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Dusty459

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Posts posted by Dusty459

  1. Will overwatch work so I can run overpoch

    Will any of these mods work

    Single Currency & Storage v3.0 - https://github.com/EpochSC/SingleCurrencyStorage
    Enhanced Spawn Selection v2.0 - https://github.com/ebaydayz/ESSV2
    Wicked AI v2.2.0 - https://github.com/f3cuk/WICKED-AI
    DayZ Mission System v1.1 - https://github.com/SMVampire/DZMS-DayZMissionSystem
    DayZ AI v2.2.1 - https://github.com/SnarkIndustries/DZAI
    Zombie Free Bases - http://epochmod.com/forum/topic/616-zombie-free-bases/
    LOGISTIC - TOW / LIFT - http://epochmod.com/forum/topic/1493...stic-tow-lift/
    Dance Around the Camp Fire - http://opendayz.net/threads/dancing-script.10042/
    Recover Skin - http://epochmod.com/forum/topic/1415...players-or-ai/
    Service Points SC - https://github.com/EpochSC/ServicePointSC
    Custom Debug Monitor - http://epochmod.com/forum/topic/973-...#comment-17840

     

    Also I'm finding that Humanity Isnt working and that spawning in you end up in the None playerable Area so I can to tele out its like My character isn't saving
     

  2.  

    Error in expression <dayz_clientPreload and !(isNull _agent)>
      Error position: <dayz_clientPreload and !(isNull _agent)>
      Error Undefined variable in expression: dayz_clientpreload
    Error in expression <dayz_clientPreload and !(isNull _agent)>
      Error position: <dayz_clientPreload and !(isNull _agent)>
      Error Undefined variable in expression: dayz_clientpreload
    Error in expression <dayz_clientPreload and !(isNull _agent)>

    seems to be in my rtp

  3. checked my rtp

     

    Missing addons detected:
      redryder
      Anzio_20
    Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.redryder, Anzio_20
    Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end
    AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
    AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun

     

  4. Loading epoch 1.0.6 cherno

    command line is -mod=@DayZ_Epoch;

