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Found 53 results

  1. BRPVP Zombies for Epoch Mod

    14 FEBRUARY 2018 - INSTALLATION INSTRUCTIONS UPDATED (REMOTE EXEC WHITE LIST)! 04 FEBRUARY 2018 - WE ARE ON v002! Thanks to the Discord pals for helping in tailore BRPVP Zombies to Epoch. Hi: My name is Donnovan and i bring here the BRPVP Zombies for Epoch Mod. (You can know more about BRPVP here: http://www.brpvp.com) BRPVP Zombies are made of: code, +code, some few images and sounds. Here the files v002 (size 432Kb): 4 February 2018 - https://drive.google.com/file/d/1ANHL_SaFdKlJOLrDV6CakOD7HTNwVr4T/view?usp=sharing License: http://creativecommons.org/licenses/by/4.0/ You must use the words "BRPVP zombies" or "BRPVP-Z" in your server name and give proper credits to the Author (Andre Luis AKA Donnovan). BRPVP Zombies was done completelly stand alone, but with Epoch in mind. BE Filters Info: 1 - The variables set on zombies and target, with setVariable, have the prefix "brpvp_", for easy BE Filter management. 2 - BRPVP Zombies make use of 3 public variables, the variable names start with "BRPVP_" for easy BE Filters management. Remote Exec White List: You need that in your description.ext: class CfgRemoteExec { class Functions { mode = 1; jip = 1; class BRPVP_remoteExec { allowedTargets = 0; jip = 1; }; }; }; If you already have a class CfgRemoteExec {...}; declaration in your description.ext you will need to merge the above with the one you have. Custom Epoch "FiredMan" Event Handler: Get the code inside player addEventHandler ["FiredMan",{...this code...}]; in the file brpvp_zombies_stuff_client.sqf and put it in the Epoch file EPOCH_custom_EH_FiredMan.sqf (see https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/customs/EPOCH_custom_EH_FiredMan.sqf). Gameplay: BRPVP Zombies add two types of zombies: 1 - Fixed zombies in infected cities: they stay on some cities and can be triggered from near or from far, with your proximity or with bullet hit. Here the configuration for fixed zombies and infected cities: //FIXED ZOMBIES ON DEDICATED SERVER BRPVP_fixedZombiesAmount = [ [[1],[10],35,["NameVillage"]], [[1],[10],35,["NameVillage"]], [[1],[10],35,["NameVillage"]], [[1],[10],35,["NameVillage"]], [[2],[15],40,["NameVillage"]], [[2],[15],40,["NameVillage"]], [[2,3],[40,60],100,["NameCity","NameVillage"]], [[4,5],[120,160],150,["NameCityCapital","NameCity"]] ]; BRPVP_fixedZombiesReviveTime = 1800; //SECONDS TO A FIXED ZOMBIE TO REVIVE, THEY ONLY REVIVE IF THERE IS NO PLAYER NEAR Reading above, you will have 8 infected cities on your mission. Explaning line 7: [[2,3],[40,60],100,["NameCity","NameVillage"]] Zombies will have its force random selected from 2 or 3, they will be in number of 40 if force is 2 and will be in number of 60 if force is 3. The spawn radius in the city will be 100 meters, and the city selected for those zombies will be randonly picked from the list of Cities and Villages provided by the map. 2 - Context spawned zombies: those zombies will spawn when you are in places with near houses or buildings. You can avoid those zombies to spawn by obscuring your self like walking near walls, entering in houses, going crouch or prone, stay high from the ground, stay near big objects like wreck cars and all kind of objects or group of objects that can block the perception of you. Configuration: All the BRPVP Zombies configurations can be found in this file: brpvp_zombies_config.sqf. Older files: v001: https://drive.google.com/file/d/1Q4cavJQdqwxcz-O6DBFo_fKfEG-_g8bj/view?usp=sharing
  2. Aloha all We start our new Epoch Cherno Redux Server (Funserver) ip: Features: -increased Atagonist Spawn -Vehicle Patrol -Npc Patrol -Missions -F4 Player Menu ( WIP) with craft bike and quad) -Igiload Mods: -RDS Civilian Pack (the good old A2 Vehicles) -No Strider and Ifrit
  3. wai static

    Hi, Im using wai missions on my server but i wanna set some statics. I see that wai support static missions. Can someone points me with an example or maybe a ready static mission which i coukld edit to my needs? Tnx
  4. Hi! How to add napf map dzms mission System?
  5. RPT Spam WAI

    Hello all !!! I have serious issues with WAI Mission I followed the steps from here : https://github.com/f3cuk/WICKED-AI and took the files from there as well, but it looks like its a serious fiesta in my RPT because of those lines : "Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:885) in slots Single and Single" "Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:885) in slots Single and Burst" "Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:885) in slots Single and FullAuto" I have like 10000 lines from that everytime AI spawn on the map. I suspect the function.sqf where you can find that : if (count _ammoArray > 0) then { _result = _ammoArray select 0; call { if(_result == "20Rnd_556x45_Stanag") exitWith { _result = "30Rnd_556x45_Stanag"; }; if(_result == "30Rnd_556x45_G36") exitWith { _result = "30Rnd_556x45_Stanag"; }; if(_result == "30Rnd_556x45_G36SD") exitWith { _result = "30Rnd_556x45_StanagSD"; }; }; }; _result Can someone help me to fix that ? Any idea ?
