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Fuchs

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Posts posted by Fuchs

  1. Hey Guys !

     

    I need some help i cant get this error solved !

     

    https://github.com/TheFuchs/EMS-Epoch-Mission-System/issues/50

     

    https://github.com/TheFuchs/EMS-Epoch-Mission-System/issues/51

     

     

    and this one i think should be _MainMarker = createMarker ["_MainMarker", Ccoords];

    23:53:53   Error 0 elements provided, 3 expected
    23:53:53 File mpmissions\__cur_mp.Chernarus\debug\addmarkers75.sqf, line 3
    23:54:14 Error in expression <ile{MissionGo == 1} do { 
    _MainMarker = createMarker ["MainMarker", Ccoords];
    _M>
    23:54:14   Error position: <createMarker ["MainMarker", Ccoords];
    _M>
    23:54:14   Error 0 elements provided, 3 expected
    23:54:14 File mpmissions\__cur_mp.Chernarus\debug\addmarkers.sqf, line 3
    23:54:41 Bad conversion: array
    23:54:41 Error in expression <sionGoMinor == 1} do { 
    _MainMarker75 = createMarker["MainMarker75", MCoords];
    _>
    23:54:41   Error position: <createMarker["MainMarker75", MCoords];
    _>
    
  2. dayzgreywolf : what problems are u experiencing?

     

     0.2.6. is working fine on my server...

     

     

    [EMS] Just updated coords for using it on other maps ! Now all maps should work fine with it ,tested taviana and panthera !

     

    https://github.com/TheFuchs/EMS-Epoch-Mission-System

     

     

    server_updateobject

    /*
    [_object,_type] spawn server_updateObject;
    */
    private ["_object","_type","_objectID","_uid","_lastUpdate","_needUpdate","_object_position","_object_inventory","_object_damage","_isNotOk","_parachuteWest","_firstTime","_object_killed","_object_repair","_isbuildable"];
    
    _object = 	_this select 0;
    
    if(isNull(_object)) exitWith {
    	diag_log format["Skipping Null Object: %1", _object];
    };
    
    _type = 	_this select 1;
    _parachuteWest = ((typeOf _object == "ParachuteWest") or (typeOf _object == "ParachuteC") or (typeOf _object == "ParachuteG") or (typeOf _object == "ParachuteEast") or (typeOf _object == "Parachute"));
    _isbuildable = (typeOf _object) in dayz_allowedObjects;
    _isNotOk = false;
    _firstTime = false;
    
    _objectID =	_object getVariable ["ObjectID","0"];
    _uid = 		_object getVariable ["ObjectUID","0"];
    
    if ((typeName _objectID != "string") || (typeName _uid != "string")) then
    { 
        diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]);
        //force fail
        _objectID = "0";
        _uid = "0";
    };
    
    if (_object getVariable "Sarge" == 1) exitWith {}; 
    
    if (!_parachuteWest and !(locked _object)) then {
    	//if (_objectID == "0" && _uid == "0") then
    	if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then
    	{
    		_object_position = getPosATL _object;
        	_isNotOk = true;
    	};
    };
    
    // do not update if buildable and not ok
    if (_isNotOk and _isbuildable) exitWith {  };
    
    // delete if still not ok
    if (_isNotOk) exitWith { deleteVehicle _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",typeOf _object,_object_position select 0,_object_position select 1, _object_position select 2]); };
    
    
    _lastUpdate = _object getVariable ["lastUpdate",time];
    _needUpdate = _object in needUpdate_objects;
    
    // TODO ----------------------
    _object_position = {
    	private["_position","_worldspace","_fuel","_key"];
    		_position = getPosATL _object;
    		_worldspace = [
    			round(direction _object),
    			_position
    		];
    		_fuel = 0;
    		if (_object isKindOf "AllVehicles") then {
    			_fuel = fuel _object;
    		};
    		_key = format["CHILD:305:%1:%2:%3:",_objectID,_worldspace,_fuel];
    		//diag_log ("HIVE: WRITE: "+ str(_key));
    		_key call server_hiveWrite;
    };
    
    _object_inventory = {
    	private["_inventory","_previous","_key"];
    		_inventory = [
    			getWeaponCargo _object,
    			getMagazineCargo _object,
    			getBackpackCargo _object
    		];
    		_previous = str(_object getVariable["lastInventory",[]]);
    		if (str(_inventory) != _previous) then {
    			_object setVariable["lastInventory",_inventory];
    			if (_objectID == "0") then {
    				_key = format["CHILD:309:%1:%2:",_uid,_inventory];
    			} else {
    				_key = format["CHILD:303:%1:%2:",_objectID,_inventory];
    			};
    			//diag_log ("HIVE: WRITE: "+ str(_key));
    			_key call server_hiveWrite;
    		};
    };
    
    _object_damage = {
    	private["_hitpoints","_array","_hit","_selection","_key","_damage"];
    		_hitpoints = _object call vehicle_getHitpoints;
    		_damage = damage _object;
    		_array = [];
    		{
    			_hit = [_object,_x] call object_getHit;
    			_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
    			if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
    			_object setHit ["_selection", _hit]
    		} forEach _hitpoints;
    	
