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(HPG) Heavy

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Posts posted by (HPG) Heavy

  1. Ok unless i didnt hear you right i thought you wanted to remove all cars and even if you set it to have one type of car with 100 it will spawn all 100 no mater what, if your just trying to not have so many on there just use the list that you have for now and set each one to spawn in only 1 per type. something like this below

     

    {"C_Offroad_01_EPOCH",1},

    {"C_Quadbike_01_EPOCH",1},

    {"C_Rubberboat_EPOCH",1},

    {"C_Rubberboat_02_EPOCH",1},

     

    No worries Viper, you've been very helpful. Perhaps what I want to do cannot be done without using some sort of a script.

     

    What I'm trying to accomplish is configure the server NOT to spawn vehicles to force players to only buy vehicles from traders.  The vehicles in each trader were set with a quantity of 10.  I removed the vehicle list from the allowedVehiclesList[] = {}; and then reset the DB. Restarted, checked map, no server spawned vehicles.  Spawned in a vehicle and immediately got a message that vehicle cannot be saved to the DB as no vehicle slots are available.

  2. hm.. i have no ideas  :wacko:

    These are the coordinates south-west and north-east to the town, from the Arma editor.

    I think that to draw the corners of a  prohibited-rectangle around the city. And  inside may spawn no mission...

    Or I have the concept of blacklist Area misunderstood?

     

    und i'm sorry for extra bracket!  :o  

     

    All good bro, I really appreciate your help.  A lot of this is trial and error, the beauty of tedious scripting, so I'm thankful for such a helpful community.  If I bang it out I'll let you know :)

  3. Well inside the epochconfig.hpp you would just remove them all making sure to keep the code intact aka no cars would spawn in period but you might run players off if you do that also just a heads up i learned the hard way. :D

     

    So basically it should look like this; allowedVehiclesList[] = {}; though I think that may cause 0 vehicle slots available?  Should I just set one vehicle with a limit of 100 and hope not all spawn in?

  4.  

     

    hi, here the blacklist - coordinates for Chernarus, include problem zones stary- and novy- Sobors, it is tested on my Server.

    good luck!
    debug_mode = false; // enable debug
    blacklist = [
      [[0,16000,0],[1000,-0,0]], // Left
      [[0,16000,0],[16000.0,14580.3,0]], // Top
      
      //CHERNARUS
      [[4577.7153,4529.9458,0],[[4584.02,4521.47,0]],
      [[12059.198,5118.8525,0],[12076.8,5112.95,0]],
      [[10674.388,9422.9248,0],[10676.7,9437.48,0]],
      [[6941.7,7603.85,0],[7242.15,7773.18,0]], //Novy Sobor
      [[5977.83,7727.91,0],[6431.56,7679.69,0]] //Stary Sobor, when last line in array, no comma!
    ];
    /* END GENERAL CONFIG */
    

     

     

    Tried the above, minus the extra bracket and missions still spawn inside Novy. Any suggestions?

  5. It will be in your @epochhive folder under the epochconfig.hpp from there you can see all cars and amounts, you can add more or just remove the lines or decrease the numbers

    Ah, good to know, thank you sir.

     

    How would you go about configuring things to have no server spawned vehicles to force players to buy from traders?  I would prefer to have players grind it out.  Many thanks.

  6.  

    I have a question about this. If I have HS Black Market traders, How do add this to the XML i already have?

     

     

     

    I also have done a basic conversion of the Rebel Base mission if anyone is Interested. I got the idea from Eugene Zhuravlev's ZEV mission system. It is the Communication Center mission. I named it comm_center.sqf

     

     

     /*

    All the code and information provided here is provided under a Commons License.
     
    Communication Center Idea From ZEV Missions Credit to Eugene Zhuravlev
     
    DayZ AI Mission Editor by Eugene Zhuravlev © 2014
     
    */
    if(isServer) then {
     
    private ["_complete","_baserunover","_mission","_directions","_position","_crate","_num","_crate_type","_baserunover0","_baserunover1","_baserunover2","_baserunover3","_baserunover4"];
     
    // Get mission number, important we do this early
    _mission = count wai_mission_data -1;
     
    _fn_position = [20] call find_position;
    _position = _fn_position select 0;
    _missionType = _fn_position select 1;
    [_mission,_position,"medium","Communication Center","MainBandit",true] call mission_init;
     
    diag_log format["WAI: [Mission: Communication Center]: Starting... %1",_position];
     
    //Setup the crate
    _crate = [2,_position] call wai_spawn_create;
     
    //Buildings
    _baserunover0 = createVehicle ["Land_TTowerBig_1_F",[(_position select 0) - 1, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
    _baserunover1 = createVehicle ["Land_Cargo_House_V1_F",[(_position select 0) - 20, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
    _baserunover2 = createVehicle ["Land_Cargo_House_V1_F",[(_position select 0) + 20, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
    _baserunover3 = createVehicle ["Land_Cargo_House_V1_F",[(_position select 0), (_position select 1) - 20,-0.2],[], 0, "CAN_COLLIDE"];
    _baserunover4 = createVehicle ["Land_Cargo_House_V1_F",[(_position select 0), (_position select 1) + 20,-0.2],[], 0, "CAN_COLLIDE"];
    _baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4];
     
    _directions = [90,270,90,180,0];
    { _x setDir (_directions select _forEachIndex) } forEach _baserunover;
     
    { _x setVectorUp surfaceNormal position _x; } count _baserunover;
     
    //Group Spawning
    [[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium",[1,"AT"],"bandit",_mission] call spawn_group;
    [[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium","Random","bandit",_mission] call spawn_group;
    [[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium",0,"bandit",_mission] call spawn_group;
    //[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium",0,"bandit",_mission] call spawn_group;
     
    [[
    [(_position select 0) - 25, (_position select 1) + 25, 0],
    [(_position select 0) + 25, (_position select 1) - 25, 0],
    [(_position select 0) + 25, (_position select 1) + 25, 0],
    [(_position select 0) - 25, (_position select 1) - 25, 0]
    ],"O_HMG_01_high_F","medium","bandit",_mission] call spawn_static;
     
