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duncajcb

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Posts posted by duncajcb

  1.  

    I've got a question I'd like to add to this thread because it kind of ties in nicely with the overall learning aspect of things :D

     

    How do you check for the presence of players and preventing the event from spawning until the players have moved out of bounds? I always thought that the BIS_fnc_findSafePos took care of that, but evidently not as the other day one of my players was taking off from a previous mission he'd just looted when another one spawned directly below him and he was nailed on the spot (I have my AI set to 89% minimum on all settings) ... 

     

    Any ideas on this problem ? 

     

    I would think this would work...

    waitUntil{{isPlayer _x && _x distance _lootbox < 10 } count playableunits > 0};

    waitUntil{{isPlayer _x && _x distance _lootbox > 200 } count playableunits > 0};

    the first check would make it so that a player would have to go to the loot box to pass the first check. then a player would have to be 200 meters from the loot box to pass the second check.

    and i thought this through...would only really work if there was 1 player on server or they were all together...so we would need to find a way to tag the player who went next to the loot box.

  2. i dont have an issue with the same mission running two times in a row.  the way its setup, on the 16 minute of every hour the script is run.  and then there is a 1 in 6 chance the script will spawn the mission itself.  If the mission activates and the AI/loot is spawned, then the mission cannot run a second time.  If in the unlikely scenario (1 in 36) where the mission double triggers, there is a 30 minute delay before the mission can run immediately after.

     

    Currently the primary issue is with double spawning vehicles which can glitch the mission ever so slightly.  Hence the check using either isnil, isnull, or a predefined variable.  with these checks working properly, a duplicate mission would only refill the loot boxes and spawn new AI.

     

    Ultimately I am attempting to provide an unpredictable environment.  So that players who play at different times will receive a similar experience.

     

    Ive actually got about 18 similar missions operating on the server with limiters preventing more than 3 being available at one time. I am just using this one as an example.

  3. an update to the trouble shooting...

    after commenting the above sections in red out I no longer have an issue with the mission deactivation trigger.  so im fairly confident the issue is specific to the check.

     

    I will be trying :

     

    if (isnil (_cratesma1)) then {} else {};

     

    and a simplified

     

    if (isnil (_cratesma1)) then {};

     

    hopefully one of these options will work as I have yet to find an error in the script.

     

    could it be that the script is getting hung on the "else" portion?

  4.  

    Hey Duncajcb, this is a snip of one of the mission files... and there's spacing in this that I didn't find in yours there

    waitUntil{{isPlayer _x && _x distance _baserunover < 5  } count playableunits > 0};
    

    Would that be the problem there???

     

     

    im not seeing any difference in spacing between the two examples

     

    waitUntil{{isPlayer _x && _x distance _cratesma1 < 10  } count playableunits > 0}; 
    waitUntil{{isPlayer _x && _x distance _baserunover < 5  } count playableunits > 0};
  5. You can also edit the traders stock levels through the database. :)

     

     

    this requires access to the DB and the use of the servertraders.sqf in your mission file.

     

    simply put:

    in DB access traders_data

    click inline and enter :  "SELECT * FROM `Traders_DATA` where tid = 493"

    click GO

    then edit the quantity directly.

     

    alternatively 

     

    How to add stock for a specific item:

    In "Traders_DATA" table use SQL editor to filter by column "item" then "contains" then "Itemvault" then change the "qty" column to add more stock and save. Any changes to the qty will be live to the server instantly.

    Or execute this SQL:

     

    UPDATE `Traders_DATA` SET qty=10 WHERE `item` LIKE '%ItemVault%' AND qty=0;

     

    We recommend running this code daily to ensure that traders have some stock except vehicles and boats since they should normally spawn dynamically and are already sold for profit.

     

    UPDATE `Traders_DATA` SET qty=10 WHERE qty=0 AND afile<>'trade_any_vehicle' AND afile<>'trade_any_boat';

     

     

  6. this is from the dayz mission system in the add unit file.  simply add m136 or an appropriate launcher /ammo to the loadout.  does not require daizlite or sarge ai to do.