  6. I would like to learn how to make a simple custom AI mission. Is there any one out there willing to help.
  7. SOLVED, I'M STUPID. Had the wrong number after the mission file... :( I'm having this issue with my server not being joinable, 'waiting for host'. LOG: 17:37:35 Dedicated host created. 17:37:37 Host identity created. 17:37:37 Game Port: 2302, Steam Query Port: 2303 17:40:01 noahp78 uses modified data file 17:40:01 Player noahp78 connecting.17:43:32 Player noahp78 disconnected. 17:40:02 Player noahp78 connected (id=76561198065063009). Config.cfg steamport = 2300; steamqueryport = 2301; hostName = "PepsiMLG"; password = ""; passwordAdmin = "nope"; maxPlayers = 50; logFile = "server_log.txt"; voteThreshold = 2; voteMissionPlayers = 3; reportingIP = "arma2oapc.master.gamespy.com"; timeStampFormat = "short"; motd[] = {"http://pepsiml.ga","Good Luck, Have fun!"}; motdInterval = 0; vonCodecQuality = 11; disableVoN = 0; kickduplicate = 1; verifySignatures = 2; persistent = 1; BattlEye = 0; doubleIdDetected = ""; onUserConnected = ""; onUserDisconnected = ""; onUnsignedData = "kick (_this select 0)"; onHackedData = "kick (_this select 0)"; onDifferentData = ""; regularCheck = ""; requiredBuild = 103718; requiredSecureId = 2; class Missions { class Mission1 { template = "DayZ_Epoch_11.Chernarus"; difficulty="regular"; }; }; I used the tutorial stickied here.
  8. Error on joining

    Hi there, When I'm trying to join my server, I get this error: 16:24:22 Roles assigned. 16:24:22 Reading mission ... 16:24:22 mpmissions\__cur_mp.Altis\mission.sqm/Mission/Entities/Item3/Entities/Item0.type: Vehicle class VirtualMan_EPOCH no longer exists 16:24:22 Mission Epoch Mod read from bank. 16:24:22 Roles assigned. 16:24:23 Mission Epoch Mod read from bank. Spammed a LOT. Thank you.
  9. mission.sqm convertation

    Hi there, anyone can give an advice how to convert mission.sqm from pre-3DEN format to a newer (you can compare diffreneces from 0.3.7 and 0.3.8 builds of Epoch). Older: ... class Mission { class Intel{}; class Groups{}; class Vehicles{}; class Markers{}; }; ... Newer: class Mission { class Entities { Item0 { type = "Group"; ... }; Item2 { type = "Vehicle"; ... }; Item2 { type = "Marker"; ... }; }; };
  10. deleted

  11. I created a mission with the WAI Example. this is the result: i placed some other buildings on that location in another file (which works fine), which are standing there all the time (i wanted that so) my question is how can i make this mission spawn always on restart and then not again? also that the fiberplants don't despawn after mission cleared? also no timeout for the mission? and is there any other mistake in that script? Here is my WAI config.sqf because of the loadouts:
  12. Hello everyone. Ever wanted DayZ to be more like an open-world military game? Then you should come visit my server! CAK's Danish Overpoch The server is most focused on PvE as there are many kinds of AI battle. Admins are always willing to help with almost any problems :) We are there to help! It's not just another military server with tanks, it has many other cool features! - Deploy Bike / Mozzie - Deploy Zombieshield from Etool - Deploy Mounted guns - Service points (Refuel, Repair, Rearm) - Blood Regenaration - Gem Trader - Military Trader (need 25.000 humanity) - AI patrols in aircrafts, vehicels and on foot (DZAI) - AI Missions - (New Missions - WAI) - AI Island (Skalisty) - Snap Build Pro - Vector build - Animated Crashes - Group Management - Plot Management - Tow / Lift - Advanced Trading - Area Scan (check for AI/player, vehicles and zombies) - Evac Chopper - Smear Zombie guts (Zombie camo) - View distance (Binocular + Range finder) - Supports JSRS soundmod STAY TUNED! As there will be a big event day December 26. with lots of funny and difficult events, where big prizes can be won! Server IP: Facebook: DayZ CAK Overpoch ts3paris.gtxgaming.co.uk:9988 Teamspeak: ts3paris.gtxgaming.co.uk:9988 Hope to see you soon!