    //Condition
    _complete = [
    [_mission,_crate], // mission number and crate
    ["crate"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
    [_baserunover], // cleanup objects
    "Rebels have setup a Communications Center", // mission announcement
    "Survivers have captured the Communications Center", // mission success
    "Survivers did not capture the Communications Center in time" // mission fail
    ] call mission_winorfail;
     
    if(_complete) then {
    [_crate,[16,(ai_assault_wep+ai_machine_wep+ai_sniper_wep)],[8,crate_items],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate;
    };
     
    diag_log format["WAI: [Mission: bandit Communications Center]: Ended at %1",_position];
     
    b_missionsrunning = b_missionsrunning - 1;

    }; 

     

    config.sqf I just added

     

    wai_bandit_missions = [
    ["nuke",2],
    ["sniper_team",18],
    ["rebel_base",20],
    ["medi_camp",15],
    ["ikea_convoy",25],
    ["comm_center",20],
     
     
    ["patrol",0],
    ["armed_vehicle",0],
    ["black_hawk_crash",0],
    ["captured_mv22",0],
    ["broken_down_ural",0],
    ["presidents_mansion",0],
    ["weapon_cache",0],
     
    ["debug",0]
    ];

     

     

    Many thanks Phail!!! :)

  7. I appreciate the suggestion cyn, thank you :)  I don't mind the audible messages as for me it kinda sets A3 WAI aside from all other mission systems.  I really enjoy the uniqueness of it.  I heard different radio messages on a server running the A3 WAI and figured there was a way to change it.

     

    Any who, thanks again for the help, take care.

     

    **I figured it out, disregard question, ty.

  8. itsatrap,

     

    Thank you for your effort and dedication in porting this to A3.  Mass kudos to you!!!

     

    I do have a question if you may.  I would like to change the radio chatter to something a bit more easy on the ears, I noticed the remote.sqf has a call for "RadioAmbient", assuming this is just for the nuke mission?  Any who, I changed it to something else but its still playing the same start-up chatter for a mission.  Can you point me to which file where I can change this setting?

     

    So far I have only found these..."RadioAmbient8","RadioAmbient6","RadioAmbient2"

     

    Thanks again!

  9. @Heavy: There is a reason why Vampire did not continue his project anymore. He probably got tired of all the weird errors.

    Thanks for reporting this one even though I already have come across this error and multiple others. This error is just another one that goes into my qeue of VEMF errors. They will all be fixed, the question is when.

     

     

    UPDATE!

    Huge performance patch as well as expression error fixes. Please report any remained expression errors.

    I am unable to test everything to the limit because I am on my own which makes the chance of running into bugs a LOT lower.

     

    @Demi: yes I am working on adding markers.

     

    Thanks a bunch IT07 :)

  10. After installing the newest release, my .rpt is still getting spammed like crazy with the following....

     

    while { _loop } do
    {
    _bPos = _x buildingPos _bNum;
    if (str _bPos == ">
    10:54:03   Error position: <_x buildingPos _bNum;
    if (str _bPos == ">
    10:54:03   Error Undefined variable in expression: _x
    10:54:03 File VEMF\functions_VEMF\fn_findHouses.sqf, line 51
    10:54:03 Error in expression <pArr = [];

  11. I have a question. So i have started a Panthera Epoch Server and I wanted to import the bank robbery mission on it.

    I imagined that only the bank.sqf should be modified to spawn the building the table and the laptop, right ?

     

    I chose a location and I got the worldmap coordinates and used them where to position the stuff.

    However It deosn't look like it starts the script at all.

     

    Can this script be added on a different map like Panthera for example?

     

     

    Yes, you can use this script with other maps, though slight modifications are required.  I used the editor to add the bank and various other items on a Taviana server.  Bank was located in a city on the West island, worked out pretty good and players love it.   I think I'm gonna spruce things up a bit with a coulple heli patrols and searchlights.  Should be fun...

  12.  

    Hello People's Of DayZ

     

    Im Going to Show you How to install Coin's add on for infastar

    ==========================

    You need to have the FULL version of infastar

    =============================== 

     

    First Find AH.sqf in you're "init" Folder

     

    Then Find the following in your "AH.sqf"

    _log2 = format['Blood: %1  Humanity: %2
    

    And replace that with (only if you have Zupa 3.0)

    _log2 = format['Blood: %1  Humanity: %2  Coins: %3',(_unit getVariable['USEC_BloodQty',12000]),(_unit getVariable['humanity',0]),(_unit getVariable['cashMoney',0])];
    

    If You have Global Banking (E.X Zupa 1.1)

    _log2 = format['Blood: %1  Humanity: %2  Coins: %3   Bank: 4%',(_unit getVariable['USEC_BloodQty',12000]),(_unit getVariable['humanity',0]),(_unit getVariable['headShots',0]),(_unit getVariable['bank',0])];
    

    Then Find:

    adminadd = adminadd + ["   +View TimeLord Menu","AAATime","0","0","1","0",[0,0.6,1,1]];
    			adminadd = adminadd + [(format["   -View Surveillance Log: (%1)",((count PV_SurveillanceLog)-1)]),"SurveillanceLog","0","0","1","0",[0,0.6,1,1]];
    			adminadd = adminadd + [(format["   -View Hacker Log: (%1)",((count PV_hackerL0og)-1)]),"hackerLog","0","0","1","0",[0,0.6,1,1]];
    			adminadd = adminadd + [(format["   -View TempBanned Log: (%1)",round((count PVAH_AHTMPBAN)/2)]),"tempbanned","0","0","1","0",[0,0.6,1,1]];
    		};
    		adminadd = adminadd + ["============================================================","","0","1","0","0",[]];
    	};
    

