mgm Posted June 27, 2014 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. Yes, that would be great! After some trial & error I have managed to decrease loot it is giving much less now (one third or even less). If it's not too much work for you, could you please tell me how to strip ammo for the current version? I'm sure I'll eventually find it but it takes me literally hours of googling & testing to get things done because I don't know much about Arma 2 scripting. Link to comment Share on other sites More sharing options...
Defent Posted June 27, 2014 Author Report Share Posted June 27, 2014 I added variables which I placed in the config file. From there you can set the loot rate. I'm testing it atm. I also added the remove ammo from vehicle option. Do you have any more ideas before I launch this? mgm 1 Link to comment Share on other sites More sharing options...
mgm Posted June 27, 2014 Report Share Posted June 27, 2014 I added variables which I placed in the config file. From there you can set the loot rate. I'm testing it atm. I also added the remove ammo from vehicle option. Do you have any more ideas before I launch this? That's all I can think of, this is becoming an ideal mission package. Thanks for your hard work! Link to comment Share on other sites More sharing options...
Seeekker Posted June 27, 2014 Report Share Posted June 27, 2014 I had a mission last night right next to the gas station in Novy Sobor. It took me longer than expected having trouble killing the last three. So I circled around and got behind them to kill them. Since then all but the 3 recent NPC's had despawned but the loot crates and 2 Urals where still there. I hid the urals to log off and ran back to my truck and started filling my MTVR at the gas station. Just then another mission spawns 200m from me and unloads on my truck blowing it up with me barely escaping. Is there some way to prevent missions from using the same spawn point that was just used? For slow pokes like me that do everything solo and take a long time to loot. Link to comment Share on other sites More sharing options...
crckdns Posted June 27, 2014 Report Share Posted June 27, 2014 I've added more AI levels, more different box-configurations and bit randomised the AI levels individual in general. Also reconfigured the missions and lowered the amount of spawned weapons, same goes to inventory of the AI ...like removing the DMR except for highest AI level (8 levels), same with VSS. SVD and m24 are also limited to higher AI levels (none of these 4 snipers is obtainable within boxes) .. a way to return DayZ to the old Vanilla feeling where not everyone had high grade equipment after few days. Will create a fork of my version on github after that weekend (not at home right now) Traesket, crckdns and mgm 3 Link to comment Share on other sites More sharing options...
Markokil321 Posted July 1, 2014 Report Share Posted July 1, 2014 Very nice edits, thanks to you and the original creator for releasing! I have just one question. I am getting most of the missions spawning very close to Stary Sobor, which is making it pretty easy for people that sit there trading all day (which is MANY people) to quickly go to the mission and return. With the odd exception of some spawning in near Pobeda Dam and other places, but most are near Stary. Is there any way to randomize the mission spawn areas a bit more, or prevent missions from spawning near the same area several times in a row? I know it uses "DZMSFindPos;", is there anything that could be changed in there to achieve this? Thanks Link to comment Share on other sites More sharing options...
TheVampire Posted July 1, 2014 Report Share Posted July 1, 2014 Very nice edits, thanks to you and the original creator for releasing! I have just one question. I am getting most of the missions spawning very close to Stary Sobor, which is making it pretty easy for people that sit there trading all day (which is MANY people) to quickly go to the mission and return. With the odd exception of some spawning in near Pobeda Dam and other places, but most are near Stary. Is there any way to randomize the mission spawn areas a bit more, or prevent missions from spawning near the same area several times in a row? I know it uses "DZMSFindPos;", is there anything that could be changed in there to achieve this? Thanks Make the minimum distance larger once Defent releases his update. Link to comment Share on other sites More sharing options...
Defent Posted July 1, 2014 Author Report Share Posted July 1, 2014 I also added stary as a blacklisted area, with a range of around 800 units in order to remove missions from stary. I'm testing it atm on my chernarus server. It should be ready for a realease very soon. Although, the code and "fixes" I've made are terribly ugly. crckdns 1 Link to comment Share on other sites More sharing options...
mgm Posted July 1, 2014 Report Share Posted July 1, 2014 Defent, I'm currently testing with different settings with high numbers of AI as copied below in the screenshot. To achieve this I I have manually edited all major+minor mission files. This can be done (I already did it) but it's not a very efficient way of doing it so I wonder if there's a way to configure Mission AI groups to spawn between configurable lower & upper limits? BTW, thanks very much for improving this code! EDIT - It's a typo on the right side, in minor missions section. Skill level should be 0 to 2. Link to comment Share on other sites More sharing options...