  13. Remote message // debug monitor

    Hello, i would like to show mission/event announcements instead of my debugmonitor ( for a period of time). So when a mission or event starts, the debug should go away, and the announcement should be shown for a few seconds. Currently the event announcement is flashing up for a second. I tried to add "sleep 5;" to the remote-script, but it didnt work. Can anyone please help me? _hint = parseText format["<t align='center' color='#FFFF66' shadow='2' size='1.75'>Attention</t><br/><t align='center' color='#ffffff'>Mission description!</t>"]; customRemoteMessage = ['hint', _hint]; publicVariable "customRemoteMessage";
  14. Convoy & Comms Center Script

    Hi there. I've seen on a server I've been on a script for a Convoy and a Communications Center. Only script I can find is ZevMissions but I can't get it to work and by the looks of things the creator doesn't come on the forums anymore. Anyone know of an alternative to this or if anyone plans on making one ?
  15. ANDRE AERIAL PATROL: If it worked and you enjoy it, i ask for a donation. Thankyou! $USD $EURO OBS: The money rewards will only work if you have the coins script. INSTALLATION: 1 - Put the script bellow on server side. 2 - Exec it with execVM. if (isServer) then { _gridN = 15; _mapSize = 15360; //CHERNARUS donn_hwps = []; for "_i" from 1 to (_gridN - 1) do { _wpx = (_i/_gridN)*_mapSize; for "_y" from 1 to (_gridN - 1) do { _wpy = (_y/_gridN)*_mapSize; if !(surfaceIsWater [_wpx,_wpy]) then {donn_hwps = donn_hwps + [[_wpx,_wpy,0]];}; }; }; donn_heliConvy = [ /*0*/["UH1H_DZ",0,["100Rnd_762x51_M240","100Rnd_762x51_M240"],3], /*1*/["UH1H_DZ",4,[],4], /*2*/["Mi17_TK_EP1",5,["100Rnd_762x51_M240","100Rnd_762x51_M240"],5], /*3*/["CH_47F_EP1_DZE",6,["100Rnd_762x51_M240","4000Rnd_762x51_M134","4000Rnd_762x51_M134"],6], /*4*/["AH6J_EP1_DZ",1,[],2] //ARMED (PILOT) ]; //HELI MAIN CONFIG BEGIN _heliFormation =[[0,0,2],[2,2],[4,4,4,4,4],[3],[3],[1,1]]; _heliAltitude =[[60,60,115],[100,100],[50,50,50,50,50],[100],[100],[115,115]]; _heliSpeed =["NORMAL","NORMAL","FULL","LIMITED","NORMAL","FULL"]; //HELI MAIN CONFIG END _spawn = [100,100,400]; donn_heli_HD = { _heliHurt = _this select 0; _damage = _this select 2; if !(canMove _heliHurt) then { if (_heliHurt getVariable "dncmv") then { _heliHurt setVariable ["dncmv",false,false]; { if (random 100 > 50) then {_x action ["Eject",_heliHurt];} else {_x setPos getPos _heliHurt;}; } forEach crew _heliHurt; }; }; _damage }; donn_heli_unit_HD = { _hurtedOne = _this select 0; _damage = _this select 2; _ofender = _this select 3; _grp = group _hurtedOne; if (combatMode _grp != "RED" && isPlayer _ofender) then { {_x enableAi "TARGET";} forEach units _grp; {_x enableAi "AUTOTARGET";} forEach units _grp; _grp reveal [_ofender,1.5]; _grp setCombatMode "RED";_grp setBehaviour "COMBAT"; }; _damage }; donn_heli_unitKill = { _unit = _this select 0; _role = assignedVehicleRole _unit; if ((assignedVehicleRole _unit) select 0 == "Driver") then { _vehEject = assignedVehicle _unit; { if (random 100 > 40) then {_x action ["Eject",_vehEject];} else {_x setPos getPos _vehEject}; } forEach crew _vehEject; }; if ({alive _x} count units group _unit == 0) then {donn_heliGrps = donn_heliGrps - [group _unit];}; _unit setVariable ["cashMoney",12500 + (round random 5) * 1000,true]; }; donn_makeAeroRoute = { _origin = _this select 0; _heli_group = _this select 1; _speed = _this select 2; _posBefore = _origin; _posNow = _origin; _wp = _heli_group addWaypoint [_posNow,0,0]; _wp setWaypointCompletionRadius 65; _wp setWaypointType "MOVE"; _wp setWaypointSpeed _speed; _posNext = [0,0,0]; for "_c" from 1 to 5 do { _distToBefore = 0; _distToNext = 0; _found = false; for "_x" from 1 to 200 do { _posNext = donn_hwps call BIS_fnc_selectRandom; _distToNext = _posNow distance _posNext; _distToBefore = _posNext distance _posBefore; if (_distToNext > 3000 && _distToBefore > 4000) exitWith {}; uiSleep 0.001; }; if (!