Hux Posted August 24, 2014 Report Share Posted August 24, 2014 I'll write that option up in this coming update right now ;) Great...very nice of you. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted August 24, 2014 Report Share Posted August 24, 2014 I'm working towards rolling my Epoch server over to Overpoch. Running the AI missions I get the following error when the script tries to spawn a static MG: Cannot create entity with abstract type M2StaticMG (scope = private?) I haven't changed anything in WAI in the server PBO and it runs fine on Epoch. There are tons of such errors in the RPT related to Overwatch weapons and items, so it's probably something in OW that's causing the issue. But that aside, any ideas what could be the cause? Link to comment Share on other sites More sharing options...
mgm Posted August 24, 2014 Report Share Posted August 24, 2014 WICKED AI 2.0.4 Since I really like (read love) the WAI missions and support for them has gone in the latest patched, I decided to dust off some of the old files and start making these properly 1.0.5+ compatible. It started with a few minor bugfixes and some custom loadouts and then turned into a proper redo with awesome help of the - very much alive - mod community (and in particular nerdalertdk)! Wicked AI 2.0.4 Thanks for this, a visit to WAI was much needed! Installed & very happy with it. Tanktraps is an excellent idea to counter Vodnik-warriors lol Link to comment Share on other sites More sharing options...
Jossy Posted August 24, 2014 Report Share Posted August 24, 2014 I'm working towards rolling my Epoch server over to Overpoch. Running the AI missions I get the following error when the script tries to spawn a static MG: Cannot create entity with abstract type M2StaticMG (scope = private?) I haven't changed anything in WAI in the server PBO and it runs fine on Epoch. There are tons of such errors in the RPT related to Overwatch weapons and items, so it's probably something in OW that's causing the issue. But that aside, any ideas what could be the cause? The map I'm developing on is overpoch napf and it runs fine so I think it must be something to do with your install. are you running the mods in this order? "-mod=@DayzOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server;" Link to comment Share on other sites More sharing options...
Darth_Rogue Posted August 24, 2014 Report Share Posted August 24, 2014 The map I'm developing on is overpoch napf and it runs fine so I think it must be something to do with your install. are you running the mods in this order? "-mod=@DayzOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server;" No. I was told that Overwatch was always supposed to be loaded dead last. Supposed to go "-mod=@DayZ_Epoch_Server;@DayZ_Epoch;@DayzOverwatch;" and in that specific order. Is that not correct? Link to comment Share on other sites More sharing options...
Jossy Posted August 24, 2014 Report Share Posted August 24, 2014 No. I was told that Overwatch was always supposed to be loaded dead last. Supposed to go "-mod=@DayZ_Epoch_Server;@DayZ_Epoch;@DayzOverwatch;" and in that specific order. Is that not correct? As far as I knew overwatch was meant to be first that's how mine is running and I don't have any errors/overwatch loot spawns/sounds work/vaulting works.. etc Link to comment Share on other sites More sharing options...
UKRop Posted August 24, 2014 Report Share Posted August 24, 2014 NICE MISSIONS Link to comment Share on other sites More sharing options...
DaVIdoSS Posted August 24, 2014 Report Share Posted August 24, 2014 mdswish Hi If you load overwatch as last than you have many guns baned (faked) M2staticMG too. Link to comment Share on other sites More sharing options...
BigDaddy Posted August 24, 2014 Report Share Posted August 24, 2014 Add ikea mission you forgot a ; at the last line } else { [[_box,_veh,_veh2,_veh3,_tanktraps,_mines],"Survivors did not secure the convoy in time!"] call mission_failure; }; diag_log format["WAI: Mission Ikea convoy ended at %1",_position]; missionrunning = false; } Link to comment Share on other sites More sharing options...
f3cuk Posted August 24, 2014 Author Report Share Posted August 24, 2014 Yeah i've noticed. It has been fixed in the upcoming 2.1.0. release. I'll release a 2.0.5. bugfix patch containing this one later today. Link to comment Share on other sites More sharing options...
Stranger Posted August 24, 2014 Report Share Posted August 24, 2014 Hey f3uck, the mines do not explode on my server. Any hint for this? Link to comment Share on other sites More sharing options...
Firefly Posted August 24, 2014 Report Share Posted August 24, 2014 Mines tend to be weight based, cars etc should be able to drive over them but something heavier like a Ural will detonate them. At least they did last time I used them. Link to comment Share on other sites More sharing options...
f3cuk Posted August 24, 2014 Author Report Share Posted August 24, 2014 Correct. Only armed vehicles should explode on them. Mines only detonate when a vehicle of the opposing force drives over them (this is still some arma 2 stuff), which is why we lay down both OPFOR and BLUFOR mines. Link to comment Share on other sites More sharing options...
Stranger Posted August 24, 2014 Report Share Posted August 24, 2014 Correct. Only armed vehicles should explode on them. Mines only detonate when a vehicle of the opposing force drives over them (this is still some arma 2 stuff), which is why we lay down both OPFOR and BLUFOR mines. Would be cool if every Vehicle will explode :D I might think players would LOOOOVE it! Link to comment Share on other sites More sharing options...
f3cuk Posted August 24, 2014 Author Report Share Posted August 24, 2014 Would be cool if every Vehicle will explode :D I might think players would LOOOOVE it! The next major version (2.1.0) will have this. Link to comment Share on other sites More sharing options...
