // Edit Loot Box Contents Below
    // Format is:
    // 1st row = Weapons, Tools ( Compass, etc)
    // 2nd row = Ammo, Food items etc
    // 3rd row = Backpacks

    The loot example in this template has 2 loadouts to choose from, you can add as many as you want. The more you add the more
    variety you will have.
    Each addition will use a block like this:
    [
    ["DMR","NVGoggles","Binocular_Vector"],
    ["20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","ItemSodaMdew","ItemSodaR4z0r","ItemAntibiotic"],
    ["DZ_Backpack_EP1"]
    ], <---- The , is NOT needed on last loot block, see example below where the , is only used to separate the
    first block from the second block. There is no , at the end of the second block as it is the last block in
    the list.

    //---------------------------------------------------------------------------------
    */
    // Loot Box Setup
    _loot_box = "GuerillaCacheBox";
    _loot_lists = [
    [
    ["DMR","DMR","DMR","NVGoggles","NVGoggles","Binocular_Vector","Binocular_Vector"],
    ["20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","ItemSodaMdew","ItemSodaR4z0r","ItemAntibiotic"],
    ["DZ_Backpack_EP1"]
    ]
    ];
    /*
    ["M4A1_AIM_SD_CAMO","ItemGPS","Binocular"],
    ["30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","ItemSodaRbull"],
    ["DZ_ALICE_Pack_EP1"]
    ]
    ];

    //---------------------------------------------------------------------------------
    */
    _loot = _loot_lists call BIS_fnc_selectRandom;

    // Mission Variables
    mission_despawn_timer = 1200; // This sets the Timeout if a timer is used.
    _wait_time = 900; // This is how long the loot box will stay once it spawns.
    _spawnRadius = 5000; // This is the distance from Center - Used to determine the radius in which missions will spawn
    _spawnMarker = 'center'; // DO NOT Change this, UNLESS you need a hard coded center loc for custom purposes
    _markerRadius = 350; // This sets marker radius and the area the loot can spawn in
    _markerColor = "ColorBlue"; // This sets the Marker Color
    _textMarker_IconType = "mil_objective"; // This sets the "Icon Type" (https://community.bistudio.com/wiki/cfgMarkers)
    _markerText = "Mission: Sniper Alley"; // Text to display at Marker (Leave "" blank if you dont want a message)
    _markerBrush = "SOLID"; // Marker Brush - How the marker is filled in


    // This sets the global position coords the mission needs to run, do not change.
    _position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,20,0] call BIS_fnc_findSafePos;
    _loot_pos = [_position,0,(_markerRadius - 100),10,0,20,0] call BIS_fnc_findSafePos;

    // Use these if using AI, Vehicles or Helis
    _aiunit_spawn_pos = [_loot_pos, 30, 50, 30, 0, 20, 0] call BIS_fnc_findSafePos;
    _aivehicle_spawn_pos = [_loot_pos, 30, 50, 30, 0, 20, 0] call BIS_fnc_findSafePos;
    _aiheli_spawn_pos = [_loot_pos, 30, 50, 30, 0, 20, 0] call BIS_fnc_findSafePos;

    //---------------------------------------------------------------------------------
    // Mission Body STARTS Here
    // Read General Script Instructions for Variable Usage per script.

    // Add a Marker? Make sure to use FMarker3.sqf for M3 Missions
    [_position,_loot_pos,_markerRadius,_markerColor,false,_textMarker_IconType,_markerText,_markerBrush] execVM "\z\addons\dayz_server\addons\FMission\FMarker\FMarker3.sqf";

    // Add a base?
    _base = createVehicle ["Land_fortified_nest_big",_loot_pos,[], 0, "CAN_COLLIDE"];
    _base setPos _loot_pos;

    // Add some AI to patrol?
    sleep 1;

    diag_log("MISSION 3: DeathWish - Loading -=FAI Units=- Started");

    _aiunit1 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    _aiunit2 = [_aiunit_spawn_pos,50,4,"Sniper",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    _aiunit3 = [_aiunit_spawn_pos,50,4,"Sniper",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    _aiunit4 = [_aiunit_spawn_pos,50,4,"Sniper",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    _aiunit5 = [_aiunit_spawn_pos,50,4,"Medic",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    _aiunit6 = [_aiunit_spawn_pos,50,4,"Sniper",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    _aiunit7 = [_aiunit_spawn_pos,50,4,"Medic",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    _aiunit8 = [_aiunit_spawn_pos,50,4,"Sniper",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    _aiunit9 = [_aiunit_spawn_pos,50,4,"Sniper",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    _aiunit10 = [_aiunit_spawn_pos,50,4,"Sniper",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    _aiunit11 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    sleep 10;
    diag_log("MISSION 3: DeathWish - Loading -=FAI=- Completed");

    sleep .5;
    /*
    // Add a one off custom AI?
    _attackgroup = createGroup east;

