Dodgy Posted December 9, 2013 Report Share Posted December 9, 2013 Fixed wporked a treat thanks Link to comment Share on other sites More sharing options...
BruteMan Posted December 9, 2013 Report Share Posted December 9, 2013 NVM finally got it working. i'm in the same situation as you were i didn't preinstall sarge tho can you tell me what you did to get it working? Link to comment Share on other sites More sharing options...
goldenpsp Posted December 9, 2013 Report Share Posted December 9, 2013 i'm in the same situation as you were i didn't preinstall sarge tho can you tell me what you did to get it working? Stopped being a noob idiot? I have mostly played with running a privately hosted server. in that case there are no PBO files. in this case being hosted on HFB servers the install instructions when it says "copy this to your server" really means copy into the server PBO file. Learn something new every day. Link to comment Share on other sites More sharing options...
goldenpsp Posted December 9, 2013 Report Share Posted December 9, 2013 Also as a follow up. I don't know if its intended, but in missions the vehicles seem to spawn without ammo. I've had a pk truck drive right up to me and just stare, not open fire. Same with the helis. I can see gunners but they never take a shot. Link to comment Share on other sites More sharing options...
Torndeco Posted December 9, 2013 Author Report Share Posted December 9, 2013 Ahh i see the issue... SARGE AI is reseting the vehicle ammo to initial state & with epoch DZE vehicles it spawns with no ammo ;) I am using a custom script to add ammo to Epoch _DZE Vehicles at spawn in, so i never really encounter it before. But i will alter SARGE AI to add ammo to _DZE Vehicles later tonight + upload a fix for it Link to comment Share on other sites More sharing options...
Polli Posted December 9, 2013 Report Share Posted December 9, 2013 I am using a custom script to add ammo to Epoch _DZE Vehicles at spawn in, so i never really encounter it before. Are you please so kind of sharing your script? That would be awsome :) Thanks in advance Polli Link to comment Share on other sites More sharing options...
andygully Posted December 9, 2013 Report Share Posted December 9, 2013 the boxes are disappearing from the missions any help? i use infistar so maybe it is that? Link to comment Share on other sites More sharing options...
goldenpsp Posted December 9, 2013 Report Share Posted December 9, 2013 the boxes are disappearing from the missions any help? i use infistar so maybe it is that? Hmm i noticed that today. We just installed infistar. ispan55 1 Link to comment Share on other sites More sharing options...
goldenpsp Posted December 9, 2013 Report Share Posted December 9, 2013 Also it seems that the Ai are not shooting at us flying over in a heli. Link to comment Share on other sites More sharing options...
andygully Posted December 9, 2013 Report Share Posted December 9, 2013 the ai spawn in vehicles have no ammo that's why lol torndeco is making a fix i think Link to comment Share on other sites More sharing options...
goldenpsp Posted December 9, 2013 Report Share Posted December 9, 2013 the ai spawn in vehicles have no ammo that's why lol torndeco is making a fix i think But the AI have plenty of ammo. They use it on me fine when I am on the ground. They look up and stare as I fly over. Link to comment Share on other sites More sharing options...
brice77 Posted December 9, 2013 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.. @Torndeco I still don't quite understand how to do 4 hour restart thought I changed it but it still doesn't work Link to comment Share on other sites More sharing options...
BruteMan Posted December 9, 2013 Report Share Posted December 9, 2013 @Torndeco I still don't quite understand how to do 4 hour restart thought I changed it but it still doesn't work the restart on the debug monitor is just a countdown timer it has nothing to do with your real restart if your trying to setup schedules restarts go look at Battle Eye Extended controls and setup a scheduler. Link to comment Share on other sites More sharing options...
Lacost Posted December 9, 2013 Report Share Posted December 9, 2013 Players complain about the bot-patrols, tell me how to turn them off? Link to comment Share on other sites More sharing options...
goldenpsp Posted December 9, 2013 Report Share Posted December 9, 2013 Players complain about the bot-patrols, tell me how to turn them off? Tell them to grow a pair? But seriously, go into the map_config\SAR_cfg__grps_mapname.sqf and comment out any patrols you dont want. Link to comment Share on other sites More sharing options...
