Jump to content

AllenFromStacysmom

Member
  • Posts

    107
  • Joined

  • Last visited

Posts posted by AllenFromStacysmom

  1. Try This event

     

     

    CREATE EVENT setDamageOnAge

        ON SCHEDULE EVERY 1 DAY

        DO

          UPDATE `Object_DATA` SET `Damage`=0.1 WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') );

    
    

    These are the events i run on my server

     

    CREATE EVENT unlockAbandonedVehicles

        ON SCHEDULE EVERY 1 DAY

        DO

          UPDATE `object_data` SET `CharacterID` = 0 WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND `CharacterID` > 0 AND `Classname` NOT IN ('VaultStorage','LockboxStorage','VaultStorageLocked','LockboxStorageLocked','WoodShack_DZ','StorageShed_DZ','TentStorageDomed','TentStorageDomed2','TentStorage')  AND `Inventory` <> '[]' AND `Inventory` IS NOT NULL

    ;

    CREATE EVENT deleteAbandonedVehicles

        ON SCHEDULE EVERY 1 DAY

        DO

          DELETE FROM `object_data` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 7 DAY) AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 7 DAY) AND `CharacterID` > 0 AND `Classname` NOT IN ('VaultStorage','LockboxStorage','VaultStorageLocked','LockboxStorageLocked','WoodShack_DZ','StorageShed_DZ','TentStorageDomed','TentStorageDomed2','TentStorage')  AND `Inventory` <> '[]' AND `Inventory` IS NOT NULL

    ;

    CREATE EVENT unlockAbandonedSafes

        ON SCHEDULE EVERY 1 DAY

        DO

          UPDATE `object_data` SET `CharacterID` = 0 WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 14 DAY) AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 14 DAY) AND `Inventory` <> '[]' AND `Inventory` IS NOT NULL

    ;

    CREATE EVENT deleteAbandonedSafes

        ON SCHEDULE EVERY 1 DAY

        DO

          DELETE FROM `object_data` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 28 DAY) AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 28 DAY) AND `CharacterID` > 0 AND `Inventory` <> '[]' AND `Inventory` IS NOT NULL

    ;

     

     

    I also run the abandoned safe missions with the safe reset works great.

    Thank you ! :D

  2.  

    CREATE EVENT `Maintenance` ON SCHEDULE EVERY 1 DAY STARTS '2014-12-25 00:00:00' ENDS '2026-12-25 00:00:00' ON COMPLETION NOT PRESERVE ENABLE DO UPDATE `object_data`
    SET `Object_DATA`.`Damage`=0.3
    WHERE `Object_DATA`.`ObjectUID` <> 0
    AND `Object_DATA`.`CharacterID` <> 0
    AND `Object_DATA`.`Datestamp` < now() - INTERVAL 3 DAY
    AND ( (`Object_DATA`.`Inventory` IS NULL) OR (`Object_DATA`.`Inventory` = '[]') )

     

    Also, whats the format of crating an event, because I wanna add in some mroe SQL event

    I dont understand what does this part mean

    ON COMPLETION NOT PRESERVE ENABLE
    
  3.  

    CREATE EVENT `Maintenance` ON SCHEDULE EVERY 1 DAY STARTS '2014-12-25 00:00:00' ENDS '2026-12-25 00:00:00' ON COMPLETION NOT PRESERVE ENABLE DO UPDATE `object_data`
    SET `Object_DATA`.`Damage`=0.3
    WHERE `Object_DATA`.`ObjectUID` <> 0
    AND `Object_DATA`.`CharacterID` <> 0
    AND `Object_DATA`.`Datestamp` < now() - INTERVAL 3 DAY
    AND ( (`Object_DATA`.`Inventory` IS NULL) OR (`Object_DATA`.`Inventory` = '[]') )

     

    thanks, 

    one more quick question:

    AND `Object_DATA`.`Datestamp` < now() - INTERVAL 3 DAY

    what does this interval 3 day mean

  4. Hey,guys

    So, my host is Dayz.st and they are terrible, I have no access to hiveext.ini to change the base decay period.