    version=11;
    class Mission
    {
    	addOns[]=
    	{
    		"chernarus",
    		"map_eu",
    		"ca_modules_animals",
    		"dayz_anim",
    		"dayz_code",
    		"dayz_communityassets",
    		"dayz_weapons",
    		"dayz_equip",
    		"cacharacters_pmc",
    		"ca_modules_functions",
    		"dayz_epoch",
    		"glt_m300t",
    		"pook_h13",
    		"csj_gyroac",
    		"jetskiyanahuiaddon",
    		"redryder",
    		"Anzio_20"
    	};
    	addOnsAuto[]=
    	{
    		"dayz_weapons",
    		"ca_modules_functions",
    		"chernarus"
    	};
    	randomSeed=11171215;
    	class Intel
    	{
    		briefingName="DayZ Epoch Chernarus";
    		briefingDescription="Version 1.0.6";
    		startWeather=0;
    		forecastWeather=0;
    		year=2008;
    		month=10;
    		day=1;
    		hour=12;
    	};
    	class Groups
    	{
    		items=2;
    		class Item0
    		{
    			side="WEST";
    			class Vehicles
    			{
    				items=100;
    #define PLRDEF position[]={-18700,0,25800};azimut=0;side="WEST";vehicle="Survivor1_DZ";skill=0.6;init="this enableSimulation false;this allowDamage false;this disableAI 'FSM';this disableAI 'ANIM';this disableAI 'MOVE';";player="PLAY CDG";
    				class Item0{id=0;PLRDEF};
    				class Item1
    				{
    					position[]={-18700,0,25800};
    					azimut=0;
    					id=0;
    					side="WEST";
    					vehicle="Survivor1_DZ";
    					player="PLAYER COMMANDER";
    					leader=1;
    					rank="SERGEANT";
    					skill=0.6;
    					init="this enableSimulation false;this allowDamage false;this disableAI 'FSM';this disableAI 'ANIM';this disableAI 'MOVE';";
    				};
    				class Item2{id=2;PLRDEF};
    				class Item3{id=3;PLRDEF};
    				class Item4{id=4;PLRDEF};
    				class Item5{id=5;PLRDEF};
    				class Item6{id=6;PLRDEF};
    				class Item7{id=7;PLRDEF};
    				class Item8{id=8;PLRDEF};
    				class Item9{id=9;PLRDEF};
    				class Item10{id=10;PLRDEF};
    				class Item11{id=11;PLRDEF};
    				class Item12{id=12;PLRDEF};
    				class Item13{id=13;PLRDEF};
    				class Item14{id=14;PLRDEF};
    				class Item15{id=15;PLRDEF};
    				class Item16{id=16;PLRDEF};
    				class Item17{id=17;PLRDEF};
    				class Item18{id=18;PLRDEF};
    				class Item19{id=19;PLRDEF};
    				class Item20{id=20;PLRDEF};
    				class Item21{id=21;PLRDEF};
    				class Item22{id=22;PLRDEF};
    				class Item23{id=23;PLRDEF};
    				class Item24{id=24;PLRDEF};
    				class Item25{id=25;PLRDEF};
    				class Item26{id=26;PLRDEF};
    				class Item27{id=27;PLRDEF};
    				class Item28{id=28;PLRDEF};
    				class Item29{id=29;PLRDEF};
    				class Item30{id=30;PLRDEF};
    				class Item31{id=31;PLRDEF};
    				class Item32{id=32;PLRDEF};
    				class Item33{id=33;PLRDEF};
    				class Item34{id=34;PLRDEF};
    				class Item35{id=35;PLRDEF};
    				class Item36{id=36;PLRDEF};
    				class Item37{id=37;PLRDEF};
    				class Item38{id=38;PLRDEF};
    				class Item39{id=39;PLRDEF};
    				class Item40{id=40;PLRDEF};
    				class Item41{id=41;PLRDEF};
    				class Item42{id=42;PLRDEF};
    				class Item43{id=43;PLRDEF};
    				class Item44{id=44;PLRDEF};
    				class Item45{id=45;PLRDEF};
    				class Item46{id=46;PLRDEF};
    				class Item47{id=47;PLRDEF};
    				class Item48{id=48;PLRDEF};
    				class Item49{id=49;PLRDEF};
    				class Item50{id=50;PLRDEF};
    				class Item51{id=51;PLRDEF};
    				class Item52{id=52;PLRDEF};
    				class Item53{id=53;PLRDEF};
    				class Item54{id=54;PLRDEF};
    				class Item55{id=55;PLRDEF};
    				class Item56{id=56;PLRDEF};
    				class Item57{id=57;PLRDEF};
    				class Item58{id=58;PLRDEF};
    				class Item59{id=59;PLRDEF};
    				class Item60{id=60;PLRDEF};
    				class Item61{id=61;PLRDEF};
    				class Item62{id=62;PLRDEF};
    				class Item63{id=63;PLRDEF};
    				class Item64{id=64;PLRDEF};
    				class Item65{id=65;PLRDEF};