     

    Though i do recommend using sarge ai.  the method for incorporating sarge ai into the mission system - http://dayzepoch.com/forum/index.php?/topic/2829-how-do-you-go-about-adding-custom-ai-missions/

     

     

     

    //Created by axeman Edited by TheSzerdi

    private ["_aiunit","_xpos","_ypos","_unitpos","_aiGroup","_wppos","_wpradius","_wpnum","_levelnum","_numunits","_rndLOut","_ailoadout","_wp","_aispawnpos","_aiwep1","_aiammo1","_aiwep2","_aiammo2"];
     
        _aiunit = objNull;
        _aiGroup = createGroup resistance;
        _aispawnpos =_this select 0;
        _wpradius = _this select 1;
        _wpnum = _this select 2;
        _numunits = _this select 3;
        _levelnum = _this select 4;
     
        _xpos = _aispawnpos select 0;
        _ypos = _aispawnpos select 1;
     
        diag_log format ["AIUNIT: Spawn initiated: Centre:%1 | Radius in m:%2 | Waypoint number:%3 | WeaponLevel:%4",_aispawnpos,_wpradius,_wpnum,_levelnum];
     
        for [{ x=1 },{ x < _numunits+1 },{ x = x + 1; }] do
        {
            _unitpos = [_xpos+x,_ypos+x,0];
     
            if (_levelnum==0) then // in_sityes troops
            {
                if ((x == 1) || (x == 3) || (x == 5)) then //troop soldiers
                {
                    "Bandit1_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"PRIVATE"];
                    _rndLOut=floor(random 4);
                    _ailoadout=
                    switch (_rndLOut) do
                    {
                      case 0: {["M1014","8Rnd_B_Beneli_74Slug","revolver_EP1","6Rnd_45ACP"]};
                      case 1: {["M1014","8Rnd_B_Beneli_Pellets","revolver_EP1","6Rnd_45ACP"]};
                      case 2: {["Remington870_lamp","8Rnd_B_Beneli_74Slug","Colt1911","7Rnd_45ACP_1911"]};
                      case 3: {["Remington870_lamp","8Rnd_B_Beneli_Pellets","Colt1911","7Rnd_45ACP_1911"]};
                    };
                };
                if ((x == 2) || (x == 4) || (x >= 6)) then //troops snipers
                {
                    "Bandit1_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"PRIVATE"];
                    _rndLOut=floor(random 3);
                    _ailoadout=
                    switch (_rndLOut) do
                    {
                      case 0: {["LeeEnfield","10x_303","Makarov","8Rnd_9x18_Makarov"]};
                      case 1: {["Huntingrifle","5x_22_LR_17_HMR","Makarov","8Rnd_9x18_Makarov"]};
                      case 2: {["M14_EP1","20Rnd_762x51_DMR","Makarov","8Rnd_9x18_Makarov"]};
                    };
                };
            };
            if (_levelnum==1) then //in_military troops
            {
                if (x == 1) then //one troops comander
                {
                    "Bandit1_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"LIEUTENANT"];
                    _rndLOut=floor(random 7);
                    _ailoadout=
                    switch (_rndLOut) do
                    {
                      case 0: {["AK_47_M","30Rnd_762x39_AK47","MakarovSD","8Rnd_9x18_Makarov"]};
                      case 1: {["M4A1_RCO_GL","30Rnd_762x39_AK47","M9SD","15Rnd_9x19_M9SD"]};
                      case 2: {["Sa58P_EP1","30Rnd_762x39_SA58","MakarovSD","8Rnd_9x18_Makarov"]};
                      case 3: {["Sa58V_CCO_EP1","30Rnd_762x39_SA58","M9SD","15Rnd_9x19_M9SD"]};
                      case 4: {["Sa58V_EP1","30Rnd_762x39_SA58","MakarovSD","8Rnd_9x18_Makarov"]};
                      case 5: {["M4SPR","30Rnd_556x45_Stanag","M9SD","15Rnd_9x19_M9SD"]};
                      case 6: {["M4A1_HWS_GL_SD_Camo","30Rnd_556x45_StanagSD","MakarovSD","8Rnd_9x18_Makarov"]};
                    };
                };
                if ((x == 2) || (x == 3)) then //troops sergeant
                {
                    "Bandit1_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"SERGEANT"];
                    _rndLOut=floor(random 4);
                    _ailoadout=
                    switch (_rndLOut) do
                    {
                      case 0: {["BAF_L85A2_RIS_SUSAT","30Rnd_556x45_Stanag","glock17_EP1","17Rnd_9x19_glock17"]};
                      case 1: {["RPK_74","75Rnd_545x39_RPK","M9","15Rnd_9x19_M9"]};
                      case 2: {["G36A_camo","30Rnd_556x45_G36","MakarovSD","8Rnd_9x18_Makarov"]};
                      case 3: {["M4A1_HWS_GL_SD_Camo","30Rnd_556x45_StanagSD","MakarovSD","8Rnd_9x18_Makarov"]};
                    };
                };
                if (x > 3) then //troops soldiers
                {
                    "BAF_Soldier_Sniper_MTP" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"CORPORAL"];
             