Psygomin Posted July 2, 2014 Report Share Posted July 2, 2014 any fix to the spawning of the missions on Napf? they are still almost all spawning on the one Mtn range on the south east Link to comment Share on other sites More sharing options...
Defent Posted July 2, 2014 Author Report Share Posted July 2, 2014 @mgm I'm not sure. It does sound like I will have to redo a quite a lot of functions for that to work? @Psygomin Sadly, I have put more prio on testing it on Chernarus. But I believe you can set the maximum incline and decline that missions are allowed to spawn on. I'll get back to you on this. Link to comment Share on other sites More sharing options...
TheVampire Posted July 2, 2014 Report Share Posted July 2, 2014 any fix to the spawning of the missions on Napf? they are still almost all spawning on the one Mtn range on the south east You'll be able to fix that in his new update by adding blacklist areas. I also added stary as a blacklisted area, with a range of around 800 units in order to remove missions from stary. I'm testing it atm on my chernarus server. It should be ready for a realease very soon. Although, the code and "fixes" I've made are terribly ugly. I wouldn't leave that in as default or someone who uses your edit on a different map could have a large area blacklisted for no reason. If you added the distance checking from DZMS which is default 1000m, just up the range. Link to comment Share on other sites More sharing options...
Defent Posted July 2, 2014 Author Report Share Posted July 2, 2014 Yea, didn't think about that. Cheers. Link to comment Share on other sites More sharing options...
mgm Posted July 5, 2014 Report Share Posted July 5, 2014 Hey All, I made another tweak on this excellent package. Players wanted to be able to sell BTR40s (armed & unarmed) which they earn in the missions. I don't want database saving but wanted to allow selling as it makes sense to give them an option to convert their winnings to gold; so I added the following to my SQL db, traders section (I also want this item to be purchase/sell-able regardless of missions as there should be no magic "mission-only" item in my Chernarus world): -- Modify_Trader_Data.AddItem.BTR40_MG_TK_INS_EP1.sql -- Add custom items to traders USE dayz_overpoch; INSERT INTO `traders_data` (`item`,`qty`,`buy`,`sell`,`order`,`tid`,`afile`) VALUES ('["BTR40_MG_TK_INS_EP1",2]', 250, '[2,"ItemBriefcase100oz",1]', '[1,"ItemBriefcase100oz",1]', 0, 562, 'trade_any_vehicle'), ('["BTR40_MG_TK_INS_EP1",2]', 250, '[2,"ItemBriefcase100oz",1]', '[1,"ItemBriefcase100oz",1]', 0, 569, 'trade_any_vehicle'); -- Modify_Trader_Data.AddItem.BTR40_TK_INS_EP1.sql -- Add custom items to traders USE dayz_overpoch; INSERT INTO `traders_data` (`item`,`qty`,`buy`,`sell`,`order`,`tid`,`afile`) VALUES ('["BTR40_TK_INS_EP1",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]', 0, 491, 'trade_any_vehicle'), ('["BTR40_TK_INS_EP1",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]', 0, 598, 'trade_any_vehicle'), ('["BTR40_TK_INS_EP1",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]', 0, 599, 'trade_any_vehicle'), ('["BTR40_TK_INS_EP1",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]', 0, 658, 'trade_any_vehicle'); First one is the armed version, second one is unarmed version. Armed can be traded at Hero/Bandit and the other one at all Auto Traders. And changed major mission #12 like this: /* Medical Supply Camp by lazyink (Full credit for original code to TheSzerdi & TAW_Tonic) Updated to New Mission Format by Vampire Edited by Fuchs for EMS */ private ["_missName","_coords","_vehicle","_vehicle1","_vehicle2"]; //Name of the Mission _missName = "APC Mission"; //DZMSFindPos loops BIS_fnc_findSafePos until it gets a valid result _coords = call DZMSFindPos; [nil,nil,rTitleText,"Two APC's have broken down! Secure their firepower! Check your map for the location!", "PLAIN",10] call RE; //DZMSAddMajMarker is a simple script that adds a marker to the location [_coords,_missname] ExecVM DZMSAddMajMarker; //We create the vehicles like normal _vehicle = createVehicle ["BTR40_MG_TK_INS_EP1",[(_coords select 0) - 10, (_coords select 1) - 10,0],[], 0, "CAN_COLLIDE"]; _vehicle1 = createVehicle ["BTR40_TK_INS_EP1",[(_coords select 0) + 20, (_coords select 1) - 5,0],[], 0, "CAN_COLLIDE"]; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cen's proposed fix to issue >> "unable to save vehicle to trader because EMS mission vehicles do not get ObjectUID assigned when they spawn" // http://epochmod.com/forum/index.php?