Trinii Posted July 12, 2014 Report Share Posted July 12, 2014 Have the same issue... DZMSPurgeObject = { _> 0:54:07 Error position: <_sleepTime;}; }; DZMSPurgeObject = { _> 0:54:07 Error Nicht definierte Variable in Ausdruck: _sleeptime 0:54:07 File z\addons\dayz_server\EMS\DZMSFunctions.sqf, line 263 0:54:07 Error in expression <nterval; (diag_tickTime - _startTime) > _sleepTime;}; }; Link to comment Share on other sites More sharing options...
Agreener Posted July 13, 2014 Report Share Posted July 13, 2014 Hi. Could you have a look at this and tell me what you think? Anyone Tell me what this means? DZMSPurgeObject = { _> 1:22:40 Error Undefined variable in expression: _sleeptime 1:22:40 File z\addons\dayz_server\EMS\DZMSFunctions.sqf, line 263 1:22:40 Error in expression <nterval; (diag_tickTime - _startTime) > _sleepTime;}; }; Thanks Link to comment Share on other sites More sharing options...
MuhChy Posted July 13, 2014 Report Share Posted July 13, 2014 Same problem here guys.. :/ Some help would be nice :) DZMSPurgeObject = { _> 9:06:52 Error position: <_sleepTime;}; }; DZMSPurgeObject = { _> 9:06:52 Error Undefined variable in expression: _sleeptime 9:06:52 File z\addons\dayz_server\EMS\DZMSFunctions.sqf, line 263 9:06:52 Error in expression <nterval; (diag_tickTime - _startTime) > _sleepTime;}; }; Link to comment Share on other sites More sharing options...
Defent Posted July 13, 2014 Author Report Share Posted July 13, 2014 Ok, I will update the fix now. Sorry for the problems. Link to comment Share on other sites More sharing options...
MuhChy Posted July 13, 2014 Report Share Posted July 13, 2014 Sounds good ;) - When will you publish it? Update: Getting the next error. Maybe it's caused by the same bug. 11:26:39 "[EMS]: Minor SM11 Bandit Hunting Party Mission has started." 11:26:53 Error in expression <aponryRate do { _sSelect = floor(random _sCount); _item = EMSWeaponry select _s> 11:26:53 Error position: <_sCount); _item = EMSWeaponry select _s> 11:26:53 Error Undefined variable in expression: _scount 11:26:53 File z\addons\dayz_server\EMS\Scripts\DZMSBox.sqf, line 149 11:26:53 Error in expression <aponryRate do { _sSelect = floor(random _sCount); _item = EMSWeaponry select _s> 11:26:53 Error position: <_sCount); _item = EMSWeaponry select _s> 11:26:53 Error Undefined variable in expression: _scount 11:26:53 File z\addons\dayz_server\EMS\Scripts\DZMSBox.sqf, line 149 Link to comment Share on other sites More sharing options...
Defent Posted July 13, 2014 Author Report Share Posted July 13, 2014 Today, in around 1-2 hours. Link to comment Share on other sites More sharing options...
MuhChy Posted July 13, 2014 Report Share Posted July 13, 2014 Ok, that sounds good too.. ;) Thank You. Link to comment Share on other sites More sharing options...
Defent Posted July 13, 2014 Author Report Share Posted July 13, 2014 NEW UPDATE RELEASED! I updated the GitHub now, this one is working on my dev server. Hopefully it wil work for you too! I tweaked some stuff, added some fixes to the missions etc. Note: If you don't want for example: 11:21:27 "[EMS]: Minor SM6 Ural Weapons Truck Mission has started." To appear in your RPT. Simply open the missions in the Mission folder and delete the line saying: diag_log format["[EMS]: Minor SM6 Ural Weapons Truck Mission has started."]; Link to comment Share on other sites More sharing options...
MuhChy Posted July 13, 2014 Report Share Posted July 13, 2014 Ok thank you, i'll upload the files and try em out. Link to comment Share on other sites More sharing options...
MuhChy Posted July 13, 2014 Report Share Posted July 13, 2014 Great job dude ... All is working fine now here for me :). Thank you ;) Defent 1 Link to comment Share on other sites More sharing options...
T.LEE Posted July 13, 2014 Report Share Posted July 13, 2014 del Link to comment Share on other sites More sharing options...
Agreener Posted July 13, 2014 Report Share Posted July 13, 2014 This works great now!!!! Thank you sir. Link to comment Share on other sites More sharing options...
Defent Posted July 13, 2014 Author Report Share Posted July 13, 2014 @T.LEE - You can open the mission yourself and edit those parts out. Should be fairly easy. You can also limit the amount of weapons spawning by opening DZMSConfig.cfg and changing the value for DEFRifleRate. Link to comment Share on other sites More sharing options...
mgm Posted July 13, 2014 Report Share Posted July 13, 2014 Defent, Congrats on the new version - I was looking forward to it, will try out soon. I have a quick question for you:Is it possible to increase AI unit # a lot and make it still work? I already tried setting AI unit numbers to 15-20 but they stopped functioning. Rather than defending their mission area, at high numbers they started running a few meters > going prone > getting up > running a few meters & looping this behavior without shooting at all. Link to comment Share on other sites More sharing options...