                    _rndLOut=floor(random 5);
                    _ailoadout=
                    switch (_rndLOut) do
                    {
                      case 0: {["SVD_CAMO","10Rnd_762x54_SVD","MakarovSD","8Rnd_9x18_Makarov"]};
                      case 1: {["M24","5Rnd_762x51_M24","MakarovSD","8Rnd_9x18_Makarov"]};
                      case 2: {["M24_des_EP1","5Rnd_762x51_M24","MakarovSD","8Rnd_9x18_Makarov"]};
                      case 3: {["SVD","10Rnd_762x54_SVD","MakarovSD","8Rnd_9x18_Makarov"]};
         case 4: {["AK_107_pso","30Rnd_545x39_AK","M9","15Rnd_9x19_M9"]};
                    };
                };
            };
            diag_log format ["AIUNIT: Creating BAF_Soldier_L_DDPM by %1 at %2. Result:%3 | Loadout:%4 / Num:%5",player,_unitpos,_aiunit,_ailoadout,_rndLOut];
     
            _aiunit enableAI "TARGET";
            _aiunit enableAI "AUTOTARGET";
            _aiunit enableAI "MOVE";
            _aiunit enableAI "ANIM";
            _aiunit enableAI "FSM";
            _aiunit allowDammage true;
     
    _aiunit addEventHandler ['killed',{_this execVM "\z\addons\dayz_server\Missions\bodyclean.sqf"}]; //Body disappear time
     
            _aiunit setCombatMode "RED";
            _aiunit setBehaviour "COMBAT";
     
