bFe Posted January 22, 2014 Report Share Posted January 22, 2014 Can I add patrolling AI also with this system or do I need DZAI(?) or something also? Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 22, 2014 Report Share Posted January 22, 2014 Can I add patrolling AI also with this system or do I need DZAI(?) or something also? That's something that you could do with DZAI. bFe 1 Link to comment Share on other sites More sharing options...
Fuchs Posted January 22, 2014 Author Report Share Posted January 22, 2014 (edited) // Major mission marker while{MissionGo == 1} do { //refresh marker script by *hs-s.com | waTTe - www.banditparty.de _MainMarkers = createMarker ["_MainMarker", Ccoords]; "_MainMarker" setMarkerColor "ColorRed"; //Set the color of the marker "_MainMarker" setMarkerShape "ELLIPSE"; //Set the shape of the marker "_MainMarker" setMarkerBrush "Grid"; //Set the style of the marker "_MainMarker" setMarkerAlpha 0.75; //Set the transparency of the marker "_MainMarker" setMarkerSize [250,250]; //Set the size of the marker sleep 25; deleteMarker "_MainMarker"; }; // Minor mission marker while{MissionGoMinor == 1} do { //refresh marker script by *hs-s.com | waTTe - www.banditparty.de _MainMarkers75 = createMarker["_MainMarker75", MCoords]; "_MainMarker75" setMarkerColor "ColorRed"; // Set color of marker "_MainMarker75" setMarkerShape "ELLIPSE"; // Set shape of marker "_MainMarker75" setMarkerBrush "Grid"; // Set style of marker "_MainMarker75" setMarkerAlpha 0.75; // Set transparency of marker "_MainMarker75" setMarkerSize [150,150]; // Set size of marker sleep 25; deleteMarker "_MainMarker75"; }; deleteMarker "_MainMarker"; deleteMarker "_MainMarker75"; These where the current fixes i did but havent tested them ! What i learned from today it should work ! Verified ! These files where in the debug folder btw ^^ UPDATE : missed " " Edited January 23, 2014 by Fuchs Fuchs 1 Link to comment Share on other sites More sharing options...
Ventana Posted January 22, 2014 Report Share Posted January 22, 2014 // Major mission marker while{MissionGo == 1} do { //refresh marker script by *hs-s.com | waTTe - www.banditparty.de _MainMarkers" = createMarker ["_MainMarker", Ccoords]; "_MainMarker" setMarkerColor "ColorRed"; //Set the color of the marker "_MainMarker" setMarkerShape "ELLIPSE"; //Set the shape of the marker "_MainMarker" setMarkerBrush "Grid"; //Set the style of the marker "_MainMarker" setMarkerAlpha 0.75; //Set the transparency of the marker "_MainMarker" setMarkerSize [250,250]; //Set the size of the marker sleep 25; deleteMarker "_MainMarker"; }; // Minor mission marker while{MissionGoMinor == 1} do { //refresh marker script by *hs-s.com | waTTe - www.banditparty.de _MainMarkers75 = createMarker["_MainMarker75", MCoords]; "_MainMarker75" setMarkerColor "ColorRed"; // Set color of marker "_MainMarker75" setMarkerShape "ELLIPSE"; // Set shape of marker "_MainMarker75" setMarkerBrush "Grid"; // Set style of marker "_MainMarker75" setMarkerAlpha 0.75; // Set transparency of marker "_MainMarker75" setMarkerSize [150,150]; // Set size of marker sleep 25; deleteMarker "_MainMarker75"; }; deleteMarker "_MainMarker"; deleteMarker "_MainMarker75"; These where the current fixes i did but havent tested them ! What i learned from today it should work ! These files where in the debug folder btw ^^ UPDATE : missed " " I think you still missed a " in line #2 in each>>>??? Link to comment Share on other sites More sharing options...