    _attacker1 = _attackgroup createUnit ["TK_INS_Soldier_3_EP1", _base, [], 0, "Form"];
    _attacker1 setUnitPos "AUTO";
    [_attacker1] execVM "\z\addons\dayz_server\addons\FMission\FLoot\FLoot_Bandit.sqf";
    _attacker1 setUnitPos "Middle";

    _attacker2 = _attackgroup createUnit ["TK_Soldier_Medic_EP1", _base, [], 0, "Form"];
    _attacker2 setUnitPos "AUTO";
    _null = [_attacker2] execVM "\z\addons\dayz_server\addons\FMission\FLoot\FLoot_Medic.sqf";
    _attacker2 setUnitPos "Middle";

    _attackgroup setCombatMode "RED";
    _attackgroup setBehaviour "STEALTH";


    // Add a Heli Patrol?
    _aiHeli = [_aiheli_spawn_pos,_loot_pos,250,"M1"] execVM "\z\addons\dayz_server\addons\FAI\FMission\FAI_Create_Heli.sqf";


    // Add a Vehicle patrols?
    _aiVehicle = [_aivehicle_spawn_pos,_loot_pos,100,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Vehicle.sqf";
    */

    [nil,nil,rTitleText,"MISSION: DeathWish - A group of Bandit Snipers are wreaking havoc in the area. Go check it out!", "PLAIN",10] call RE;

    diag_log("MISSION 3: DeathWish - Waiting...");
    _timeout = time + mission_despawn_timer;
    waitUntil
    {
    _targetunitsAlive = {alive _x} count (units _targetgroup);
    ((time > _timeout) || (_targetunitsAlive < 1))
    };

    _targetunitsAlive = {alive _x} count (units _targetgroup);
    if (_targetunitsAlive < 1) then
    {
    [nil,nil,rTitleText,"MISSION: Survivors have eliminated the Bandit Snipers and their comrades, Good Job.", "PLAIN",10] call RE;


    // Create a loot box?
    // Create loot box
    diag_log("MISSION 3: DeathWish - Creating loot box");
    _loot_box = createVehicle [_loot_box,_loot_pos,[], 0, "NONE"];
    _loot_box setPos _loot_pos;
    clearMagazineCargoGlobal _loot_box;
    clearWeaponCargoGlobal _loot_box;
    clearBackpackCargoGlobal _loot_box;

    // Add loot
    diag_log("MISSION 3: DeathWish - Loot box created, adding loot to loot box");
    {
    _loot_box addWeaponCargoGlobal [_x,1];
    } forEach (_loot select 0);
    {
    _loot_box addMagazineCargoGlobal [_x,1];
    } forEach (_loot select 1);
    {
    _loot_box addBackpackCargoGlobal [_x,1];
    } forEach (_loot select 2);

    // Wait for awhile so loot can be collected?
    sleep _wait_time;


    // Mission Body ENDS here
    // ---------------------------------------------------------------------------------


    // Add additional deleteVehicle _xxx; for each item that needs to be deleted.
    // Add additional deleteVehicle _xxgroup; to delete the AI units
    // Clean up
    EPOCH_MISSION3_RUNNING = false;

    deleteVehicle _base;
    deleteVehicle _loot_box;
    { deleteVehicle _x } forEach units _targetgroup;
    deleteGroup _targetgroup;
    //{ deleteVehicle _x } forEach units _attackgroup;
    //deleteGroup _attackgroup;

    diag_log("MISSION 3: DeathWish - Script Finished");
    };

  2. This is my first attempt to create a mission file using the M3 template that Foamy provided. It is simple, but I have to start somewhere. Will it run? Please evaluate. :)

     

    /*


    File Name: FMission_M3_WellsFargo.sqf
    File Created: 3/28/2014
    File Version: 1.0
    File Author: Snakeyes
    File Last Edit Date: 3/28/2014
    File Description: WellsFargo (M3)
    Template by: Foamy
    */

    // CHECK FOR ANOTHER MISSION 3 RUNNING START ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    if (isNil "EPOCH_MISSION3_RUNNING") then
    {
    EPOCH_MISSION3_RUNNING = false;
    };

    if (EPOCH_MISSION3_RUNNING) exitWith
    {
    diag_log("MISSION 3 already running");
    };

