Defent Posted June 11, 2014 Author Report Share Posted June 11, 2014 Check this file: EMS/Scripts/DZMSBox.sqf Then change this: /////////////////////////////////////////////////////////////////// // Epoch Supply Crates if (_type == "supply") then { // load tools _scount = count DZMSConTools; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = DZMSConTools select _sSelect; _crate addWeaponCargoGlobal [_item, 2]; }; // load construction _scount = count DZMSConSupply; for "_x" from 0 to 15 do { _sSelect = floor(random _sCount); _item = DZMSConSupply select _sSelect; _crate addMagazineCargoGlobal [_item,(round(random 15))]; }; }; Change the item values to your liking. Sounds weird that you get 44 floors since that it's limited to 15 items out of the DMSConSupply array which lists: EMSSupplyCon = ["ItemWoodWallLg","PartPlywoodPack","PartPlankPack","ItemWoodWallGarageDoor","CinderBlocks","MortarBucket","ItemWoodFloor","ItemWoodFloor","ItemWoodFloor","metal_floor_kit"]; You can try removing a instance of Wood flor here. I have an extra added because I want them to be more frequent on my servers. Mr.Exodus 1 Link to comment Share on other sites More sharing options...
Hype Posted June 13, 2014 Report Share Posted June 13, 2014 Is there any way i can set it so for example, the medical boxes will always spawn: 10 blood bags, 5 morphine, 5 pain killers, ETC? instead of having everything spawn in random numbers. Blood bags have spawned a few times in a stack of 40. Link to comment Share on other sites More sharing options...
babylonstew Posted June 14, 2014 Report Share Posted June 14, 2014 just installed this package and first run thru got this spamming my rpt log 4:13:41 "[DZMS]: Running Minor Mission SM7." 4:13:41 Error in expression <or Mission %1.",_varName]; waitUntil {DZMSMinDone}; DZMSMinDone = nil; };> 4:13:41 Error position: <DZMSMinDone}; DZMSMinDone = nil; };> 4:13:41 Error Undefined variable in expression: dzmsmindone 4:13:41 File z\addons\dayz_server\EMS\Scripts\DZMSMinTimer.sqf, line 36 4:13:41 Error in expression <or Mission %1.",_varName]; waitUntil {DZMSMinDone}; DZMSMinDone = nil; };> 4:13:41 Error position: <DZMSMinDone}; DZMSMinDone = nil; };> 4:13:41 Error Undefined variable in expression: dzmsmindone 4:13:41 File z\addons\dayz_server\EMS\Scripts\DZMSMinTimer.sqf, line 36 4:13:41 Error in expression <or Mission %1.",_varName]; the mission appeared and ran fine from what i can tell, but its filling the log up fast any chance you could ahve a look at this plz, we would love to run this package, but have to be sur its running perfectly before we put it on our livr servers cheers edit, nvm, sorted it Link to comment Share on other sites More sharing options...
Dwarfer Posted June 14, 2014 Report Share Posted June 14, 2014 Hi, Check the following files and change the following DZMSMajTimer.sqf lines 37 if (isNil("DZMSMajDone")) then { DZMSMajDone = false; }; waitUntil {DZMSMajDone}; // DZMSMajDone = nil; DZMSMajDone = false; DZMSMinTimer.sqf lines 37 if (isNil("DZMSMinDone")) then { DZMSMinDone = false; }; waitUntil {DZMSMinDone}; // DZMSMinDone = nil; DZMSMinDone = false; BigCrazyCat 1 Link to comment Share on other sites More sharing options...
Mr.Exodus Posted June 15, 2014 Report Share Posted June 15, 2014 haha :) well my EMS is living its own life xD So only the mortar and bricks seems to be under 15x. :) i ran the mission today, and got 38x workbenches!!! Im never gonna craft one fo them again :o . Link to comment Share on other sites More sharing options...
Defent Posted June 15, 2014 Author Report Share Posted June 15, 2014 Yea, I never changed how the random works, only how much it generates. There are ways to edit that I suppose. Link to comment Share on other sites More sharing options...
mgm Posted June 17, 2014 Report Share Posted June 17, 2014 I'm using this & happy with it, thanks for the cleaned up release. Keep it up! :) Defent 1 Link to comment Share on other sites More sharing options...