    And the base maintain isn't working either, When i go to maintain base, it shows "0 Building parts in range"

    But I noticed when the walls are damaged, you can maintain the base, but not the whole base, just a few, like two, three building parts.

    I wonder if there is a way to fix the maintain or add a SQL event to database that does a little damage to the base so players can maintain.

     

     

    Thanks ! :D

  5. Hey, guys

    So I have dayz.st for host, which is terrible, because I have no access to hive.int to change the decay time.

    And the default plot pole maintain isn't working ,either.

    When I look at the maintain preview, it shows that 0 building parts in range

    sometimes it shows a few building parts when the walls are damaged.

    So is there a way to fix it, or add a SQL event to database that damage the base a little bit so players can maintain it

     

     

    Thanks :D 

  6. I do not remember much if the fake_benlate mission did work or not. The last time I did the mission it was real_benlate, he appeared but does not complete the mission after killing him and his wife. I am not quite sure of if there is an extra }; in the mission_winorfail.sqf but I will post it here. :

    if(isServer) then {

     
    private ["_max_ai","_timeout_time","_currenttime","_starttime","_msglose","_msgwin","_msgstart","_objectives","_crate","_marker","_in_range","_objectivetarget","_position","_type","_complete","_timeout","_mission","_killpercent","_delete_mines","_cleanunits","_clearmission","_baseclean"];
     
    _mission = (_this select 0) select 0;
    _crate = (_this select 0) select 1;
    _type = (_this select 1) select 0;
    _baseclean = _this select 2;
    _msgstart = _this select 3;
    _msgwin = _this select 4;
    _msglose = _this select 5;
     
    _position = position _crate;
    _timeout = false;
    _complete = false;
    _starttime = time;
    _timeout_time = ((wai_mission_timeout select 0) + random((wai_mission_timeout select 1) - (wai_mission_timeout select 0)));
    _max_ai = (wai_mission_data select _mission) select 0;
    _killpercent = _max_ai - (_max_ai * (wai_kill_percent / 100));
     
    [nil,nil,rTitleText,_msgstart,"PLAIN",10] call RE;
     
    clearWeaponCargoGlobal _crate;
    clearMagazineCargoGlobal _crate;
     
    _crate setVariable ["ObjectID","1",true];
    _crate setVariable ["permaLoot",true];
    _crate allowDamage false;
     
    while {!_timeout && !_complete} do {
     
    sleep 1;
    _currenttime = time;
    {
    if((isPlayer _x) && (_x distance _position <= wai_timeout_distance)) then {
    _starttime = time;
    };
     
    } count playableUnits;
     
    if (_currenttime - _starttime >= _timeout_time) then {
    _timeout = true;
    };
     
    call {
     
    if (_type == "crate") exitWith {
     
    if(wai_kill_percent == 0) then {
     
    {
    if((isPlayer _x) && (_x distance _position <= 20)) then {
    _complete = true
    };
    } count playableUnits;
     
    } else {
     
    if(((wai_mission_data select _mission) select 0) <= _killpercent) then {
    {
    if((isPlayer _x) && (_x distance _position <= 20)) then {
    _complete = true
    };
    } count playableUnits;
    };
     
    };
     
    };
     
    if (_type == "kill") exitWith {
    if(((wai_mission_data select _mission) select 0) == 0) then {
    _complete = true
    };
    };
     
    if (_type == "assassinate") exitWith {
    _objectivetarget = (_this select 1) select 1;
    {
    _complete = true;
    if (alive _x) exitWith {_complete = false;};
    } count units _objectivetarget;
    };
    };
    };
     
    if (_complete) then {
     
    // if (typeOf(_crate) in (crates_large + crates_medium + crates_small)) then {
    if(wai_crates_smoke && sunOrMoon == 1) then {
    _marker = "smokeShellPurple" createVehicle getPosATL _crate;
    _marker setPosATL (getPosATL _crate);
    _marker attachTo [_crate,[0,0,0]];
    };
     
    if (wai_crates_flares && sunOrMoon != 1) then {
    _marker = "RoadFlare" createVehicle getPosATL _crate;
    _marker setPosATL (getPosATL _crate);
    _marker attachTo [_crate, [0,0,0]];
     
