MatthewK Posted October 14, 2013 Report Share Posted October 14, 2013 Fixed the issue, I think.. You said "Copy mission/debug -> your mission files" , which I interpreted literally as move the mission folder along with the contents (debug folder) to your mission pbo folder, instead of "copy the debug folder to your mission pbo folder". :unsure: Link to comment Share on other sites More sharing options...
vex_dev Posted October 15, 2013 Report Share Posted October 15, 2013 Firstly, cheers for this. Though, I'm not sure this is working.. I've been the only person logged into my server for the last hour and so far I've not seen your missions mentioned anywhere on my screen, I've checked the map several times for map markers but nothing.. I do see this in my rpt file: 9:16:04 "DEBUG: Mission Code: Start......." 9:16:04 "DEBUG: Mission Code: AI Vehicle Pool: any" 9:16:04 "DEBUG: Mission Code: Waiting...." So I'm wondering, does this mean the mission is simply waiting for a random amount of time to execute, or does it mean the mission is running and its waiting to time out ? I'm a little confused , sorry :( Also, what happens with players who log in after the event has started. Do they get a reminder, is the marker refreshed on the map? Does the mission time out after a set time? Cheers :) the maximun amount of time is 1000 seconds after the game has strarted, i thing your problem is in fps, change the fps limit to 0 and try again "if ((!_isNear) && (diag_fps >= 20))" MatthewK 1 Link to comment Share on other sites More sharing options...
MatthewK Posted October 15, 2013 Report Share Posted October 15, 2013 This script is brilliant, works better than my custom epoch event mashup ;) One issue though, I've noticed that the AI don't guard the ammo boxes, in fact they head off by at least 50 meters in either direction leaving survivors free to sneak up on the crates and empty them without having to fight the AI . Kind of defeats the object. Anyway I can keep the AI beside the ammo crates at least until the bullets start flying ? Loving it otherwise though, thanks :) Link to comment Share on other sites More sharing options...
MatthewK Posted October 15, 2013 Report Share Posted October 15, 2013 I also get these errors in my report file everytime your script stops or starts: 4:02:45 "DEBUG: Mission Code: Mission Ended" 4:02:45 "DEBUG: Mission Code: Waiting...." 4:02:45 WARNING: Function 'name' - Sarge is dead 4:02:45 WARNING: Function 'name' - Rincewind is dead 4:02:45 WARNING: Function 'name' - Rincewind is dead 4:02:45 WARNING: Function 'name' - Rincewind is dead 4:02:45 WARNING: Function 'name' - Rincewind is dead 4:02:45 WARNING: Function 'name' - Rincewind is dead 4:02:45 WARNING: Function 'name' - Rincewind is dead 4:03:52 "TIME SYNC: Local Time set to [2013,8,3,15,3]" 4:05:13 SetFace error: class CfgFaces.OharaHead.Face85 not found 4:05:13 Error: Error during SetFace - class CfgFaces.OharaHead.Face85 not found 4:05:13 SetFace error: class CfgFaces.OharaHead.Face85 not found 4:05:13 Error: Error during SetFace - class CfgFaces.OharaHead.Face85 not found 4:05:13 SetFace error: class CfgFaces.OharaHead.Face85 not found 4:05:13 Error: Error during SetFace - class CfgFaces.OharaHead.Face85 not found 4:05:13 SetFace error: class CfgFaces.OharaHead.Face85 not found 4:05:13 Error: Error during SetFace - class CfgFaces.OharaHead.Face85 not found Link to comment Share on other sites More sharing options...
timothypaul26 Posted October 16, 2013 Report Share Posted October 16, 2013 Can you guys give me a little insight on how you got it to work? I've been working on this for some time, and still no luck. haward, you said that you took the files out for the debug and just placed into the mission pbo folder. I did that, and I think I have the server side files in correct? I put the dayz_server mission folder into the server pbo folder. Am I on the right track there? I know I'm a noob, but I'm trying lol. Link to comment Share on other sites More sharing options...
MatthewK Posted October 17, 2013 Report Share Posted October 17, 2013 Removed this and put back my own mashup of mission files using the Epoch scheduler instead. Players were complaining about the AI's not giving a toss about protecting the loot (and even AI's spawning in right behind them) , then complaints about other players stealing the loot while "the original player who got their first" fights the AI's 60 meters away.. Setting the AI's to patrol and Ambush isn't a good setting for AI's guarding loot , maybe set them to Fortify and reduce the waypoint radius ? Link to comment Share on other sites More sharing options...
Torndeco Posted October 17, 2013 Author Report Share Posted October 17, 2013 There is a config file where u can put in your own ai settings i.e U can make up a mission file and have it pick at random from an array what to set the AI todo... i.e mission_cherno_hospital = [_sar_pos, _loot_pos, 1, 4, ["ambush", "patrol"], _loot_boxes, _loot_types, _text_start, _text_done, _text_failed]; AI will be random set to either ambush or patrol.. U can also add in your own extra static mission positions etc The whole reason i shared this was in the hope people would customize & share there missions.sqf file Bags2247 and MatthewK 2 Link to comment Share on other sites More sharing options...
timothypaul26 Posted October 18, 2013 Report Share Posted October 18, 2013 I'm getting closer :) I get a notice that a group of bandits are spotted in Cherno and to check map, but nothing shows up. Link to comment Share on other sites More sharing options...
timothypaul26 Posted October 21, 2013 Report Share Posted October 21, 2013 Okay, so I got everything working... Yay noobie power :) as Hayward stated the AI are nowhere near the loot boxes, and it makes it too easy for the players to walk up and take the items without a fight. I tried using "fortify", but they are still up to 200 meters away. I am going to try "nomove" next to see if it's any better. Link to comment Share on other sites More sharing options...
