Tomodan Posted September 27, 2014 Report Share Posted September 27, 2014 Awesome mission system btw However i've noticed that when the mission times out the ai stay ? Any quick solution to fix this or wait for next update ? Great additions, thanks very much my player base love these missions I am however getting this also that AI stay if mission times out I have set the mission despawn timer higher on my server, this way the mission will never timeout Probably the easiest fix in the meantime, just means mission will stay on the map until next server restart or until someone completes it Link to comment Share on other sites More sharing options...
cikez Posted September 27, 2014 Report Share Posted September 27, 2014 Hey all.. Everything works great except I cannot get the AI to equip and use RPGs. This is important because my players are using LAV's to go and destroy these missions without having any AI fire at them. I do have wai_use_launchers set to true. Any ideas? I am running 1.0.5.1. Thanks! Link to comment Share on other sites More sharing options...
VentZer0 Posted September 27, 2014 Report Share Posted September 27, 2014 This thing needs its own forum ... I dont want to filter through 57 pages to find some fixes that might help for some issues that I am having. For example missions not getting cleared. Link to comment Share on other sites More sharing options...
cikez Posted September 27, 2014 Report Share Posted September 27, 2014 This thing needs its own forum ... I dont want to filter through 57 pages to find some fixes that might help for some issues that I am having. For example missions not getting cleared. I agree. Link to comment Share on other sites More sharing options...
UKCPirate Posted September 27, 2014 Report Share Posted September 27, 2014 This thing needs its own forum ... I dont want to filter through 57 pages to find some fixes that might help for some issues that I am having. For example missions not getting cleared. It could do with somewhere with info on making custom/static missions. For bugs, suggestions, etc github is best. Are you completing the mission then leaving the area for the cleanup time then returning to check? I think that is how it works. Link to comment Share on other sites More sharing options...
Dutch Vertigo Posted September 27, 2014 Report Share Posted September 27, 2014 First of all :Awesome, Thanks alot! Now i have a little problem with it, sometimes the weapon/ammo crates are emty , why is that ? Link to comment Share on other sites More sharing options...
jay8454 Posted September 28, 2014 Report Share Posted September 28, 2014 Hey, I LOVE THE NEW WAI! I gave a suggested mission idea. I need to report a possible bug, the AI are appearing on the map at random with no mission ellipse nor a crate or a reason. I have no .RPT as everything appears normal, but in game. I run default till the next release. It looks good I like the and the [H] missions, you have done what I have asked for within another mod non-related to Epoch, *cough origins! Keep working with this it's going in the greatest direction! GOOD WORK! Link to comment Share on other sites More sharing options...
VentZer0 Posted September 28, 2014 Report Share Posted September 28, 2014 It could do with somewhere with info on making custom/static missions. For bugs, suggestions, etc github is best. Are you completing the mission then leaving the area for the cleanup time then returning to check? I think that is how it works. Missions are vanilla nothing has been changed on those, people do the mission, killing all AI/implaced weapons, they go to the crate and nothing happens. I looked for stray AI with admin tools but there are none. Link to comment Share on other sites More sharing options...
megaz Posted September 28, 2014 Report Share Posted September 28, 2014 Loaded this on my test server and am getting this error in my server RTP any one else ? or any one know how to fix : 15:12:15 Error in expression < getVariable["actionSet", false]; if (!_actionSet) then { s_player_holderPickup> 15:12:15 Error position: <_actionSet) then { s_player_holderPickup> 15:12:15 Error Undefined variable in expression: _actionset 15:12:15 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13 Thanks MegaZ Also get these and lots more in client RTP WARNING: Function 'name' - 48a41c80# 982356: uh1h.p3d REMOTE has no unit - network id 2:14903 WARNING: Function 'name' - 45d11aa0# 982359: hooker.p3d REMOTE has no unit - network id 2:14912 - person - dead WARNING: Function 'name' - 45d0ee90# 982361: loc_soldier02.p3d REMOTE has no unit - network id 2:14918 - person - dead WARNING: Function 'name' - 45cffc30# 982363: tk_soldier_medic.p3d REMOTE has no unit - network id 2:14922 - person - dead WARNING: Function 'name' - 4bc49ab0# 982366: loc_soldier02.p3d REMOTE has no unit - network id 2:14993 - person - dead WARNING: Function 'name' - 4bc4b0c0# 982367: tk_soldier_medic.p3d REMOTE has no unit - network id 2:14995 - person - dead WARNING: Function 'name' - 4b976160# 982410: woman_bandit.p3d REMOTE has no unit - network id 2:15302 - person - dead WARNING: Function 'name' - 3593eb30# 982463: prizrak.p3d REMOTE has no unit - network id 2:15739 - person - dead WARNING: Function 'name' - 35940130# 982465: soldier.p3d REMOTE has no unit - network id 2:15744 - person - dead WARNING: Function 'name' - 39ecc720# 982467: annie_original.p3d REMOTE has no unit - network id 2:15747 Link to comment Share on other sites More sharing options...