    // CHECK FOR ANOTHER MISSION 3 RUNNING END ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    // Don't forget to add all your "_names" to the private section
    private ["_missionSpawnChance","_spawnMarker","_spawnRadius","_markerRadius","_markerColor","_item","_debug","_loot","_loot_lists","_loot_box","_wait_time","_spawnRoll","_position","_loot_pos","_loot_box","_textMarker_IconType","_markerText","_markerBrush"];

    diag_log("MISSION 3: WellsFargo - Script Started");

    _missionSpawnChance = 1; //Set Spawn Chance Here 1 = always
    _spawnRoll = random 1;

    diag_log("MISSION 3: WellsFargo - Checking MissionSpawnChance");
    if (_spawnRoll > _missionSpawnChance) exitWith
    {
    diag_log format ["MISSION 3: WellsFargo - Failed with %1 it needed to be lower than %2",_spawnRoll,_missionSpawnChance];
    };

    sleep .5;
    diag_log("MISSION 3: WellsFargo - Mission SpawnChance Success");

    sleep .5;
    diag_log("MISSION 3: WellsFargo - Mission Script Started");

    EPOCH_MISSION3_RUNNING = true;

    /*
    // Edit Loot Box Contents Below
    // Format is:
    // 1st row = Weapons, Tools ( Compass, etc)
    // 2nd row = Ammo, Food items etc
    // 3rd row = Backpacks

    The loot example in this template has 2 loadouts to choose from, you can add as many as you want. The more you add the more
    variety you will have.
    Each addition will use a block like this:
    [
    ["DMR","NVGoggles","Binocular_Vector"],
    ["20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","ItemSodaMdew","ItemSodaR4z0r","ItemAntibiotic"],
    ["DZ_Backpack_EP1"]
    ], <---- The , is NOT needed on last loot block, see example below where the , is only used to separate the
    first block from the second block. There is no , at the end of the second block as it is the last block in
    the list.
    */

    //---------------------------------------------------------------------------------

    // Loot Box Setup
    _loot_box = "GuerillaCacheBox";
    _loot_lists = [
    [
    ["DMR","NVGoggles","Binocular_Vector"],
    ["20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","ItemSodaMdew","ItemSodaR4z0r","ItemAntibiotic"],
    ["DZ_Backpack_EP1"]
    ],
    [
    ["M4A1_AIM_SD_CAMO","ItemGPS","Binocular"],
    ["30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","ItemSodaRbull"],
    ["DZ_ALICE_Pack_EP1"]
    ],
    [
    ["glock17_EP1"]
    ["17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemBriefcase100oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemMorphine"]
    [DZ_CivilBackpack_EP1]
    ];

    //---------------------------------------------------------------------------------

    _loot = _loot_lists call BIS_fnc_selectRandom;

    // Mission Variables
    mission_despawn_timer = 1200; // This sets the Timeout if a timer is used.
    _wait_time = 900; // This is how long the loot box will stay once it spawns.
    _spawnRadius = 5000; // This is the distance from Center - Used to determine the radius in which missions will spawn
    _spawnMarker = 'center'; // DO NOT Change this, UNLESS you need a hard coded center loc for custom purposes
    _markerRadius = 350; // This sets marker radius and the area the loot can spawn in
    _markerColor = "ColorBlue"; // This sets the Marker Color
    _textMarker_IconType = "mil_objective"; // This sets the "Icon Type" (https://community.bistudio.com/wiki/cfgMarkers)
    _markerText = "Mission: Wells Fargo Transport"; // Text to display at Marker (Leave "" blank if you dont want a message)
    _markerBrush = "SOLID"; // Marker Brush - How the marker is filled in


    // This sets the global position coords the mission needs to run, do not change.
    _position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,20,0] call BIS_fnc_findSafePos;
    _loot_pos = [_position,0,(_markerRadius - 100),10,0,20,0] call BIS_fnc_findSafePos;

    // Use these if using AI, Vehicles or Helis
    _aiunit_spawn_pos = [_loot_pos, 30, 50, 30, 0, 20, 0] call BIS_fnc_findSafePos;
    _aivehicle_spawn_pos = [_loot_pos, 30, 50, 30, 0, 20, 0] call BIS_fnc_findSafePos;
    _aiheli_spawn_pos = [_loot_pos, 30, 50, 30, 0, 20, 0] call BIS_fnc_findSafePos;

    //---------------------------------------------------------------------------------
    // Mission Body STARTS Here
    // Read General Script Instructions for Variable Usage per script.