/topic/2611-ems-026-epoch-mission-system/?p=44816 _uniqueid = str(round(random 99999999999999999)); _vehicle setVariable ["ObjectID", _uniqueid, true]; _vehicle setVariable ["ObjectUID", _uniqueid, true]; _vehicle1 setVariable ["ObjectID", _uniqueid, true]; _vehicle1 setVariable ["ObjectUID", _uniqueid, true]; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //DZMSSetupVehicle prevents the vehicle from disappearing and sets fuel and such [_vehicle] call DZMSSetupVehicle; [_vehicle1] call DZMSSetupVehicle; //[_vehicle2] call DZMSSetupVehicle; //DZMSAISpawn spawns AI to the mission. //Usage: [_coords, count, skillLevel] [_coords,14,3] ExecVM DZMSAISpawn; sleep 5; //Wait until the player is within 30meters waitUntil{{isPlayer _x && _x distance _coords <= 30 } count playableunits > 0}; //Call DZMSSaveVeh to attempt to save the vehicles to the database //If saving is off, the script will exit. [_vehicle] ExecVM DZMSSaveVeh; //Let everyone know the mission is over [nil,nil,rTitleText,"Survivors have taken control of the APC's.", "PLAIN",6] call RE; diag_log format["[DZMS]: Major SM12 APC Mission has Ended."]; deleteMarker "DZMSMajMarker"; deleteMarker "DZMSMajDot"; //Let the timer know the mission is over DZMSMajDone = true; Tested just now, seems to be working. One known potential issue is detailed here() but I will not be bothered with that at the moment - fingers crossed lol CREDITS: Idea & code from cen in his post Link to comment Share on other sites More sharing options...
Markokil321 Posted July 6, 2014 Report Share Posted July 6, 2014 Has anyone ever used this or had any issues with it? Thinking about enabling it as people seem to be going to the missions in armed vehicles and running over all the AI. = too easy // Do you want AI that players run over to not have gear? DZMSRunGear = true; Link to comment Share on other sites More sharing options...
mgm Posted July 6, 2014 Report Share Posted July 6, 2014 Has anyone ever used this or had any issues with it? Thinking about enabling it as people seem to be going to the missions in armed vehicles and running over all the AI. = too easy // Do you want AI that players run over to not have gear? DZMSRunGear = true; I'm using it, haven't had any issues reported about it so I assume it's working well. (It still gives flashlight and hunting knife lol) With that setting active missions are still too easy though... Abovementioned prevents players from acquiring loot from AI unit bodies however they can still runover AI and profit from mission rewards. My plan is placing some sort of wall in the parameter of every single mission (both major+minor) so Vodnik lovers won't be able to enter the mission with their super vehicle. I don't know if this can be done or would it cause any issues but I am planning to test it somehow if I can manage to code this in. Players should fight like man, with their rifles and not vehicles :) Markokil321 1 Link to comment Share on other sites More sharing options...
Markokil321 Posted July 7, 2014 Report Share Posted July 7, 2014 I'm using it, haven't had any issues reported about it so I assume it's working well. (It still gives flashlight and hunting knife lol) With that setting active missions are still too easy though... Abovementioned prevents players from acquiring loot from AI unit bodies however they can still runover AI and profit from mission rewards. My plan is placing some sort of wall in the parameter of every single mission (both major+minor) so Vodnik lovers won't be able to enter the mission with their super vehicle. I don't know if this can be done or would it cause any issues but I am planning to test it somehow if I can manage to code this in. Players should fight like man, with their rifles and not vehicles :) Awesome, i agree completely they should fight it out like men! I have just one last question, ever since the 1.0.5.1 and 1.63 beta update, i have been getting these errors throughout my .rpt, Does anyone know what can cause this and how it can be fixed? Thanks 23:11:18 Error in expression <[(_x select 0),(_x select 1)] } forEach _aicskill; _unit addEventHandler ["Kil> 23:11:18 Error position: <_aicskill; _unit addEventHandler ["Kil> 23:11:18 Error Undefined variable in expression: _aicskill 23:11:18 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 95 23:11:19 Error in expression <"_i" from 1 to 3 do { _unit addMagazine _magazine; }; _unit addWeapon _weapon; _> 23:11:19 Error position: <_magazine; }; _unit addWeapon _weapon; _> 23:11:19 Error Undefined variable in expression: _magazine 23:11:19 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 71 23:11:19 Error in expression <dMagazine _magazine; }; _unit addWeapon _weapon; _unit selectWeapon _weapon; _u> 23:11:19 Error position: <_weapon; _unit selectWeapon _weapon; _u> 23:11:19 Error Undefined variable in expression: _weapon 23:11:19 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 73 23:11:20 Error in expression < {_aiweapon = DZMSWeps3;}; }; _weapon = _aiweapon call BIS_fnc_selectRandom; _ma> 23:11:20 Error position: <_aiweapon call BIS_fnc_selectRandom; _ma> 23:11:20 Error Undefined variable in expression: _aiweapon 23:11:20 File z\addons\dayz_server\EMS\DZMSFunctions.sqf, line 193 Link to comment Share on other sites More sharing options...
