axekie Posted December 4, 2013 Report Share Posted December 4, 2013 23:36:10 File mpmissions\__cur_mp.chernarus\addons\SARGE\SAR_vehicle_fix_epoch.sqf, line 23 23:36:49 Error in expression <ehicleCounter,_type];};[_object] call SAR_AI_VEH_FIX;};PVDZE_serverObjectM> 23:36:49 Error position: <SAR_AI_VEH_FIX;};PVDZE_serverObjectM> 23:36:49 Error Undefined variable in expression: sar_ai_veh_fix 23:36:49 File z\addons\dayz_server\system\server_monitor.sqf, line 274 Link to comment Share on other sites More sharing options...
Torndeco Posted December 5, 2013 Author Report Share Posted December 5, 2013 @axekie Edit your server_monitor.sqf Replace [_object] call SAR_AI_VEH_FIX; With if !(isNil "SAR_AI_VEH_EPOCH_FIX") then { if (SAR_AI_VEH_EPOCH_FIX) then { [_object] call SAR_AI_VEH_FIX; }; }; Edit your mission.pbo init.sqt Change SAR_AI_VEH_FIX = call compile preprocessFileLineNumbers "addons\SARGE\SAR_vehicle_fix_epoch.sqf"; To SAR_AI_VEH_FIX = compile preprocessFileLineNumbers "addons\SARGE\SAR_vehicle_fix_epoch.sqf"; --------------------------- Everyone else, its fixed on Github & Instructions are updated... Link to comment Share on other sites More sharing options...
axekie Posted December 5, 2013 Report Share Posted December 5, 2013 8:56:43 File mpmissions\__cur_mp.chernarus\addons\SARGE\SAR_functions.sqf, line 76 8:56:44 Error in expression < 1;_areadir = (markerDir _area_name) * -1;_cosdir=cos(_areadir);_sindir=s> 8:56:44 Error position: <* -1;_cosdir=cos(_areadir);_sindir=s> 8:56:44 Error *: Type Array, expected Number Link to comment Share on other sites More sharing options...
Torndeco Posted December 5, 2013 Author Report Share Posted December 5, 2013 Is that an error in client or server logs ? If tis in server logs. Iam un able to reproduce, double check u done everything ok. If u still stuck send me your pbo and i take a look if i get a chance. Link to comment Share on other sites More sharing options...
axekie Posted December 5, 2013 Report Share Posted December 5, 2013 server logs i'm send you file in pm later thank you for make good ai mission Link to comment Share on other sites More sharing options...
Torndeco Posted December 5, 2013 Author Report Share Posted December 5, 2013 Having issues trying to repack your files into pbo :( Found one thing... If u want to test + see if it fixes your issue Remove the lines call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf"; call compile preprocessFileLineNumbers "addons\SHK_pos\shk_pos_init.sqf"; [] execVM "addons\SARGE\SAR_AI_init.sqf"; From your dayz_mission/init.sqf Link to comment Share on other sites More sharing options...
axekie Posted December 5, 2013 Report Share Posted December 5, 2013 if i remove that line ai still spawn on town / dynamic ? Link to comment Share on other sites More sharing options...
Torndeco Posted December 5, 2013 Author Report Share Posted December 5, 2013 Yes they will. I have those lines in the file https://github.com/Torndeco/Epoch-Missions/blob/master/mpmission/addons/Missions/init.sqf I did it to make easier to install the missions for admins, and need to add less lines to your mpmission/init.sqf Sorry about the confusion. Give me a shout if it solves your error... My pbo tool seems to mess up when tryin to package your server files :/ Link to comment Share on other sites More sharing options...
Mr.Pig Posted December 5, 2013 Report Share Posted December 5, 2013 i have installed this on my fresh server. How do i make it so the ai only spawn at the crates and stay there? I don't want them out roaming. Thanks Link to comment Share on other sites More sharing options...
Torndeco Posted December 5, 2013 Author Report Share Posted December 5, 2013 Edit https://github.com/Torndeco/Epoch-Missions/blob/master/mpmission/addons/SARGE/SAR_config.sqf set SAR_dynamic_spawning = false; U will also need to edit the map_config/ files for your map u are using & remove any static spawns i.e like heli patrols Link to comment Share on other sites More sharing options...
axekie Posted December 5, 2013 Report Share Posted December 5, 2013 All error gone Thank you Torndeco !! have a chance to add tank ai in mission ? Link to comment Share on other sites More sharing options...
Mr.Pig Posted December 6, 2013 Report Share Posted December 6, 2013 Very nice script, I love this on my server, but how can i edit the ai spawning at the missions? Where do I lower the number of soldier/ sniper, number of ai per group and respawn time? Also how do i change so no heli ai spawn at mission, i want all ground bandits? I had one instance on my server where a player was in his house and then all of a sudden there was tons on gun fire. There was a mission 100m away and 3 or 5 groups of 6 ai. There was also no map marker. I have seen the lines i think i need to edit, but thought i would ask so i don't mess anything up. Link to comment Share on other sites More sharing options...
Lacost Posted December 7, 2013 Report Share Posted December 7, 2013 Thx for great work:) Where can I edit patrols and mission loot? After rejoining the mission marker disappears from the map, how to fix it? Link to comment Share on other sites More sharing options...