    // Add a Marker? Make sure to use FMarker3.sqf for M3 Missions
    [_position,_loot_pos,_markerRadius,_markerColor,false,_textMarker_IconType,_markerText,_markerBrush] execVM "\z\addons\dayz_server\addons\FMission\FMarker\FMarker3.sqf";

    // Add a base?
    _base = createVehicle ["Land_fortified_nest_big",_loot_pos,[], 0, "CAN_COLLIDE"];
    _base setPos _loot_pos;

    // Add some AI to patrol?
    sleep 1;

    diag_log("MISSION 3: WellsFargo - Loading -=FAI Units=- Started");

    _aiunit1 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    _aiunit2 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    _aiunit3 = [_aiunit_spawn_pos,50,4,"Sniper",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    _aiunit4 = [_aiunit_spawn_pos,50,4,"Medic",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    _aiunit5 = [_aiunit_spawn_pos,50,4,"Sniper",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    _aiunit6 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    _aiunit7 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

    sleep 10;
    diag_log("MISSION 3: WellsFargo - Loading -=FAI=- Completed");

    sleep .5;

    // Add a one off custom AI?
    _attackgroup = createGroup east;

    _attacker1 = _attackgroup createUnit ["TK_INS_Soldier_3_EP1", _base, [], 0, "Form"];
    _attacker1 setUnitPos "AUTO";
    [_attacker1] execVM "\z\addons\dayz_server\addons\FMission\FLoot\FLoot_Bandit.sqf";
    _attacker1 setUnitPos "Middle";

    _attacker2 = _attackgroup createUnit ["TK_Soldier_Medic_EP1", _base, [], 0, "Form"];
    _attacker2 setUnitPos "AUTO";
    _null = [_attacker2] execVM "\z\addons\dayz_server\addons\FMission\FLoot\FLoot_Medic.sqf";
    _attacker2 setUnitPos "Middle";

    _attackgroup setCombatMode "RED";
    _attackgroup setBehaviour "STEALTH";

    /*
    // Add a Heli Patrol?
    _aiHeli = [_aiheli_spawn_pos,_loot_pos,250,"M1"] execVM "\z\addons\dayz_server\addons\FAI\FMission\FAI_Create_Heli.sqf";
    */

    // Add a Vehicle patrols?
    _aiVehicle = [_aivehicle_spawn_pos,_loot_pos,100,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Vehicle.sqf";


    [nil,nil,rTitleText,"MISSION: WellsFargo - A Wells Fargo Transport has crashed. Bandits are en route now to secure the location!", "PLAIN",10] call RE;

    diag_log("MISSION 3: WellsFargo - Waiting...");
    _timeout = time + mission_despawn_timer;
    waitUntil
    {
    _targetunitsAlive = {alive _x} count (units _targetgroup);
    ((time > _timeout) || (_targetunitsAlive < 1))
    };

    _targetunitsAlive = {alive _x} count (units _targetgroup);
    if (_targetunitsAlive < 1) then
    {
    [nil,nil,rTitleText,"MISSION: Survivors have captured the Wells Fargo Transport cargo, Good Job.", "PLAIN",10] call RE;


    // Create a loot box?
    // Create loot box
    diag_log("MISSION 3: WellsFargo - Creating loot box");
    _loot_box = createVehicle [_loot_box,_loot_pos,[], 0, "NONE"];
    _loot_box setPos _loot_pos;
    clearMagazineCargoGlobal _loot_box;
    clearWeaponCargoGlobal _loot_box;
    clearBackpackCargoGlobal _loot_box;

    // Add loot
    diag_log("MISSION 3: WellsFargo - Loot box created, adding loot to loot box");
    {
    _loot_box addWeaponCargoGlobal [_x,1];
    } forEach (_loot select 0);
    {
    _loot_box addMagazineCargoGlobal [_x,1];
    } forEach (_loot select 1);
    {
    _loot_box addBackpackCargoGlobal [_x,1];
    } forEach (_loot select 2);

    // Wait for awhile so loot can be collected?
    sleep _wait_time;


    // Mission Body ENDS here
    // ---------------------------------------------------------------------------------


    // Add additional deleteVehicle _xxx; for each item that needs to be deleted.
    // Add additional deleteVehicle _xxgroup; to delete the AI units
    // Clean up
    EPOCH_MISSION3_RUNNING = false;

    deleteVehicle _base;
    deleteVehicle _loot_box;
    { deleteVehicle _x } forEach units _targetgroup;
    deleteGroup _targetgroup;
    { deleteVehicle _x } forEach units _attackgroup;
    deleteGroup _attackgroup;

    diag_log("MISSION 3: WellsFargo - Script Finished");
    };

  3. <snip>

    Also, would some video tutorials on how to make a mission using FMission help? I do have a help section in the works for my GitHub site and this was one of my ideas. Let me know.