    _in_range = _crate nearEntities ["CAManBase",1250];
     
    {
    if(isPlayer _x && _x != player) then {
    PVDZE_send = [_x,"RoadFlare",[_marker,0]];
    publicVariableServer "PVDZE_send";
    };
    } count _in_range;
     
    };
     
    // };
    _delete_mines = ((wai_mission_data select _mission) select 2);
     
    if(count _delete_mines > 0) then {
     
    {
    if(typeName _x == "ARRAY") then {
     
    {
    deleteVehicle _x;
    } count _x;
     
    } else {
     
    deleteVehicle _x;
     
    };
     
    } count _delete_mines;
     
    };
     
    wai_mission_data set [_mission, -1];
     
    [nil,nil,rTitleText,_msgwin,"PLAIN",10] call RE;
     
    if (wai_clean_mission) then {
     
    [_position,_baseclean] spawn {
    private ["_pos","_clean","_finish_time","_cleaned","_playernear","_currenttime"];
    _pos = _this select 0;
    _clean = _this select 1;
    _finish_time = time;
    _cleaned = false;
    while {!_cleaned} do {
     
    _playernear = false;
     
    {
    if ((isPlayer _x) && (_x distance _pos < 400)) exitWith { _playernear = true };
    } count playableUnits;
     
    _currenttime = time;
     
    if ((_currenttime - _finish_time >= wai_clean_mission_time) && !_playernear) then {
     
    {
    if(typeName _x == "ARRAY") then {
     
    {
    if ((_x getVariable ["ObjectID", nil]) == nil) then {
    deleteVehicle _x;
    };
    } count _x;
     
    } else {
    if ((_x getVariable ["ObjectID", nil]) == nil) then {
    deleteVehicle _x;
    };
    };
     
    } forEach _clean;
     
    _cleaned = true;
     
    };
     
    sleep 1;
    };
    };
    };
    };
     
    if (_timeout) then {
     
    {
     
    if (_x getVariable ["mission", nil] == _mission) then {
     
    if (alive _x) then {
     
    _cleanunits = _x getVariable ["missionclean",nil];
     
    if (!isNil "_cleanunits") then {
     
    call {
    if(_cleanunits == "ground") exitWith { ai_ground_units = (ai_ground_units -1); };
    if(_cleanunits == "air") exitWith { ai_air_units = (ai_air_units -1); };
    if(_cleanunits == "vehicle") exitWith { ai_vehicle_units = (ai_vehicle_units -1); };
    if(_cleanunits == "static") exitWith { ai_emplacement_units = (ai_emplacement_units -1); };
    };
    };
    };
     
    deleteVehicle _x;
    };
     
    } count allUnits + vehicles + allDead;
     
    {
    if(typeName _x == "ARRAY") then {
     
    {
    deleteVehicle _x;
    } count _x;
     
    } else {
     
    deleteVehicle _x;
    };
     
    } forEach _baseclean + ((wai_mission_data select _mission) select 2) + [_crate];
     
    wai_mission_data set [_mission, -1];
     
    [nil,nil,rTitleText,_msglose,"PLAIN",10] call RE;
    };
     
    _complete
     
    };
     

    Yeah I found an error in the mission file, I uploaded the new sqf,

    it should be working fine now

  7.  

    Sure, here it is : 

     

     if (_type == "assassinate") exitWith {
    _objectivetarget = (_this select 1) select 1;
    {
    _complete = true;
    if (alive _x) exitWith {_complete = false;};
    } count units _objectivetarget;                  // This is the line 82 for me here
    };
    };
    };
    

    do the fake benlate mission work well?

    for the real benlate one, do benlate spawn? or the mission doesnt end after you kill him?

     

    is there an extra "};" in mission_winorfail.sqg? not quite sure what is causing this

  8. how can we make this a hero event? im running a pve.