mgm Posted July 7, 2014 Report Share Posted July 7, 2014 Awesome, i agree completely they should fight it out like men! I have just one last question, ever since the 1.0.5.1 and 1.63 beta update, i have been getting these errors throughout my .rpt, Does anyone know what can cause this and how it can be fixed? Thanks 23:11:18 Error in expression 23:11:18 Error Undefined variable in expression: _aicskill23:11:18 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 9523:11:19 Error in expression 23:11:19 Error position: 23:11:19 Error Undefined variable in expression: _magazine23:11:19 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 7123:11:19 Error in expression 23:11:19 Error position: 23:11:19 Error Undefined variable in expression: _weapon23:11:19 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 7323:11:20 Error in expression < {_aiweapon = DZMSWeps3;};};_weapon = _aiweapon call BIS_fnc_selectRandom;_ma>23:11:20 Error position: 23:11:20 Error Undefined variable in expression: _aiweapon23:11:20 File z\addons\dayz_server\EMS\DZMSFunctions.sqf, line 193 Perhaps the proposed fix in post #18 here might help: I haven't tried it yet. Link to comment Share on other sites More sharing options...
Markokil321 Posted July 7, 2014 Report Share Posted July 7, 2014 Perhaps the proposed fix in post #18 here might help: I haven't tried it yet. I already made this edit in the DZMS major/minor timer.sqf. (changed the nil to false, and then add: DZMSMajDone = false; DZMSMinDone = false; to the top of the DZMSfunctions.sqf ) These errors haven't actually broken anything, (as far as i know) but are a pain in the ass to see spammed in the .RPT. :angry: Thanks for the reply Link to comment Share on other sites More sharing options...
TheVampire Posted July 7, 2014 Report Share Posted July 7, 2014 Awesome, i agree completely they should fight it out like men! I have just one last question, ever since the 1.0.5.1 and 1.63 beta update, i have been getting these errors throughout my .rpt, Does anyone know what can cause this and how it can be fixed? Thanks 23:11:18 Error in expression <[(_x select 0),(_x select 1)] } forEach _aicskill; _unit addEventHandler ["Kil> 23:11:18 Error position: <_aicskill; _unit addEventHandler ["Kil> 23:11:18 Error Undefined variable in expression: _aicskill 23:11:18 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 95 23:11:19 Error in expression <"_i" from 1 to 3 do { _unit addMagazine _magazine; }; _unit addWeapon _weapon; _> 23:11:19 Error position: <_magazine; }; _unit addWeapon _weapon; _> 23:11:19 Error Undefined variable in expression: _magazine 23:11:19 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 71 23:11:19 Error in expression <dMagazine _magazine; }; _unit addWeapon _weapon; _unit selectWeapon _weapon; _u> 23:11:19 Error position: <_weapon; _unit selectWeapon _weapon; _u> 23:11:19 Error Undefined variable in expression: _weapon 23:11:19 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 73 23:11:20 Error in expression < {_aiweapon = DZMSWeps3;}; }; _weapon = _aiweapon call BIS_fnc_selectRandom; _ma> 23:11:20 Error position: <_aiweapon call BIS_fnc_selectRandom; _ma> 23:11:20 Error Undefined variable in expression: _aiweapon 23:11:20 File z\addons\dayz_server\EMS\DZMSFunctions.sqf, line 193 https://github.com/SMVampire/DZMS-DayZMissionSystem/commit/8c2f14d17d6fbc3d2825c1cb155f56b2b9e07e10 Markokil321 1 Link to comment Share on other sites More sharing options...