    I think some video tuts on mission creation would definitely be helpful. It may encourage people like me that aren't script savvy to try the templates. I've nearly finished my first mission. I'll post it here before trying it live. It may not work at all. LOL.

     

    :huh:

  4. I really like the design and features of FMission. Especially because it provides an entry point for non-scripting pros. I can imagine the possibilities using the tools provided. It's good to see multicolored map markers used for a change. Now to learn how to use the templates and start creating missions! I would like to have at least 6 missions in the rotation to keep my players interested in it. It would be cool to have a user created mission repository somewhere so missions files could be shared (upload/download).

  5. _missionSpawnChance = 1; //I changed it so i can test it on my test server. works fine

     

     

    That worked great! I'm going to force the missions to spawn over the weekend to give players a chance to try them. Then I'll revert back to the original mission spawn chance setting (.40). I'm currently using a combination of DZAI and DZMS, so there is plenty of AI action at the moment.

  6. After the mission script starts, FMission checks the MissionSpawnChance and it always fails. It needs to be lower than 0.4. I've been observing FMission on my server to see what happens when a mission actually starts, but it has not happened yet. Should I run more missions per hour to increase the mission spawn chance? I'm currently attempting to launch one mission at 30 minutes past the hour. Any ideas?

     

    18:30:02 "RUNNING EVENT: FMission_Launcher1 on [2014,3,28,11,30]"

    18:30:02 "FMission Launcher 1: Checking Spawn Chance"
    18:30:02 "FMission Launcher 1: Spawn Chance Succeeded with 0.824079 it needed to be lower than 1"
    18:30:03 "FMission Launcher 1: Selecting script and launching"
    18:30:03 "FMission Launcher 1: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\M1\Foamy\FMission_M1_Assassination.sqf"
    18:30:03 "MISSION 1: Assassination - Script Started"
    18:30:03 "MISSION 1: Assassination - Checking MissionSpawnChance"
    18:30:03 "MISSION 1: Assassination - Failed with 0.881182 it needed to be lower than 0.4"


     

  7. I've got FMission running now. When I read your reply to someone else about creating the addons folder inside the dayz_server.pbo the light went on. I have the spawn time set at 30 past the hour. Unfortunately, I missed the last chance to see it work because the mission spawn chance failed.

     

    :)

  8. I haven't got FMission to launch successfully on my server yet. I followed the installation instructions closely. Does this EpochEvents code look ok? From my init.sqf:

     

    EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"],


    //FMission
    ["any","any","any","any",15,"FMission_Launcher1"],
    ["any","any","any","any",30,"FMission_Launcher1"],
    ["any","any","any","any",45,"FMission_Launcher1"]];

    //["any","any","any","any",10,"FMission_Launcher2"],
    //["any","any","any","any",50,"FMission_Launcher2"],

    //["any","any","any","any",5,"FMission_Launcher3"],
    //["any","any","any","any",35,"FMission_Launcher3"]];

  9. I'm not talking about removing the lock/packing the safe to change. I mean allow them to enter any combination they choose for locks/safes/lockboxes.

    That would be welcome. Currently, I keep a Notepad file on my desktop with all my combo lock and safe combinations for multiple servers.

  10. I played with the new menu system for quite a while tonight. I changed the AdminMode.sqf so all the defaults are set to false. That way nothing like god mode, esp, etc. is already on when I get into the game. I noticed that the "All Weapons and Items" Crate is missing quite a few of the weapons it had prior to the update. Among my favorites are the Mk17 EGLM RCO and the M110 TWS. I tried the Weapon Kits option and it deleted everything on my character more than once. I think it may be caused by the next sub menu for Weapon Kits. The option at the top of the menu is Delete all Gear or something like that. Mouse lag? I dunno.    

  11. I'm interested in creating and contributing missions to the FMission project. I just need to become more familiar with using the mission templates. I'll start out with something simple like a hunter/gather mission and then build on that.

     

    I'll wait for your second mission release prior to testing it on the server. That way It will be a 2 mission rotation for a little variety.

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