            //clear default weapons / ammo
            removeAllWeapons _aiunit;
            //add random selection
            _aiwep1 = _ailoadout select 0;
            _aiammo1 = _ailoadout select 1;
            _aiwep2 = _ailoadout select 2;
            _aiammo2 = _ailoadout select 3;
            _aiunit addweapon _aiwep1;
            _aiunit addMagazine _aiammo1;
            _aiunit addMagazine _aiammo1;
            _aiunit addMagazine _aiammo1;
            _aiunit addweapon _aiwep2;
            _aiunit addMagazine _aiammo2;
            _aiunit addMagazine _aiammo2;
    _aiunit removeWeapon "ItemRadio";
          //add some garbage
            if (x == 1) then {
            _aiunit addMagazine "SmokeShellGreen";
            _aiunit addMagazine "HandGrenade_West";
            _aiunit addMagazine "FoodCanBakedBeans";
            _aiunit addMagazine "ItemSodaCoke";
            _aiunit addMagazine "ItemPainkiller";
            _aiunit addMagazine "ItemHeatPack";
            _aiunit addMagazine "ItemEpinephrine";
            _aiunit addMagazine "ItemMorphine";
            };
            if (x == 2) then {
            _aiunit addMagazine "ItemHeatPack";
            _aiunit addMagazine "ItemPainkiller";
            _aiunit addMagazine "ItemEpinephrine";
            _aiunit addMagazine "ItemMorphine";
            };
            if (x >= 3) then {
            _aiunit addMagazine "ItemHeatPack";
            _aiunit addMagazine "ItemBandage";
            };
            //set skills
            _aiunit setSkill ["aimingAccuracy",0.6];
            _aiunit setSkill ["aimingShake",0.7];
            _aiunit setSkill ["aimingSpeed",0.8];
            _aiunit setSkill ["endurance",0.9];
            _aiunit setSkill ["spotDistance",0.8];
            _aiunit setSkill ["spotTime",0.7];
            _aiunit setSkill ["courage",0.9];
            _aiunit setSkill ["reloadSpeed",0.8];
            _aiunit setSkill ["commanding",1];
            _aiunit setSkill ["general",1];
            //sleep 0.5;
        };
        //generate waypoints
        for [{ x=1 },{ x < _wpnum },{ x = x + 1; }] do {
        _wppos = [_xpos+(x*20),_ypos+(x*20),_wpradius];
        _wp = _aiGroup addWaypoint [_wppos, _wpradius];
        _wp setWaypointType "MOVE";
        };
        _wp = _aiGroup addWaypoint [[_xpos,_ypos,0], _wpradius];
        _wp setWaypointType "CYCLE";
     
        diag_log format ["AIUNIT: Last Waypoint %1 at %2",_wp,_wppos];

  7. Hey, can anyone tell me how i can restore lost vehicle keys under 1.0.2.5? 

    I used to be able to do that by accessing the ItemKeys.hpp file inside the dayz_code.pbo but after the update this file seems to have been relocated. 

    Can anyone tell me the new location or how to restore keys in another way?

     

     

    im assuming you have access to the DB.  in which case the simplest method i have found is what MGT mentioned

     

    I use this http://privatehivetools.n8m4re.de/carkey.php

     

    Paste in the vehicle number and it gives you the key to add to your toolbelt items via database.

     

     

    a similar method is to find a key / vehicle combo that works and just plaste the characterID into the vehicle with a lost key.  This has also made is possible to make a 'magic' key.  for simplicity I offer players the option to change all of their vehicles over to one key, for a 10oz gold on each car.  

     

    Just wish I had the scripting knowledge to create a locksmithing script...

  8. Basically a means to craft custom items that could then be added to the players inventory ?

     

    ive been cruising through the epoch files looking for a way to do this.  so far all ive come up with is having to make a custom mod which players would have to download independently.

  9. I have no clue what this kick is for.  im using the standard epoch BE filters found at http://t.co/mbxuyZspH2
     
     
     
    05.11.2013 21:24:44: Death Speaker  (xxx.xx.xx.xxx) xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx - #6 "_tickTime;
    call dayz_forceSave;
    };
     
    _handled
    };
     
    player_setDate = {
    private ["_setdatebool"];
    _setdatebool = false;
    if (!([_"
     
     
    any thoughts?
  10. So I implemented the concept above but now when the players approach the loot boxes the mission does not deactivate and continue through to remove the markers and allow for further missions.

     

    diag_log format["Mission Military SMA1 supply point Started"];
     
     
    private ["_coords","_wait","_MainMarker100"];
    [] execVM "\z\addons\dayz_server\Missions\SMGoMilitary.sqf";
    WaitUntil {MissionGoMilitary == 1};
     
    [nil,nil,rTitleText,"The military has setup a supply point! Check your map for the location!", "PLAIN",10] call RE;
     
    XCoords = [3643.7451, 10311.222, 0];
    publicVariable "XCoords";
    [] execVM "debug\addmarkers100.sqf";
     
     
    // if (MissionSMA1Ran == 0) then 
    // {
    // MissionSMA1Ran = 1;
     