Fuchs Posted January 22, 2014 Author Report Share Posted January 22, 2014 you mean this ? _MainMarkers75 = createMarker["_MainMarker75", MCoords]; try it and you will get the marker errors again,definitely spamming your rpt ! No errors since i fixed this today ,also tested the last 45 minutes ! A new Update should be ready this weekend if results were fine!! Fixed Markers Fixed coords ,but also would need a rewrite ,on a later update then 0.5 ! will remove remmarker files Link to comment Share on other sites More sharing options...
Wriggles Posted January 23, 2014 Report Share Posted January 23, 2014 you mean this ? _MainMarkers75 = createMarker["_MainMarker75", MCoords]; try it and you will get the marker errors again,definitely spamming your rpt ! No errors since i fixed this today ,also tested the last 45 minutes ! A new Update should be ready this weekend if results were fine!! Fixed Markers Fixed coords ,but also would need a rewrite ,on a later update then 0.5 ! will remove remmarker files SM8 in Minor (the mission that is "A Bandit Outpost has been spotted, clear it!") Does not generate a marker on the map. Not sure if you where aware of this or not. All others seem to work fine for me. Link to comment Share on other sites More sharing options...
Fuchs Posted January 23, 2014 Author Report Share Posted January 23, 2014 Doing this alone and testing it the same day needs a lot of time which i dont have !!! Project halted until i have more time ! Link to comment Share on other sites More sharing options...
Wriggles Posted January 23, 2014 Report Share Posted January 23, 2014 Doing this alone and testing it the same day needs a lot of time which i dont have !!! Project halted until i have more time ! Happy to help mate, what do you need me to test? Link to comment Share on other sites More sharing options...
Ventana Posted January 23, 2014 Report Share Posted January 23, 2014 4 you mean this ? _MainMarkers75 = createMarker["_MainMarker75", MCoords]; try it and you will get the marker errors again,definitely spamming your rpt ! No errors since i fixed this today ,also tested the last 45 minutes ! A new Update should be ready this weekend if results were fine!! Fixed Markers Fixed coords ,but also would need a rewrite ,on a later update then 0.5 ! will remove remmarker files No I meant this _MainMarkers" = createMarker ["_MainMarker", Ccoords]; The " after _MainMarkers Link to comment Share on other sites More sharing options...
prayasan Posted January 23, 2014 Report Share Posted January 23, 2014 first of all thanks a lot for the mission script. worked perfectly. just made the update today and i'm running into one major problem. There are now missions spawning at all. Followed the guide for the modifications and did it twice with some double checking. :) 0.25 was working before. Got Sarge on my server which is still running and i don't have any rpt errors that i see so far. Any idea where to start looking for a fix? Link to comment Share on other sites More sharing options...
Fuchs Posted January 23, 2014 Author Report Share Posted January 23, 2014 Happy to help mate, what do you need me to test? I will send u a file via pm. if u could test, it would help me out much ! 4 No I meant this _MainMarkers" = createMarker ["_MainMarker", Ccoords]; The " after _MainMarkers my bad sry ! first of all thanks a lot for the mission script. worked perfectly. just made the update today and i'm running into one major problem. There are now missions spawning at all. Followed the guide for the modifications and did it twice with some double checking. :) 0.25 was working before. Got Sarge on my server which is still running and i don't have any rpt errors that i see so far. Any idea where to start looking for a fix? Which one u run from: Github or Dropbox Test Version ? Link to comment Share on other sites More sharing options...
Ventana Posted January 23, 2014 Report Share Posted January 23, 2014 So, does the " belong there, after _MainMarkers ? _MainMarkers" = createMarker ["_MainMarker", Ccoords]; FYI, I haven't made the change yet (waiting for clarification) but i don't see any errors in my log and the missions seem to be working fine. Link to comment Share on other sites More sharing options...
Fuchs Posted January 23, 2014 Author Report Share Posted January 23, 2014 _MainMarkers = createMarker ["_MainMarker", Ccoords]; http://community.bistudio.com/wiki/createMarker Link to comment Share on other sites More sharing options...
prayasan Posted January 23, 2014 Report Share Posted January 23, 2014 Which one u run from: Github or Dropbox Test Version ? The github version 0.26 Link to comment Share on other sites More sharing options...