cring0 Posted December 10, 2013 Report Share Posted December 10, 2013 No, the roaming sarge AI are just way too out of hand, it's bad. They'll spawn right next to you and they'll spawn repeatedly, they shoot through walls and ceilings, they walk right through walls, etc. Plot poles don't seem to make a difference either... Don't get me wrong, I really like the idea of some dynamic AI running around, but when they spawn and "agro" more than frickin zombies, it's no bueno. On top of it, we're running Panthera and the landscape makes it a bit rough to see them. Regardless, we're appreciative of the work you've put into them. Dynamic AI make things a lot more interesting. We're going to try to change ours out and create an AI base that players can infiltrate. I'd like to have only a couple parties running around the entire map that don't just spawn in on players, I just don't like that idea at all. I've been thinking of putting AI in a bigger, high-loot city too, but I'm not sure that'd be a good idea or not. I think we'll knock the AI missions down to 1 simultaneous as well, encourages more player interaction for one thing, and mofos be gettin too rich too easy. But yeah, maybe we need to mess with the Sarge AI settings, but so far the spawning-in-your-face-repeatedly AI have been leaving our players a bit dissatisfied lol. Link to comment Share on other sites More sharing options...
brice77 Posted December 10, 2013 Report Share Posted December 10, 2013 the restart on the debug monitor is just a countdown timer it has nothing to do with your real restart if your trying to setup schedules restarts go look at Battle Eye Extended controls and setup a scheduler. Im sorry I wasn't clear I meant to get the correct countdown for the 4 hour restarts. Here is my current code while {true} do { _rtime = round(14400 - 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...
Torndeco Posted December 10, 2013 Author Report Share Posted December 10, 2013 That is fine... If the timer is running slow its cause your server is under stress i.e to low fps.. edit: Will be an update later to stop boxes getting deleted by server cleanup.. Sarge AI fix for reammo them when usine Epoch DZE Vehicles Moving some more SARGE AI files to serverside to reduce missionfile size carpediembr 1 Link to comment Share on other sites More sharing options...
carpediembr Posted December 10, 2013 Report Share Posted December 10, 2013 That is fine... If the timer is running slow its cause your server is under stress i.e to low fps.. edit: Will be an update later to stop boxes getting deleted by server cleanup.. Sarge AI fix for reammo them when usine Epoch DZE Vehicles Moving some more SARGE AI files to serverside to reduce missionfile size Thank you for the update, I've lately many and many boxes disappearing out of nowhere. Link to comment Share on other sites More sharing options...
goldenpsp Posted December 10, 2013 Report Share Posted December 10, 2013 That is fine... If the timer is running slow its cause your server is under stress i.e to low fps.. edit: Will be an update later to stop boxes getting deleted by server cleanup.. Sarge AI fix for reammo them when usine Epoch DZE Vehicles Moving some more SARGE AI files to serverside to reduce missionfile size If you are adding, also please look at AI not shooting at Air vehicles. I can buzz a mission at 20m and take no fire. They won't start shooting until I land. Link to comment Share on other sites More sharing options...
Torndeco Posted December 10, 2013 Author Report Share Posted December 10, 2013 Updates Fixed Sarge receiving free ammo for DZE vehicles. Fixed Boxes getting deleted by server cleanup Link to comment Share on other sites More sharing options...
andygully Posted December 11, 2013 Report Share Posted December 11, 2013 cheers guna try it now Link to comment Share on other sites More sharing options...
axekie Posted December 11, 2013 Report Share Posted December 11, 2013 got error 1:42:33 "HIVE: WRITE: "CHILD:308:1268:Pickup_PK_INS_DZE:0:0:[79,[0,0,0]]:[]:[]:1:00079:"" 1:42:33 Error in expression < == 1) then { _leader = _groupvehicles createunit [_leader_group, [(_rndpos sel> 1:42:33 Error position: <createunit [_leader_group, [(_rndpos sel> 1:42:33 Error Type Any, expected Number 1:42:33 File mpmissions\__cur_mp.tavi\addons\SARGE\SAR_setup_AI_patrol_land.sqf, line 167 1:42:33 Error in expression <ipers - 1) do { _this = _groupvehicles createunit [_sniperlist call SAR_fnc_sel> 1:42:33 Error position: <createunit [_sniperlist call SAR_fnc_sel> 1:42:33 Error Type Any, expected Number 1:42:33 File mpmissions\__cur_mp.tavi\addons\SARGE\SAR_setup_AI_patrol_land.sqf, line 221 1:42:33 Error in expression <flemen - 1) do { _this = _groupvehicles createunit [_riflemenlist call SAR_fnc_s> 1:42:33 Error position: <createunit [_riflemenlist call SAR_fnc_s> 1:42:33 Error Type Any, expected Number 1:42:33 File mpmissions\__cur_mp.tavi\addons\SARGE\SAR_setup_AI_patrol_land.sqf, line 268 1:42:33 Error in expression < select 0, _rndpos select 1, 0]; _veh = createVehicle [_x, _position, [], 0, "NO> 1:42:33 Error position: <createVehicle [_x, _position, [], 0, "NO> 1:42:33 Error Type Any, expected Number 1:42:33 File mpmissions\__cur_mp.tavi\addons\SARGE\SAR_setup_AI_patrol_land.sqf, line 146 1:42:33 "DEBUG: MISSIONS: Kill Vehicle Group: Unknown: _vehicle: <NULL-object>" 1:42:34 "HIVE: WRITE: "CHILD:388:00079:"" Link to comment Share on other sites More sharing options...