    And under that Put:

    admin_fillCoinMenu =
    	{
    		inSub = false;
    		_ctrl = 2 call getControl;
    		lbclear _ctrl;
    		_ctrl ctrlSetFont "TahomaB";
    		adminadd = [];
    		call admin_fillsubsss;
    		adminadd = adminadd + ["  Give +1 Coin",admincoinPlusa4,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -1 Coin",admincoinMinusa4,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +5 Coin",admincoinPlusa3,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -5 Coin",admincoinMinusa3,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +10 Coin",admincoinPlusa2,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -10 Coin",admincoinMinusa2,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +50 Coin",admincoinPlusa1,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -50 Coin",admincoinMinusa1,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +100 Coin",admincoinPlus,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -100 Coin",admincoinMinus,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +500 Coin",admincoinPlus1,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -500 Coin",admincoinMinus1,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +2500 Coin",admincoinPlus2,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -2500 Coin",admincoinMinus2,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +5000 Coin",admincoinPlus3,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -5000 Coin",admincoinMinus3,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +10000 Coin",admincoinPlus4,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -10000 Coin",admincoinMinus4,"0","0","0","1",[0,0.8,1,1]];
    	        adminadd = adminadd + ["  Give +50000 Coin",admincoinPlus5,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -50000 Coin",admincoinMinus5,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +100000 Coin",admincoinPlus6,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -100000 Coin",admincoinMinus6,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +500000 Coin",admincoinPlus7,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -500000 Coin",admincoinMinus7,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +IM RICH BITCH",admincoinPlusRich,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -IM RICH BITCH",admincoinMinusRich,"0","0","0","1",[0,0.8,1,1]];
    		call admin__FILL_MENUS;
    	};	
    

    So It Looks Like

    			adminadd = adminadd + ["   +View TimeLord Menu","AAATime","0","0","1","0",[0,0.6,1,1]];
    			adminadd = adminadd + [(format["   -View Surveillance Log: (%1)",((count PV_SurveillanceLog)-1)]),"SurveillanceLog","0","0","1","0",[0,0.6,1,1]];
    			adminadd = adminadd + [(format["   -View Hacker Log: (%1)",((count PV_hackerL0og)-1)]),"hackerLog","0","0","1","0",[0,0.6,1,1]];
    			adminadd = adminadd + [(format["   -View TempBanned Log: (%1)",round((count PVAH_AHTMPBAN)/2)]),"tempbanned","0","0","1","0",[0,0.6,1,1]];
    		};
    		adminadd = adminadd + ["============================================================","","0","1","0","0",[]];
    	};
    	admin_fillCoinMenu =
    	{
    		inSub = false;
    		_ctrl = 2 call getControl;
    		lbclear _ctrl;
    		_ctrl ctrlSetFont "TahomaB";
    		adminadd = [];
    		call admin_fillsubsss;
    		adminadd = adminadd + ["  Give +1 Coin",admincoinPlusa4,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -1 Coin",admincoinMinusa4,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +5 Coin",admincoinPlusa3,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -5 Coin",admincoinMinusa3,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +10 Coin",admincoinPlusa2,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -10 Coin",admincoinMinusa2,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +50 Coin",admincoinPlusa1,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -50 Coin",admincoinMinusa1,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +100 Coin",admincoinPlus,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -100 Coin",admincoinMinus,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +500 Coin",admincoinPlus1,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -500 Coin",admincoinMinus1,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +2500 Coin",admincoinPlus2,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -2500 Coin",admincoinMinus2,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +5000 Coin",admincoinPlus3,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -5000 Coin",admincoinMinus3,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +10000 Coin",admincoinPlus4,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -10000 Coin",admincoinMinus4,"0","0","0","1",[0,0.8,1,1]];
    	        adminadd = adminadd + ["  Give +50000 Coin",admincoinPlus5,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -50000 Coin",admincoinMinus5,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +100000 Coin",admincoinPlus6,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -100000 Coin",admincoinMinus6,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +500000 Coin",admincoinPlus7,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -500000 Coin",admincoinMinus7,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give +IM RICH BITCH",admincoinPlusRich,"0","0","0","1",[0,0.8,1,1]];
    		adminadd = adminadd + ["  Give -IM RICH BITCH",admincoinMinusRich,"0","0","0","1",[0,0.8,1,1]];
    		call admin__FILL_MENUS;
    	};	
    
    

    Then Find:

    	adminHumanityPlus =
    	{
    		{
    			if (name _x == _this select 0) then
    			{
    				_humanity = _x getVariable['humanity',0];
    				_x setVariable['humanity',_humanity+2500,true];
    				hint format['Gave %1 +2500 Humanity!',_this select 0];
    

    Above that put:

     

            admincoinPlusa4 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney+1,true];

                    hint format['Gave %1 +1 Coins!',_this select 0];

                    

                    _sl = format['%1 plus 1 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinMinusa4 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney-1,true];

                    hint format['Gave %1 -1 Coins!',_this select 0];

                    

                    _sl = format['%1 minus 1 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinPlusa3 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney+5,true];

                    hint format['Gave %1 +5 Coins!',_this select 0];

                    

                    _sl = format['%1 plus 5 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinMinusa3 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney-5,true];

                    hint format['Gave %1 -5 Coins!',_this select 0];

                    

                    _sl = format['%1 minus 5 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinPlusa2 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney+10,true];

                    hint format['Gave %1 +10 Coins!',_this select 0];

                    

                    _sl = format['%1 plus 10 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinMinusa2 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney-10,true];

                    hint format['Gave %1 -10 Coins!',_this select 0];

                    

                    _sl = format['%1 minus 10 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

            admincoinPlusa1 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney+50,true];

                    hint format['Gave %1 +50 Coins!',_this select 0];

                    

                    _sl = format['%1 plus 50 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinMinusa1 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney-50,true];

                    hint format['Gave %1 -50 Coins!',_this select 0];

                    

                    _sl = format['%1 minus 50 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinPlus =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney+100,true];

                    hint format['Gave %1 +100 Coins!',_this select 0];

                    

                    _sl = format['%1 plus 100 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinMinus =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney-100,true];

                    hint format['Gave %1 -100 Coins!',_this select 0];