    				class Item66{id=66;PLRDEF};
    				class Item67{id=67;PLRDEF};
    				class Item68{id=68;PLRDEF};
    				class Item69{id=69;PLRDEF};
    				class Item70{id=70;PLRDEF};
    				class Item71{id=71;PLRDEF};
    				class Item72{id=72;PLRDEF};
    				class Item73{id=73;PLRDEF};
    				class Item74{id=74;PLRDEF};
    				class Item75{id=75;PLRDEF};
    				class Item76{id=76;PLRDEF};
    				class Item77{id=77;PLRDEF};
    				class Item78{id=78;PLRDEF};
    				class Item79{id=79;PLRDEF};
    				class Item80{id=80;PLRDEF};
    				class Item81{id=81;PLRDEF};
    				class Item82{id=82;PLRDEF};
    				class Item83{id=83;PLRDEF};
    				class Item84{id=84;PLRDEF};
    				class Item85{id=85;PLRDEF};
    				class Item86{id=86;PLRDEF};
    				class Item87{id=87;PLRDEF};
    				class Item88{id=88;PLRDEF};
    				class Item89{id=89;PLRDEF};
    				class Item90{id=90;PLRDEF};
    				class Item91{id=91;PLRDEF};
    				class Item92{id=92;PLRDEF};
    				class Item93{id=93;PLRDEF};
    				class Item94{id=94;PLRDEF};
    				class Item95{id=95;PLRDEF};
    				class Item96{id=96;PLRDEF};
    				class Item97{id=97;PLRDEF};
    				class Item98{id=98;PLRDEF};
    				class Item99{id=99;PLRDEF};
    			};
    		};
    		class Item1
    		{
    			side="LOGIC";
    			class Vehicles
    			{
    				items=1;
    				class Item0
    				{
    					position[]={708,35,3533};
    					id=50;
    					side="LOGIC";
    					vehicle="FunctionsManager";
    					leader=1;
    					lock="UNLOCKED";
    					skill=0.6;
    				};
    			};
    		};
    	};
    	class Markers
    	{
    		items=20;
    		class Item0
    		{
    			position[]={7839,0,8414};
    			name="center";
    			type="Empty";
    			a=7500;b=7000;
    		};
    		class Item1
    		{
    			position[]={-18700,0,25800};
    			name="respawn_west";
    			type="Empty";
    		};
    		class Item2
    		{
    			position[]={4932,0,1989};
    			name="spawn0"; //spawn_balota
    			type="Empty";
    		};
    		class Item3
    		{
    			position[]={2236,0,1923};
    			name="spawn1"; //spawn_kamenka
    			type="Empty";
    		};
    		class Item4
    		{
    			position[]={6901,0,2509}; //8738,0,2122
    			name="spawn2"; //spawn_cherno
    			type="Empty";
    		};
    		class Item5
    		{
    			position[]={10294,0,2191}; // OLD 10909,0,2422
    			name="spawn3"; //spawn_elektro
    			type="Empty";
    		};
    		class Item6
    		{
    			position[]={13510,0,5249};
    			name="spawn4"; //spawn_sol
    			type="Empty";
    		};
    		class Item7
    		{
    			position[]={12048,0,8352};
    			name="spawn5"; //spawn_berezino
    			type="Empty";
    		};
    		class Item8
    		{
    			position[]={7049,0,9241};
    			name="crashsites";
    			type="Empty";
    			a=4880;b=7000;
    		};
    		class Item9
    		{
    			position[]={7542,0,7134};
    			name="carepackages";
    			type="Empty";
    			a=6150;b=0;
    		};
    		class Item10
    		{
    			position[]={6326,304,7809};
    			name="Tradercitystary";
    			text="Trader City Stary";
    			type="mil_circle";
    			colorName="ColorBlack";
    		};
    		class Item11
    		{
    			position[]={4361,3,2259};
    			name="wholesaleSouth";
    			text="Wholesaler";
    			type="mil_dot";
    			colorName="ColorBlack";
    		};
    		class Item12
    		{
    			position[]={13532,3,6355};
    			name="boatTraderEast";
    			text="Wholesaler";
    			type="mil_dot";
    			colorName="ColorBlack";
    		};
    		class Item13
    		{
    			position[]={7989,0,2900};
    			name="BoatDealerSouth";
    			text="Boat Dealer";
    			type="mil_dot";
    			colorName="ColorBlack";
    		};
    		class Item14
    		{
    			position[]={12060,158,12638};
    			name="AirVehicles";
    			text="Aircraft Dealer";
    			type="mil_dot";
    			colorName="ColorGreen";
    		};
    		class Item15
    		{
    			position[]={1606,289,7803};