UKCPirate Posted September 29, 2014 Report Share Posted September 29, 2014 Missions are vanilla nothing has been changed on those, people do the mission, killing all AI/implaced weapons, they go to the crate and nothing happens. I looked for stray AI with admin tools but there are none. Sorry I misunderstood. I thought you were talking about the AI not being cleaned up. Do you get the message to say that the mission is complete? Which mission(s) its it exactly? Anything in your logs? Link to comment Share on other sites More sharing options...
Havoc302 Posted September 29, 2014 Report Share Posted September 29, 2014 F3cuk I'm getting a strange issue where after some restarts only one type of mission spawns for that whole restart, like only Bandit or only Hero and it seems random from restart to restart which one it'll do, sometimes it'll work perfectly and both types of missions will run, there's nothing in the logs to show why either, any ideas? Also you said there's a way to make roaming AI by setting static patrols using a function to find a random position, I've searched the thread for it but can't seem to find where you posted the code, do you remember that? Link to comment Share on other sites More sharing options...
VentZer0 Posted September 29, 2014 Report Share Posted September 29, 2014 Sorry I misunderstood. I thought you were talking about the AI not being cleaned up. Do you get the message to say that the mission is complete? Which mission(s) its it exactly? Anything in your logs? No message that it is cleared, nothing in the RPT logs. I think the trigger condition or so is just broken Ural Attack, Destroyed Ural, Medical Camp, and some others aswell I think. Tried the fixes for those mission that are proposed in the thread, at least the ones I could find. Link to comment Share on other sites More sharing options...
Havoc302 Posted September 29, 2014 Report Share Posted September 29, 2014 Recreated the hemp mission that was added to this thread earlier on, confirmed working - can't harvest the hemp plants but it does add 20Kg's to the crate so the plants are mostly just there for effect. Create a file called hemp_farm.sqf, paste the mission into it, put it in the WAI\Missions\hero folder then in the config.sqf add "hemp_farm" with a percentage to the hero missions, just make sure all the percentages add up to 100% again, save, upload to your server pbo and enjoy. if(isServer) then { private ["_baserunover","_mission","_directions","_position","_crate","_crate_type","_num"]; // Get a safe position 80 meters from the nearest object _position = [70] call find_position; // Initialise the mission variable with the following options, [position, difficulty, mission name, mission type (MainHero/Mainbandit), minefield (true or false)] call mission_init; _mission = [_position,"medium","Hemp Farm","MainHero",true] call mission_init; diag_log format["WAI: Mission Hemp Farm started at %1",_position]; //Setup the crate _crate_type = crates_medium call BIS_fnc_selectrandom; // Choose between crates_large, crates_medium and crates_small _crate = createVehicle [_crate_type,[(_position select 0),(_position select 1),0],[],0,"CAN_COLLIDE"]; // The plants _plant1 = createVehicle ["fiberplant",[(_position select 0) - 6,(_position select 1) + 12,0], [], 0, "NONE"]; _plant2 = createVehicle ["fiberplant",[(_position select 0) - 6,(_position select 1) + 6,0], [], 0, "NONE"]; _plant3 = createVehicle ["fiberplant",[(_position select 0) - 6,(_position select 1),0], [], 0, "NONE"]; _plant4 = createVehicle ["fiberplant",[(_position select 0) - 6,(_position