    		_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
    		//diag_log ("HIVE: WRITE: "+ str(_key));
    		_key call server_hiveWrite;
    		if ( _damage >= 1 ) then { sleep 10; deleteVehicle _object; };
    	_object setVariable ["needUpdate",false,true];
    	};
    
    _object_killed = {
    	private["_hitpoints","_array","_hit","_selection","_key","_damage"];
    	_hitpoints = _object call vehicle_getHitpoints;
    	//_damage = damage _object;
    	_damage = 1;
    	_array = [];
    	{
    		_hit = [_object,_x] call object_getHit;
    		_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
    		if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
    		_hit = 1;
    		_object setHit ["_selection", _hit]
    	} forEach _hitpoints;
    	
    	if (_objectID == "0") then {
    		_key = format["CHILD:306:%1:%2:%3:",_uid,_array,_damage];
    	} else {
    		_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
    	};
    	//diag_log ("HIVE: WRITE: "+ str(_key));
    	_key call server_hiveWrite;
    	_object setVariable ["needUpdate",false,true];
    };
    
    _object_repair = {
    	private["_hitpoints","_array","_hit","_selection","_key","_damage"];
    	_hitpoints = _object call vehicle_getHitpoints;
    	_damage = damage _object;
    	_array = [];
    	{
    		_hit = [_object,_x] call object_getHit;
    		_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
    		if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
    		_object setHit ["_selection", _hit]
    	} forEach _hitpoints;
    	
    	_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
    	//diag_log ("HIVE: WRITE: "+ str(_key));
    	_key call server_hiveWrite;
    	_object setVariable ["needUpdate",false,true];
    };
    // TODO ----------------------
    
    _object setVariable ["lastUpdate",time,true];
    switch (_type) do {
    	case "all": {
    		call _object_position;
    		call _object_inventory;
    		call _object_damage;
    		};
    	case "position": {
    		if (!(_object in needUpdate_objects)) then {
    			//diag_log format["DEBUG Position: Added to NeedUpdate=%1",_object];
    			needUpdate_objects set [count needUpdate_objects, _object];
    		};
    	};
    	case "gear": {
    		call _object_inventory;
    			};
    	case "damage": {
    		if ( (time - _lastUpdate) > 5) then {
    			call _object_damage;
    		} else {
    			if (!(_object in needUpdate_objects)) then {
    				//diag_log format["DEBUG Damage: Added to NeedUpdate=%1",_object];
    				needUpdate_objects set [count needUpdate_objects, _object];
    			};
    		};
    	};
    	case "killed": {
    		call _object_killed;
    	};
    	case "repair": {
    		call _object_damage;
    	};
    };
    
    
  3. Hi guys so i've started a epoch server again and for the first time managed to get the mission system working.

     

    Well sort off they spawn and despawn, but I am unable to talk to Fry or Phil ( the ammo seller) and the hero vendor these are the 2 ive noticed so far.

     

    I reinstalled a fresh set of pbo's  and can use them so it has something to do with dayzai or the EMS does anyone know what might be causing this.

     

    I'm guessing it might be dayzai skin clash but I have no real idea.

    Currently it looks your the only one receving this bug ...

    If anyone else is experiencing this ,i will look into it ! 

     

    I have a very irritating issue with EMS.

    I've set the server to 5 m static time. If I'm running EMS every time someone joins or relogs their time is reset to 5am.

    So if someone has been in game for 3 hours it's 8 am for them, but if they die the log back into game with 5am.

    Anyone new logging in regardless of how long the server is running, also gets 5am.

    This makes this very complicated when one person in in the dark and another has full sun!

    This happens on three servers.

    Epoch Clean Test Server (Clean Test server is 100% stock) No time reset

    Epoch Modded Test Server (no Epoch Mission System)  No time reset

    Epoch Modded Test Server (with Epoch Mission System) Time resets for all clients

    Epoch Modded Main Server (with Epoch Mission System) Time resets for all clients

     

    Running Epoch 1.0.3.1 EMS 2.5 (also tested 2.6)

    List of Mod for Modded servers ONLY.

    Sarge AI

    BTK Cargo

    Artillery and Logistic (Towing/Lift) and Lock Restriction

    BTC Fast Rope

    Bury Corpses and Cannibalism

    Tent Sleep

    Self Blood

    Headshot Suicide

    Take Clothes

    Fire Dance

    Ha,lol nice bug !

    Hint: We use local time for our servers ,maybe that fixes it soince we don not have seen this problem on our servers...

     

    Is there a way to make it so the choppers and other vehicles in the missions can't be taken by players? Also is there a way to make loot random?

    You can delete them ,but thats not a option for EMS, better only change the vehicle class names to whatever u like 

     

    I'm having a lot of troubles with the missions not being able to get completed, is there anyway to fix that, or is there any of you that has a solution for that problem? 