    _baserunoverX1 = createVehicle ["WarfareBDepot",[3668.3704, 10313.976, -0.46294877],[], 0, "CAN_COLLIDE"];
    _baserunoverX2 = createVehicle ["USMC_WarfareBVehicleServicePoint",[3639.135, 10324.632, 0],[], 0, "CAN_COLLIDE"];
    _baserunoverX3 = createVehicle ["Fort_Barracks_USMC",[3635.5115, 10277.292, 3.0517578e-005],[], 0, "CAN_COLLIDE"];
     
    _baserunoverX1 setVariable ["Sarge",1,true];
    _baserunoverX2 setVariable ["Sarge",1,true];
    _baserunoverX3 setVariable ["Sarge",1,true];
     
    _baserunoverX2 setdir -138;
    _baserunoverX3 setdir 125;
     
     
    // _hummerX1 = createVehicle ["HMMWV_DZ",[3645.9202, 10271.602, -6.1035156e-005],[], 0, "CAN_COLLIDE"];
    // _hummerX2 = createVehicle ["KamazRefuel_DZ",[3670.7649, 10296.663, -3.0517578e-005],[], 0, "CAN_COLLIDE"];
    // _hummerX3 = createVehicle ["V3S_Supply_TK_GUE_EP1",[3672.2231, 10290.687, 0],[], 0, "CAN_COLLIDE"];
     
    // _hummerX1 setVariable ["Sarge",1,true];
    // _hummerX2 setVariable ["Sarge",1,true];
    // _hummerX3 setVariable ["Sarge",1,true];
     
     
    _cratesma1 = createVehicle ["USSpecialWeaponsBox",[3643.7451, 10311.222, -3.0517578e-005],[], 0, "CAN_COLLIDE"];
    [_cratesma1] execVM "\z\addons\dayz_server\missions\misc\fillBoxesMilitary.sqf";
     
    _cratesma1 setVariable ["Sarge",1,true];
    // }
    // else 
    // {
    // [_cratesma1] execVM "\z\addons\dayz_server\missions\misc\fillBoxesMilitary.sqf";
    // };
     
     
     
    //set markers
    _this = createMarker ["SAR_marker_sma1", [3643.7451, 10311.222, 0]];
    _this setMarkerShape "RECTANGLE";
    _this setMarkeralpha 0;
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [250, 250];
    _this setMarkerDir 120.050;
    SAR_marker_sma1 = _this;
     
    //spawn troops
    [sAR_marker_sma1,1,3,10,"fortify",false] call SAR_AI;
    [sAR_marker_sma1,1,0,4,"patrol",false] call SAR_AI;
    [sAR_marker_sma1,1,0,4,"patrol",false] call SAR_AI;
     
     
    //Vehicles
    _this = createMarker ["SAR_marker_sma1v", [3643.7451, 10311.222, 0]];
    _this setMarkerShape "RECTANGLE";
    _this setMarkeralpha 0;
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [350, 350];
    _this setMarkerDir 120.050;
    SAR_marker_sma1v = _this;
     
    [sAR_marker_sma1v,1,["HMMWV_Armored"],[[1,0,2]],false] call SAR_AI_land;
     
     
    waitUntil{{isPlayer _x && _x distance _cratesma1 < 10  } count playableunits > 0}; 
     
    [nil,nil,rTitleText,"The military supply point is under survivor control!", "PLAIN",6] call RE;
     
    [] execVM "debug\remmarkers100.sqf";
    MissionGoMilitary = 0;
    publicVariable "MissionGoMilitary";
    XCoords = 0;
    publicVariable "XCoords";
    deletemarker 'SAR_marker_sma1';
    deletemarker 'SAR_marker_sma1v';
     
    SM1 = 1;
    [0] execVM "\z\addons\dayz_server\missions\military\SMfinder.sqf";
     

     
    I have commented out the sections involving the check for a previously ran mission as a temporary fix since this is a live server.  
     
