Zernichter Posted December 17, 2013 Report Share Posted December 17, 2013 yeah the github directory doesnt exist anymore :( Link to comment Share on other sites More sharing options...
Torndeco Posted December 17, 2013 Author Report Share Posted December 17, 2013 Gonna make a new repo when code is done + tested... Was a branch from original dayz-mission code + is complete rewrite... Didn't want to spam thier history line.. Atm i am awaiting new DZAI version 1.9 Main Changes players will notice besides a different AI http://opendayz.net/threads/dzai-1-9-0-rolling-changelog.17587/ 1) Lack of Land AI Vehicles 2) AI Helis wont spawn at mission, instead there will be a random chance,of a trigger that will tell one of the patroling DZAI Helis to come to the mission site to Search + Destroy Loot wont spawn @ crates until a player approaches them, will help stop AI robbing ammo from crates. 3) AI with RPGS ;) poor poor vodniks 4) Parachuting AI Also Dayz Standalone got released so need to try out Really hate the no private servers, plus the cost of renting a managed server. Plus no admin rights, no reserved slots or ability to kick / ban... kinda wonder why people would pay for a managed server atm. cring0 1 Link to comment Share on other sites More sharing options...
Torndeco Posted December 18, 2013 Author Report Share Posted December 18, 2013 Intial Upload for Mission System @ https://github.com/Torndeco/Epoch-Missions Now using DZAI 1.9 Still need todo some work i.e adding parachute reinforcements + ai calling helis for backup U can grab new DZAI @ https://github.com/dayzai/DayZBanditAI Link to comment Share on other sites More sharing options...
Fuchs Posted December 18, 2013 Report Share Posted December 18, 2013 omfg bandit ai 1.9 released already ? Link to comment Share on other sites More sharing options...
Torndeco Posted December 18, 2013 Author Report Share Posted December 18, 2013 Yep http://opendayz.net/threads/dzai-1-9-0-update-changelog.17707/ Link to comment Share on other sites More sharing options...
Schultz Posted December 18, 2013 Report Share Posted December 18, 2013 Hello Torndeco, first of all, thank you for your work! We are testing DZAI with your mission system, DZAI works fine (got heli patrols and even static spawns) but it's been almost 1 hour since the restart and none of your missions are popping up. Server FPS are high, so what did I do wrong? Oh and the custom debug monitor is not working, I get this error: "Script \extras\debug_monitor\dayz_spaceInterrupt.sqf not found" Link to comment Share on other sites More sharing options...
Torndeco Posted December 19, 2013 Author Report Share Posted December 19, 2013 Updated Github... Added the mission dayz_spaceInterrupt.sqf Also updated the install instructions i.e ------------------------------------- Edit your mpmission/init.sqf Look for "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; Change it to "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; // Missions dayz_spaceInterrupt = compile preprocessFileLineNumbers "extras\debug_monitor\dayz_spaceInterrupt.sqf"; execVM "addons\Missions\init.sqf"; Link to comment Share on other sites More sharing options...
Schultz Posted December 19, 2013 Report Share Posted December 19, 2013 Awesome! Now missions are loaded and work fine, but the custom monitor keeps flashing and it's not toggleable (pressing F10 will make it disappear but after 1 second it will pop back up). I also have another question: do you plan on adding the ability to make weapons crates to spawn at static locations with random amount of defined loot in? Thank you again for the time you're putting into this! EDIT: to make this custom monitor working, I just had to disable Infistar monitor from Infistar config. Link to comment Share on other sites More sharing options...
goldenpsp Posted December 19, 2013 Report Share Posted December 19, 2013 Schultz. are you by chance using infistar antihack? Link to comment Share on other sites More sharing options...
Torndeco Posted December 19, 2013 Author Report Share Posted December 19, 2013 If u are using infistar anti-hack... Recommend u just disable / remove the code for the debug monitor in it.. Will save yourself some hassle. Link to comment Share on other sites More sharing options...
Schultz Posted December 19, 2013 Report Share Posted December 19, 2013 Yes Infistar, I already disabled the custom monitor, it's not a problem. Another question: I saw that loot into the mission boxes is defined in the cfg and it's taken out of loot tables: mission_loot_tables = ["Military", "MilitaryIndustrial", "MilitarySpecial", "Supermarket", "Industrial", "HeliCrash_No50s", "SupplyDrop", "Farm"]; Is it possible to add another category making the base building supplies available in those crates? Link to comment Share on other sites More sharing options...
Torndeco Posted December 19, 2013 Author Report Share Posted December 19, 2013 https://github.com/Torndeco/Epoch-Custom-Loot and define another loot table... Anyway building supplies are in the industrial loot table If your debug monitor is flashing back up... U messed up somewhere or have some custom code that is changing debugMonitor back to true Also by disabling the debug monitor for infistar i meant delete the lines of code for it Link to comment Share on other sites More sharing options...