Trinii Posted July 13, 2014 Report Share Posted July 13, 2014 I want also more Ai Units. 5 is too less.. pls fix it or tell us how we can change it :D Link to comment Share on other sites More sharing options...
T.LEE Posted July 13, 2014 Report Share Posted July 13, 2014 del Link to comment Share on other sites More sharing options...
Trinii Posted July 13, 2014 Report Share Posted July 13, 2014 Thank you :) Link to comment Share on other sites More sharing options...
Defent Posted July 13, 2014 Author Report Share Posted July 13, 2014 Defent, Congrats on the new version - I was looking forward to it, will try out soon. I have a quick question for you:Is it possible to increase AI unit # a lot and make it still work? I already tried setting AI unit numbers to 15-20 but they stopped functioning. Rather than defending their mission area, at high numbers they started running a few meters > going prone > getting up > running a few meters & looping this behavior without shooting at all. Thanks, and as mentioned above: [[(_coords select 0) - 0.5635,(_coords select 1) + 0.3173,0],3,1,"DZMSUnitsMajor"] call DZMSAISpawn; ,3,1,"DZMSUnitsMajor"] Number 3 here is the count of enemies and 1 is the skill level. Link to comment Share on other sites More sharing options...
tylerjohnson Posted July 13, 2014 Report Share Posted July 13, 2014 Thanks for the update, looks great. How can I reduce the loot inside the boxes? We are having way to much loot spawn per create. Link to comment Share on other sites More sharing options...
Defent Posted July 13, 2014 Author Report Share Posted July 13, 2014 Open DZMSConfig.sqf and set the settings in there. Decrease the number for less loot and increase for more loot. Link to comment Share on other sites More sharing options...
tylerjohnson Posted July 13, 2014 Report Share Posted July 13, 2014 Pfft, I completely skipped that text. Thank you. Couple of questions 1 - The missions are popping up to quick for my taste, how can I change the timing? 2- I see the setting for the RPG, is there a way for me to set ALL ai to have a RPG and their primary weapon? Link to comment Share on other sites More sharing options...
Defent Posted July 13, 2014 Author Report Share Posted July 13, 2014 1. Yes, open the same file I mentioned and move down to this part and just increase the numbers. // The Minumum time in seconds before a major mission will run. // At least this much time will pass between major missions. Default = 650 (10.8 Minutes) DZMSMajorMin = 650; // Maximum time in seconds before a major mission will run. // A major mission will always run before this much time has passed. Default = 2000 (33.33 Minutes) DZMSMajorMax = 2000; // Time in seconds before a minor mission will run. // At least this much time will pass between minor missions. Default = 600 (10 Minutes) DZMSMinorMin = 600; // Maximum time in seconds before a minor mission will run. // A minor mission will always run before this much time has passed. Default = 990 (16.5 Minutes) DZMSMinorMax = 990; 2. Enable that and they should have RPGs on them, I'm not sure if it's their primary weapon of choice. However, you can also open the EMS/ExtConfig/DZMSAIConfig.sqf file and change the weapons lists in there. Then add thos for example: DZMSWeps0 = [ "RPG7V" ]; Link to comment Share on other sites More sharing options...
tylerjohnson Posted July 13, 2014 Report Share Posted July 13, 2014 I know when you enable the "DZMSUseRPG = true;" then one of the AI has a weapon from the weapon list and a RPG, but I would like all the AI to have an rpg and a weapon from the list. If I add RPG7V to the weapon list then the AI have a chance to have a RPG and only a RPG. Link to comment Share on other sites More sharing options...
Defent Posted July 13, 2014 Author Report Share Posted July 13, 2014 That's going to be a bit more complicated. You can experiment around with this block of code in DZMSFunctions.sqf Making a new case, removing the random select and somehow fixing it through that. //Gets the weapon and magazine based on skill level DZMSGetWeapon = { private ["_skill","_aiweapon","_weapon","_magazine","_fin"]; _skill = _this select 0; //diag_log text format ["[EMS]: AI Skill Func:%1",_skill]; switch (_skill) do { case 0: {_aiweapon = DZMSWeps0;}; case 1: {_aiweapon = DZMSWeps1;}; case 2: {_aiweapon = DZMSWeps2;}; case 3: {_aiweapon = DZMSWeps3;}; }; _weapon = _aiweapon call BIS_fnc_selectRandom; _magazine = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines") select 0; _fin = [_weapon,_magazine]; _fin }; Link to comment Share on other sites More sharing options...
tylerjohnson Posted July 13, 2014 Report Share Posted July 13, 2014 I'm constantly having issues with people running over the AI while in vodnik or armored suv. I thought either give all the ai rpg or put in some dshkm that would spawn with the mission. Any thoughts? I'm more concerned over the loot in the boxes. Link to comment Share on other sites More sharing options...
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