    Edit troop_supply.sqf

    change 

    	_mission  =             [_position,"Medium","Troop Supply","MainBandit",true] call mission_init;
    	
    	diag_log 		format["WAI: [Mission:[Bandit] Troop Supply]: Starting... %1",_position];
    
    

    to 

    	_mission		= [_position,"Medium","Troop Supply","MainHero",true] call mission_init;
    	
    	diag_log 		format["WAI: [Mission:[Hero] Troop Supply]: Starting... %1",_position];
    
    

    change

    //Troops
    	[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","Pierce","Random","Hero",_mission] call spawn_group;
    	[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","US_Delta_Force_Assault_EP1","Random","Hero",_mission] call spawn_group;
    	[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","MVD_Soldier_GL","Random","Hero",_mission] call spawn_group;
    	[[(_position select 0) + 5,_position select 1,0],1,"Medium","Random",4,"Random","RUS_Commander","Random","Hero",_mission] call spawn_group;
    	for "_i" from 0 to _rndgro do {
    		[[_position select 0,_position select 1,0],_rndnum,"Easy","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group;
    	};
    
    	//Static Guns
    	[[
    		[(_position select 0) + 10, (_position select 1) + 10, 0],
    		[(_position select 0) + 10, (_position select 1) - 10, 0]
    	],"M2StaticMG","Easy","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;
    
    

    to 

    //Troops
    	[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","Pierce","Random","Bandit",_mission] call spawn_group;
    	[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","US_Delta_Force_Assault_EP1","Random","Bandit",_mission] call spawn_group;
    	[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","MVD_Soldier_GL","Random","Bandit",_mission] call spawn_group;
    	[[(_position select 0) + 5,_position select 1,0],1,"Medium","Random",4,"Random","RUS_Commander","Random","Bandit",_mission] call spawn_group;
    	for "_i" from 0 to _rndgro do {
    		[[_position select 0,_position select 1,0],_rndnum,"Easy","Random",3,"Random","Hero","Random","Bandit",_mission] call spawn_group;
    	};
    
    	//Static Guns
    	[[
    		[(_position select 0) + 10, (_position select 1) + 10, 0],
    		[(_position select 0) + 10, (_position select 1) - 10, 0]
    	],"M2StaticMG","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;
    
    

    change 

    		"The local troop have obtained a weapon crate. Check your map for the location!",	// mission announcement
    		"Bandits have secured the supply!",									// mission success
    		"Bandits did not secure the supply in time"							// mission fail
    	
    

    to 

    		"The local Bandit troop have obtained a weapon crate. Check your map for the location!",	// mission announcement
    		"Heros have secured the supply!",									// mission success
    		"Heros did not secure the supply in time"							// mission fail
    	
    

    in the end, change

    	b_missionrunning = false;
    
    

    to 

    	h_missionrunning = false;
    
    

     Now go to WAI\Config

    Add the mission file name to the hero mission list:

    	// Missions
    		wai_hero_missions			= [ 								// ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages
    										["black_hawk_crash",8],
    										["armed_vehicle",10],
    										["bandit_base",6],
    										["captured_mv22",8],
    										["ikea_convoy",8],
    										["destroyed_ural",8],
    										["disabled_milchopper",8],
    										["mayors_mansion",6],
    										["weapon_cache",8],
    										["bunny_ranch",2],
    										["chern_gang",8],
    										["benlate",4],
    										["bandit_squad",9],
    										["ladyland",2],
    										["AI_War",1],
    										["real_benlate",4]
    									];
    

    I have some other missions, but don't worry about it, just add in the ["mission file name(troop_supply)", chance of event happen in %]

    make sure the number add up to 100

     

    It is the same thing for the other mission.

  9.  

    The benlate/realbenlate mission does not want to be "secured" after killing everybody. This is what it spams in my RPT log :

     

    if (_complet>
    21:24:18   Error Undefined variable in expression: _objectivetarget
    21:24:18 File z\addons\dayz_server\WAI\compile\mission_winorfail.sqf, line 82
    21:24:20 Error in expression <ith {_complete = false;};
    } count units _objectivetarget;
    };
    };
    };
    

    can you write down what is on line 82 of mission_winorfail.sqg?