                    

                    _sl = format['%1 minus 100 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinPlus1 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney+500,true];

                    hint format['Gave %1 +500 Coins!',_this select 0];

                    

                    _sl = format['%1 plus 500 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinMinus1 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney-500,true];

                    hint format['Gave %1 -500 cashMoney!',_this select 0];

                    

                    _sl = format['%1 minus 500 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinPlus2 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney+2500,true];

                    hint format['Gave %1 +2500 Coins!',_this select 0];

                    

                    _sl = format['%1 plus 2500 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinMinus2 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney-2500,true];

                    hint format['Gave %1 -2500 Coins!',_this select 0];

                    

                    _sl = format['%1 minus 2500 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinPlus3 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney+5000,true];

                    hint format['Gave %1 +5000 Coins!',_this select 0];

                    

                    _sl = format['%1 plus 5000 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinMinus3 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney-5000,true];

                    hint format['Gave %1 -5000 Coins!',_this select 0];

                    

                    _sl = format['%1 minus 5000 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinPlus4 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney+10000,true];

                    hint format['Gave %1 +10000 Coins!',_this select 0];

                    

                    _sl = format['%1 plus 10000 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinMinus4 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney-10000,true];

                    hint format['Gave %1 -10000 Coins!',_this select 0];

                    

                    _sl = format['%1 minus 10000 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

            admincoinPlus5 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney+50000,true];

                    hint format['Gave %1 +50000 Coins!',_this select 0];

                    

                    _sl = format['%1 plus 50000 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinMinus5 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney-50000,true];

                    hint format['Gave %1 -50000 Coins!',_this select 0];

                    

                    _sl = format['%1 minus 50000 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

            admincoinPlus6 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney+100000,true];

                    hint format['Gave %1 +100000 Coins!',_this select 0];

                    

                    _sl = format['%1 plus 100000 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinMinus6 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney-100000,true];

                    hint format['Gave %1 -100000 Coins!',_this select 0];

                    

                    _sl = format['%1 minus 100000 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

            admincoinPlus7 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney+500000,true];

                    hint format['Gave %1 +500000 Coins!',_this select 0];

                    

                    _sl = format['%1 plus 500000 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinMinus7 =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney-500000,true];

                    hint format['Gave %1 -500000 Coins!',_this select 0];

                    

                    _sl = format['%1 minus 500000 Coins to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinPlusRich =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney+100000000000,true];

                    hint format['Gave %1 +100000000000 Coins!',_this select 0];

                    

                    _sl = format['%1 plus 100000000000 cashMoney to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

        admincoinMinusRich =

        {

            {

                if (name _x == _this select 0) then

                {

                    _cashMoney = _x getVariable['cashMoney',0];

                    _x setVariable['cashMoney',_cashMoney-100000000000,true];

                    hint format['Gave %1 -100000000000 cashMoney!',_this select 0];

                    

                    _sl = format['%1 minus 100000000000 cashMoney to %2',name player,_this select 0];

                    PVAH_WriteLogReq = [player,toArray _sl];

                    publicVariableServer 'PVAH_WriteLogReq';

                };

            } forEach playableUnits;

        };

     

    So it Looks like This

     

    admincoinPlusa4 =

    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney+1,true];
    hint format['Gave %1 +1 Coins!',_this select 0];
     
    _sl = format['%1 plus 1 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinMinusa4 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney-1,true];
    hint format['Gave %1 -1 Coins!',_this select 0];
     
    _sl = format['%1 minus 1 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinPlusa3 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney+5,true];
    hint format['Gave %1 +5 Coins!',_this select 0];
     
    _sl = format['%1 plus 5 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinMinusa3 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney-5,true];
    hint format['Gave %1 -5 Coins!',_this select 0];
     
    _sl = format['%1 minus 5 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinPlusa2 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney+10,true];
    hint format['Gave %1 +10 Coins!',_this select 0];
     
    _sl = format['%1 plus 10 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinMinusa2 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney-10,true];
    hint format['Gave %1 -10 Coins!',_this select 0];
     
    _sl = format['%1 minus 10 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinPlusa1 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney+50,true];
    hint format['Gave %1 +50 Coins!',_this select 0];
     
    _sl = format['%1 plus 50 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinMinusa1 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney-50,true];
    hint format['Gave %1 -50 Coins!',_this select 0];
     
    _sl = format['%1 minus 50 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinPlus =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney+100,true];
    hint format['Gave %1 +100 Coins!',_this select 0];
     
    _sl = format['%1 plus 100 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinMinus =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney-100,true];
    hint format['Gave %1 -100 Coins!',_this select 0];
     
    _sl = format['%1 minus 100 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinPlus1 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney+500,true];
    hint format['Gave %1 +500 Coins!',_this select 0];
     
    _sl = format['%1 plus 500 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinMinus1 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney-500,true];
    hint format['Gave %1 -500 cashMoney!',_this select 0];
     
    _sl = format['%1 minus 500 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinPlus2 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney+2500,true];
    hint format['Gave %1 +2500 Coins!',_this select 0];
     
    _sl = format['%1 plus 2500 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinMinus2 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney-2500,true];
    hint format['Gave %1 -2500 Coins!',_this select 0];
     
    _sl = format['%1 minus 2500 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinPlus3 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney+5000,true];
    hint format['Gave %1 +5000 Coins!',_this select 0];
     
    _sl = format['%1 plus 5000 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinMinus3 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney-5000,true];
    hint format['Gave %1 -5000 Coins!',_this select 0];
     
    _sl = format['%1 minus 5000 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinPlus4 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney+10000,true];
    hint format['Gave %1 +10000 Coins!',_this select 0];
     
    _sl = format['%1 plus 10000 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinMinus4 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney-10000,true];
    hint format['Gave %1 -10000 Coins!',_this select 0];
     
    _sl = format['%1 minus 10000 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinPlus5 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney+50000,true];
    hint format['Gave %1 +50000 Coins!',_this select 0];
     