_found) then {_posNext = donn_hwps call BIS_fnc_selectRandom;}; _wp = _heli_group addWaypoint [_posNext,0,_c]; _wp setWaypointCompletionRadius 65; _wp setWaypointType "MOVE"; _wp setWaypointSpeed _speed; _posNow = _posNext; }; _wp = _heli_group addWaypoint [_origin,0,6]; _wp setWaypointCompletionRadius 65; _wp setWaypointType "CYCLE"; _wp setWaypointSpeed _speed; }; donn_heliGrps = []; [] spawn { while {{!isNull _x} count donn_heliGrps > 0} do { { _grp = _x; _forceIn = true; { if (_grp knowsAbout _x >= 1.5) then {_grp reveal [_x,4];_forceIn = false;}; } forEach playableUnits; if (_forceIn) then { if (combatMode _grp != "BLUE") then { {_x disableAi "TARGET";uiSleep 0.001;} forEach units _grp; {_x disableAi "AUTOTARGET";uiSleep 0.001;} forEach units _grp; _grp setCombatMode "BLUE";_grp setBehaviour "CARELESS"; }; { if (vehicle _x == _x) then {[_x] orderGetIn true;uiSleep 0.001;}; } forEach units _grp; }; } forEach donn_heliGrps; uiSleep 10; }; diag_log "[COMBOIOS AEREOS] FIM."; }; for "_cs" from 1 to (count _heliFormation) do { diag_log ("[HELI CONVOY] Initialized Spawn! " + str _cs); _heli_group = createGroup EAST; donn_heliGrps = donn_heliGrps + [_heli_group]; _convoy = _heliFormation select (_cs-1); _convoyH = _heliAltitude select (_cs-1); _convoyS = _heliSpeed select (_cs-1); _qtd = count _convoy; _helis = []; {_helis = _helis + [donn_heliConvy select _x];} forEach _convoy; for "_n" from 1 to _qtd do { private ["_firstDriver"]; _heli = _helis select (_n-1); _flyHeight = _convoyH select (_n-1); _motor = createVehicle [_heli select 0,_spawn,[],50,"FLY"]; {deleteVehicle _x;} forEach crew _motor; _motor removeAllEventHandlers "handleDamage"; _motor addEventHandler ["handleDamage",{_this call donn_heli_HD}]; _motor setVariable ["dncmv",true,false]; _motor setVariable ["dnishp",true,true]; _motor setVariable ["dnishpq",_heli select 3,true]; _motor setFuel 1; _motor setVehicleLock "LOCKED"; _motor flyInHeight _flyHeight; _ammos = _heli select 2; {_ammo = _x;for "_a" from 1 to 8 do {_motor addMagazineTurret [_ammo,[_forEachIndex]];};} forEach _ammos; _driverCount = 1; _turreterCount = count _ammos; _cargorsCount = _heli select 1; _crewCount = _driverCount + _turreterCount + _cargorsCount; _gunnerPos = 0; for "_y" from 1 to _crewCount do { _unit = _heli_group createUnit ["TK_INS_Bonesetter_EP1",[50,50,0],[],50,"PRIVATE"]; _unit removeAllEventHandlers "killed"; _unit removeAllEventHandlers "handleDamage"; _unit addEventHandler ["killed",{_this call donn_heli_unitKill;}]; _unit addEventHandler ["handleDamage",{_this call donn_heli_unit_HD}]; [_unit] joinSilent _heli_group; _unit setSkill 0.85; removeAllWeapons _unit; {_unit removeMagazine _x} forEach magazines _unit; _unit addWeapon "RPK_74"; _unit selectWeapon "RPK_74"; for "_pa" from 1 to 2 do {_unit addMagazine "75Rnd_545x39_RPK";}; if (_y == 1) then { _unit assignAsDriver _motor; _unit moveInDriver _motor; _unit setSkill ["aimingAccuracy",0.65]; }; if (_y > 1 && _y <= 1 + _turreterCount) then { _unit assignAsGunner _motor; _unit moveInTurret [_motor,[_gunnerPos]]; _gunnerPos = _gunnerPos + 1; _unit setSkill ["aimingAccuracy",1]; }; if (_y > 1 + _turreterCount) then { _unit assignAsCargo _motor; _unit moveInCargo _motor; _unit setSkill ["aimingAccuracy",0.65]; }; }; {_x disableAi "TARGET";uiSleep 0.001;} forEach units _heli_group; {_x disableAi "AUTOTARGET";uiSleep 0.001;} forEach units _heli_group; _heli_group setCombatMode "BLUE";_heli_group setBehaviour "CARELESS"; _sphere = createVehicle ["Sign_sphere100cm_EP1",[0,0,0],[],0,"CAN_COLLIDE"]; _sphere attachTo [_motor,[0,0,3]]; }; [donn_hwps call BIS_fnc_selectRandom,_heli_group,_convoyS] call donn_makeAeroRoute; uiSleep (60*20); }; }; 3 - Run the script bellow in client side, with execVM. s_colect_heli = -1; while {true} do { _donn_cursorTarget = cursorTarget; _objVar = _donn_cursorTarget getVariable ["dnishpq",0]; _isHeliLoot = false; if (!isNil "_objVar") then { if (_objVar > 0) then { if (player distance _donn_cursorTarget < ((sizeOf typeOf _donn_cursorTarget)/2 + 4)) then { _isHeliLoot = true; }; }; }; if (_isHeliLoot) then { if (s_colect_heli < 0) then { _heliTxt = "Collect tragedy itens..."; if (alive _donn_cursorTarget) then {_heliTxt = "Collect heli itens!";}; s_colect_heli = player addaction[("<t color=""#6666bb"">" + _heliTxt + "</t>"),"andre_heliConvoy_itens.sqf",_donn_cursorTarget,5,false,true,"",""]; }; } else { player removeAction s_colect_heli; s_colect_heli = -1; }; uiSleep 1.5; }; 4 - Put the script bellow in the root of your mission file, with the name andre_heliConvoy_itens.sqf. _motor = _this select 3; _qLoot = _motor getVariable "dnishpq"; _loot1 = [ [["addWeaponCargoGlobal","Mk_48_DZ",[1,1,2]],["addMagazineCargoGlobal","100Rnd_762x51_M240",[1,2,3]]], //Maried Loot [["addWeaponCargoGlobal","M249_DZ",[1,1,2]],["addMagazineCargoGlobal","200Rnd_556x45_M249",[1,2,3]]], //Maried Loot [["addWeaponCargoGlobal","G36C",[1,1,2]],["addMagazineCargoGlobal","30Rnd_556x45_Stanag",[2,3,4]]], //Maried Loot [["addWeaponCargoGlobal","DMR_DZ",[1,1,2]],["addMagazineCargoGlobal","20Rnd_762x51_DMR",[3,4,5]]], //Maried Loot [["addWeaponCargoGlobal","AK_47_M",[1,1,2]],["addMagazineCargoGlobal","30Rnd_762x39_AK47",[2,3,4]]], //Maried Loot [["addWeaponCargoGlobal","NVGoggles",[2,3,4]]], [["addWeaponCargoGlobal","ItemEtool",[2,3,4]]], [["addWeaponCargoGlobal","Binocular_Vector",[2,3,4]]], [["addMagazineCargoGlobal","ItemBloodBag",[6,8,10]]], [["addMagazineCargoGlobal","PartEngine",[2,3,4]]], [["addMagazineCargoGlobal","ItemBandage",[10,15,20]]], [["addMagazineCargoGlobal","HandGrenade_West",[3,5,7]]], [["addMagazineCargoGlobal","ItemBriefcase100oz",[1,1,2]]] ]; if (_qLoot > 0) then { for "_i" from 1 to _qLoot do { _holder = createVehicle ["WeaponHolder",position player,[],1.5,"CAN_COLLIDE"]; { call compile format [ "_holder %1 ['%2',%3];", _x select 0, _x select 1, (_x select 2) call BIS_fnc_selectRandom ]; } forEach (_loot1 call BIS_fnc_selectRandom); }; _motor setVariable ["dnishpq",0,true]; }; Thankyou to Tang0 for more details in the install instructions:
  16. Hello i need some help, i cant seem to find a way to make a safe when placed down to have a code set to 0000 or somthing along those lines.. i want to make a mission out of it. If you can help i well be happy if you can :)
  17. Olá Pessoal Venho Divulgar novo servidor 24h de Dayz Epoch sem Lags - Full Dedicado Agora com 32GB Ram e 2 Proc. Xeon quad-L5420 8 x 2,5ghz 1gbp/s uplink , hospedado nos EUA . Website = http://murxonline.com/dayz/ Acessem pelo IP: Porta: 2302 server equipado com um Anihack-InfistaR.de e um Anti-ByPass escondido . server com restart de 6 em 6 horas sem lag , Admins Ativos . rodando na versao atual do mod) patch 125548 do Arma2OA . Modificaçoes do server: *Enhanced Spawn - spawn com seleçao de personagem , local e modo . *-WZAI - Missoes diversas setadas aleatoriamente no mapa Chernarus . *-DZAI - Bots simulando players spawnando aleatoriamente por todo mapa . *-Currency 2.2/Traders/Banco - Sistema para comercio de items e veiculos por Moedas . *-Random loadout - Items aleatorios no inventario ao Iniciar . *-SelfBloodBag - permite o sobrevivente fazer transfusão de sangue em si . *-Group Manager - permite criar ou entrar em um grupo existente de players(facilita comunicaçao e localização de sobreviventes amigos) Bom Jogo
  18. DESCRIPTION This update represents an almost complete re-write from the ground up of the original blckeagls mission system 2.02, to which a link is shown below. https://epochmod.com/forum/topic/30063-blckeagls-ai-mission-version-202-release-122015/ Most of the mission system has been redone or extensively revised. Features: Built-in support for Epoch and Exile mods. Toggle between default and fully militarized missions with a single parameter. Dynamically spawning missions; support for multiple missions of a particular type (e.g., 3 Red, 2 Blue, 1 Orange, 1 Green). Dynamically spawning underwater missions at which surface vessels, SDV patrols, helis, and nearby land units such as vehicles, static HMGs, and infantry can be spawned. Support