  10. 2 Bandit WAI customized missions 

    --- Denny's Farm

    --- Troop's Supply

     

     

    Mission Plot:

    --- Denny is giving out some supplies at his farm.

    --- The local troop just received their supply.

     

    Screenshots:

    https://www.dropbox.com/sh/k9txqxw6q4qx71t/AADTvplz45CXdSrW8Pyo5W8Fa?dl=0

     

    Requirement:

    -PBO to pack mission file

    -WAI

     

    Installation:

    ---Download and install WAI to your server.pbo

    Link :   

    ---Create  farmer_give.sqf and troop_supply.sqf files in dayz_server\WAI\missions\bandits

    In farmer_give.sqf

    Copy and paste

    // Made by AllenFromStacysMom
    //check out my server for more fun mission, IP: 142.4.215.203:2502
    if(isServer) then {
    
    	private 		["_complete","_crate_type","_mission","_position","_crate","_baserunover","_baserunover1","_baserunover2"];
    
    	_position		= [30] call find_position;
    	_mission		= [_position,"Easy","Denny's Farm","MainBandit",true] call mission_init;
    	
    	diag_log 		format["WAI: [Mission:[Bandit] Denny's Farm]: Starting... %1",_position];
    
    	//Setup the crate
    	_crate_type 	= crates_small call BIS_fnc_selectRandom;
    	_crate 			= createVehicle [_crate_type,[(_position select 0) + 15,(_position select 1) + 5,0], [], 0, "CAN_COLLIDE"];
    
    	//Medical Supply Camp
    	_baserunover1 	= createVehicle ["Land_Farm_Cowshed_a",[(_position select 0) +15, (_position select 1) -20,0],[], 0, "CAN_COLLIDE"];
    	_baserunover2 	= createVehicle ["Land_Farm_Cowshed_b",[(_position select 0) +35, (_position select 1) +10,0],[], 0, "CAN_COLLIDE"];
    	_baserunover 	= [_baserunover1,_baserunover2];
    
    	{ _x setVectorUp surfaceNormal position  _x; } count _baserunover;
    
    	//Troops
    	[[_position select 0,_position select 1,0],4,"Easy","Random",4,"Random","Assistant","Random","Hero",_mission] call spawn_group;
    	[[_position select 0,_position select 1,0],4,"Easy","Random",4,"Random","RU_Villager2","Random","Hero",_mission] call spawn_group;
    	[[_position select 0,_position select 1,0],1,"Random","Random",4,"Random","Citizen2_EP1","Random","Hero",_mission] call spawn_group;
    
    	//[[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"tractor","random","bandit","bandit",_mission] call vehicle_patrol;
    
    	
    	//Condition
    	_complete = [
    		[_mission,_crate],				// mission number and crate
    		["crate"],						// ["crate"], or ["kill"], or ["assassinate", _unitGroup],
    		[_baserunover], 				// cleanup objects
    		"Denny is giving out supply at his farm",	// mission announcement
    		"Bandit robbed the old farmer, what the hell",									// mission success
    		"Survivors have obtained the supply from Denny, thanks"									// mission fail
    	] call mission_winorfail;
    
    	if(_complete) then {
    		[_crate,6,5,[40,crate_items_medical],5] call dynamic_crate;
    	};
    
    	diag_log format["WAI: [Mission:[Bandit] Denny's Farm]: Ended at %1",_position];
    	
    	b_missionrunning = false;
    };
    
    
    
    
    
     

    In troop_supply.sqf, copy and paste:

    
    
    // Made by AllenFromStacysMom
    //check out my server for more fun mission, IP: 142.4.215.203:2502
     
    if(isServer) then {
     
    private ["_complete","_crate_type","_mission","_position","_crate","_playerPresent","_rndnum","_rndgro","_num_guns","_num_tools","_num_items"];
     
