itsatrap Posted November 8, 2013 Report Share Posted November 8, 2013 Have removed it :) but I get this error 22:43:40 "DEBUG: Mission Code: Waiting...." 22:43:40 ["DEBUG MISSIONS: playableUnits: %1",[B 1-1-C:1 (JohnTheCamero) REMOTE]] 22:43:40 "DEBUG: Mission Code Spawn Loot: _this: [[3320.95,4068.53],"USVehicleBox","Random"]" 22:43:40 "DEBUG: Mission Code Spawn Loot: _this: [[3341.4,4014.16],"USLaunchersBox","Random"]" 22:43:40 "DEBUG: Mission Code Spawn Loot: _this: [[3329.75,4013.28],"USVehicleBox","Random"]" 22:43:40 "DEBUG: Mission Code Spawn Loot: _this: [[3314.37,4038.53],"USLaunchersBox","Random"]" 22:43:40 "DEBUG: Mission Code Spawn Loot: _this: [[3348.16,4013.33],"USLaunchersBox","Random"]" 22:43:40 "DEBUG: Mission SPAWN AI: _this: [[3337.87,4041.48],2,6,["ambush","patrol"]]" 22:43:41 "DEBUG: Mission Code: Debug Monitor: []" 22:43:41 "DEBUG: Mission Code: AI INFO: [["SAR_mission_0",O 1-1-A],["SAR_mission_1",O 1-1-B]]" 22:43:41 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 22:43:41 Error position: <select _index; [_itemType select 0, _ite> 22:43:41 Error Zero divisor 22:43:41 File z\addons\dayz_server\missions\misc\fillBoxes.sqf, line 120 22:43:41 "DEBUG ADD LOOT: _iItem: any _iClass: any _crate: 33332b00# 1062623: usvehicleammo.p3d" 22:43:41 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 22:43:41 Error position: <select _index; [_itemType select 0, _ite> 22:43:41 Error Zero divisor 22:43:41 File z\addons\dayz_server\missions\misc\fillBoxes.sqf, line 120 22:43:41 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 22:43:41 Error position: <select _index; [_itemType select 0, _ite> 22:43:41 Error Zero divisor 22:43:41 File z\addons\dayz_server\missions\misc\fillBoxes.sqf, line 120 22:43:41 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 22:43:41 Error position: <select _index; [_itemType select 0, _ite> 22:43:41 Error Zero divisor 22:43:41 File z\addons\dayz_server\missions\misc\fillBoxes.sqf, line 120 22:43:41 "DEBUG ADD LOOT: _iItem: any _iClass: any _crate: 33332400# 1062624: uslaunchers.p3d" 22:43:41 "DEBUG ADD LOOT: _iItem: any _iClass: any _crate: 3339ab00# 1062625: usvehicleammo.p3d" 22:43:41 "DEBUG ADD LOOT: _iItem: any _iClass: any _crate: 3339a400# 1062626: uslaunchers.p3d" 22:43:41 "DEBUG ADD LOOT: _iItem: any _iClass: any _crate: 33399d00# 1062627: uslaunchers.p3d" 22:43:42 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 22:43:42 Error position: <select _index; [_itemType select 0, _ite> 22:43:42 Error Zero divisor 22:43:42 File z\addons\dayz_server\missions\misc\fillBoxes.sqf, line 120 22:43:42 "DEBUG ADD LOOT: _iItem: any _iClass: any _crate: 33332b00# 1062623: usvehicleammo.p3d" 22:43:42 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 22:43:42 Error position: <select _index; [_itemType select 0, _ite> 22:43:42 Error Zero divisor 22:43:42 File z\addons\dayz_server\missions\misc\fillBoxes.sqf, line 120 22:43:42 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 22:43:42 Error position: <select _index; [_itemType select 0, _ite> 22:43:42 Error Zero divisor 22:43:42 File z\addons\dayz_server\missions\misc\fillBoxes.sqf, line 120 Link to comment Share on other sites More sharing options...