for static AI vehicle, air, emplaced or infantry, each of which can be customized for skill, position, and respawn timer. Support for static Missions described by a mission template. Addon modules include: Time acceleration. Map Addons spawner (useful for running scripts to add objects to the map at server startup) Static Loot Spawner (used to spawn loot crates at specific locations at server startup; useful for static missions or AI strongholds). Credits: Epoch Mod developer team. blckeagls - Original developer of mission system 2.0.2 Narines - bug fixes and improvements. Bill (DBD Clan) example compositions. cyncrwler for help with troubleshooting and testing Brian Soanes for helpful changes and performance tweaks. Grahame for many rounds of testing and feedback. zxbutchxz for extensive testing of AI behavior. * Additional Credits include authors of other missions systems who's work influenced this release: Face (A3EAI) KiloSwiss (SEM) Hogscrapper (HC missions for A3) the Vampire (DZMS and VEMF) The FUCHS (EMS) lazylink (early A2 Epoch mission system) Matt11 (Wicked AI) Updates: DOWNLOAD Mission system https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC Modified IgiLoad to load crates on SDV https://github.com/Ghostrider-DbD-/IgiLoad Installation: Please see Installation.txt in the download for details. License This Mission System is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License. http://creativecommons.org/licenses/by-nc-sa/4.0/
  19. DayZ Campaign System [DevBlog] [Alpha release soon] ["Community Ideas Collection Pot"] So I would like to start the development on this again due to many requests, I hope this will be a great and cool addition to DayZ and will make the game more "new" again. Here I would like to collect/share and develop the ground structure into something great. Please share your ideas on possible Missions/a story/checkpoints etc.! So, what is the "DayZ Campaign System" ? Well, it basically creates the Story/Mission system for DayZ just like most games have nowadays. A Mission system split up in chapters which complete after successfully completing each chapters checkpoints. In the end you will know secrets about DayZ's story and how each Map became a zombie invested world. It will also give Players loot, vehicles, action and more fun. So, why would the Players play the mission more than once? If it's the same story? Well, the goals I have in mind are: - Depending on your decisions within the missions you choose a path, so each time making different decisions will bring you different content. - Also, each Map will have its own story, so you will always want to play all maps, and it will also populate all regions of DayZ, so everyone will see all sides of each Map. - In addition there will be secret "Easter eggs" which basically are hidden loot spawns within the missions. So this is where we are at the moment: Ground structure done: - Interactive Checkpoints/AI Spawns - your "overwatch team leader" - Loot Spawns - decisions of the players change the course of the story - explosions/gimmicks to make it interesting (different events) My goals: - Servers can choose from different locations to adjust it to their server needs (different campaigns or the same one in different areas) - Easy config file to adjust difficulty/Length/spawn time/respawn time (if at all) - More gimmicks (mines, tanks?, action loaded!) - creation of Easter eggs within the missions to make it fun and interesting each time (special hidden rewards etc.) Community ideas: - SHARE THEM! :D First release: More info soon! Stress test release (Major Mission System): More info soon! Progress: [[0%][5%][10%][15%][20%][25%][30%][35%][40%][45%][50%][55%][60%][65%][70%][75%][80%][85%][90%][95%][100%]] Big credit to Vampire for his AI Spawn script and ground structure from his mission system since it is one of the key parts of a good mission system (may change to a self developed one soon but for now BIG CREDIT TO HIM, it made this project possible!)