    _position = [30] call find_position;
    _mission = [_position,"Medium","Troop Supply","MainBandit",true] call mission_init;
     
    diag_log format["WAI: [Mission:[bandit] Troop Supply]: Starting... %1",_position];
     
    //Setup the crate
    _crate_type = crates_small call BIS_fnc_selectRandom;
    _crate = createVehicle [_crate_type,[(_position select 0),(_position select 1),0], [], 0, "CAN_COLLIDE"];
     
    _baserunover1 = createVehicle ["CDF_WarfareBArtilleryRadar",[(_position select 0) +15, (_position select 1) -20,0],[], 0, "CAN_COLLIDE"];
    _baserunover = [_baserunover1];
    { _x setVectorUp surfaceNormal position  _x; } count _baserunover;
     
    //Troops
    [[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","Pierce","Random","Hero",_mission] call spawn_group;
    [[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","US_Delta_Force_Assault_EP1","Random","Hero",_mission] call spawn_group;
    [[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","MVD_Soldier_GL","Random","Hero",_mission] call spawn_group;
    [[(_position select 0) + 5,_position select 1,0],1,"Medium","Random",4,"Random","RUS_Commander","Random","Hero",_mission] call spawn_group;
    for "_i" from 0 to _rndgro do {
    [[_position select 0,_position select 1,0],_rndnum,"Easy","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group;
    };
    _rndnum = 1 + round (random 4);
    _rndgro = 1 + round (random 3);
     
    //Static Guns
    [[
    [(_position select 0) + 10, (_position select 1) + 10, 0],
    [(_position select 0) + 10, (_position select 1) - 10, 0]
    ],"M2StaticMG","Easy","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;
     
    //Condition
    _complete = [
    [_mission,_crate],
    ["crate"],
    [],
    "The local troop have obtained a weapon crate. Check your map for the location!",
    "Bandits have secured the supply!",
    "Bandits did not secure the supply in time"
    ] call mission_winorfail;
     
    if(_complete) then {
    [_crate,10,4,0,2] call dynamic_crate;
    };
     
    diag_log format["WAI: [bandit] troop_supply ended at %1",_position];
     
    b_missionrunning = false;
    };
    _rndnum = 1 + round (random 4);
    _rndgro = 1 + round (random 3);

    //Static Guns [[ [(_position select 0) + 10, (_position select 1) + 10, 0], [(_position select 0) + 10, (_position select 1) - 10, 0] ],"M2StaticMG","Easy","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static; //Condition _complete = [ [_mission,_crate], // mission number and crate ["crate"], // ["crate"], or ["kill",wai_kill_percent], or ["assassinate", _unitGroup], [], // cleanup objects "The local troop have obtained a weapon crate. Check your map for the location!", // mission announcement "Bandits have secured the supply!", // mission success "Bandits did not secure the supply in time" // mission fail ] call mission_winorfail; if(_complete) then { [_crate,10,4,0,2] call dynamic_crate; }; diag_log format["WAI: [bandit] troop_supply ended at %1",_position]; b_missionrunning = false; }; 

    ---Edit the config.sqf :

    find 

    wai_bandit_missions = [
    ["armed_vehicle",10],
    ["black_hawk_crash",10],
    ["captured_mv22",10],
    ["broken_down_ural",10],
    ["hero_base",10],
    ["ikea_convoy",10],
    ["medi_camp",10],
    ["presidents_mansion",10],
    ["sniper_extraction",10],
    ["weapon_cache",10],
    
    
    ]; 

    the missions you have may be different from me, and the number after the mission name is the chance of the mission will happen

    Example:  ["mission_name",chance in %]

    ---Add in farmer_give and troop_supply

    so it would look like this 

    wai_bandit_missions = [
    ["armed_vehicle",10],
    ["black_hawk_crash",10],
    ["captured_mv22",10],
    ["broken_down_ural",10],
    ["hero_base",10],
    ["ikea_convoy",10],
    ["medi_camp",4],
    ["presidents_mansion",10],
    ["sniper_extraction",10],
    ["weapon_cache",4],
    ["farmer_give",6],
    ["troop_supply",6]
    
    
    ];  

    Make sure the number add up to 100. You can change the chance of the mission happen by change the number in % to whatever you want.

