umfufu Posted January 29, 2014 Report Share Posted January 29, 2014 http://tactical.nekromantix.com/wiki/doku.php?id=arma2:scripting:bis_fnc_findsafepos 1 Position 2 Minimum distance 3 Maximum distance 4 Maximum distance from nearest object 5 0 - cant be in water, 1 - ? 6 Terrain gradient (how steep terrain) 7 0 - shore mode; does not have to be in shore _newPos = [_pos, 0, 500, 30, 0, 20, 0] call BIS_fnc_findSafePos; Look at nr5 if zero it wont spawn in water hence no SafePos and 6 for mountain sloop @Fubar If you look at the server_spawnCarshSite.sqf at line 40 see: diag_log(format["CRASHSPAWNER: %1%2 chance to spawn '%3' with loot table '%4' in %5 secounds", round(_spawnChance * 100), '%', _crashName, _lootTable, _timeToSpawn]); Its harmless its a comment line from diag_log(ging) aka what u see in the server.RPT Link to comment Share on other sites More sharing options...
Fuchs Posted January 29, 2014 Author Report Share Posted January 29, 2014 umfufu thx for reading the first post! Link to comment Share on other sites More sharing options...
umfufu Posted January 29, 2014 Report Share Posted January 29, 2014 Sry but last time i read the first post was last year ;) maybe this helps others to with spawing in AI , and maybe some1 makes a Old Axing woman (farmwife with an Axe) :ph34r: _aispawn = [[Coords], radius of waypoints (in meters), number of waypoints, number of ai units, bandit(0) OR army(1) OR AXEMAN (2)]; This comes from add_unit_server _wpradius = _this select 1; _wpnum = _this select 2; _numunits = _this select 3; _levelnum = _this select 4; Link to comment Share on other sites More sharing options...
Stranger Posted January 30, 2014 Report Share Posted January 30, 2014 Will this script working with 1.0.4? Link to comment Share on other sites More sharing options...
thekaboobie Posted January 30, 2014 Report Share Posted January 30, 2014 works fine on my server Link to comment Share on other sites More sharing options...
crameep Posted January 30, 2014 Report Share Posted January 30, 2014 Glad to hear that it works on the latest version, what did you do for the server_cleanup.fsm install in the latest version, the file is very different from before. Link to comment Share on other sites More sharing options...
Firefly Posted January 30, 2014 Report Share Posted January 30, 2014 Crameep check page 25 for a post by Wokkel (previous page), I am sure Fuchs will update the first page in due time. umfufu thanks for the explanation unfortunately it doesn't always work like that. While it won't place the marker underwater because it is a radius sometimes vehicles such as the loot crates or decorative items can be placed in the water or on slopes that are steep enough for you to fall off. Also if find safe position fails, which it often does on Panthera, then it will place missions where it can. Less of a problem on flatter maps like Cherno that doesn't have mountains where safe position works quite well. Ideally we need a mission system peculiar to each map, but that is quite a lot of work. The standard one is designed with Cherno in mind, there are coordinates for Taviana somewhere around here and I am working on a Panthera one. Fuchs 1 Link to comment Share on other sites More sharing options...
wokkelwakker Posted January 30, 2014 Report Share Posted January 30, 2014 Does this problem ring any bells for someone? People are unable to sell vehicles which they found at missions. It keeps saying "Failed, you must get into drivers seat first", although they have been in the driver seat :o I'm pretty sure i installed the missions correctly. It doesn't apply on any other vehicle on the map other than the ones from the missions. Link to comment Share on other sites More sharing options...
Fuchs Posted January 30, 2014 Author Report Share Posted January 30, 2014 Someone also has coords for lingor ,but dont wanna share it.i hate people with such behave. Im at home in 3hrs and will update 1st post! Link to comment Share on other sites More sharing options...
Stranger Posted January 30, 2014 Report Share Posted January 30, 2014 The missions work, but there is only one appearing at one instance Link to comment Share on other sites More sharing options...