    _sl = format['%1 plus 50000 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinMinus5 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney-50000,true];
    hint format['Gave %1 -50000 Coins!',_this select 0];
     
    _sl = format['%1 minus 50000 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinPlus6 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney+100000,true];
    hint format['Gave %1 +100000 Coins!',_this select 0];
     
    _sl = format['%1 plus 100000 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinMinus6 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney-100000,true];
    hint format['Gave %1 -100000 Coins!',_this select 0];
     
    _sl = format['%1 minus 100000 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinPlus7 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney+500000,true];
    hint format['Gave %1 +500000 Coins!',_this select 0];
     
    _sl = format['%1 plus 500000 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinMinus7 =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney-500000,true];
    hint format['Gave %1 -500000 Coins!',_this select 0];
     
    _sl = format['%1 minus 500000 Coins to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinPlusRich =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney+100000000000,true];
    hint format['Gave %1 +100000000000 Coins!',_this select 0];
     
    _sl = format['%1 plus 100000000000 cashMoney to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    admincoinMinusRich =
    {
    {
    if (name _x == _this select 0) then
    {
    _cashMoney = _x getVariable['cashMoney',0];
    _x setVariable['cashMoney',_cashMoney-100000000000,true];
    hint format['Gave %1 -100000000000 cashMoney!',_this select 0];
     
    _sl = format['%1 minus 100000000000 cashMoney to %2',name player,_this select 0];
    PVAH_WriteLogReq = [player,toArray _sl];
    publicVariableServer 'PVAH_WriteLogReq';
    };
    } forEach playableUnits;
    };
    adminHumanityPlus =
    {
    {
    if (name _x == _this select 0) then
    {
    _humanity = _x getVariable['humanity',0];
    _x setVariable['humanity',_humanity+2500,true];

    hint format['Gave %1 +2500 Humanity!',_this select 0];

     

     

     

    That's It

     

    :)

     

    Save And Restart Your Sever

     

     

    Yeah, there's already a thread on Zupa's dev site about this.

     

    http://devzupa.be/forum/viewtopic.php?id=3

  13. Hi, thx for sharing but somethimes it happens when checking wallets of DZMS AI's:

    You took <NULL>  coins, ID says <NULL>!

    All coins on screen are gone only solution -> relog

    Anyone a solution for this?

     

    I use this code in my DZMSAISpawn.sqf:

        //Zupa Currency

         _cash = round(random 20) * 100; // number between 0 and 20 00

        _unit setVariable["cashMoney",_cash,true];

     

    I too had this issue.  I tried it all different ways including just setting a static amount of gold without the random.  Ultimately I had to remove the call from DZMS and WAI and just use it with DZAI which seems to work flawless. btw, I use the SC 3.0.

  14. Well by reading your coding, I just realized why I had the same issue of never getting the SUV to spawn and that was due to me not realizing I had to actually set the spawn points for the SUV myself, the files I got came in with default settings at "0,0,0". But yeah, hopefully a fix comes soon to help prevent that kick from the server from happening that is followed by a white screen.

     

    I consider this a "group" effort so all good JB666, it's a fun project for me.  For whatever reason, I could not get the default one to run even with adding the proper coords and such.  Maybe I had some syntax off somewhere or whatever???

     

    I was able to add a .ogg that plays when the SUV shows up...too fun.

  15. THEbookie, below is my ai.sqf.  Feel free to gank and use as you might find the AI to be more responsive.  Be sure to change the coords as the AI spawn in Zelenogorsk.

    private ["_unit1","_unit2","_unit3","_unit4","_unit5","_unit6","_unit7","_unit8","_unit9","_unit10","_unit11","_unit12","_unit13","_unit14","_unit15","_unit16","_unit17","_unit18","_unit19","_unit20","_unit21","_unit22","_unit23","_unit24","_unit25","_unitDriver","_unitGunner"];
    
    execVM "bank_robbery\ai_suv.sqf";
    
    diag_log text format["Bank Robbery: Creating AI policemen"];
    
    sleep 0.5;
    
    //Init (create center etc)
    _CENTER = createCenter EAST;
    _aiGroup = createGroup EAST;
    EAST setFriend [WEST,0];        
    EAST setFriend [RESISTANCE,1];  
    _target = [2552.49, 5041.16];  //Way point in front of bank
    