select 1) - 6,0], [], 0, "NONE"]; _plant5 = createVehicle ["fiberplant",[(_position select 0) - 6,(_position select 1) - 12,0], [], 0, "NONE"]; _plant6 = createVehicle ["fiberplant",[(_position select 0) - 12,(_position select 1) + 12,0], [], 0, "NONE"]; _plant7 = createVehicle ["fiberplant",[(_position select 0) - 12,(_position select 1) + 6,0], [], 0, "NONE"]; _plant8 = createVehicle ["fiberplant",[(_position select 0) - 12,(_position select 1),0], [], 0, "NONE"]; _plant9 = createVehicle ["fiberplant",[(_position select 0) - 12,(_position select 1) - 6,0], [], 0, "NONE"]; _plant10 = createVehicle ["fiberplant",[(_position select 0) - 12,(_position select 1) - 12,0], [], 0, "NONE"]; // Some huts _baserunover0 = createVehicle ["mbg_slum03h_EO",[(_position select 0) + 4, (_position select 1),0],[], 0, "CAN_COLLIDE"]; _baserunover1 = createVehicle ["mbg_slum01e_EO",[(_position select 0), (_position select 1) + 4,0],[], 0, "CAN_COLLIDE"]; // One variable just for tidiness _baserunover = [_baserunover0,_baserunover1]; _plant = [_plant1,_plant2,_plant3,_plant4,_plant5,_plant6,_plant7,_plant8,_plant9,_plant10]; // Directions for the buildings _directions = [90,0]; { _x setDir (_directions select _forEachIndex) } forEach _baserunover; // Make buildings flat on terrain surface { _x setVectorUp surfaceNormal position _x; } count _baserunover; // Group Spawns _num = round (random 3) + 4; [[_position select 0, _position select 1, 0],_num,"medium",["random","at"],4,"random","bandit","random","bandit",_mission] call spawn_group; [[_position select 0, _position select 1, 0],4,"medium",["random","at"],4,"random","bandit","random","bandit",_mission] call spawn_group; [[_position select 0, _position select 1, 0],4,"medium",["random","aa"],4,"random","bandit","random","bandit",_mission] call spawn_group; // Vehicle Patrol [[(_position select 0) + 50, _position select 1, 0],[(_position select 0) + 50, _position select 1, 0],200,5,"Offroad_DSHKM_Gue_DZE","random","bandit","bandit",_mission] call vehicle_patrol; // Gun Emplacements [[[(_position select 0) - 20, (_position select 1) + 20, 0]],"BAF_GPMG_Minitripod_W","medium","bandit","bandit",0,2,"random","random",_mission] call spawn_static; [[[(_position select 0) + 20, (_position select 1) - 20, 0]],"BAF_GPMG_Minitripod_W","medium","bandit","bandit",0,2,"random","random",_mission] call spawn_static; [[[(_position select 0) + 20, (_position select 1) + 20, 0]],"BAF_GPMG_Minitripod_W","medium","bandit","bandit",0,2,"random","random",_mission] call spawn_static; [[[(_position select 0) - 20, (_position select 1) - 20, 0]],"BAF_GPMG_Minitripod_W","medium","bandit","bandit",0,2,"random","random",_mission] call spawn_static; // Mission objective options and messages _complete = [ [_mission,_crate], // mission variable (from line 9) and crate ["crate"], // Mission objective type (["crate"], or ["kill",wai_kill_percent], or ["assassinate", _assassinate]) [_baserunover,_plant], // buildings to cleanup after mission is complete, does not include the crate "An informant has spotted a hemp farm run by bandits!", // mission announcement "The hemp farm has been taken by survivors!", // mission success "The bandits have been notified that their location was given away and have moved" // mission fail ] call mission_winorfail; if(_complete) then { [_crate,8,10,2,2] call dynamic_crate; _crate addMagazineCargoGlobal ["ItemKiloHemp", 20]; }; // End of mission diag_log format["WAI: Mission hemp farm ended at %1 ended",_position]; h_missionrunning = false; }; Link to comment Share on other sites More sharing options...