CorruptedHart11 Posted December 11, 2013 Report Share Posted December 11, 2013 Cant seem to get Static Spawns to function correctly with this, are there any conflicts with that sir? // --------------------------------------------------------------- // Definition of area markers for static spawns // --------------------------------------------------------------- // add if needed, see examples in the chernarus file diag_log format["SAR_AI: Static spawning area definition started"]; // SECTION 1 //SW Island Static Spawns _this = createMarker ["SAR_marker_firebase_1", [507.00, 365.04]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [5, 5]; _this setMarkerDir 120.050; SAR_marker_firebase_1 = _this; _this = createMarker ["SAR_marker_firebase_2", [498.84, 446.64]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [5, 5]; _this setMarkerDir 120.050; SAR_marker_firebase_2 = _this; _this = createMarker ["SAR_marker_firebase_3", [444.27, 450.59]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [5, 5]; _this setMarkerDir 120.050; SAR_marker_firebase_3 = _this; _this = createMarker ["SAR_marker_firebase_4", [414.28, 451.79]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [5, 5]; _this setMarkerDir 120.050; SAR_marker_firebase_4 = _this; _this = createMarker ["SAR_marker_firebase_5", [373.32, 408.74]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [5, 5]; _this setMarkerDir 120.050; SAR_marker_firebase_5 = _this; _this = createMarker ["SAR_marker_firebase_6", [386.39, 337.08]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [5, 5]; _this setMarkerDir 120.050; SAR_marker_firebase_6 = _this; _this = createMarker ["SAR_marker_firebase_7", [424.26, ,302.15]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [5, 5]; _this setMarkerDir 120.050; SAR_marker_firebase_7 = _this; _this = createMarker ["SAR_marker_firebase_8", [493.04, 295.19]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [5, 5]; _this setMarkerDir 120.050; SAR_marker_firebase_8 = _this; _this = createMarker ["SAR_marker_firebase_9", [528.40, 305.83]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [5, 5]; _this setMarkerDir 120.050; SAR_marker_firebase_9 = _this; _this = createMarker ["SAR_marker_firebase_10", [451.42, 379.05]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [5, 5]; _this setMarkerDir 120.050; SAR_marker_firebase_10 = _this; diag_log format["SAR_AI: Static spawning area definition finished"]; // ---------------------------------------------------------------------------------------- // End of area marker definition section // ---------------------------------------------------------------------------------------- diag_log format["SAR_AI: Static Spawning for infantry patrols started"]; // add here if needed [sAR_marker_firebase_1,3,0,5,"fortify",false] call SAR_AI; [sAR_marker_firebase_2,3,0,6,"fortify",false] call SAR_AI; [sAR_marker_firebase_3,3,0,5,"fortify",false] call SAR_AI; [sAR_marker_firebase_4,3,1,4,"fortify",false] call SAR_AI; [sAR_marker_firebase_5,3,0,6,"patrol",true] call SAR_AI; [sAR_marker_firebase_6,3,0,4,"fortify",false] call SAR_AI; [sAR_marker_firebase_7,3,0,5,"fortify",false] call SAR_AI; [sAR_marker_firebase_8,3,1,4,"patrol",true] call SAR_AI; [sAR_marker_firebase_9,3,0,6,"fortify",false] call SAR_AI; [sAR_marker_firebase_10,3,1,3,"fortify",true] call SAR_AI; // ---- end of configuration area ---- diag_log format["SAR_AI: Static Spawning for infantry patrols finished"]; Link to comment Share on other sites More sharing options...
Torndeco Posted December 11, 2013 Author Report Share Posted December 11, 2013 @axekie U can ignore the error, its just sarge erroring out unable to find a position to spawn a land vehicle... I just need to add some error handling for SARGE Most likely it was a mission spawned on a steep hill, all that will happen is the error log + u wont have a vehicle @ the mission @CorruptedHart11 Static Spawns should be working fine, double check the positions u are using i.e its not gps co-ords The position u are using are in the corner of map 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