    //Spawn 25 AI units
    _unit1 = _aiGroup createUnit ["Policeman",[2562.59, 5047.53, 0.001], [], 2, "COLONEL"];
    _unit2 = _aiGroup createUnit ["Policeman",[2560.52, 5057.87, 0.001], [], 2, "PRIVATE"];
    _unit3 = _aiGroup createUnit ["Policeman",[2553.72, 5061.87, 0.001], [], 2, "PRIVATE"];
    _unit4 = _aiGroup createUnit ["Policeman",[2547.67, 5070.35, 0.001], [], 2, "PRIVATE"];
    _unit5 = _aiGroup createUnit ["Policeman",[2541.05, 5074.83, 0.001], [], 2, "PRIVATE"];
    _unit6 = _aiGroup createUnit ["Policeman",[2541.51, 5068.03, 0.001], [], 2, "PRIVATE"];
    _unit7 = _aiGroup createUnit ["Policeman",[2530.01, 5064.59, 0.001], [], 2, "PRIVATE"];
    _unit8 = _aiGroup createUnit ["Policeman",[2525.97, 5060.32, 0.001], [], 2, "PRIVATE"];
    _unit9 = _aiGroup createUnit ["Policeman",[2527.40, 5055.50, 0.001], [], 2, "PRIVATE"];
    _unit10 = _aiGroup createUnit ["Policeman",[2527.13, 5047.26, 0.001], [], 2, "PRIVATE"];
    _unit11 = _aiGroup createUnit ["Policeman",[2496.43, 5064.57, 0.001], [], 2, "PRIVATE"];
    _unit12 = _aiGroup createUnit ["Policeman",[2503.22, 5075.69, 0.001], [], 2, "PRIVATE"];
    _unit13 = _aiGroup createUnit ["Policeman",[2519.64, 5084.88, 0.001], [], 2, "PRIVATE"];
    _unit14 = _aiGroup createUnit ["Policeman",[2540.08, 5088.22, 0.001], [], 2, "PRIVATE"];
    _unit15 = _aiGroup createUnit ["Policeman",[2555.51, 5083.29, 0.001], [], 2, "PRIVATE"];
    _unit16 = _aiGroup createUnit ["Policeman",[2562.34, 5073.59, 0.001], [], 2, "PRIVATE"];
    _unit17 = _aiGroup createUnit ["Policeman",[2570.79, 5061.97, 0.001], [], 2, "PRIVATE"];
    _unit18 = _aiGroup createUnit ["Policeman",[2581.36, 5051.76, 0.001], [], 2, "PRIVATE"];
    _unit19 = _aiGroup createUnit ["Policeman",[2580.10, 5032.37, 0.001], [], 2, "PRIVATE"];
    _unit20 = _aiGroup createUnit ["Policeman",[2550.95, 5016.08, 0.001], [], 2, "PRIVATE"];
    _unit21 = _aiGroup createUnit ["Policeman",[2521.31, 5022.60, 0.001], [], 2, "PRIVATE"];
    _unit22 = _aiGroup createUnit ["Policeman",[2562.59, 5047.53, 0.001], [], 2, "PRIVATE"];
    _unit23 = _aiGroup createUnit ["Policeman",[2552.49, 5041.15, 0.001], [], 2, "PRIVATE"];
    _unit24 = _aiGroup createUnit ["Policeman",[2552.48, 5041.16, 0.001], [], 2, "PRIVATE"];
    _unit25 = _aiGroup createUnit ["Policeman",[2552.50, 5041.17, 0.001], [], 2, "PRIVATE"];
    
    //Add AI to a "master" group
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] joinSilent _unitGroup;
    
    //Give everyone weapons.
    _unit1 addWeapon "M60A4_EP1_DZE";
    _unit1 addMagazine "100Rnd_762x51_M240";
    _unit1 addMagazine "100Rnd_762x51_M240";
    _unit2 addWeapon "M4A1_RCO_GL";
    _unit2 addMagazine "100Rnd_556x45_BetaCMag";
    _unit2 addMagazine "100Rnd_556x45_BetaCMag";
    _unit2 addMagazine "1Rnd_HE_M203";
    _unit2 addMagazine "1Rnd_Smoke_M203";
    _unit3 addWeapon "M249_TWS_EP1";
    _unit3 addMagazine "200Rnd_556x45_M249";
    _unit3 addMagazine "200Rnd_556x45_M249";
    _unit4 addWeapon "M249_TWS_EP1";
    _unit4 addMagazine "200Rnd_556x45_M249";
    _unit4 addMagazine "200Rnd_556x45_M249";
    _unit5 addWeapon "M249_TWS_EP1";
    _unit5 addMagazine "200Rnd_556x45_M249";
    _unit5 addMagazine "200Rnd_556x45_M249";
    _unit6 addWeapon "M4A1_RCO_GL";
    _unit6 addMagazine "100Rnd_556x45_BetaCMag";
    _unit6 addMagazine "100Rnd_556x45_BetaCMag";
    _unit6 addMagazine "1Rnd_HE_M203";
    _unit6 addMagazine "1Rnd_Smoke_M203";
    _unit7 addWeapon "DMR_DZ";
    _unit7 addMagazine "20Rnd_762x51_DMR";
    _unit7 addMagazine "20Rnd_762x51_DMR";
    _unit8 addWeapon "DMR_DZ";
    _unit8 addMagazine "20Rnd_762x51_DMR";
    _unit8 addMagazine "20Rnd_762x51_DMR";
    _unit9 addWeapon "M4A1_RCO_GL";
    _unit9 addMagazine "100Rnd_556x45_BetaCMag";
    _unit9 addMagazine "100Rnd_556x45_BetaCMag";
    _unit9 addMagazine "1Rnd_HE_M203";
    _unit9 addMagazine "1Rnd_Smoke_M203";
    _unit10 addWeapon "AA12_PMC";
    _unit10 addMagazine "20Rnd_B_AA12_Pellets";
    _unit10 addMagazine "20Rnd_B_AA12_Pellets";
    _unit11 addWeapon "M4A1_RCO_GL";
    _unit11 addMagazine "100Rnd_556x45_BetaCMag";
    _unit11 addMagazine "100Rnd_556x45_BetaCMag";
    _unit11 addMagazine "1Rnd_HE_M203";
    _unit11 addMagazine "1Rnd_Smoke_M203";
    _unit12 addWeapon "M4A1_RCO_GL";
    _unit12 addMagazine "100Rnd_556x45_BetaCMag";
    _unit12 addMagazine "100Rnd_556x45_BetaCMag";
    _unit12 addMagazine "1Rnd_HE_M203";
    _unit12 addMagazine "1Rnd_Smoke_M203";
    _unit13 addWeapon "M249_TWS_EP1";
    _unit13 addMagazine "200Rnd_556x45_M249";
    _unit13 addMagazine "200Rnd_556x45_M249";
    _unit14 addWeapon "M4A1_RCO_GL";
    _unit14 addMagazine "100Rnd_556x45_BetaCMag";
    _unit14 addMagazine "100Rnd_556x45_BetaCMag";
    _unit14 addMagazine "1Rnd_HE_M203";
    _unit14 addMagazine "1Rnd_Smoke_M203";
    _unit15 addWeapon "M4A1_RCO_GL";
    _unit15 addMagazine "100Rnd_556x45_BetaCMag";
    _unit15 addMagazine "100Rnd_556x45_BetaCMag";
    _unit15 addMagazine "1Rnd_HE_M203";
    _unit15 addMagazine "1Rnd_Smoke_M203";
    _unit16 addWeapon "M4A1_RCO_GL";
    _unit16 addMagazine "100Rnd_556x45_BetaCMag";
    _unit16 addMagazine "100Rnd_556x45_BetaCMag";
    _unit16 addMagazine "1Rnd_HE_M203";
    _unit16 addMagazine "1Rnd_Smoke_M203";
    _unit17 addWeapon "M4A1_RCO_GL";
    _unit17 addMagazine "100Rnd_556x45_BetaCMag";
    _unit17 addMagazine "100Rnd_556x45_BetaCMag";
    _unit17 addMagazine "1Rnd_HE_M203";
    _unit17 addMagazine "1Rnd_Smoke_M203";
    _unit18 addWeapon "AA12_PMC";
    _unit18 addMagazine "20Rnd_B_AA12_Pellets";
    _unit18 addMagazine "20Rnd_B_AA12_Pellets";
    _unit19 addWeapon "AA12_PMC";
    _unit19 addMagazine "20Rnd_B_AA12_Pellets";
    _unit19 addMagazine "20Rnd_B_AA12_Pellets";
    _unit20 addWeapon "AA12_PMC";
    _unit20 addMagazine "20Rnd_B_AA12_Pellets";
    _unit20 addMagazine "20Rnd_B_AA12_Pellets";
    _unit21 addWeapon "M4A1_RCO_GL";
    _unit21 addMagazine "100Rnd_556x45_BetaCMag";
    _unit21 addMagazine "100Rnd_556x45_BetaCMag";
    _unit21 addMagazine "1Rnd_HE_M203";
    _unit21 addMagazine "1Rnd_Smoke_M203";
    _unit22 addWeapon "M4A1_RCO_GL";
    _unit22 addMagazine "100Rnd_556x45_BetaCMag";
    _unit22 addMagazine "100Rnd_556x45_BetaCMag";
    _unit22 addMagazine "1Rnd_HE_M203";
    _unit22 addMagazine "1Rnd_Smoke_M203";
    _unit23 addWeapon "M249_TWS_EP1";
    _unit23 addMagazine "200Rnd_556x45_M249";
    _unit23 addMagazine "200Rnd_556x45_M249";
    _unit24 addWeapon "M249_TWS_EP1";
    _unit24 addMagazine "200Rnd_556x45_M249";
    _unit24 addMagazine "200Rnd_556x45_M249";
    _unit25 addWeapon "M249_TWS_EP1";
    _unit25 addMagazine "200Rnd_556x45_M249";
    _unit25 addMagazine "200Rnd_556x45_M249";
    