    Working on this

     

    I was noticing this issue as well and I went through the mission files and noticed that some of the events were set to trigger completion on something that was not defined in the script. 

     

    namely this line:

     

    waitUntil{{isPlayer _x && _x distance _hummer < 30  } count playableunits > 0} 

     

    Notice where it says _hummer sometimes what it has in that position is not defined anywhere in the script. I went through and changed that to something that had been defined. for instance chopcrash uralcrash lootcrate etc... do this and they should all be able to be completed. Some of the missions do not have any loot box or vehicles to call completion on and they attempt to use the ai alive count. I have found that these generally do not work for me. as the add unit server2 and 3 sqf files do not seem to spawn ai properly. This tends to cause 1/2 things to happen. Either the missions becomes unable to be completed or they complete instantly as there are no ai present. I was unable to see a reason for those file to not function unless it was defining different groups for the ai as that seemed to be the only real difference present in them from the standard one. Anyway, long story short I changed ever instance of add unit server2 or 3 to add unit server.sqf and the ai spawning seems to work. However, you will need to add something to trigger the completion on. Like a loot crate/vehicle  and use the above line instead of an ai alive count. Obviously this is not ideal but it is a work around that will get you buy until they get those missions in a more workable format. 

     

    I hope that made sense and you are able to get everything working properly.

    THX

     

    Does anyone know if you can change the clear message to only activate if all the AI are dead? Currently the mission complete messages trigger regardless of the AI, it happens as soon as the player reaches the crates.

    Looking forward for this into 0.5 release

     

    Ai does not attack player in Vodnik. (BMP2, M113, BRDM2, LAV25 .....)

    Ai can not attack APC. How can i slove?

    By ginving ai rpg's in 

     

     There is an issue in EMS 0.2.5 that doesn't allow vehicles to save on server restart. They get placed in their original locations or disappear.

    Last time: i will not integrate this feature to EMS !

     

     

    should have read your next post :P see you got the solution

     

    @JerryAtricks

    For the supplydrop the problem is propably in the "waitUntil"-line. 

    i guess yours looks somethinkg like this:

    waitUntil{{isPlayer _x && _x distance box< 20  } count playableunits > 0}; 

    but the actual crate is descriped as a crate therefore the mission can't be ended.

    change your line to

    waitUntil{{isPlayer _x && _x distance crate< 20  } count playableunits > 0}; 

    for the downed chopper i assume its minor SM10?

    change line 25 to:

    _itemType = [["SCAR_H_LNG_Sniper","weapon"], ["SCAR_H_LNG_Sniper_SD","weapon"], ["FN_FAL", "weapon"], ["bizon_silenced", "weapon"], ["M14_EP1", "weapon"], ["BAF_AS50_scoped", "weapon"], ["MakarovSD", "weapon"], ["Mk_48_DZ", "weapon"], ["M249_DZ", "weapon"], ["DMR", "weapon"], ["", "military"], ["", "medical"], ["MedBox0", "object"], ["NVGoggles", "weapon"], ["AmmoBoxSmall_556", "object"], ["AmmoBoxSmall_762", "object"]  ];

    and line 26 to:

    _itemChance = [0.08,  0.08, 0.02,  0.05,  0.05,  0.01,  0.03,  0.02,  0.03,  0.05,  0.1,  0.1,  0.2,  0.07,  0.01,  0.01  ]; 

    I'm using an older version but those mistakes were already in my version :P

     
     
     

     

    THX

     

    Trying fixing all things/bugs/suggestions you guys posted , but not anymore today,i'm too tired from driving ,sry !

  4. Back from holidays ! Driven 5hrs im very tired now. Getting a shower and get the fixes on git up for 0.2.6 !!!!big big thx to the guys that found and fixed stuff while i was on holidays!! I will also carefully reading the last posts ! Btw anyone got a OOM bug ,means out of memory?!

    Btw2 anyone saw mimic?

    Whats up with him?

  5. Enjoy your trip Fuchs! have a nice hoildays! I have a question.

    If I insert these lines (see below) in dayz_server\compile\server_updateObject.sqf as you say in the description of version 0.2.6 https://github.com/TheFuchs/EMS-Epoch-Mission-System

    if (_object getVariable "Sarge" == 1) exitWith {};

    if (!_parachuteWest and !(locked _object)) then {

    //if (_objectID == "0" && _uid == "0") then

    if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then

    Items which you place in cars, tents, etc are not saved in sql database. The positions of the cars do not save as well. I have to remove these lines in order to get it working back. Any mistake here?

    Is it bad if I leave the missiona working without these lines? (I do not understand what these lines are responsible for)

    I had this problem a long time ago .thats really strange cause on my server its working. Also my admins didnt contacted me about this bug happening again ..so when im back i will look into it as ,could also be that i missed something which is running only on my end and which is may needed.

    Some missions are bugged i know : i noticed dead ai on 2-3 missions on 2 i had no spawn and no mission ending... greetz from marseille

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