Firefly Posted January 30, 2014 Report Share Posted January 30, 2014 People are unable to sell vehicles which they found at missions. It keeps saying "Failed, you must get into drivers seat first", although they have been in the driver seat :o I'm pretty sure i installed the missions correctly. It doesn't apply on any other vehicle on the map other than the ones from the missions. That's a strange one, the only issue you should have with traders with the mission system not being able to sell some vehicles if the class names are different. The only time I've had that message is with 1.0.3.1 and I was trying to modifying a military vehicle with the books. Does it happen with regular vehicles as well or just mission ones? Link to comment Share on other sites More sharing options...
wokkelwakker Posted January 30, 2014 Report Share Posted January 30, 2014 That's a strange one, the only issue you should have with traders with the mission system not being able to sell some vehicles if the class names are different. The only time I've had that message is with 1.0.3.1 and I was trying to modifying a military vehicle with the books. Does it happen with regular vehicles as well or just mission ones? No, only the mission ones. Link to comment Share on other sites More sharing options...
Firefly Posted January 30, 2014 Report Share Posted January 30, 2014 Just away to run a mission now, will clear it with the MAAWs and try and sell a vehicle. Edit: Erm yeah I have the same issue and I'm running a modified mission system similar to EMS so its not specific to you. Link to comment Share on other sites More sharing options...
Fuchs Posted January 30, 2014 Author Report Share Posted January 30, 2014 http://tactical.nekromantix.com/wiki/doku.php?id=arma2:scripting:bis_fnc_findsafepos 1 Position 2 Minimum distance 3 Maximum distance 4 Maximum distance from nearest object 5 0 - cant be in water, 1 - ? 6 Terrain gradient (how steep terrain) 7 0 - shore mode; does not have to be in shore _newPos = [_pos, 0, 500, 30, 0, 20, 0] call BIS_fnc_findSafePos; Look at nr5 if zero it wont spawn in water hence no SafePos and 6 for mountain sloop @Fubar If you look at the server_spawnCarshSite.sqf at line 40 see: diag_log(format["CRASHSPAWNER: %1%2 chance to spawn '%3' with loot table '%4' in %5 secounds", round(_spawnChance * 100), '%', _crashName, _lootTable, _timeToSpawn]); Its harmless its a comment line from diag_log(ging) aka what u see in the server.RPT i posted the link u posted a few dayz on the first line ,but forgot on git ^^ Link to comment Share on other sites More sharing options...
IGoGI Teasy Posted January 30, 2014 Report Share Posted January 30, 2014 hmmm. the mission vehicles disappear after a view seconds...and after restarts. the line for server_functions does not work 4 me .... if(vehicle _x != _x && (vehicle _x getVariable ["Sarge",0] != 1) && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then { can somebody help? und fuchs, du solltest github updaten, was die editierung der cleanup angeht... da es ja jetzt in der server_functions steht... :D Link to comment Share on other sites More sharing options...
Fuchs Posted January 30, 2014 Author Report Share Posted January 30, 2014 Github has been authored :huh: ! VOTE here : :D Link to comment Share on other sites More sharing options...
FUBAR22 Posted January 30, 2014 Report Share Posted January 30, 2014 Hey Guys- Need some help. 1.) No loot is spawning anywhere in my server (tents, buildings....ect.) but they are spawning in my EMS Mission crates...so thats the good news. 2.) I am also still getting that dreaded error in my RPT: if (_object getVariable "Sarge" == 1) exitWith {}; if (!_parachuteWest> 20:09:12 Error position: <== 1) exitWith {}; if (!_parachuteWest> 20:09:12 Error Generic error in expression 20:09:12 File z\addons\dayz_server\compile\server_updateObject.sqf, line 29 Anyone have a clue about how to fix #2 issue here with the RPT? Also, here is a copy of a section from my init.sqf. Very confused as to whether or not I should run bot the default and custom scripts or //Rem out the origional and in what order (i.e. right underneath or at the end): //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) call compile preprocessFileLineNumbers "Scripts\variables.sqf"; // Initilize the Custom Variables progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "Scripts\compiles.sqf"; //Compile custom functions call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs THANKS!! Link to comment Share on other sites More sharing options...
freakystyle Posted January 30, 2014 Report Share Posted January 30, 2014 Hello Guys i have a Problem :P If I get into a car sitting, i'm instantly dead :( I have Epoch 1.0.4. nice greetz Link to comment Share on other sites More sharing options...