    //Set AI Skills
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["aimingaccuracy", 0.8];
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["aimingshake", 1.0];
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["aimingspeed", 1.0];
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["endurance", 1.0];
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["spotdistance", 0.4];
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["spottime", 1.0];
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["courage", 1.0];
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["reloadspeed", 1.0];
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["commanding", 1.0];
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["general", 1.0];
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] enableAI "TARGET";
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] enableAI "AUTOTARGET";
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] enableAI "MOVE";
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] enableAI "ANIM";
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] enableAI "FSM";
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setCombatMode "RED";
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setBehaviour "COMBAT";
    
    //Move AI units area in front of bank
    [_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] moveTo _target;
    [_unitGroup,_aiGroup] moveTo _target;
    
    diag_log text format["Bank Robbery: AI policemen spawned in"];
    
  16. Not really to bothered about the suv but the a.i are so retarded there's almost no point in having them. Is there some area I'm missing like on dzms where you can edit how to make them less dumb?

    I mean if they are not shooting you they are shooting each other and if that's not enough, you can pretty much walk up to them, start talking shit to them and then kill em. I mean as much as its funny to watch lol

     

    In the ai.sqf you can set the skills for the AI.  I have mine set to the same as the skills in the ai_suv.sqf.

     

    If I'm not mistaken, to keep AI from running off, change [10] to something like 1 or 2.  If you notice in the ai_suv.sqf the AI are set to "0.6" so if they happen to eject from the vehicle, they won't travel too far.

  17. I had to revert to an older AH for it to work.  I'm sure it will get worked out sooner or later.

     

    The reason for my post is to ultimately give back, as the kind Mr. Coco-Nutz did earlier.  I love this script and wanted to make everything work as it should.  I take zero credit for anything other than grinding it out and doing a bit of configs.  All credits go to the original devs/owners of;  bank robbery script, axeman for his AI bus route script, and Coco-Nuts for his awesome rewrite.  I have this running on four servers; (3) Cherno, (1) Tavi, and have zero issues with it.  If needed, adjust your AH, BE filters and/or hacker cleanup accordingly and be sure to adjust coordinates to work on your server. 

     

    I moved the bank from its original location of Novy Sober to Zelenogorsk (next to the market) and added a few buildings and objects to fill things in. I also did further tweaks that resolved the issue with AI running off or "going to the right".  Most AI will surround the bank, a few do post up further out from the other AI.  The SUV spawns just South of Zelenogorsk (about 125 meters) and drives to the front of bank.  Below is what I came up with for the spawning in the vehicle using a mash of code.  I'm planning on adding an ogg that will play some sort of message like "Come out with your pants down and your hands up!" or something comical when the police/SUV arrives.

    diag_log text format["Bank Robbery: Spawning AI SUV"];
    
    private ["_suvUnit","_suvDir","_suvWPZ","_unitPos","_rndLOut","_aiLoadout","_aiWep","_aiAmmo","_suv","_suvGroup","_suvSpawnPos",
    	"_suvWPradius","_suvWPIndex","_suvFirstWP","_suvWP","_suvWayPoints","_suvDriver","_suvLogicGroup","_suvLogicCenter"];
    			
    _suvUnit = objNull;
    _suvGroup = createGroup EAST;
    _suvSpawnPos = [2482.06,4963.01,0];
    _unitPos = [2481.95,1967.35,0];		 
    _suvDir = 52.8202;					 	
    _suvWPradius = 2;
    _suvDriver = objNull;
    
    createCenter EAST;
    EAST setFriend [WEST,0];
    EAST setFriend [RESISTANCE,1];
    