Schultz Posted December 19, 2013 Report Share Posted December 19, 2013 https://github.com/Torndeco/Epoch-Custom-Loot and define another loot table... Anyway building supplies are in the industrial loot table If your debug monitor is flashing back up... U messed up somewhere or have some custom code that is changing debugMonitor back to true Also by disabling the debug monitor for infistar i meant delete the lines of code for it Great! Now, apart from the loot boxes that come with missions, if it would be possible to spawn loot boxes at fixed locations it would be so great! Any chance? Link to comment Share on other sites More sharing options...
Torndeco Posted December 19, 2013 Author Report Share Posted December 19, 2013 Fix positions on map ? Never gonna happen... Go look @ other mission systems like EMS that use fixed positions. Fixed postions in certain building types i.e like loot positions Already planned... i just need to make up up crate positions/ Link to comment Share on other sites More sharing options...
axekie Posted December 19, 2013 Report Share Posted December 19, 2013 i have Sarge ai + you Sarge ai mission if i need to use your new mission i need to delete Sarge ai in in my server and install DZAI ai + you DZAI mission ? Link to comment Share on other sites More sharing options...
Torndeco Posted December 19, 2013 Author Report Share Posted December 19, 2013 DZAI is another AI + is more actively developed atm... Its forums are @ http://opendayz.net/forums/DZAI/ Its possible to install both AI's but its hassle, since both AI mess with faction setttings... But yeah its easier to just delete SARGE + install DZAI. It has some nice features like AI has player backpacks... No need to configure loot or weapons or skins. U can config it so AI will eject from a Heli Link to comment Share on other sites More sharing options...
axekie Posted December 19, 2013 Report Share Posted December 19, 2013 thank you Torndeco Link to comment Share on other sites More sharing options...
thade Posted December 19, 2013 Report Share Posted December 19, 2013 Hi Torndeco, love your work mate awesome job! Is there a way to use something like this _hint = parseText format["<t align=center' color='#009900' shadow='2' size='1.75'>Mission Alert</t><br/><t align='center' color='#ffffff'>Banndits are securing the site! Check your map for the location!</t>]; customRemoteMessage = ['hint', _hint]; publicVariable "customRemoteMessage"; to replace the middle of screen text messages? I am not to fan a debug monitor always displaying. Link to comment Share on other sites More sharing options...
Torndeco Posted December 19, 2013 Author Report Share Posted December 19, 2013 There is a config option to not use the debug monitor mission_warning_debug = false; Then u can remove the mpmission/extras/debug_monitor directory U will still need the stringtable.xml + mpmisison/addons d Instead of remote excuting the code it processed localy on client, that way text is localized for user i.e for non-native english people. Link to comment Share on other sites More sharing options...
Torndeco Posted December 19, 2013 Author Report Share Posted December 19, 2013 Fix on github to stop AI from respawning @ mission sites Link to comment Share on other sites More sharing options...
Richie Posted December 21, 2013 Report Share Posted December 21, 2013 Great script, works perfect, Ai are sneaky little bastards :D Only snag is the debug, I can't remove it and it interferes with my custom debug :( How can i get it to not use the debug ? and how do i set how many weapons and ammo mags are in the crates ? Link to comment Share on other sites More sharing options...
Radec59437 Posted December 21, 2013 Report Share Posted December 21, 2013 Oh wow, you're my hero.A simple mission system that works along with DZAI.Thank you. Link to comment Share on other sites More sharing options...
Torndeco Posted December 21, 2013 Author Report Share Posted December 21, 2013 Thx... Sorry about lack of updates been playing SA + server population taken a hit. Updated the documentation on how to disable the debug monitor code... Hopefully i wont get asked how to do it, when the answer is 2 posts above it *looks* @ Richie :rolleyes: Link to comment Share on other sites More sharing options...
Radec59437 Posted December 21, 2013 Report Share Posted December 21, 2013 Same, we've been running constantly under 20 every since SA came out..I know you don't give out instructions on the debug tweaking, but I was wondering, would I be able to put this into the infiSTAR's debug screen?I'm not sure that's running on the client or not, need to look into it. Link to comment Share on other sites More sharing options...
Richie Posted December 21, 2013 Report Share Posted December 21, 2013 Updated the documentation on how to disable the debug monitor code... Hopefully i wont get asked how to do it, when the answer is 2 posts above it *looks* @ Richie :rolleyes: I looked and on page 5 you linked a fix to a page that no longer exists, I also read the fix 2 replies up, debug still shows but i've just seen in your post to remove it also states removing dayz_spaceInterrupt = compile preprocessFileLineNumbers "extras\debug_monitor\dayz_spaceInterrupt.sqf"; I never removed that, Cheers Torndeco, very nice script. Link to comment Share on other sites More sharing options...
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