Torndeco Posted November 8, 2013 Author Report Share Posted November 8, 2013 My bad i thought i uploaded the wrong files... New update on github Note: If u are using custom loot tables dayz_server\missions\misc\fillBoxes-customloot.sqf rename to dayz_server\missions\misc\fillBoxes.sqf Link to comment Share on other sites More sharing options...
Firefly Posted November 9, 2013 Report Share Posted November 9, 2013 Great contribution thank you. I do seem to have a couple of problems: Currently only spawns two missions and once complete does not spawn additional missions When last AI is killed loot despawns with markers Minor things that I think can be edited/modified by myself or server owner: 1-4 large crates looks wrong, perhaps changing crate types from large vehicle ammo to smaller would work better Loot tables a little too random, risk vs reward. Perhaps modifying loot table to wards medical, industrial etc Custom mission specific loot using pre-defined table? I.e most missions spawn in using the random loot tables from Epoch, while one mission can spawn in user specified loot table? 1 out of 2 missions the AI spawn in too far from crates, a simple fix might be changing the Sarge spotting range Link to comment Share on other sites More sharing options...
Torndeco Posted November 9, 2013 Author Report Share Posted November 9, 2013 If u use custom mission loot tables in your mission file i.e https://github.com/Torndeco/Epoch-Custom-Loot U can define the custom loot tables to use @ https://github.com/Torndeco/Epoch-Missions/blob/master/dayz_server/missions/misc/fillBoxes.sqf#L101 As for boxes its just a matter of finding some better looking boxs i can use + thier respective classnames. U should get more missions after they despawn... The code checks to spawn missions every 10-25 mins, with a 60% chance of spawning a mission if there is a slot available. Just noticed it was set to 40% fixed it on github now https://github.com/Torndeco/Epoch-Missions/commit/562b61e15132041d8f827205f13aa65dcecd480b Timer = https://github.com/Torndeco/Epoch-Missions/blob/master/dayz_server/missions/mission_deamon.sqf#L26 Mission Chance = https://github.com/Torndeco/Epoch-Missions/blob/master/dayz_server/missions/mission_deamon.sqf#L33 U can change the number of max concurrent missions @ https://github.com/Torndeco/Epoch-Missions/blob/master/dayz_server/missions/config.sqf Note: Loot will despawn if all players nearby are in a vehicle its on my todo list to fix. Link to comment Share on other sites More sharing options...
mintypie007 Posted November 9, 2013 Report Share Posted November 9, 2013 How do I go about changing the amount of time a mission will despawn? Link to comment Share on other sites More sharing options...
Firefly Posted November 9, 2013 Report Share Posted November 9, 2013 Thanks for the update, I am not sure I waited the full 10 minutes to be honest so I will put it back on and try again. Is there anyway to stop the loot disappearing after the AI are killed? The second mission I completed I was using vehicles but the first but no vehicles were present, basically I killed the ground troops and then destroyed the heli and the minute it went down the boxes despawned. Link to comment Share on other sites More sharing options...
mintypie007 Posted November 9, 2013 Report Share Posted November 9, 2013 The ai seem to be spawning far from the vehicles/weapon cache. How do you make them spawn closer. I'm not even sure if it is the mission ai. How do we tell the difference between the mission ai and the dynamically spawned sarge's ai? Link to comment Share on other sites More sharing options...
Torndeco Posted November 10, 2013 Author Report Share Posted November 10, 2013 Fix up on gtihub for mission despawning code was slightly broken.. will now detect if players are in a vehicle aswell Link to comment Share on other sites More sharing options...
Firefly Posted November 13, 2013 Report Share Posted November 13, 2013 Quick bump and question, on the debug monitor I've got the days alive showing a "-1" any idea what could be causing this? I am not familiar with this debug monitor. Thanks in advance Link to comment Share on other sites More sharing options...