    _suvWPZ = 0;
    _suvWPIndex = 2;
    _suvFirstWP = [2548.85,5033.12, _suvWPZ]; //first way point for vehicle
    _suvWP = _suvGroup addWaypoint [_suvFirstWP, _suvWPradius, _suvWPIndex];
    _suvWP setWaypointType "MOVE";
    
    /* for multiple way points */
    /*
    //_suvWPIndex = _suvWPIndex +1;
    //_suvWP = _suvGroup addWaypoint [_x, _suvWPradius, _suvWPIndex];
    //_suvWP setWaypointType "MOVE";
    //_suvWP = _suvGroup addWaypoint [_suvFirstWP, _suvWPradius, _suvWPIndex +1];
    //_suvWP setWaypointType "MOVE";
    //_suvWayPoints = [0,0, _suvWPZ];
    */
    
    _suv = "ArmoredSUV_PMC_DZ" createVehicle _suvSpawnPos;
    _suv setDir _suvDir;
    _suv setPos getPos _suv;
    _suv setVariable ["ObjectID", [_suvDir, getPos _suv] call dayz_objectUID2, true];
    _suv setVariable ["Sarge", 1, true];
    _suv setFuel 1;
    _suv engineOn true;
    _suv setVehicleAmmo 1;
    _suv allowCrewInImmobile true;
    _suv lock true;
    _suv allowDammage true;
    	
    PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_suv];
    [_suv,"ArmoredSUV_PMC_DZ"] spawn server_updateObject;
    
    for [{ x=0 },{ x <2 },{ x = x + 1; }] do {
    	_rndLOut=floor(random 3);
    	_aiLoadout=
    	switch (_rndLOut) do 
    	{ 
    	case 0: {["Mk_48_DZ","100Rnd_762x51_M240"]}; 
    	case 1: {["M4A1_HWS_GL_SD_CAMO","30Rnd_556x45_StanagSD","1Rnd_HE_M203","1Rnd_Smoke_M203"]}; 
    	case 2: {["M4A3_RCO_GL_EP1","100Rnd_556x45_BetaCMag","1Rnd_HE_M203","1Rnd_Smoke_M203"]}; 
    };
    
    "Policeman" createUnit [_unitpos, _suvGroup, "_suvUnit=this;",0.6,"COLONEL"];
    
    _suvUnit enableAI "TARGET";
    _suvUnit enableAI "AUTOTARGET";
    _suvUnit enableAI "MOVE";
    _suvUnit enableAI "ANIM";
    _suvUnit enableAI "FSM";
    _suvUnit setCombatMode "RED";
    _suvUnit setBehaviour "AWARE";
    
    removeAllWeapons _suvUnit;
    
    _aiWep = _aiLoadout select 0;
    _aiAmmo = _aiLoadout select 1;
    _suvUnit addWeapon _aiWep;
    _suvUnit addMagazine _aiAmmo;
    _suvUnit addMagazine _aiAmmo;
    _suvUnit addMagazine _aiAmmo;
    _suvUnit addMagazine _aiAmmo;
    
    _suvUnit setSkill ["aimingAccuracy",0.8];
    _suvUnit setSkill ["aimingShake",1];
    _suvUnit setSkill ["aimingSpeed",1];
    _suvUnit setSkill ["endurance",1];
    _suvUnit setSkill ["spotDistance",0.4];
    _suvUnit setSkill ["spotTime",1];
    _suvUnit setSkill ["courage",1];
    _suvUnit setSkill ["reloadSpeed",1];
    _suvUnit setSkill ["commanding",1];
    _suvUnit setSkill ["general",1];
    	
    if (x==1) then {
    	_suvUnit assignAsGunner _suv;
    	_suvUnit moveInGunner _suv;
    	}else{
    	_suvGroup selectLeader _suvUnit;
    	_suvDriver = _suvUnit;
    	sleep 1;
    	_suvUnit assignAsDriver _suv;
    	_suvUnit moveInDriver _suv;
    	};
    };
    
    diag_log text format["Bank Robbery: AI SUV spawned in"];
    
    
  18. Then you guys are not using the Souls Hive. Change the variable to the SC version you are using

     

    My bad, I left out the part about using SC 3.0 and a default hive. The null only comes up when looting coins from DZMS AI.  I haven't seen or heard problems with coins and DZAI or WAI. The only thing I can see different when looting coins from DZMS AI, is there's no name assigned to the AI unit.

     

    Correction:  It seems to only cause problems with DZMS and WAI.  Works flawless with DZAI

  19. Somethimes it happens when checking wallets of DZMS AI's:

    You took <NULL>  coins, ID says <NULL>!

    All coins on screen are gone only solution -> relog

    Anyone a solution for this?

     

    I use this code in my DZMSAISpawn.sqf:

        //Zupa Currency

         _cash = round(random 20) * 100; // number between 0 and 20 00

        _unit setVariable["cashMoney",_cash,true];

     

    Same here.

  20. Is it better to put map addons in th mission pbo or in the server pbo. Say that the server have 10 - 15 map addons. Most of the nice scripts Plot4Life, evac chopper, Vector build, and so on. It's like 20 script or so. Script go mission side, that i know,, but map addons you put in both, so wich one is best, mission or server side for them. Should also say that the mission runs WIA, DZAI and EMS. 

     

    Most scripts can go mission side, however the AI scripts you listed are server side (you can run DZAI mission side, according to Buttface.)  Sarge AI is installed mission side, though I had never used Sarge.  Most buildings can be called server side to decrease mission download, and deal with the AI issue Dead mentioned, however this really depends on your preferences.  Some addons may run better mission side versus server side, it can vary for each mod, each server (managed or dedi).

     

    If I run more than one AI mission systems (typically 2) along with DAZI, I try not to call too much from the server pbo unless the server can handle it  I just finished up a server that is pretty well loaded on the server side and I'm already seeing AI rubberbanding with 10+ people on. Its hosted through SS.

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