  20. So, currently I have a perfectly clean (minus AdminTools) MPMissions folder for Napf, and I'm attempting to use a custom loot table using the lines: DZE_MissionLootTable #include "customloot\CfgBuildingLoot.hpp" //Overpoch Custom Loot problem is, when I load into my server, I get to the admin login/mission start screen. As soon as I hit "OK", the DayZ Epoch logo comes up, the loading bar loads fully, then it pauses at that screen indefinitely, like this: http://tinypic.com/r/3355dep/8 that's a photoshopped image, but you get the idea. My server RPT then says this: 18:45:06 Error in expression <nd (((_itemChances select _l) select 1) * 100); for "_k" from 0 to (_weight - 1)> 18:45:06 Error position: <* 100); for "_k" from 0 to (_weight - 1)> 18:45:06 Error *: Type String, expected Number 18:45:06 File z\addons\dayz_code\init\loot_init.sqf, line 85 So, i do some programming, I get the error, but is there a way to fix at that is more simple than commenting out the code or anything? Or a way of changing the variable that is a string but should be a number? I'll try commenting it out and report back, but I don't think it'll help... Thanks, all! FIXED: wangtangnoodle, on 27 Jun 2014 - 10:21 PM, said: found this quote from: Cheers!
  21. Hi guys, First post here. I've got my server up and running with a bunch of addons (scripts) and all this fancy loot table stuff, very happy with it! But I'm sick of Sauerland, and I couldn't seem to get the server to change the Mission it loads... When I changed all the .sqm's and used DayZ_Epoch_24.Napf it still loads in as Sauerland!!! My server_log says "19:59:42 Mission DayZ Epoch Napf read from directory." but in Arma 2 Multiplayer it says "Mission: Sauerland" at the bottom... So confused! :angry: Any help? Thanks! *FIXED* by trial and error
  22. I do NOT give hosts permission to ask money for installing this on people's servers. ZCP - Zupa's Capture Points Current Version 2.0 An independent addon for your Epoch server. This will spawn random bases (How many you configured) on the map which the player can go to and start capturing. This does not involve any AI. This addon focuses to direct PVP action more to those places for people that actually want the danger. How it works: Players will get a notice that a camp has been set up that they can capture. If they look on the map they can see the marker with a certain color: Green -> Not being captured and not contested. Purple -> Being captured by a player ( and his group) and not contested. Red -> Being captured and being contested by someone else. Ariving at the spot there will be a base to give a little battle arena / defending position. A message will warn all players that a player started capping that specfic point. This base will vanish 1 minut after being captured succesfully. If someone died while capping. The capping status will be handed over to a new player in the zone. Timer is reset and you will be announced again on the right side of the screen. Group members does not effect contesting. Winner will receive a cash reward directly into their wallet. Future version will hold more features. Extra notices: You can make own bases and add them in the right folder and in the config. First object is the cappoint. Position does not matter, the script recalculates the positions ^^ Use M3Editor to build bases because the scripts uses that sqf markup. Cappoints will choose a random base from the base list config each time they spawn. Easy to configure configs. No AI. Low influence on server performance. Easy to install ( very fucking easy) Best experienced on more populated servers, Cus this creates PVP. Not effective for PVE as long as there are no AI. I might add an AI option later that attacks the cappoint. Maps This works on every map. But warning, the original base might be build with some AIA buildings, Those specific objects wil not spawn on a non AIA map. This will however not influence the script itself ( only buildings missing in the base). Make a little base yourself for example and put it in base1.sqf Ill make a full non AIA base myself this evening. Planned Features Visual Timers AI option Contesting pauses cap time. ... Changelogs 1.1 [Added] configs to calculate price on the amount of players online. [Added] configs to delay spawning until a specific amount of people are online. [Added] config to define time to wait for base cleanup. [Added] Anouncements on halftime and 1 minut mark for capturing. Changelogs 2.0 [added] Reward system : Krypto / Vehicle drop / Weapon or Build box. [added] More configs [added] More checks [fixed] Epoch 0.3 Krypto rewards. [changed] Code cleanup and optimization. Github - Code https://github.com/DevZupa/ZCP-A3 Install Instructions 1) Pack the a3_epoch_server_zcp into a pbo and place it in the @epochive/addon folder of your epoch server. 2) Add zcp.sqf to your mission 3) Call zcp.sqf from init.sqf or anywhere u want :) execVM "zcp.sqf"; DONE. CONFIG Edit the boxes, cus they are really default ^^. Vehicle reward is disabled by default cus they don't save after restart without changin epoch code. Example Logs 8:01:25 [ZCP]: Giving server some time to boot. 8:03:47 [ZCP]: Initiate Zupas Capture Points 8:03:47 [ZCP]: ZCP No 0 started. 8:03:47 [ZCP]: ZCP No 1 started. 8:03:47 [ZCP]: All Capture Points are running. 8:03:47 [ZCP]: Waiting 79 secs for next cap point. 8:03:47 [ZCP]: Waiting 80 secs for next cap point. 8:05:09 [ZCP]: Cap Point Alpha :Spawning dynamic on [11174.8,7836.09,0] 8:05:09 [ZCP]: Cap Point Alpha started. 8:05:12 [ZCP]: Cap Point Beta :Spawning dynamic on [3919.28,11111.1,0] 8:05:12 [ZCP]: Cap Point Beta started. 9:31:01 [ZCP]: Ansgar won Cap Point Alpha 9:31:02 [ZCP]: Cap Point Alpha cleaned up and ended. 9:31:02 [ZCP]: Waiting 119 secs for next cap point. 9:33:14 [ZCP]: Cap Point Alpha :Spawning dynamic on [2905.8,5070.86,0] 9:33:15 [ZCP]: Cap Point Alpha started. 9:59:10 [ZCP]: m0nster [MUR] won Cap Point Beta 9:59:11 [ZCP]: Cap Point Beta cleaned up and ended. 9:59:11 [ZCP]: Waiting 147 secs for next cap point. 10:01:46 [ZCP]: Cap Point Beta :Spawning dynamic on [9335.61,11222.1,0] 10:01:46 [ZCP]: Cap Point Beta started.
