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Posts posted by mimic
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Thanks for the tips guys. We definitely need to look into this and determine how to fix / adjust the system to use whatever AI system the server admin wants.
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@Axe Cop,
Sorry I missed that comment you made about SargeAI not actually being used. I'm going to look into this and see if there is a way to spawn a mission that actually uses SargeAI, or whatever preferred AI system the server admin uses.
This is something that will take a bit of time to develop, so don't expect any big changes soon.
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@Axe Cop,
Sorry I missed that comment you made about SargeAI not actually being used. I'm going to look into this and see if there is a way to spawn a mission that actually uses SargeAI, or whatever preferred AI system the server admin uses.
This is something that will take a bit of time to develop, so don't expect any big changes soon.
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@Menetekel,
Thanks for all the awesome feedback. I'll look into the theory that the AI aren't using Sarge, but I'm fairly confident that they are. The spawn me this you've proposed would be a neat way of doing it, only problem using that is you can't define AI load out easily. As it wants to reference the load out in the SAR_config.sqf file.
I'll mess around with it a bit and see what I can come up with.
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Nice to see that Fuchs, and now mimic as well are still working on this mission extension.
If i can help with anything, please let me know again.
The setup was pretty good, but there were some items etc. in it (you guys probably already know about) that aren't in vanilla epoch (items/vehicles really should be kept vanilla epoch to avoid compatibility issues etc.)
The only thing where i can give you guys some backup at the moment are the wrong classnames (which you already know),
and maybe change the "Accomplished mission text" from a few missions, so it isn't personal (because every player on the map sees this text, only a minor thing i guess)
So for example change this:
Good work you've secured the helicopter!
into this:
Survivors have secured the helicopter!
Cheers
Added to the issue tracker on GitHub. Scheduled for the next release.
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After running the server for about 2 hours now, it appears that the missions that use "fillBoxesS.sqf" are having issues and getting the "no entry bin\config.bin/CfgWeapons" error. Someone mentioned it could be the MakarovSD throwing the error so I removed it and added a weapon that I know isn't giving any errors (M9SD + ammo) and it was still giving the same error so I'm thinking it may be one of the other weapons in the fillBoxesS.sqf giving the error.
/fullaholes
Edit.. The mission load times were shortened (minor 10 mins, major 20 mins) so I could actually see what was happening on the server and what missions where giving the error, it appears those that use the fillBoxesS.sqf are giving the error.
It has to do with two things. First is some AI are equipped with weapons and gear that is named incorrectly, so it spits out an error. 2nd is some of the loot crates have misnamed loot in them, again giving the same error.
This is going to be addressed in the next release.
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OK.
I noticed too in the files you sent that you have a "dayz_server" folder and a "dayz_server.pbo". Delete the "dayz_server" folder as it's not needed and in the past I've experienced problems when the server reads from a "dayz_server" folder, and not a PBO.
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hello,
i get 100 humanity after killing AI.
i have edit the SAR_config.sqf but nothing change...
// Humanity Value that gets substracted for a survivor or soldier AI kill SAR_surv_kill_value = 5; // Humanity Value that gets ADDED for a bandit AI kill SAR_band_kill_value = 5;
what i'm doing wrong? :-/
Look in "bodyclean.sqf". The Mission AI don't count as bandit kills and use a different humanity setting than SargeAI.
_ai = _this select 0; _aikiller = _this select 1; _humanityBoost = 100; //Set this to whatever you want the humanity to increase by _humanity = _aikiller getVariable ["humanity",0]; _humanity = _humanity + _humanityBoost; _aikiller setVariable["humanity", _humanity,true]; sleep 600; deletevehicle _ai;
Edit the line "_humanityboost = 100;
Change 100 to whatever humanity gain you want to give players for killing Mission AI.
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I've looked at your files, and everything looks in order to me too.
Can you please do me a favor? Shut down your server, delete your current RPT file, then restart your server. Jump on it, or get someone to jump on it for approximately 30 minutes. This will ensure a minor and major mission will spawn with the settings you've chosen.
After 30 minutes shut down your server, and send me your RPT file. You can do it in a PM if you want.
Thanks!
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I'll have a look at them when I get to work.
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What does your RPT file say?
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For EMS to work properly right now you'll have to have SargeAI installed already. I have included a sample SAR_config.sqf in the EMS release. You can use this to give good balance to the mission AI. If you don't want any roaming AI then turn off dynamic spawning in the config.
Change this:
SAR_dynamic_spawning = true;
To this:
SAR_dynamic_spawning = false;
It's on line 22 of my config file.
This will then use SargeAI for the mission AI, but not spawn any roaming groups.
- williamjbrown and Dridge118
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Yay... spam bot!
Keep the bug reports coming, we'll fix them up and fire off another release with some more fixes and improvements.
