Jump to content

Torndeco Mission System - DZAI AI


Torndeco

Recommended Posts

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

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

@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

@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

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

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

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

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

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

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

@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

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×
×
  • Create New...