Torndeco Posted November 13, 2013 Author Report Share Posted November 13, 2013 U really gonna have to find away to get a reliable players count yourself... U could try use (count playableUnits) instead of the hardcoded -1 I have noidea if that will work with epoch standard anti-hack. I am using blur anti hack pro myself + it prevents clients getting a list of playableunits via http://community.bistudio.com/wiki/playableUnits So i ended up using custom code to keep track of player count serverside + using a publicEH to send the player count to the clients... Link to comment Share on other sites More sharing options...
Torndeco Posted November 16, 2013 Author Report Share Posted November 16, 2013 Added Optional Sarge Tweak to Github Readme... It basicly saves Sarge AI Helis to the Database, this way if player captures heli it will still be there after a restart. Link to comment Share on other sites More sharing options...
Torndeco Posted November 18, 2013 Author Report Share Posted November 18, 2013 New updates on Github are Uploaded Sarge Files Contains fixes / workarounds for Saving AI Vehicles to Hive Invisible AI AI Bloodbag Missions can have 30% Chance of spawning AI Land Vehicle to patrol mission area, vehicle is saved to database. New code to destroy AI Vehicle(s) spawned by mission if no player approaches Vehicle within a hour. Axe Cop 1 Link to comment Share on other sites More sharing options...
Axe Cop Posted November 19, 2013 Report Share Posted November 19, 2013 Hey there is a funny bug in the sarge AI loot (SAR_config.sqf): ["ItemMatchbox_DZEbox",50] what item would that be (better remove the "box" at the end)? haha you should get a CfgWeapons error when an AI spwans with that, not so good :P Link to comment Share on other sites More sharing options...
Torndeco Posted November 19, 2013 Author Report Share Posted November 19, 2013 Thx man owe u one... I just assumed that error was due to some config clash with me using taviana.com version lol :) Fix now on github... also afew tweaks + added nvgoggles to ai loadout. During the week i tidy up my code & add blacklist ai dynamic patrols near plotpoles to the sarge code Link to comment Share on other sites More sharing options...
Firefly Posted November 20, 2013 Report Share Posted November 20, 2013 During the week i tidy up my code & add blacklist ai dynamic patrols near plotpoles to the sarge code I know of some players who will love that, they keep getting murdered chopping wood in their base. :lol: Link to comment Share on other sites More sharing options...
Th4z Posted November 20, 2013 Report Share Posted November 20, 2013 Thanks for the update! Including Sarge with fixes is a good thing, but with your sarge version I have this error in RPT : 3:16:02 "HIVE: WRITE: "CHILD:308:11:any:0:0:[72,[0,0,0]]:[]:[]:1:00072:"" 3:16:02 Error in expression <0) + 10, _rndpos select 1, 80]; _heli = createVehicle [_vehicle, _position, [], > 3:16:02 Error position: <createVehicle [_vehicle, _position, [], > 3:16:02 Error Type Quelconque, Chaîne attendu 3:16:02 File mpmissions\DayZ_Epoch_11.Chernarus\addons\SARGE\SAR_setup_AI_patrol_heli.sqf, line 119 For those who are interested I provide a little more complete sample debug monitor (with count playableUnits and some localizations) Custom_debug_monitor.zip Link to comment Share on other sites More sharing options...
Torndeco Posted November 20, 2013 Author Report Share Posted November 20, 2013 Do u have heli types defined for SARGE AI to use ? Check your addons\SARGE\SAR_config.sqf SAR_heli_type=["UH1H_DZE","Mi17_DZE","UH1Y_DZE","CH_47F_EP1_DZE"]; edit: Once u got it sorted u should look @ your database and check your object_data table Check if any classname entires are blank / empty or have the word any & remove the entry Link to comment Share on other sites More sharing options...
Th4z Posted November 20, 2013 Report Share Posted November 20, 2013 I have exactly : SAR_heli_type=["UH1H_DZE","Mi17_DZE","UH1Y_DZE","CH_47F_EP1_DZE"]; For the tests I have not edited the provided SAR_config.sqf, I'll have a look to clean my database, thanks for the advice Link to comment Share on other sites More sharing options...