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No way right now. Killing all the AI doesn't end a mission, you have to get within a certain range of the mission center point for it to become completed.
I know there was a bug with one of the major missions that spawned a C130 that didn't complete because the range was 5m and no one was able to get close enough to complete it. It'll be fixed in an upcoming release.
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You'll need to edit every mission file "SM*.sqf" in both the Major and Minor directories and replace all instances of "Sarge" with "DZAI".
You'll need to change the line in "server_cleanup.fsm" and replace "Sarge" with "DZAI".
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Please download the release from our github again and just over write the Mission folder in your dayz_server.pbo. That was some testing code tat I forgot to set back to its original setting. It's been fixed.
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I'll give this a try but where are the required files for Sarges AI ? It shows the requirements are SargeAI 1.5.2+ but on his Github i only see 1.5.0
SargeAI 1.5 on his github is actually 1.5.2. He just hasn't adjusted the naming.
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Same with this:
Warning Message: Error: creating weapon RPK_74_DZ with scope=private
Warning Message: Error: creating weapon MG36_DZ with scope=private
Warning Message: Error: creating weapon VSS_vintorez_DZ with scope=private
Warning Message: Error: creating magazine SCAR_H_LNG_Sniper with scope=private
Thats all i can find in my RPT log for nowEdit:
I also have problem with SM11 that the vehicle disappear when you enter and then exit the vehicle.
Thanks for the RPT log. I'll get that error cleared up.
AI shouldn't be spawning with pistols anyways. It glitches them out if they switch to it. I'll remove pistols from the AI for the next release.
Are you sure you used the exact lines I posted in the install instructions for the "server_cleanup.sqf"?
Vehicles stay on my server until restart.
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Some of the AI units are supposed to spawn with Makarov SD pistols. I'll modify their load-out and remove the Makarov SD.
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This has been fixed already. If the installation instructions are followed, mission markers will show for everyone, regardless of when they connected, or if they died.
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I have installed on my server and it works perfect, but as far as i can see there is only 1 mission at a time.
Would it be possible to change that so there would be 2 missions at the same time ?
And btw keep up the good work :D
By default, EMS will only spawn one of each type of mission. One major, and one minor. These missions will stay there until completed. Once completed the timer for the next mission starts.
Major missions start every 41-54 minutes.
Minor missions start every 15-25 minutes.
These times can be adjusted in the "SMGoMajor.sqf" and "SMGoMinor.sqf" files in the Missions folder.
_wait = [2500,800] call fnc_hTime;
The two numbers are: fixed time in seconds, variable time in seconds.
Meaning the minimum amount of time needed to pass before this mission will start is 2500 seconds, with up to an additional 800 seconds. The script uses the 2nd number and picks a random number between 0 and it. So in this case, the script would pick a random number between 0 and 800, then add that on to the 2500 to get the mission start timer.
When a mission spawns you can tell whether it's a Major mission or Minor mission by the size of it's map marker. Minor missions have smaller markers than Major missions.
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I think that was me who told you that in your RPT error topic? also a fix for that.. :P
@mimic maybe you should still fix that error, some people think it really is an error and the script might not work properly.. :D
I was thinking of giving it some default coordinates on startup that are WAY off the visible map.
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As this is based on the original mission system, yes, but we do not have the file modifications in place. We'll look into supporting more AI systems in a coming release.
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Some errors on rpt:
12:33:08 Error in expression <s\debug\addmarkers.sqf"
_MainMarker = createMarker ["MainMarker", Ccoords];
_M>
12:33:08 Error position: <createMarker ["MainMarker", Ccoords];
_M>
12:33:08 Error 0 elements provided, 3 expected
12:33:08 File mpmissions\__cur_mp.chernarus\debug\addmarkers.sqf, line 3
12:33:09 Error in expression <bug\addmarkers75.sqf"
_MainMarker75 = createMarker["MainMarker75", MCoords];
_>
12:33:09 Error position: <createMarker["MainMarker75", MCoords];
_>
12:33:09 Error 0 elements provided, 3 expected
12:33:09 File mpmissions\__cur_mp.chernarus\debug\addmarkers75.sqf, line 3
12:33:14 Cannot create non-ai vehicle Sign_DangerMines_ACR,
12:33:14 Cannot create non-ai vehicle Sign_DangerMines_ACR,
This is because the script is run during server start up, but no missions have spawned, so there are no coordinates for the script, so it spits out this error one time in the RPT. If you see this "error" the script is working. There's nothing actually wrong.
Thanks for the feed back though.
[EMS] Epoch Mission System - Release 0.2.1
in Epoch Mission System
Posted
Exactly what I was thinking already.
Have one set of files for DZAI, one for Sarge, and one for stock Arma. Then the server admin can pick.