Dwarfer Posted June 19, 2014 Report Share Posted June 19, 2014 OK, Is anyone else having issues with Missions dropping from the MAP however when you go/drive past where it was the AI are still around and stealing server FPS ??. Seems it does not wait until the current mission is done before starting the new one.. Ta Link to comment Share on other sites More sharing options...
Defent Posted June 20, 2014 Author Report Share Posted June 20, 2014 I'll look in to that. I was suspiciousabout about this as well. Link to comment Share on other sites More sharing options...
DarrikVkir Posted June 20, 2014 Report Share Posted June 20, 2014 Might be someone rolling up, stealing the best loot (damned fast), and rolling back out without killing the AI? Mission finish trigger is just getting within range. For that matter, you don't even need to steal the loot, just drive up to the crate and drive away... although that one would just be trolling :) Be a lot easier with a vehicle that laughs at Ai weapons, if they are available on your server. Link to comment Share on other sites More sharing options...
babylonstew Posted June 21, 2014 Report Share Posted June 21, 2014 Might be someone rolling up, stealing the best loot (damned fast), and rolling back out without killing the AI? Mission finish trigger is just getting within range. For that matter, you don't even need to steal the loot, just drive up to the crate and drive away... although that one would just be trolling :) Be a lot easier with a vehicle that laughs at Ai weapons, if they are available on your server. thats not causing it, it happens on my test serve with just me logged in Link to comment Share on other sites More sharing options...
Jyggs Posted June 21, 2014 Report Share Posted June 21, 2014 Hello. I have been using your edited EMS script for a while and it's pretty good. The only problem I'm having is that some players are just running towards the center (with vehicles) and just despawning the mission. The crates nor the AI despawn, but the marker dissapears from the map and only that player knows where it's at. Is there a way to add something that tells the script that they have to kill... for example half of the AIs or all of them for the mission to complete once they reach the 30 m radius? I know that DZMS has this on the options and I even tried to copy the options settings to the EMS ini but to no avail. Is there a way to add this at all? Link to comment Share on other sites More sharing options...
Defent Posted June 22, 2014 Author Report Share Posted June 22, 2014 I can look in to that. I'm planning on updating this, so I may include a clean up that removes older missions. Link to comment Share on other sites More sharing options...
mgm Posted June 22, 2014 Report Share Posted June 22, 2014 Found a cosmetic bug: MinMarker file has Major Missions text - FYI... Link to comment Share on other sites More sharing options...
TheVampire Posted June 22, 2014 Report Share Posted June 22, 2014 Found a cosmetic bug: MinMarker file has Major Missions text - FYI... That bug was in DZMS v1.0 too. Link to comment Share on other sites More sharing options...
Defent Posted June 24, 2014 Author Report Share Posted June 24, 2014 I'm working on an update for my forked version right now. It's going to use the newer functions from DZMS but with a few tweaks here and there and some new missions. Stay tuned and I hope to release it around when 1.0.5 gets oin on DZC. mgm 1 Link to comment Share on other sites More sharing options...
mgm Posted June 24, 2014 Report Share Posted June 24, 2014 I'm working on an update for my forked version right now. It's going to use the newer functions from DZMS but with a few tweaks here and there and some new missions. Stay tuned and I hope to release it around when 1.0.5 gets oin on DZC. Awesome, looking forward to it. I am planning to create some missions once I learn how to do that, I will submit for your consideration maybe it can be included in a future release. I don't expect it under a month though, there is SO MUCH to be done when you get into this Epoch server hosting world lol My only feedback from limited testing is: there is too much loot by default. This is not only admin point of view either, even players who benefit from the loot commented that it's too much. I have to point out this is on a new and 5-7 player server though. If you tone it down according to the above it might be too little for busy servers maybe. In the light of the above, how about adding 2 or 3 default values? setLootAmount = LowPop; // recommended if your server averages at <10 players setLootAmount = MediumPop; // recommended if your server averages at <30 players setLootAmount = HighPop; // recommended only for full pop servers This is in my TODO list and I will tone it down on my server manually -once I get around to it & learn how it works- but my suggestion is, if you do this once in the developer side, any admin using your code can set this up with a single parameter. I hope this is doable & something you'll consider. Thanks Link to comment Share on other sites More sharing options...