    			name="BanditDen";
    			text="Bandit Camp";
    			type="mil_dot";
    			colorName="ColorRed";
    		};
    		class Item16
    		{
    			position[]={11447,317,11364};
    			name="Klen";
    			text="Trader City Klen";
    			type="mil_circle";
    			colorName="ColorGreen";
    		};
    		class Item17
    		{
    			position[]={13441,1,5429};
    			name="BoatDealerEast";
    			text="Boat Dealer";
    			type="mil_dot";
    			colorName="ColorBlack";
    		};
    		class Item18
    		{
    			position[]={4064,365,11665};
    			name="TradercityBash";
    			text="Trader City Bash";
    			type="mil_circle";
    			colorName="ColorBlack";
    		};
    		class Item19
    		{
    			position[]={12944,210,12766};
    			name="HeroTrader";
    			text="Hero Camp";
    			type="mil_dot";
    			colorName="ColorBlue";
    		};
    	};
    	class Sensors
    	{
    		items=6;
    #define TRGDEF a=100;b=100;activationBy="WEST";repeating=1;interruptable=1;age="UNKNOWN";class Effects{};
    		class Item0
    		{
    			position[]={6325,304,7807};
    			TRGDEF
    			name="zonestary";
    			expCond="(player distance zonestary) < 100;";
    			expActiv="[""trader city Stary"",true,""enter""] call player_traderCity;";
    			expDesactiv="[""trader city Stary"",true,""leave""] call player_traderCity;";
    		};
    		class Item1
    		{
    			position[]={4063,365,11664};
    			TRGDEF
    			name="zonebash";
    			expCond="(player distance zonebash) < 100;";
    			expActiv="[""trader city Bash"",true,""enter""] call player_traderCity;";
    			expDesactiv="[""trader city Bash"",true,""leave""] call player_traderCity;";
    		};
    		class Item2
    		{
    			position[]={11447,317,11364};
    			TRGDEF
    			name="zoneklen";
    			expCond="(player distance zoneklen) < 100;";
    			expActiv="[""trader city Klen"",true,""enter""] call player_traderCity;";
    			expDesactiv="[""trader city Klen"",true,""leave""] call player_traderCity;";
    		};
    		class Item3
    		{
    			position[]={1606,289,7803};
    			TRGDEF
    			name="zonebandit";
    			expCond="(player distance zonebandit) < 100;";
    			expActiv="[""Bandit Trader"",false,""enter""] call player_traderCity;";
    			expDesactiv="[""Bandit Trader"",false,""leave""] call player_traderCity;";
    		};
    		class Item4
    		{
    			position[]={12944,210,12766};
    			TRGDEF
    			name="zonehero";
    			expCond="(player distance zonehero) < 100;";
    			expActiv="[""Hero Trader"",false,""enter""] call player_traderCity;";
    			expDesactiv="[""Hero Trader"",false,""leave""] call player_traderCity;";
    		};
    		class Item5
    		{
    			position[]={12060,158,12638}; 
    			TRGDEF
    			name="zoneaircraft";
    			expCond="(player distance zoneaircraft) < 100;";
    			expActiv="[""Aircraft Trader"",false,""enter""] call player_traderCity;";
    			expDesactiv="[""Aircraft Trader"",false,""leave""] call player_traderCity;";
    		};
    	};
    };
    class Intro
    {
    	addOns[]=
    	{
    		"chernarus"
    	};
    	addOnsAuto[]=
    	{
    		"chernarus"
    	};
    	randomSeed=6913869;
    	class Intel
    	{
    		startWeather=0;
    		forecastWeather=0;
    		year=2008;
    		month=10;
    		day=11;
    		hour=9;
    		minute=20;
    	};
    };
    class OutroWin
    {
    	addOns[]=
    	{
    		"chernarus"
    	};
    	addOnsAuto[]=
    	{
    		"chernarus"
    	};
    	randomSeed=4081731;
    	class Intel
    	{
    		startWeather=0;
    		forecastWeather=0;
    		year=2008;
    		month=10;
    		day=11;
    		hour=9;
    		minute=20;
    	};
    };
    class OutroLoose
    {
    	addOns[]=
    	{
    		"chernarus"
    	};
    	addOnsAuto[]=
    	{
    		"chernarus"
    	};
    	randomSeed=4975929;
    	class Intel
    	{
    		startWeather=0;
    		forecastWeather=0;
    		year=2008;
    		month=10;
    		day=11;
    		hour=9;
    		minute=20;
    	};
    };