P0k3r_OF_Sm0t Posted September 29, 2014 Report Share Posted September 29, 2014 Recreated the hemp mission that was added to this thread earlier on, confirmed working - can't harvest the hemp plants but it does add 20Kg's to the crate so the plants are mostly just there for effect. Create a file called hemp_farm.sqf, paste the mission into it, put it in the WAI\Missions\hero folder then in the config.sqf add "hemp_farm" with a percentage to the hero missions, just make sure all the percentages add up to 100% again, save, upload to your server pbo and enjoy. if(isServer) then { private ["_baserunover","_mission","_directions","_position","_crate","_crate_type","_num"]; // Get a safe position 80 meters from the nearest object _position = [70] call find_position; // Initialise the mission variable with the following options, [position, difficulty, mission name, mission type (MainHero/Mainbandit), minefield (true or false)] call mission_init; _mission = [_position,"medium","Hemp Farm","MainHero",true] call mission_init; diag_log format["WAI: Mission Hemp Farm started at %1",_position]; //Setup the crate _crate_type = crates_medium call BIS_fnc_selectrandom; // Choose between crates_large, crates_medium and crates_small _crate = createVehicle [_crate_type,[(_position select 0),(_position select 1),0],[],0,"CAN_COLLIDE"]; // The plants _plant1 = createVehicle ["fiberplant",[(_position select 0) - 6,(_position select 1) + 12,0], [], 0, "NONE"]; _plant2 = createVehicle ["fiberplant",[(_position select 0) - 6,(_position select 1) + 6,0], [], 0, "NONE"]; _plant3 = createVehicle ["fiberplant",[(_position select 0) - 6,(_position select 1),0], [], 0, "NONE"]; _plant4 = createVehicle ["fiberplant",[(_position select 0) - 6,(_position select 1) - 6,0], [], 0, "NONE"]; _plant5 = createVehicle ["fiberplant",[(_position select 0) - 6,(_position select 1) - 12,0], [], 0, "NONE"]; _plant6 = createVehicle ["fiberplant",[(_position select 0) - 12,(_position select 1) + 12,0], [], 0, "NONE"]; _plant7 = createVehicle ["fiberplant",[(_position select 0) - 12,(_position select 1) + 6,0], [], 0, "NONE"]; _plant8 = createVehicle ["fiberplant",[(_position select 0) - 12,(_position select 1),0], [], 0, "NONE"]; _plant9 = createVehicle ["fiberplant",[(_position select 0) - 12,(_position select 1) - 6,0], [], 0, "NONE"]; _plant10 = createVehicle ["fiberplant",[(_position select 0) - 12,(_position select 1) - 12,0], [], 0, "NONE"]; // Some huts _baserunover0 = createVehicle ["mbg_slum03h_EO",[(_position select 0) + 4, (_position select 1),0],[], 0, "CAN_COLLIDE"]; _baserunover1 = createVehicle ["mbg_slum01e_EO",[(_position select 0), (_position select 1) + 4,0],[], 0, "CAN_COLLIDE"]; // One variable just for tidiness _baserunover = [_baserunover0,_baserunover1]; _plant = [_plant1,_plant2,_plant3,_plant4,_plant5,_plant6,_plant7,_plant8,_plant9,_plant10]; // Directions for the buildings _directions = [90,0]; { _x setDir (_directions select _forEachIndex) } forEach _baserunover; // Make buildings flat on terrain surface { _x setVectorUp surfaceNormal position _x; } count _baserunover; // Group Spawns _num = round (random 3) + 4; [[_position select 0, _position select 1, 0],_num,"medium",["random","at"],4,"random","bandit","random","bandit",_mission] call spawn_group; [[_position select 0, _position select 1, 0],4,"medium",["random","at"],4,"random","bandit","random","bandit",_mission] call spawn_group; [[_position select 0, _position select 1, 0],4,"medium",["random","aa"],4,"random","bandit","random","bandit",_mission] call spawn_group; // Vehicle Patrol [[(_position select 0) + 50, _position select 1, 0],[(_position select 0) + 50, _position select 1, 0],200,5,"Offroad_DSHKM_Gue_DZE","random","bandit","bandit",_mission] call vehicle_patrol; // Gun Emplacements [[[(_position select 0) - 20, (_position select 1) + 20, 0]],"BAF_GPMG_Minitripod_W","medium","bandit","bandit",0,2,"random","random",_mission] call spawn_static; [[[(_position select 0) + 20, (_position select 1) - 20, 0]],"BAF_GPMG_Minitripod_W","medium","bandit","bandit",0,2,"random","random",_mission] call spawn_static; [[[(_position select 0) + 20, (_position select 1) + 20, 0]],"BAF_GPMG_Minitripod_W","medium","bandit","bandit",0,2,"random","random",_mission] call spawn_static; [[[(_position select 0) - 20, (_position select 1) - 20, 0]],"BAF_GPMG_Minitripod_W","medium","bandit","bandit",0,2,"random","random",_mission] call spawn_static; // Mission objective options and messages _complete = [ [_mission,_crate], // mission variable (from line 9) and crate ["crate"], // Mission objective type (["crate"], or ["kill",wai_kill_percent], or ["assassinate", _assassinate]) [_baserunover,_plant], // buildings to cleanup after mission is complete, does not include the crate "An informant has spotted a hemp farm run by bandits!", // mission announcement "The hemp farm has been taken by survivors!", // mission success "The bandits have been notified that their location was given away and have moved" // mission fail ] call mission_winorfail; if(_complete) then { [_crate,8,10,2,2] call dynamic_crate; _crate addMagazineCargoGlobal ["ItemKiloHemp", 20]; }; // End of mission diag_log format["WAI: Mission hemp farm ended at %1 ended",_position]; h_missionrunning = false; }; Why can't you harvest the hemp? I made one vey similar to this for DZMS and they are harvest able. Think it even used the same call for the plants: "_plant1 = createVehicle ["fiberplant",[(_position select 0) - 6,(_position select 1) + 12,0], [], 0, "NONE"];" Maybe it is the harvest script being used that won't let you harvest? I'll test this on my server tonight when I get home from work. Also, I saw a post a while back that someone said there was a way to make the map spawned plants harvestable, anyone know what that is? EDIT: Have installed the mission and I am able to harvest the weedplants. I'm using only the hemp.sqf & smokeshit.sqf from this script: Im also NOT using Maca's right click system. I already had the and added my right click options in the config.sqf from that under DZE_CLICK_ACTIONS And finally i used the random weed field on reboot script here Link to comment Share on other sites More sharing options...