Torndeco Posted November 20, 2013 Author Report Share Posted November 20, 2013 Very odd... It appears from the error its not selecting at random the vehicle type for heli patrol U couldn't do me a favor and send me your server + mission pbo & when i get a chance i debug whats gone wrong edit:- Its just easier for me to debug a known pbo that has the error... Since i don't have the same problem, only difference i have code wise to github is extra code for plotpoles i will add later to github. Link to comment Share on other sites More sharing options...
Th4z Posted November 20, 2013 Report Share Posted November 20, 2013 Just figured out that my test server was on 1.0.2.4, if I remember some vehicule were renamed with DZ replaced by DZE. I'll try with 1.0.2.5 before bothering you with my files. Thanks for your mod and your help =) Link to comment Share on other sites More sharing options...
Ventana Posted November 20, 2013 Report Share Posted November 20, 2013 Probably a stupid question but coming from me it's normal. How many different missions does this run? Link to comment Share on other sites More sharing options...
Torndeco Posted November 20, 2013 Author Report Share Posted November 20, 2013 The mission locations are dynamic created near a road or building on the map, it also checks no players are nearby The loot spawned in the crates is randomly generated using ingame or if u are using custom loot tables. There is also a chance to spawn a vehicle in the middle of loot, if the vehicle has reached its max limit (configurable) As for the missions they are generally the same atm U get boxs + random loot and either of the 3 types of AI spawns AI + AI + AI AI + AI + Heli AI + AI + Ground Vehicle with Guns Sarge AI also can use land mines, kills urals ;) AI vehicles are destroyed if no player approaches them within a hour (un-tested) There is also a debug monitor notication of mission spawned + u can configure how many missions can run at once. ------ Short version there is just 1 type of mission atm with random loot + different ai spawns Link to comment Share on other sites More sharing options...
Axe Cop Posted November 20, 2013 Report Share Posted November 20, 2013 I got some complains from our players, there are random vehicles falling from the sky lol (had like 50 motorbikes in 10m circle and some helis too), should be from the AI or mission script but I am not 100% sure :D anyone else having issues like that? :o Also I have a little question: why do the missions always do spawn in close succession like 30 sec or 1 minute max I get 2 missions?? Link to comment Share on other sites More sharing options...
Th4z Posted November 20, 2013 Report Share Posted November 20, 2013 I have it working on my 1.0.2.4 test server using SAR_heli_type=["UH1H_DZ","Mi17_DZ","UH1Y_DZ","CH_47F_EP1_DZ"]; with no error and heli spawned. I don't understand why this works with the DZ finishing names whereas in my database and dynamic_vehicle.sqf I find only the names finishing with DZE Link to comment Share on other sites More sharing options...
Torndeco Posted November 20, 2013 Author Report Share Posted November 20, 2013 @AxeCop The code atm kills off ai units at end of missions, so it kills off the chopper pilot & leaves the heli behind :) It falls to its death... https://github.com/Torndeco/Epoch-Missions/blob/master/dayz_server/missions/mission_functions.sqf#L444-L458 If i get time tomorrow i look over the code for killing AI at end of missions. Have afew changes i wanna do, haven't had time yet to code + test them out. --------------- U can define the number of concurrent missions @ https://github.com/Torndeco/Epoch-Missions/blob/master/dayz_server/missions/config.sqf#L3 There is a single while loop that checks how many missions are running + if there is any free slots to start a mission. There is a 60% chance of a mission spawning https://github.com/Torndeco/Epoch-Missions/blob/master/dayz_server/missions/mission_deamon.sqf#L32 After checking + spawning missions there is a random length sleep timer https://github.com/Torndeco/Epoch-Missions/blob/master/dayz_server/missions/mission_deamon.sqf#L26 Before the code checks again if there is any missions to spawn. @Th4z Try with 1.0.2.5, rather not try + figure out issue thats only with an older epoch version & sarge ai... I only been using SARGE AI + DZE classnames since 1.0.2.5 Edit:- Known issue with loop for spawning missions i.e can spawn more missions than the max atm.. Seems to occur randomly + not a showstopper issue Added debug statements in attempt to debug it.. Link to comment Share on other sites More sharing options...
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