umfufu Posted January 30, 2014 Report Share Posted January 30, 2014 Hey Guys- Need some help. 1.) No loot is spawning anywhere in my server (tents, buildings....ect.) but they are spawning in my EMS Mission crates...so thats the good news. 2.) I am also still getting that dreaded error in my RPT: if (_object getVariable "Sarge" == 1) exitWith {}; if (!_parachuteWest> 20:09:12 Error position: <== 1) exitWith {}; if (!_parachuteWest> 20:09:12 Error Generic error in expression 20:09:12 File z\addons\dayz_server\compile\server_updateObject.sqf, line 29 Anyone have a clue about how to fix #2 issue here with the RPT? Also, here is a copy of a section from my init.sqf. Very confused as to whether or not I should run bot the default and custom scripts or //Rem out the origional and in what order (i.e. right underneath or at the end): //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) call compile preprocessFileLineNumbers "Scripts\variables.sqf"; // Initilize the Custom Variables progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "Scripts\compiles.sqf"; //Compile custom functions call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs THANKS!! // call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; // This one not needed if done next line Copy variables.sqf to "Scripts folder" and then fillin the lines u need for other addons/mods But it must be the variables.sqf from the epoch version u use!!! call compile preprocessFileLineNumbers "Scripts\variables.sqf"; // Here the Copy of the variables.sqf with your modifications progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; // call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Same story as with variables.sqf but now with compiles.sqf call compile preprocessFileLineNumbers "Scripts\compiles.sqf"; // Here the copy of compiles.sqf with your modifications progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs Thats the init.sqf part , then if u copy/pasted the EMS part correctly it shoiuld work To make sure do the "init.sqf part but no altering to the files variables and compiles , then proceed to the EMS part and test if its working U only have the "path" names altered , aka just copied to the Script folder and run from there and the error in RPT verify u got this line in server_updateobject.sqf if (_object getVariable "Sarge" == 1) exitWith {}; if (!_parachuteWest and !(locked _object)) then { if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then koriaba 1 Link to comment Share on other sites More sharing options...
umfufu Posted January 30, 2014 Report Share Posted January 30, 2014 Hello Guys i have a Problem :P If I get into a car sitting, i'm instantly dead :( I have Epoch 1.0.4. nice greetz Read post 491 at page 25 from Wokkelwakker Link to comment Share on other sites More sharing options...
FUBAR22 Posted January 30, 2014 Report Share Posted January 30, 2014 Hell and thanks umfufu. Wil remove the original compiles and variables and replace with the modified version in the same place. I read somewhere in another post that both had to exist; so I will try your suggestion first. As for the server_updateObject, I have this: if (_object getVariable "Sarge" == 1) exitWith {}; if (!_parachuteWest and !(locked _object)) then { if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then { _object_position = getPosATL _object; _isNotOk = true; }; }; And it still shows up the error in my RPT. It only seems to happen after an AI mission starts to load in the RPT. Here is the line that is in my server_functions.sqf: server_checkHackers = { if (DZE_DYN_AntiStuck2nd > 3) then { DZE_DYN_HackerCheck = nil; DZE_DYN_AntiStuck2nd = 0; }; if(!isNil "DZE_DYN_HackerCheck") exitWith { DZE_DYN_AntiStuck2nd = DZE_DYN_AntiStuck2nd + 1;}; DZE_DYN_HackerCheck = true; { if (vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && (vehicle _x getVariable ["Sarge",0] != 1) && !((typeOf vehicle _x) in DZE_safeVehicle)) then { diag_log ("CLEANUP: KILLING A HACKER " + (name _x) + " " + str(_x) + " IN " + (typeOf vehicle _x)); (vehicle _x) setDamage 1; _x setDamage 1; sleep 0.25; }; sleep 0.001; } forEach allUnits; DZE_DYN_HackerCheck = nil; }; Cheers, koriaba 1 Link to comment Share on other sites More sharing options...
umfufu Posted January 30, 2014 Report Share Posted January 30, 2014 @Fubar22 nothing wrong in the 2 samples u showed , same as mine Look wich mission did run when the error cameup maybe its in the missionfile it self koriaba 1 Link to comment Share on other sites More sharing options...
koriaba Posted January 31, 2014 Report Share Posted January 31, 2014 umfufu, FUBAR22 Thank you very much! Link to comment Share on other sites More sharing options...
Fuchs Posted January 31, 2014 Author Report Share Posted January 31, 2014 EMS Missions will be ported over WAI soon ! Link to comment Share on other sites More sharing options...
freakystyle Posted January 31, 2014 Report Share Posted January 31, 2014 umfufu thank you :) Link to comment Share on other sites More sharing options...