    Red indicates the check to see if they exist.
    Blue Indicates the two possibilities dependant upon whether or not the mission has previously been executed.
    Green indicates the trigger for the end of mission which causes the markers to be deleted and the next mission to activate.
     
    The issue indicates that there is an error somewhere in the script but I cannot seem to find it.  Hopefully a second pair of eyes can spot it. 
     
    Would there be a better method for this approach?
  11. which would mean that...

     

    //spawn loots     
    if (isnil "_crate4 ") then {
                                          _crate4 = createVehicle ["USVehicleBox",[13727.629, 2893.939,0],[], 0, "CAN_COLLIDE"];
     
                                          [_crate4] execVM "\z\addons\dayz_server\missions\misc\fillBoxesmilitary.sqf";
                                          _crate4 setVariable ["Sarge",1,true];
                                         }
                                 else {[_crate4] execVM "\z\addons\dayz_server\missions\misc\fillBoxesmilitary.sqf";};
     
    would check to see if crate4 exists...if it does not then it spawns as normal.  but if it does exist then it would call "fillboxesmilitary.sqf" (which fills the box with the appropriate loot).
     
     
    On a side note Axeman...thank you for pointing me in the right direction through this process...your guidance has greatly improved my understanding of scripting.
  12. so this ---->

     

    _skalitsyrunover = createVehicle ["Land_Fort_Watchtower_EP1",[13679.783, 2934.7036, -0.00023651123],[], 0, "CAN_COLLIDE"];

     

    would look like this? --->

     

    this and (isNil "_skalitsyrunover "_skalitsyrunover = createVehicle ["Land_Fort_Watchtower_EP1",[13679.783, 2934.7036, -0.00023651123],[], 0, "CAN_COLLIDE"];

  13. hi, any idea how i fix battleye kicks if i manually trigger an event??

     

    got kicked for createvehicle (ammobox) and publicvariableval stuff

     

     

    your best bet is to shuffle through the BE filters searching for the exact reasons you were kicked.

    not sure which host you are using or if you are using a personal machine but its all about the same.  

  14. This is actually what I have been using so far in the events.  I have it set to run on the 16th minute of every hour.

     

     

     

    diag_log format["SAR_AI:  Mission Skalitsy Started"];
     
    WaitUntil {SkalitsyGO == 1};
     
     x=floor (random 4);
         if (x  == 0) then
              {
    SkalitsyGO = 0;
     
    //spawn buildings
     
     
    _skalitsyrunover = createVehicle ["Land_Fort_Watchtower_EP1",[13679.783, 2934.7036, -0.00023651123],[], 0, "CAN_COLLIDE"];
    _skalitsyrunover1 = createVehicle ["M1130_HQ_unfolded_Base_EP1",[13716.168, 2918.2166, -0.28262553],[], 0, "CAN_COLLIDE"];
    _skalitsyrunover2 = createVehicle ["WarfareBCamp",[13742.401, 2895.6536, -0.44364271],[], 0, "CAN_COLLIDE"];
    _skalitsyrunover3 = createVehicle ["WarfareBDepot",[13709.222, 2896.3152, -0.42108104],[], 0, "CAN_COLLIDE"];
    _skalitsyrunover4 = createVehicle ["Land_Fort_Watchtower_EP1",[13674.55, 2865.021, -3.8146973e-005],[], 0, "CAN_COLLIDE"];
     
    _skalitsyrunover setVariable ["Sarge",1,true];
    _skalitsyrunover1 setVariable ["Sarge",1,true];
    _skalitsyrunover2 setVariable ["Sarge",1,true];
    _skalitsyrunover3 setVariable ["Sarge",1,true];
    _skalitsyrunover4 setVariable ["Sarge",1,true];
     
    _skalitsyrunover setDir 41;
    _skalitsyrunover1 setDir 78;
    _skalitsyrunover2 setDir -86;
    _skalitsyrunover4 setDir -34;
     