     

    Now you are done!

    Repack your server.pbo to try out the missions  :D

     

    Let me know if there is any problem with the mission.

  11.  

    Maybe i Should have posted the whole reply not just a part of it here is the complete reply i dont think DZMS has a future could be wrong lol.

     

    It was a planned feature for a future version but when DZMS 1.1 came out Arma 3 Epoch was announced and I became busy on other things.

     

    To modify the missions to add 50cals wouldn't be impossible. You need to create the turret, make it so the server doesn't delete it, then find a nearby AI, shove the AI into it with moveInGunner, and then lock it so players can't use it once the AI is dead.

     

    Ok thanks :D

  12.  

    I sent TheVampire a PM this was his reply:

     

    To modify the missions to add 50cals wouldn't be impossible.

    You need to create the turret, make it so the server doesn't delete it, then find a nearby AI, shove the AI into it with moveInGunner, and then lock it so players can't use it once the AI is dead.

     

    Have a Look at this: https://github.com/SMVampire/DZMS-DayZMissionSystem/issues/5

    Quote:

    Will need to be a new version of DZMSSpawnAI, most likely DZMSSpawnTurret.

    Usage: [Position, Direction]

    [[0,0,0],180]

     

    oh ok thanks, yeah i did see that he said the AI gunner would be added in future. 

    hopefully i can figure it out but mostly i won't be able to :P

  13. DZMS is just arma  code.

     

     

    It deosn make it different then any other code... alls the same code, units, game.

     

    first, that line u posted can never work

    _gunnercreateVehicle
    

    whats that? xD

     

    a variable? a command? ^^

     

     

    after u spawned vehicle, u create an AI and u assign it as driver of the vehicle.

    oh yeah i typed it wrong i, :P

    what i put in is this 

    //gunner
    _gunner= createVehicle ["M2StaticMG",[(_coords select 0) - 7.5078, (_coords select 1) + 7.2578,0],[], 0, "CAN_COLLIDE"];
    
  14. hey guys, 

    so me and my friend wanna add 50 .cal to DZMS.

    I tried to spawn in the machine gun as a building(vehicle) in missions,

    and they do spawn in, but seems like the AIs don't use it.

    Is there a way to spawn it with an AI using it 

    or can't do this on DZMS?

     

     

    This is what I add in each mission sql:

    i add in "_gunner" in private

    private ["_missName","_coords","_base1","_base2","_base3","_base4","_base5","_base6","_base7","_base8","_base9","_base10","_base11","_base12","_base13","_base14","_base15","_base16","_base17","_veh1","_vehicle","_crate","_gunner"];
    
    

    then i add in spawn in gunner as a building before spawn in AI units

    //gunner
    _gunner=createVehicle ["M2StaticMG",[(_coords select 0) - 7.5078, (_coords select 1) + 7.2578,0],[], 0, "CAN_COLLIDE"];
    
    

    Once again, the machine gun do spawn in, and player can use it, but the AI don't use it

  15.  

    or i set it to :

    _sUptime= 240

    for four hours restart?

     

    This one :)

     

    240 doesn't work

    I think its number in seconds

    because in AH.sqf 

    the hour is / by 60 /60

    	if(serverTime > 36000)then{_stime = time;}else{_stime = serverTime;};
    		_hours = (_stime/60/60);
    

    i set it to 14400 which is 4 hours in seconds, and it worked ! 

    thanks  :D

  16.  

    AHConfig.sqf

    	/*
    		"_sUptime": Server Uptime in seconds!
    		Using this will show "Restart in: xh xxmin"
    		If you don't want to use it - just do:
    		_sUptime = 0;
    	*/
    	_sUptime = 0;
    

    so i just set it to 1 to turn it on?

    because i tried this, and it shows server restart in 00:00.

     

    or i set it to :

    _sUptime= 240

    for four hours restart?

×
×
  • Create New...