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ThaThing

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Posts posted by ThaThing

  1. Hey there

     

    Nice work.

     

    Tried to get it to work earlier today, but for some reason it didn't work.

    Followed the instructions as you wrote and I added the sample code just above: //DZMSAISpawn spawns AI to the mission.

    But when i started the server and went to the missions it didn't spawn any ai's and the supply drop plane don't drop the crate.

     

     

    Hope you have any idea why, would love to get it in my missions.

  2.  

    @ bodyclean.sqf

     

    delete this part 

    _aikiller = _this select 1;
    _aikiller_name = name _aikiller;
    _humanityBoost = 200; //Set this to whatever you want the humanity to increase by
    
    _humanity = _aikiller getVariable ["humanity",0];
    _humanity = _humanity + _humanityBoost;
    _aikiller setVariable["humanity", _humanity,true];
    
    _killsB = _aikiller getVariable["banditKills",0];
    _killsB = _killsB + 1;
    _aikiller setVariable["banditKills",_killsB,true];
    
    diag_log format ["EMS: AI %1 was killed by %2 (+%3 humanity, new total %4)",_ai_type,_aikiller_name,_humanityBoost,_humanity];
    

     

     

    Figured out it has something to to with the bodyclean.sqf.

     

    But i don't mind the increase in humanity, but would prefer if i only could disable the part where it adds to your bandit killed.

     

    But am i wrong to think all i need to delete is this part:

    _killsB = _aikiller getVariable["banditKills",0];
    _killsB = _killsB + 1;
    _aikiller setVariable["banditKills",_killsB,true];
    
  3. Thanks ThaThing, I made everything as you said. Now everything is working. All stuff saves in database! Thank you.

     

    You're welcome :)

     

     

    nice copied bro

     

    Not sure i follow ?

     

    Changed readme on github. I hope ive done it right,hate to use the mobile phone ! Gimme a keyboard an a pc ^^

     

    Looks good, nice with updates even when you're on vacation! :)

  4. Hep, i was wondering if anyone knows it would be possible to have chat commands, like !admin, !rules, !teamspeak etc etc,

    and then show a msg in titletext or hint for that person only ?

     

    I don't know if it would be possible or not but would indeed be interestet if anyone knew how to :)

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

     

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

     

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

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

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

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

     

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

     

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

     

    I had the same problem untill i found out that i at first misunderstood the part on how to change the server_updateObject.sqf.

     

    In the install instructions is says:

    Around line 22 look for this:

    {
    diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]);
    //force fail
    _objectID = "0";
    _uid = "0";
    }; 

    Insert this after it:

    if (_object getVariable "Sarge" == 1) exitWith {};
    
    if (!_parachuteWest and !(locked _object)) then {
    //if (_objectID == "0" && _uid == "0") then
    if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then

    but actually you only need to insert the line that says: 

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

    Then change the following:

    if (!_parachuteWest and !(locked _object)) then {
    	if (_objectID == "0" && _uid == "0") then
    	{
    		_object_position = getPosATL _object;
        	_isNotOk = true;
    	};
    };
    

    to

    if (!_parachuteWest and !(locked _object)) then {
    	//if (_objectID == "0" && _uid == "0") then
    	if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then
    	{
    		_object_position = getPosATL _object;
        	_isNotOk = true;
    	};
    };
    

    Well that atleast fixed the problem for me, so if that's not your problem then i don't know, but atleast i might have helped someone who misunderstood the instructions as i did :)

  6. Great work. I forgot how much I missed using btc lift from when I used to play missions in OA. This lift system beats r3f big time.

    I am looking forward to when you get the tow modifications working. I tried but cant get it working. Followed all instructions for the mirror tow where it changes everything from lift to tow, pilot to driver, chopper/helicopter to landvehicle etc.

     

     

    This script works really well. Thanks!

     

    Hoping to see a tow-lift version of this script!

     

     

    Hep, i got it working by changing the lifting script to towing, and tbh it was way to buggy, and the length of the car you were towing was just insane.

    So imo The R3F tow is better.

     

    But if you're interested i got this =BTC= lifting and the R3F towing working at the same time

  7. Do you have custom scripts? Did you make any changes to the cleanup script? Other details and information would be useful :)

     

    Ye have a couple of scripts on the server, and have taken the latest fn_selfaction aswell.

    But the scripts i have installed and worked fine before patch is: 

    Custom map additions, Trader city GOD mode (Safe Zone Commander), Auto refuel and the service point script, Self bloodbag, Take clothes, Tent sleep heal, Towing/Lifting, AI missions (EMS/DZAI), Booby Traps.
    Can't remember if i have any more
     
    Besides that yes i have made changes to the cleanup file. The only change i made to that is the following, as shown in the EMS mission post: 
           "	if(vehicle x != _x && !(vehicle _x in PVDZEserverObjectMonitor) && (isPlayer x) && (typeOf vehicle _x) != ""ParachuteWest"" && (vehicle _x getVariable [""Sarge"",0] != 1) && (vehicle _x getVariable [""DZAI"",0] != 1) && (vehicle _x getVariable [""Mission"",0] != 1) && !((typeOf vehicle _x) in DZEsafeVehicle)) then {" \n
    

    Hope this helps :)

  8. Hello there

     

    Im having a wierd problem on my server.