Markokil321 Posted July 7, 2014 Report Share Posted July 7, 2014 https://github.com/SMVampire/DZMS-DayZMissionSystem/commit/8c2f14d17d6fbc3d2825c1cb155f56b2b9e07e10 Thank you very much sir, Haven't seen any errors again so far! Will keep watching. :) Link to comment Share on other sites More sharing options...
Markokil321 Posted July 7, 2014 Report Share Posted July 7, 2014 After letting the server run for a while, i have noticed the line 95 error was fixed with the method you provided. (_aicskill = DZMSSkills1;) But the rest still show up in the .RPT. 23:11:19 Error in expression <"_i" from 1 to 3 do { _unit addMagazine _magazine; }; _unit addWeapon _weapon; _> 23:11:19 Error position: <_magazine; }; _unit addWeapon _weapon; _> 23:11:19 Error Undefined variable in expression: _magazine 23:11:19 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 71 23:11:19 Error in expression <dMagazine _magazine; }; _unit addWeapon _weapon; _unit selectWeapon _weapon; _u> 23:11:19 Error position: <_weapon; _unit selectWeapon _weapon; _u> 23:11:19 Error Undefined variable in expression: _weapon 23:11:19 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 73 23:11:20 Error in expression < {_aiweapon = DZMSWeps3;}; }; _weapon = _aiweapon call BIS_fnc_selectRandom; _ma> 23:11:20 Error position: <_aiweapon call BIS_fnc_selectRandom; _ma> 23:11:20 Error Undefined variable in expression: _aiweapon 23:11:20 File z\addons\dayz_server\EMS\DZMSFunctions.sqf, line 193 Any idea what can be done to prevent these? :O Thanks again Link to comment Share on other sites More sharing options...
TheVampire Posted July 7, 2014 Report Share Posted July 7, 2014 After letting the server run for a while, i have noticed the line 95 error was fixed with the method you provided. (_aicskill = DZMSSkills1;) But the rest still show up in the .RPT. 23:11:19 Error in expression <"_i" from 1 to 3 do { _unit addMagazine _magazine; }; _unit addWeapon _weapon; _> 23:11:19 Error position: <_magazine; }; _unit addWeapon _weapon; _> 23:11:19 Error Undefined variable in expression: _magazine 23:11:19 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 71 23:11:19 Error in expression <dMagazine _magazine; }; _unit addWeapon _weapon; _unit selectWeapon _weapon; _u> 23:11:19 Error position: <_weapon; _unit selectWeapon _weapon; _u> 23:11:19 Error Undefined variable in expression: _weapon 23:11:19 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 73 23:11:20 Error in expression < {_aiweapon = DZMSWeps3;}; }; _weapon = _aiweapon call BIS_fnc_selectRandom; _ma> 23:11:20 Error position: <_aiweapon call BIS_fnc_selectRandom; _ma> 23:11:20 Error Undefined variable in expression: _aiweapon 23:11:20 File z\addons\dayz_server\EMS\DZMSFunctions.sqf, line 193 Any idea what can be done to prevent these? :o Thanks again Only I can think of is a nonexistant weapon classname in DZMSAIConfig.sqf Link to comment Share on other sites More sharing options...
Defent Posted July 12, 2014 Author Report Share Posted July 12, 2014 NEW UPDATE HAS BEEN LAUNCHED: https://github.com/Defent/EMS-0.3.1 Please report any bugs here. I run this version on my servers and they work perfectly. * [FIXED] Clearing missions now de-spawn the AI and scenery better. * [FIXED] Almost all missions have been fixed now and should work perfectly. * [UPDATED] Base code and framework. * [UPDATED] Loot Tables * [UPDATED] AI skins * [UPDATED] AI skills * [UPDATED] Box loot settings * [ADDED] Box loot configs * [ADDED] Remove mission vehicle ammo * [ADDED] Spawn rate items in boxes * [ADDED] God Missions * [ADDED] IKEA missions * [ADDED] Functions from the latest DZMS version * [REMOVED] Uneccesary code and many other things * [MISC] Other things, a lot to mention. Hope you enjoy it. Link to comment Share on other sites More sharing options...
T.LEE Posted July 12, 2014 Report Share Posted July 12, 2014 del Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now