    //set markers
    _this = createMarker ["SAR_marker_Skalitsy", [13679.783, 2934.7036,0]];
    _this setMarkerShape "RECTANGLE";
    _this setMarkeralpha 0;
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [500, 500];
    _this setMarkerDir 120.050;
    SAR_marker_Skalitsy = _this;
    //spawn troops
    [sAR_marker_Skalitsy,3,4,4,"fortify",false] call SAR_AI;
    [sAR_marker_Skalitsy,3,4,4,"fortify",false] call SAR_AI;
    [sAR_marker_Skalitsy,3,0,4,"patrol",true,21600] call SAR_AI;
    [sAR_marker_Skalitsy,3,1,3,"patrol",true,21600] call SAR_AI;
    [sAR_marker_Skalitsy,3,0,5,"patrol",true,21600] call SAR_AI;
     
    // Heli Patrol
    _this = createMarker ["SAR_marker_skalitsy_mission_heli", [13679, 2934,0]];
    _this setMarkerShape "RECTANGLE";
    _this setMarkeralpha 0;
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [1000, 1000];
    _this setMarkerDir 120.050;
    SAR_marker_skalitsy_mission_heli = _this;
     
    [sAR_marker_skalitsy_mission_heli,3] call SAR_AI_heli;
     
     
      
    //spawn loots     
    _crate4 = createVehicle ["USVehicleBox",[13727.629, 2893.939,0],[], 0, "CAN_COLLIDE"];
    [_crate4] execVM "\z\addons\dayz_server\missions\misc\fillBoxesmilitary.sqf";
     
    _crate4 setVariable ["Sarge",1,true];
     
    _crate3 = createVehicle ["USVehicleBox",[6899, 11433,0],[], 0, "CAN_COLLIDE"];
    [_crate3] execVM "\z\addons\dayz_server\missions\misc\fillBoxesH.sqf";
     
    _crate3 setVariable ["Sarge",1,true];
     
     
     
    //reports   
    [nil,nil,"per",rTITLETEXT,"Bandits have made a base on Skalitsy Island!","PLAIN",10] call RE;
      
    waitUntil{{isPlayer _x && _x distance _crate4 < 10  } count playableunits > 0}; 
     
    [nil,nil,rTitleText,"Skalitsy Island is under survivor control!", "PLAIN",6] call RE;
     
    diag_log format["SAR_AI: Mission Skalitsy Finished"];
     
    deletemarker 'SAR_marker_Skalitsy';
    deletemarker 'SAR_marker_skalitsy_mission_heli';
     
    SkalitsyGo = 1;
     
     
    };
     

     
     
    This brings up two questions.
     
    Ive been using setdir to complete the facing, but that does not seem to work for me.  how do i go about setting the facing for the vehicles?
     
    The second question:  with the epoch event system, I cant seem to figure out which time it runs on.
     

    EpochEvents = [[year,month, day, hour, minute,"hello_word"]];
     
    I cant seem to figure out which time the event scheduler uses.
    Is it using GMT, the 'SetDate' time, or some other time?
  15. Im not sure how much you understand or how much you are trying to accomplish.  But so far I have had great success taking Sarge AI and modifying it.  In the process of playing with it I have developed a meager understanding of how the AI system works along with the predefined functions arma has implemented within.

     

    The best resource I have found is the BI Studios Wiki...has everything about the games architecture pretty well defined and explained.

    http://community.bistudio.com/wiki/Main_Page

  16. I'm guessing this is the section we would be using. When I get home later I will test and let you guys know my results.

    SQS example:

    _genAct = generator addAction ["Switch on generator", "activate_generator.sqs"]

    activate_generator.sqs:

    _gen = _this select 0

    _caller = _this select 1

    _id = _this select 2

    ; remove the action once it is activated

    _gen removeAction _id

    This example shows an action called "Switch on generator" added to an object with the name 'generator'. As soon as the player gets close to this object, he can execute the given action via the action menu. Then the script 'activate_generator.sqs' is executed, which in our example only removes the action from the generator.

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