    When ever ppl on my server try to build stuff like sheds, gun racks, tents and stuff like that, they get a wierd problem.

    The thing that happens is, that when you right click and press the build button, then the item and text appears on the screen.

     

    That part works fine, but just 1-2 seconds then the item dissapear but the build text and countdown timer is still on the screen.

    If they press space, they start to build it, but noting is created and noting is saved to the database.

     

     

    Got any idea why this happens, it just started after i updated to 1.0.3 ?

  9. did you add this to your dayz_server\compile\server_updateObject.sqf, if not vehicles will despawn..

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

     

    Yes it's in there and under the code specified in the install instructions:

    if ((typeName _objectID != "string") || (typeName _uid != "string")) then
    { 
        diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]);
        //force fail
        _objectID = "0";
        _uid = "0";
    };
    if (_object getVariable "Mission" == 1) exitWith {};
  10. Typing on my phone right now so I'll keep this short. I think I may explain the confusion about server_cleanup:

    In server_cleanup there is a HACKER CHECK that will kill a player when he enters a vehicle that was spawned in by a hacker. To let the server know which vehicles isn't spawned in, the server puts exceptions.

    So there are exceptions for Epoch cars (DZE_...), and the line we put with SARGE. This line is just adding an exception that every vehicle that has the variable SARGE, is a legit spawned in carx, and not a hacked one.

    With other words, it's called SARGE, because he chose the name, it could've been 'Ruben' as well. It has nothing to do with the actual AI. In the case of Sarge AI it made sure nobody died while entering AI vehicles.

    Here we apply the same logic. It makes sure nobody dies entering the mission spawned vehicles.

    I hope this clears the situation up :)

     

    Okay thanks for the clearing that up.

    But i still got the issue when ppl enters missions vehicles, they simply disappear, got any thoughts on that ? :)

  11.  

    Yes thought about that aswell, but as far as i can see i've done it correctly, but i'll just post my code, so please have a look and tell me if im wrong :)

          "	if(vehicle _x != _x && (vehicle _x getVariable [""Mission"",0] != 1) && (vehicle _x getVariable [""Sarge"",0] != 1) && (typeOf vehicle _x) != ""ParachuteWest"") && !(vehicle _x in _safety) && (isPlayer _x)  && ((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n
    

     

    Anyone ? :)

  12. looks like the cleanup script isnt edited right?...

    had this problem before too... when i looked into the vehicles gear and closed the gear again..... *ZACK*.... the vehicle was gone ^^

     

    Yes thought about that aswell, but as far as i can see i've done it correctly, but i'll just post my code, so please have a look and tell me if im wrong :)

          "	if(vehicle _x != _x && (vehicle _x getVariable [""Mission"",0] != 1) && (vehicle _x getVariable [""Sarge"",0] != 1) && (typeOf vehicle _x) != ""ParachuteWest"") && !(vehicle _x in _safety) && (isPlayer _x)  && ((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n
    
  13. By default, EMS will only spawn one of each type of mission. One major, and one minor. These missions will stay there until completed. Once completed the timer for the next mission starts.

     

    Major missions start every 41-54 minutes.

    Minor missions start every 15-25 minutes.

     

    These times can be adjusted in the "SMGoMajor.sqf" and "SMGoMinor.sqf" files in the Missions folder.

    _wait = [2500,800] call fnc_hTime;
    

    The two numbers are: fixed time in seconds, variable time in seconds.

     

    Meaning the minimum amount of time needed to pass before this mission will start is 2500 seconds, with up to an additional 800 seconds. The script uses the 2nd number and picks a random number between 0 and it. So in this case, the script would pick a random number between 0 and 800, then add that on to the 2500 to get the mission start timer.

     

    When a mission spawns you can tell whether it's a Major mission or Minor mission by the size of it's map marker. Minor missions have smaller markers than Major missions.

     

    If i understand you correct, there should then be 2 missions running at the same time one major and one minor.

    But for some reason only the minor one seem to be running on my server, not sure why really, followed the instructions and the minor ones runs as they should.

     

    I did how ever found something a little strange to me, was looking at the SMFinder.sqf in both the major and minor folder.

    And found a diffrence in those at the bottom.

     

    In the minor one the last line looked like this:

    [] execVM format ["\z\addons\dayz_server\missions\minor\%1.sqf",_element]; 

    But the major one looked like this in the end:

    //[] execVM format ["\z\addons\dayz_server\missions\major\%1.sqf",_element];
    [] execVM format ["\z\addons\dayz_server\missions\major\13.sqf",_element];
    

    Could that be the reason for it not working ?

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