Havoc302 Posted September 29, 2014 Report Share Posted September 29, 2014 http://epochmod.com/forum/index.php?/topic/15671-release-wicked-ai-214/?view=findpost&p=130565 Yeah I already did what he said there, still didn't work. Link to comment Share on other sites More sharing options...
jackal40 Posted September 29, 2014 Report Share Posted September 29, 2014 Instead of having 4 different instances of the same mission, I am attempting to randomly choose the difficulty. Is there a more efficient way other than what I have: _dice_diff = round (random 100); //Determine the Difficulty Level if (_dice_diff > 75) then { _difficulty = "Extreme"; }; if (_dice_diff < 75) then { _difficulty = "Hard"; }; if (_dice_diff < 50) then { _difficulty = "Medium"; }; if (_dice_diff < 25) then { _difficulty = "Easy"; }; Link to comment Share on other sites More sharing options...
SilentKiLLa Posted September 30, 2014 Report Share Posted September 30, 2014 Is there any update of making a way to add static ammo boxes. I am using 1.7 I think and I have bandit bases with some weapon caches. Is there any plan for this? I have been reading through many of the pages here and may have missed it if there was a solution found. Link to comment Share on other sites More sharing options...
justchil Posted September 30, 2014 Report Share Posted September 30, 2014 No they will be removed when the mission times out. Yes, this is due to the fact that when a player is/gets inside the predefined area, the mission timer gets reset to prevent the mission timing out whenever a player is in the area. We have changed this behaviour in the upcoming version so the timer does not get reset and the mission despawns whenever the player leaves the area. Man this has become a pretty big priority for me or I may have to disable and wait until it's fixed/tweaked. My Lingor map which is still populating literally has probably 100-200 AI just hanging out at any given time. This is just a small example of one section of the map lol Link to comment Share on other sites More sharing options...
williamv1999 Posted September 30, 2014 Report Share Posted September 30, 2014 Same issue here. had to remove for now. I think mine started with the last infinistar update. Link to comment Share on other sites More sharing options...
SchwEde Posted September 30, 2014 Report Share Posted September 30, 2014 i can confirm this: Just tested the Script with an older infistar Version and everything is disappearing after the mission times out Link to comment Share on other sites More sharing options...
WeskeRo Posted September 30, 2014 Report Share Posted September 30, 2014 I confirm, before last infistar update everything was ok. At the first sight i was thinking that Ais ware spawning not on the mission, but yesterday i checked it corectly and it revealed that AIs aren't despawning after mission timeout. we are using gtx provided infistar. Link to comment Share on other sites More sharing options...
SchwEde Posted September 30, 2014 Report Share Posted September 30, 2014 just texted infistar and he released a new update which solves the problem. So just update to the newest infistar version and you should be good to go! ;) Link to comment Share on other sites More sharing options...
jackal40 Posted September 30, 2014 Report Share Posted September 30, 2014 Is it possible to send a message through side chat on mission start? I found the command _soldierOne sideChat "Show this text" but I'm not sure how I should use it. Link to comment Share on other sites More sharing options...
justchil Posted September 30, 2014 Report Share Posted September 30, 2014 just texted infistar and he released a new update which solves the problem. So just update to the newest infistar version and you should be good to go! ;) Nice. Hopefully he will get back to me soon. Link to comment Share on other sites More sharing options...
SchwEde Posted September 30, 2014 Report Share Posted September 30, 2014 Is it possible to send a message through side chat on mission start? I found the command _soldierOne sideChat "Show this text" but I'm not sure how I should use it. Try something like this: [nil, nil, rSIDECHAT, "This is a global sideChat Message"] call RE; Link to comment Share on other sites More sharing options...
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