MettPC Posted October 22, 2013 Report Share Posted October 22, 2013 Hello guys, i have small problem. When i install AI to the server and start server. Admin Panel(SS Antihack Epoch 5.00) doesnt work. When i uninstall AI then work it. Where is problem? Please? Link to comment Share on other sites More sharing options...
timothypaul26 Posted October 22, 2013 Report Share Posted October 22, 2013 I think that you are in the wrong thread, this is a mission thread. You may want to find others using SS AH and ask that in their thread. I would like to help but I am using Blur AH. My first guess would be to look at your battle eye, that is more than likely seeing the AI spawn and thinking its a hack. Link to comment Share on other sites More sharing options...
Torndeco Posted October 27, 2013 Author Report Share Posted October 27, 2013 New rewrite on github + updated first post... Missions locations are now generated dynamic same code as Epoch uses for spawning vehicles.. Missions are located near buildings + roads. Mission Vehicles are saved to the database. Still need to add code to blow up vehicles if player doesn't get near them etc... Link to comment Share on other sites More sharing options...
MatthewK Posted October 28, 2013 Report Share Posted October 28, 2013 Mission Vehicles are saved to the database. Still need to add code to blow up vehicles if player doesn't get near them etc... Does this take into account the vehicle limit that players set in the epoch configs? I've set my server to maximum of 300 vehicles, your script as it stands could actually prevent new vehicles spawning in the wild, maybe ? Eventually the server would be full of just the vehicles spawned in your scripts :p Just asking :) Link to comment Share on other sites More sharing options...
Torndeco Posted October 28, 2013 Author Report Share Posted October 28, 2013 I still need to add code to blowup the vehicles if a player doesn't get near to them after a mission expires... But the vehicles limits are set @ https://github.com/Torndeco/DayZ-Missions/blob/master/missions/config/config.sqf#L6-L52 Link to comment Share on other sites More sharing options...
MatthewK Posted October 28, 2013 Report Share Posted October 28, 2013 Good luck figuring that out. Have you also considered using Hints like in wasteland missions, instead of having the drop text in the middle of the screen? Link to comment Share on other sites More sharing options...
Torndeco Posted October 28, 2013 Author Report Share Posted October 28, 2013 Easy enough todo detection of player nearby using a waituntil with a sleep timer to reduce cpu usage.. Also already plan to add it to debug montior via public variables.. Its all about finding the time... i.e atm i am redoing trader cities for taviana map MatthewK 1 Link to comment Share on other sites More sharing options...
sonikot Posted October 29, 2013 Report Share Posted October 29, 2013 ok, thank you very much just got it working!.... one question? how does one clear the mission? or does the marker stay until restart? Link to comment Share on other sites More sharing options...
Torndeco Posted October 29, 2013 Author Report Share Posted October 29, 2013 The Map markers get removed after all the AI spawned from the mission are killed or after the mission times out after 30 minutes... Link to comment Share on other sites More sharing options...
Torndeco Posted October 29, 2013 Author Report Share Posted October 29, 2013 New Update --------- Mission vehicles Spawned are saved to hive via mission, will now blowup if player doesn't get within 40 metres of them. Mission Notices are now via -- Debug Monitor Have examples of Debug Montior code alter / change to suit your server. Also increase Map Marker Size Fixed an issue with spawning second group of ai soldiers. Readded checking for players nearby before spawning a mission. MatthewK 1 Link to comment Share on other sites More sharing options...
sonikot Posted October 30, 2013 Report Share Posted October 30, 2013 thanks! where are we adding these new files? i.e. mpmission>>debug_monitor, and what about "extras" file? Link to comment Share on other sites More sharing options...
xalfen Posted October 30, 2013 Report Share Posted October 30, 2013 Hi ! I read through the topic and it is nowhere written that it works with epoch 1.0.2.5. Does it ? Link to comment Share on other sites More sharing options...
Torndeco Posted October 30, 2013 Author Report Share Posted October 30, 2013 Yes it is for the latest EPOCH... There really shouldn't be any issues unless EPOCH changes the code for publishing vehicles to the HIVE. Updating Instructions slighty @ https://github.com/Torndeco/DayZ-Missions Link to comment Share on other sites More sharing options...
Th4z Posted November 1, 2013 Report Share Posted November 1, 2013 Thank you for this mission system. I managed to have the first version working well, but I didn't managed to have the last version working. I added the call in init.sqf, tried to modify compile.sqf, replaced the two value with the extras/debug_monitor/debug_monitor.sqf, no errors in RPT, no logs about mission system and no more debug monitor in the game. Can you please provide a sample of the files you modify to have it working (init.sqf, compile.sqf) or a more step by step install instructions please. Link to comment Share on other sites More sharing options...
Lightstylez Posted November 1, 2013 Report Share Posted November 1, 2013 I've had this on my server for 2-3 days and i assumed it was broken, i never see any mission pop up on debug and it doesn't show any markers on the map, but taking a look at my RPT log the missions are actually spawning, i must just have not seen the missions or mistaken them for normal Sarge AI patrols Any reason why i cant see the missions pop up on debug / markers on map? i followed the instructions, i have Sarge ai with heli patrols taken out and animated helicrash script in its place. I also have my own debug, but even before i had my debug monitor nothing ever popped up for any missions. Link to comment Share on other sites More sharing options...
Bags2247 Posted November 1, 2013 Report Share Posted November 1, 2013 Thnx Torndeco, awesome work mate.. Works like a charm.. 1.0.2.5 EPOCH on Vilayer Link to comment Share on other sites More sharing options...
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