mgm Posted June 24, 2014 Report Share Posted June 24, 2014 I'm working on an update for my forked version right now. It's going to use the newer functions from DZMS but with a few tweaks here and there and some new missions. Stay tuned and I hope to release it around when 1.0.5 gets oin on DZC. Another suggestion; posting as a separate message: Perhaps you would consider increasing marker size overall, and also using different colors for major/minor missions? is my first attempt documented with a screenshot... (admittedly color choice can be improved...) EDIT: Link fixed. Link to comment Share on other sites More sharing options...
TheVampire Posted June 24, 2014 Report Share Posted June 24, 2014 Another suggestion; posting as a separate message: Perhaps you would consider increasing marker size overall, and also using different colors for major/minor missions? Here is my first attempt documented with a screenshot... (admittedly color choice can be improved...) IMO the marker size doesn't matter as the mission is always at the center. Unless the mission is to vary inside the marker, it's all just personal preference. Link to comment Share on other sites More sharing options...
Defent Posted June 25, 2014 Author Report Share Posted June 25, 2014 I'm almost ready to release an update to my forked version. Just need to tweak it abit and sort some documentation and weird variables. Stay tuned! mgm 1 Link to comment Share on other sites More sharing options...
mgm Posted June 26, 2014 Report Share Posted June 26, 2014 I'm almost ready to release an update to my forked version. Just need to tweak it abit and sort some documentation and weird variables. Stay tuned! Have you done (or planning to do, before release) any changes to http://epochmod.com/forum/index.php?/topic/10989-ems-03-defents-edit/?p=93595 gained from missions? Link to comment Share on other sites More sharing options...
Defent Posted June 26, 2014 Author Report Share Posted June 26, 2014 That could be done. I'll look in to it. mgm 1 Link to comment Share on other sites More sharing options...
mgm Posted June 26, 2014 Report Share Posted June 26, 2014 That could be done. I'll look in to it. Excellent, thanks! Link to comment Share on other sites More sharing options...
mgm Posted June 27, 2014 Report Share Posted June 27, 2014 Defent, If I wanted to configure EMS to spawn mission vehicles with no ammo how would I go about that? I found, in DZMSFunctions.sqf, the code that sets up the vehicles. Is this the right place to add "stripAmmo" code? Any ideas how to write such a block? Thanks. //DZMSFunctions.sqf //Clears the cargo and sets fuel, direction, and orientation //Direction stops the awkwardness of every vehicle bearing 0 DZMSSetupVehicle = { private ["_object","_objectID"]; _object = _this select 0; _objectID = str(round(random 999999)); _object setVariable ["ObjectID", _objectID, true]; _object setVariable ["ObjectUID", _objectID, true]; if (DZMSEpoch) then { PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor, _object]; } else { dayz_serverObjectMonitor set [count dayz_serverObjectMonitor, _object]; }; waitUntil {(!isNull _object)}; clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; _ranFuel = random 1; if (_ranFuel < .1) then {_ranFuel = .1;}; _object setFuel _ranFuel; _object setvelocity [0,0,1]; _object setDir (round(random 360)); //If saving vehicles to the database is disabled, lets warn players it will disappear if (!(DZMSSaveVehicles)) then { _object addEventHandler ["GetIn",{ _nil = [nil,(_this select 2),"loc",rTITLETEXT,"Warning: This vehicle will disappear on server restart!","PLAIN DOWN",5] call RE; }]; }; true }; Link to comment Share on other sites More sharing options...
Defent Posted June 27, 2014 Author Report Share Posted June 27, 2014 Yes, it would be. You can also define it in the mission, seperatley if you want. I could probably make this an option for the next release I'm planning. mgm 1 Link to comment Share on other sites More sharing options...
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