  23. Hi, I add the R3F Logistic Script from R3F ( http://makearmanotwar.com/entry/4DWDt4DY7i#.VPGanfmG-ar). All functions working. But I have only one problem: I dont know how I can spawn cutom Items like a Sandbackwall/fence? My idea was a Mission... Player search Cargobxes with this Items: _centerpos = getmarkerpos "Marker1"; _aadis = [42,100,150] call BIS_fnc_selectRandom; _aadir = random 360; _aapos = [(_centerpos select 0) + sin(_aadir)*_aadis,(_centerpos select 1) + cos(_aadir)*_aadis]; _box1 = createVehicle ["box_ind_ammoveh_f", _aapos, [], 0, "NONE"]; //_box1 = createVehicle ["box_ind_ammoveh_f", [getMarkerPos "marker1" +15,0], [], 0, "NONE"]; clearWeaponCargoGlobal _box1; clearMagazineCargoGlobal _box1; _box1 addobjectcargoGlobal ["Land_BagFence_Corner_F", 2]; _box1 addobjectcargoGlobal ["Land_BagFence_End_F", 1]; _box1 addobjectcargoGlobal ["Land_BagFence_Long_F", 1]; _box1 addobjectcargoGlobal ["Land_BagFence_Round_F", 3]; _box1 addobjectcargoGlobal ["Land_BagFence_Short_F", 1]; _box1 addobjectcargoGlobal ["Land_HBarrier_1_F", 3]; _box1 addobjectcargoGlobal ["Land_HBarrier_3_F", 1]; _box1 addobjectcargoGlobal ["Land_HBarrier_5_F", 4]; _box1 addobjectcargoGlobal ["Land_HBarrierBig_F", 2]; ... I test it, but the box was empty. Now I havent an idea how can I fix it. Thanks for help. RundeEcke
  24. [WAI] Make AIs attack armoured vheicles

    Hey guys! The question is simple and already included in the title. Can I somehow make the WAI AIs attack armoured vehicles like the BTR-90? Also, how does that rocket launcher stuff work? I enabled the rocket launchers for the missions in the config but there are no NPCs with AT launchers and if I manually add NPCs to spawn with AT launchers for each mission, the launchers don't disappear at death even though I enabled that option in the config, too.
  25. 2 Bandit WAI customized missions --- Denny's Farm --- Troop's Supply Mission Plot: --- Denny is giving out some supplies at his farm. --- The local troop just received their supply. Screenshots: https://www.dropbox.com/sh/k9txqxw6q4qx71t/AADTvplz45CXdSrW8Pyo5W8Fa?dl=0 Requirement: -PBO to pack mission file -WAI Installation: ---Download and install WAI to your server.pbo Link : ---Create farmer_give.sqf and troop_supply.sqf files in dayz_server\WAI\missions\bandits In farmer_give.sqf Copy and paste In troop_supply.sqf, copy and paste: ---Edit the config.sqf : find wai_bandit_missions = [ ["armed_vehicle",10], ["black_hawk_crash",10], ["captured_mv22",10], ["broken_down_ural",10], ["hero_base",10], ["ikea_convoy",10], ["medi_camp",10], ["presidents_mansion",10], ["sniper_extraction",10], ["weapon_cache",10], ]; the missions you have may be different from me, and the number after the mission name is the chance of the mission will happen Example: ["mission_name",chance in %] ---Add in farmer_give and troop_supply so it would look like this wai_bandit_missions = [ ["armed_vehicle",10], ["black_hawk_crash",10], ["captured_mv22",10], ["broken_down_ural",10], ["hero_base",10], ["ikea_convoy",10], ["medi_camp",4], ["presidents_mansion",10], ["sniper_extraction",10], ["weapon_cache",4], ["farmer_give",6], ["troop_supply",6] ]; Make sure the number add up to 100. You can change the chance of the mission happen by change the number in % to whatever you want. Now you are done! Repack your server.pbo to try out the missions :D Let me know if there is any problem with the mission.