Torndeco Posted December 7, 2013 Author Report Share Posted December 7, 2013 Another Update Updated for Epoch 1.0.3 https://github.com/Torndeco/Epoch-Missions Important this will only work for Epoch 1.0.3, due to changes in loot tables for new epoch. For previous version of epoch check out https://github.com/Torndeco/Epoch-Missions/releases Changes Removed some old code not used anymore. Started more work on modularizing the mission spawning, should be slightly easier for people to tweak the code now. SARGE map_config got moved serverside to dayz_server/addons/SARGE (should help to reduce mission size) Fixes Players will now get mission map markers when they connect or repawn. Note the Hunter AI + Crash Site Mission code isn't used yet, i was just working on it when new epoch version was released. Link to comment Share on other sites More sharing options...
goldenpsp Posted December 7, 2013 Report Share Posted December 7, 2013 Help. I can't seem to get this to work. I had it working under the pregvious version. Updated the server to 1.0.3 last night. Reverted back to a fresh install, chernarus map (HFB Server hosting). I got sarge AI to work fine. Logged in and had AI roaming all around. I downloaded your latest 1.0.3 patch form github and followed the instructions there to the letter. Now when i log in I am seeing the debug monitor that goes with this (like i used to when it worked on the previous version) but i cannot find any AI anywhere nor do i seem to get any popups about missions. I'm not sure how to troubleshoot from here. Link to comment Share on other sites More sharing options...
geramy Posted December 7, 2013 Report Share Posted December 7, 2013 hey there, i have two questions: first: in the Install Instructions is writen: Step 4 To enable the F10 button for debug monitor There is a custom dayz_spaceInterrupt.sqf in extras/debug_monitor Edit your custom compiles.sqf Look for but where is this file? i have searched for it but i can't find this line or file!? can you help me second: i have seen there is an optional vehicle ammo file, whats that and how can i install it`? Link to comment Share on other sites More sharing options...
Torndeco Posted December 7, 2013 Author Report Share Posted December 7, 2013 @goldenpsp When u say u got SARGE working & then followed the instructions to the letter Did u u remove the Sarge lines from init.sqf ? Already have a SARGE packaged with the mission sytem, that is customized abit, and is called from addons/Mission/init.sqf Otherwise send me your pbo's + pastebin of your errors in server rpt logs @geramy I have updated the instructions the debug monitor , should be more clear + easier now fnc_vehicle_ammo, Adds a single clip of ammo to each of epoch new empty vehicle classes. I did this as i like to have some ammo in vehicles after a restart + still have no radar for the vehicle aswell. I haven't updated the instructions but u can look @ old ones @ http://dayzepoch.com/forum/index.php?/topic/3555-adding-ammo-to-dze-vehicles-startup-traders/ @Everyone else New Update on Github... Fixed issue with some epoch vehicles spawning with loot loadouts i.e A ural was spawning with rpg ammo + gp nades etc based on arma class config for the vehicle Link to comment Share on other sites More sharing options...
goldenpsp Posted December 8, 2013 Report Share Posted December 8, 2013 Torndeco, Yes that is what i meant by following the instructions to the letter, including the preinstall ones of removing the sarge lines from the init file. The full steps were: 1. starting with a fresh installed server I installed just your missions following the instructions. I then logged in and did no see any random AI. After 30-45min i also saw no indication of missions starting. 2. I then went back to the fresh PBO and installed Sarge. Logged in and saw AI spawns. 3. Followed the instructions to install the missions on top of the sarge install, including removing the sarge commands from the init file. Same issue as before. 4. reverted back to the working sarge PBO and posted here. Link to comment Share on other sites More sharing options...
goldenpsp Posted December 8, 2013 Report Share Posted December 8, 2013 NVM finally got it working. Link to comment Share on other sites More sharing options...
Torndeco Posted December 8, 2013 Author Report Share Posted December 8, 2013 Another small fix Left in calls for fnc_veh_Ammo by mistake... its worth updating to avoid all the spam in rpt logs etc... edit: New Crash Site Missions added Link to comment Share on other sites More sharing options...
Lacost Posted December 9, 2013 Report Share Posted December 9, 2013 FPS with this mod drops to 20-40, 50-80 without him, how to fix it? Link to comment Share on other sites More sharing options...
Torndeco Posted December 9, 2013 Author Report Share Posted December 9, 2013 The script itself does very little to fps i.e check roughly 15 mins if it can spawn a mission.. Your fps hit will come from the AI itself, nothing u can do, but u won't notice lag unless Server FPS gets under like 5 or 3 really. Link to comment Share on other sites More sharing options...
brice77 Posted December 9, 2013 Report Share Posted December 9, 2013 How do I setup my time till restart? Everytime I try things go terribly wrong! I need them set for every 4 hours! while {true} do { _rtime = round(21600 - serverTime); if ((_rtime < 235) && (!_warning)) then { _warning = true; cutText [(localize "STR_custom_5minRestart"),"PLAIN"]; }; if (debugMonitor) then { _hours = (_rtime/4/16); _hours = toArray (str _hours); _hours resize 1; _hours = toString _hours; _hours = compile _hours; _hours = call _hours; _minutes = round(_rtime/60); _minutes2 = _minutes - (_hours*100); Link to comment Share on other sites More sharing options...
Dodgy Posted December 9, 2013 Report Share Posted December 9, 2013 Clean install for 1.03 now cant build anything, its something to do with debug I think but how do you fix it? Any ideas. Link to comment Share on other sites More sharing options...
Torndeco Posted December 9, 2013 Author Report Share Posted December 9, 2013 @brice77 Debug montior time is in seconds i.e 21660 seconds / 60 = 360 mins 360 mins / 60 = 6 hours @Dodgy Edit your missionmp/init.sqf change dayz_spaceInterrupt to dayz_spaceInterrupt = compile preprocessFileLineNumbers "extras\debug_monitor\dayz_spaceInterrupt.sqf"; Typo mistake + fixed now on github now.. Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now