    above is mission.sqm

  5. 16 hours ago, juandayz said:

    @Dusty459 here you have the config.sqf with missions added and new cratelist

    !!!!!!!!!!!!!!!!!!!!!!!Make sure the chances add up to 100,or it will not be accurate percentages!!!!!!!!!!!!!!!!

    percentages was changed to sum 100!!

      Hide contents

    if(isServer) then {

        /* GENERAL CONFIG */

            debug_mode                    = false;        // enable debug
            use_blacklist                = true;            // use blacklist
            blacklist                    = [
                [[0,16000,0],[1000,-0,0]],                // Left
                [[0,16000,0],[16000.0,14580.3,0]]        // Top
            ];

        /* END GENERAL CONFIG */

        /* AI CONFIG */

            ai_clear_body                 = false;        // instantly clear bodies
            ai_clean_dead                 = true;            // clear bodies after certain amount of time
            ai_cleanup_time             = 7200;            // time to clear bodies in seconds
            ai_clean_roadkill            = false;         // clean bodies that are roadkills
            ai_roadkill_damageweapon    = 0;            // percentage of chance a roadkill will destroy weapon AI is carrying

            ai_bandit_combatmode        = "RED";        // combatmode of bandit AI
            ai_bandit_behaviour            = "COMBAT";        // behaviour of bandit AI

            ai_hero_combatmode            = "RED";        // combatmode of hero AI
            ai_hero_behaviour            = "COMBAT";        // behaviour of hero AI

            ai_friendly_behaviour        = false;        // make ai friendly towards comrades

            player_bandit                = -5000;        // this is the amount you declare someone to be a bandit on your server, bandit AI will not attack you if ai_friendly_behaviour is true
            player_hero                    = 5000;            // this is the amount you declare someone to be a hero on your server, hero AI will not attack you if ai_friendly_behaviour is true

            ai_share_info                = true;            // AI share info on player position
            ai_share_distance            = 300;            // distance from killed AI for AI to share your rough position

            ai_kills_gain                = true;            // add kill to bandit/human kill score
            ai_humanity_gain            = true;            // gain humanity for killing AI
            ai_add_humanity                = 50;            // amount of humanity gained for killing a bandit AI
            ai_remove_humanity            = 50;            // amount of humanity lost for killing a hero AI
            ai_special_humanity            = 150;            // amount of humanity gain or loss for killing a special AI dependant on player alignment
            
            ai_skill_extreme            = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];     // Extreme
            ai_skill_hard                = [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];     // Hard
            ai_skill_medium                = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];    // Medium
            ai_skill_easy                = [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];    // Easy
            ai_skill_random                = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];

            ai_static_useweapon            = true;    // Allows AI on static guns to have a loadout     
            ai_static_weapons            = ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"];    // static guns

            ai_static_skills            = false;    // Allows you to set custom array for AI on static weapons. (true: On false: Off)
            ai_static_array                = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];

            ai_gear0                    = [["ItemBandage","ItemBandage","ItemAntibiotic"],["ItemRadio","ItemMachete","ItemCrowbar"]];
            ai_gear1                    = [["ItemBandage","ItemSodaPepsi","ItemMorphine"],["Binocular_Vector"]];
            ai_gear2                    = [["ItemDocument","FoodCanFrankBeans","ItemHeatPack"],["ItemToolbox"]];
            ai_gear3                    = [["ItemWaterbottle","ItemBloodbag"],["ItemCompass","ItemCrowbar"]];
            ai_gear4                    = [["ItemBandage","ItemEpinephrine","ItemPainkiller"],["ItemGPS","ItemKeyKit"]];
            ai_gear_random                = [ai_gear0,ai_gear1,ai_gear2,ai_gear3,ai_gear4];    // Allows the possibility of random gear

            ai_wep_assault                = ["M16A4_ACG","Sa58V_RCO_EP1","SCAR_L_STD_Mk4CQT","M8_sharpshooter","M4A1_HWS_GL_camo","SCAR_L_STD_HOLO","M4A3_CCO_EP1","M4A3_CCO_EP1","M4A1_AIM_SD_camo","M16A4","m8_carbine","BAF_L85A2_RIS_Holo","Sa58V_CCO_EP1"];    // Assault
            ai_wep_machine                = ["RPK_74","MK_48_DZ","M249_EP1_DZ","Pecheneg_DZ","M240_DZ"];    // Light machine guns
            ai_wep_sniper                = ["M14_EP1","SCAR_H_LNG_Sniper_SD","M110_NVG_EP1","SVD_CAMO","VSS_Vintorez","DMR_DZ","M40A3"];    // Sniper rifles
            ai_wep_random                = [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine];    // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle
            ai_wep_launchers_AT            = ["M136","RPG18","JAVELIN"];
            ai_wep_launchers_AA            = ["Strela","Igla","STINGER"];
            
            ai_packs                    = ["DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
            ai_hero_skin                = ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"];
            ai_bandit_skin                = ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"];
            ai_special_skin                = ["Functionary1_EP1_DZ"];
            ai_all_skin                    = [ai_hero_skin,ai_bandit_skin,ai_special_skin];

            ai_add_skin                    = true;            // adds unit skin to inventory on death
            