Fuchs Posted January 24, 2014 Author Report Share Posted January 24, 2014 Marker System Updated on Github ! @prayasan : What u mean with ... There are now missions spawning at all. There are now missions spawn at all ,or all at once? Wriggles joined EMS as a tester ! THX Link to comment Share on other sites More sharing options...
Fuchs Posted January 24, 2014 Author Report Share Posted January 24, 2014 @ wriggles random loot is near to release : https://github.com/TheFuchs/EMS-Epoch-Mission-System/issues/45 Link to comment Share on other sites More sharing options...
Shifftie Posted January 24, 2014 Report Share Posted January 24, 2014 Im having a problem with this =( can someone take a look i just get waiting for host? Link to comment Share on other sites More sharing options...
Nekuan Posted January 25, 2014 Report Share Posted January 25, 2014 Im having a problem with this =( can someone take a look i just get waiting for host? If you provide at least your .rpt that'd be great ;) Link to comment Share on other sites More sharing options...
rboos Posted January 25, 2014 Report Share Posted January 25, 2014 Just some feedback from someone who just installed the EMS: Fuchs thank you for all the work you had so far! I downloaded the EMS from github, installed Sarge 1.5 (I already had DZAi running for other reason I don't remember and kept both ON) and everythng is working flawlessly. -> Missions occur correctly, renew fast when done, loot is correct, places are correct, and the Ai is giving us hard times, everything fine! ->Somehow the Sarge+DZAi have made chernarus a place where we are always checking the surroundings. ->We now do the missions with the risk of being attacked by different groups (we love it, sometimes if you take too long looting the mission, a new group approaches and makes us hurry or fight)... ->I have been away from being an admin for years, so I am a bit rusty, anyway it was easy to install and works perfectly. EMS + Sarge + DZAi = server awesomeness! =CF=Dragunov (RBoos) Fuchs and Schultz81 2 Link to comment Share on other sites More sharing options...
Ventana Posted January 25, 2014 Report Share Posted January 25, 2014 Wondering... Do the SARGE, DZAi and the mission bandits attack each other if they happen to run into each other? Link to comment Share on other sites More sharing options...
IGoGI Teasy Posted January 26, 2014 Report Share Posted January 26, 2014 is there a way to set the mission vehicles to perm? would be nice if the vehicles would stay after restarts.... Link to comment Share on other sites More sharing options...
insertcoins Posted January 27, 2014 Report Share Posted January 27, 2014 is there a way to set the mission vehicles to perm? would be nice if the vehicles would stay after restarts.... So basically you want your server to have 300+ vehicles added every day? Link to comment Share on other sites More sharing options...
Fuchs Posted January 27, 2014 Author Report Share Posted January 27, 2014 So basically you want your server to have 300+ vehicles added every day? I will not support Vehicles saving to the DB ! NEVER ! insertcoins and Nekuan 2 Link to comment Share on other sites More sharing options...
ThaThing Posted January 27, 2014 Report Share Posted January 27, 2014 Not sure if it has been asked before (sorry if it has). But is there any way to disable the AI kills so that they don't count as bandit kills on the debug monitor ? Link to comment Share on other sites More sharing options...
Fuchs Posted January 27, 2014 Author Report Share Posted January 27, 2014 @ bodyclean.sqf delete this part _aikiller = _this select 1; _aikiller_name = name _aikiller; _humanityBoost = 200; //Set this to whatever you want the humanity to increase by _humanity = _aikiller getVariable ["humanity",0]; _humanity = _humanity + _humanityBoost; _aikiller setVariable["humanity", _humanity,true]; _killsB = _aikiller getVariable["banditKills",0]; _killsB = _killsB + 1; _aikiller setVariable["banditKills",_killsB,true]; diag_log format ["EMS: AI %1 was killed by %2 (+%3 humanity, new total %4)",_ai_type,_aikiller_name,_humanityBoost,_humanity]; Link to comment Share on other sites More sharing options...