PeterBeer Posted August 24, 2014 Report Share Posted August 24, 2014 Some reason this works on my test server but not my live one Same config files No Errors either this is annoying xD Link to comment Share on other sites More sharing options...
MoorZ Posted August 24, 2014 Report Share Posted August 24, 2014 for some reason adding this and my players cant tag each other friendly? to confirm this wasnt issue in the original WAI mission script, any fix for this? Link to comment Share on other sites More sharing options...
f3cuk Posted August 24, 2014 Author Report Share Posted August 24, 2014 @PeterBeer: That is weird, how is your live server different from your dev server? @MoorZ: This mod does not alter any of the files involving friendly tagging so it should not alter that behaviour. Check your RPT file for any errors Link to comment Share on other sites More sharing options...
MoorZ Posted August 24, 2014 Report Share Posted August 24, 2014 can you see any problems with where I have the excu command in my server_functions.sqf? server_logUnlockLockEvent = { private["_player", "_obj", "_objectID", "_objectUID", "_statusText", "_status"]; _player = _this select 0; _obj = _this select 1; _status = _this select 2; if (!isNull(_obj)) then { _objectID = _obj getVariable["ObjectID", "0"]; _objectUID = _obj getVariable["ObjectUID", "0"]; _statusText = "UNLOCKED"; if (_status) then { [_obj, "gear"] call server_updateObject; _statusText = "LOCKED"; }; diag_log format["SAFE %5: ID:%1 UID:%2 BY %3(%4)", _objectID, _objectUID, (name _player), (getPlayerUID _player), _statusText]; }; }; //*------------------------------------------------------------------------------------*/ // ***** Custom Map addons ***** call compile preProcessFileLineNumbers "\z\addons\dayz_server\maps\Chernarus\dk_GrassCutter.sqf"; //call compile preProcessFileLineNumbers "\z\addons\dayz_server\maps\Chernarus\dk_ChernoBlocks.sqf"; call compile preProcessFileLineNumbers "\z\addons\dayz_server\maps\Chernarus\dk_ChernoHill.sqf"; call compile preProcessFileLineNumbers "\z\addons\dayz_server\maps\Chernarus\dk_NEAF.sqf"; call compile preProcessFileLineNumbers "\z\addons\dayz_server\maps\Chernarus\dk_Medvedskoye.sqf"; call compile preProcessFileLineNumbers "\z\addons\dayz_server\maps\Chernarus\dk_Skalisty.sqf"; // call compile preProcessFileLineNumbers "\z\addons\dayz_server\maps\Chernarus\dk_Gvodzno_Petrovka_Road.sqf"; call compile preProcessFileLineNumbers "\z\addons\dayz_server\maps\Chernarus\dk_NWAF.sqf"; // call compile preProcessFileLineNumbers "\z\addons\dayz_server\maps\Chernarus\dk_SolnichniyFactory.sqf"; execVM "\z\addons\dayz_server\maps\Chernarus\checkpoints.sqf"; execVM "\z\addons\dayz_server\maps\Chernarus\BALOTA.sqf"; execVM "\z\addons\dayz_server\maps\Chernarus\KAMENKA.sqf"; //*------------------------------------------------------------------------------------*/ // ***** WAI Missions ***** //ExecVM "\z\addons\dayz_server\WAI\init.sqf"; //*------------------------------------------------------------------------------------*/ // ***** Added for Group Management Script ***** execVM "\z\addons\dayz_server\init\broadcaster.sqf"; //*----------------------------------------------------------- Link to comment Share on other sites More sharing options...
PeterBeer Posted August 24, 2014 Report Share Posted August 24, 2014 @PeterBeer: That is weird, how is your live server different from your dev server? In no way that's the weird part im asking GTX gaming now if they don't give a good answer time to go dedicated Shame there so expensive :/ Link to comment Share on other sites More sharing options...
MoorZ Posted August 24, 2014 Report Share Posted August 24, 2014 sorry ignore // I commented out after the tag friendly didnt work for me Link to comment Share on other sites More sharing options...
f3cuk Posted August 24, 2014 Author Report Share Posted August 24, 2014 @MoorZ: Please use [ code ] tags for proper syntax. Try to add it to your server_monitor.sqf instead. Just above "allowConnection = true;". @PeterBeer: Cant be the same :P Please post your server and client RPT for further assistance. Link to comment Share on other sites More sharing options...
PeterBeer Posted August 24, 2014 Report Share Posted August 24, 2014 @PeterBeer: Cant be the same :P Please post your server and client RPT for further assistance. Liver Server RPT : http://pastebin.com/Lzxbeyy9 Link to comment Share on other sites More sharing options...
f3cuk Posted August 24, 2014 Author Report Share Posted August 24, 2014 How is your server FPS? WAI is configured so that while a server is under heavy load, new missions wont spawn. -- P.S. You might wanna fix that server_tradeObject.sqf, it's causing a lot of errors. Link to comment Share on other sites More sharing options...
f3cuk Posted August 24, 2014 Author Report Share Posted August 24, 2014 Update 2.0.5Fixed some minor issues with 2.0.4Changelog2.0.5Fixed issue with missing ; at the end of ikea_convoy.sqfPlease update to the latest version or do the changes yourself.Download Link to comment Share on other sites More sharing options...
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