            /* AI Cache Units */
            ai_cache_units            = false;
            /**Range for Re-Activation*************/
            /****** Default: 800 ******************/
            ai_cache_units_reactivation_range = 800;
            /**Time untill units are Frozen again**/
            /************* Default: 30 ************/
            ai_cache_units_refreeze = 30;
            /****** Log Actions to RPT File? ******/
            /*********** Default: true ************/
            ai_cache_units_freeze_log = true;
            /******** Unassign Waypoints?  ********/
            /*********** Default: false ***********/
            ai_cache_units_unassign_waypoints = false;
            /******** Randomize Position?  ********/
            /******** Distance to Randomize *******/
            /*********** Default: true ************/
            /*********** Distance: 20 *************/
            ai_cache_units_randomize_position = true;
            ai_cache_units_randomize_distance = 20;
            /********** Hide un-used AI?  *********/
            /*********** Default: true ************/
            ai_cache_unites_hide_ai = true;
            /* AI Cache Units End */
            
        /* END AI CONFIG */

        /* WAI MISSIONS CONFIG */
            wai_mission_system            = true;    // use built in mission system

            wai_mission_markers            = ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"];
            wai_avoid_missions            = 750;                                // avoid spawning missions this close to other missions, these are defined in wai_mission_markers
            wai_avoid_traders            = 750;                                // avoid spawning missions this close to traders
            wai_avoid_town                = 0;                                // avoid spawning missions this close to towns, *** doesn't function with infiSTAR enabled ***
            wai_avoid_road                = 0;                                // avoid spawning missions this close to roads
            wai_avoid_water                = 50;                                // avoid spawning missions this close to water

            
            wai_mission_timer            = [30,900];                            // time between missions 5-15 minutes
            wai_mission_timeout            = [900,1800];                         // time each missions takes to despawn if inactive 15-30 minutes
            wai_timeout_distance        = 1000;                                // if a player is this close to a mission then it won't time-out
            
            wai_clean_mission            = true;                                // clean all mission buildings after a certain period
            wai_clean_mission_time        = 1800;                                // time after a mission is complete to clean mission buildings

            wai_mission_fuel            = [5,60];                            // fuel inside mission spawned vehicles [min%,max%]
            wai_vehicle_damage            = [20,70];                            // damages to spawn vehicles with [min%,max%]
            wai_keep_vehicles            = true;                                // save vehicles to database and keep them after restart
            wai_linux_server            = false;                            // false = Windows (HiveExt.dll)        true = Linux Server (writer.pl)        has no effect when "wai_keep_vehicles = false;"
            wai_lock_vehicles            = true;                                // lock mission vehicles and add keys to random AI bodies (be careful with ai_clean_dead if this is true

            wai_crates_smoke            = true;                                // pop smoke on crate when mission is finished during daytime
            wai_crates_flares            = true;                                // pop flare on crate when mission is finished during nighttime
            
            wai_players_online            = 1;                                 // number of players online before mission starts
            wai_server_fps                = 5;                                 // missions only starts if server FPS is over wai_server_fps
            
            wai_kill_percent            = 30;                                // percentage of AI players that must be killed at "crate" missions to be able to trigger completion

            wai_high_value                = true;                                // enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate
            wai_high_value_chance        = 1;                                // chance in percent you find above mentioned item

            wai_enable_minefield        = true;                                // enable minefields to better defend missions
            wai_use_launchers            = true;                                // add a rocket launcher to each spawned AI group
            wai_remove_launcher            = true;                                // remove rocket launcher from AI on death

            // Missions
            wai_radio_announce            = true;                                // Setting this to true will announce the missions to those that hold a radio only
            wai_hero_limit                = 1;                                // define how many hero missions can run at once
            wai_bandit_limit            = 1;                                // define how many bandit missions can run at once

            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
                                            ["patrol",5],
                                            ["black_hawk_crash",5],
                                            ["armed_vehicle",5],
                                            ["bandit_base",5],
                                            ["captured_mv22",5],
                                            ["ikea_convoy",5],
                                            ["destroyed_ural",5],
                                            ["disabled_milchopper",5],
                                            ["mayors_mansion",5],
                                            ["weapon_cache",5],
                                            ["bandit_patrol",5],
                                            ["gem_tower",5],
                                            ["cannibal_cave",5],
                                            ["crop_raider",5],
                                            ["drone_pilot",5],
                                            ["slaughter_house",5],
                                            ["drugbust",5],
                                            ["armybase",5],
                                            ["abandoned_trader",5],
                                            ["lumberjack",2],    
                                            ["tankcolumn",2],
                                            ["macdonald",2],
                                            ["radioshack",4]
                                            ];
            wai_bandit_missions            = [
                                            ["patrol",5],
                                            ["armed_vehicle",5],
                                            ["black_hawk_crash",5],
                                            ["captured_mv22",5],
                                            ["broken_down_ural",5],
                                            ["hero_base",5],
                                            ["ikea_convoy",5],
                                            ["medi_camp",5],
                                            ["presidents_mansion",5],
                                            ["sniper_extraction",5],
                                            ["weapon_cache",5],
                                            ["gem_tower",5],
                                            ["cannibal_cave",5],
                                            ["crop_raider",5],
                                            ["drone_pilot",5],
                                            ["slaughter_house",5],
                                            ["drugbust",5],
                                            ["armybase",5],
                                            ["abandoned_trader",2],
                                            ["lumberjack",2],    
                                            ["tankcolumn",2],
                                            ["macdonald",2],
                                            ["radioshack",2]
                                        ];
            
            // Vehicle arrays
            armed_vehicle                 = ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"];
            armed_chopper                 = ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"];
            civil_chopper                 = ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"];
            military_unarmed             = ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"];
            cargo_trucks                 = ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"];
            refuel_trucks                = ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"];
            civil_vehicles                 = ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"];

            // Dynamic box array
            crates_large                = ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"];
            crates_medium                = ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"];
            crates_small                = ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"];

            crate_weapons_buildables    = ["ChainSaw","ChainSawB","ChainSawG","ChainSawP","ChainSawR"];
            
            crate_tools                    = ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"];
            crate_tools_buildable        = ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"];
            crate_tools_sniper            = ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"];

            crate_items                    = ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"];
            crate_items_high_value        = ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit"];
            crate_items_food            = ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"];
            crate_items_buildables        = ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"];
            crate_items_vehicle_repair    = ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"];
            crate_items_medical            = ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"];
            crate_items_chainbullets    = ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"];
            crate_items_sniper            = [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"];
            crate_items_president        = ["ItemDocument","ItemGoldBar10oz"];
            crate_items_crop_raider =     ["ItemKiloHemp"];
            crate_items_gem_tower =       ["ItemRuby","ItemEmerald","ItemSapphire"];
            
            crate_backpacks_all            = ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
            crate_backpacks_large        = ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"];

            crate_random                = [crate_items,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets];

        /* END WAI MISSIONS CONFIG */

        /* STATIC MISSIONS CONFIG */

            static_missions                = false;        // use static mission file
            custom_per_world            = false;        // use a custom mission file per world

        /* END STATIC MISSIONS CONFIG */

        WAIconfigloaded = true;

    };

    this only need made the step 3.

    3. Download, unzip and copy the new missions into the hero and bandit folders of your WAI.

    right done that and I'm getting

     

    2:09:24 Error in expression <er\WAI\config.sqf"
    if(isServer) then { 
         
            debug_mode    >
    12:09:24   Error position: <     
            debug_mode    >
    12:09:24   Error Invalid number in expression
    12:09:24 File z\addons\dayz_server\WAI\config.sqf, line 2
    12:09:24 Error in expression <er\WAI\config.sqf"
    if(isServer) then { 
         
            debug_mode    >
    12:09:24   Error position: <     
            debug_mode    >
    12:09:24   Error Invalid number in expression
    12:09:24 File z\addons\dayz_server\WAI\config.sqf, line 2

     

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