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[EMS] 0.2.6 Epoch Mission System


Fuchs

  

143 members have voted

  1. 1. Do you want the boxes integrated from EMS into the new system?

    • Yes ,highly recommended !
      129
    • No ,i don't care about !
      14


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Announcement !!!

 

 

EMS is currently under a rebuild !

 

Current issues reported :

 

EMS not starting ,stuck on black screen...i also noticed this issue on myself !

 

We will begin start the rebuild today ...

 

More infos soon !

 

We start with Vampires 1.0 Release !

 

Planned Features :

 

Mission Timeout and clearing mission when nobody enters the area !

 

Vehicles will be reanamed and or if fail when try to sell them ,we gonna add damage to them !

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Hey!

 

Is there any way i can increase the ai's on the missions?

_aispawn = [_coords,60,4,4,1] execVM "\z\addons\dayz_server\EMS\add_unit_server.sqf";

 

is the line wich deploys at _coords X,Y with a distance-radius of 60 with 4 waypoints for 4 AI the last number gives u 0=bandits 1=soldiers 2=axeman

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EMS 0.26 or 0.21 Dont need Sarge AI , its realy not needed if u want it then install it but  ITS not needed

The Sarge variable is needed else u blowup on entering the vehicle

 

 

If u want DZAI get the latest 1.9.6.1  and read the install text

 

And plz for the diehards USE of search in this forum aint a disgrace

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 Fuchs, if u can give as pre release, I would be very grateful!

still have to redo almost all weapons, bots, skills,vehicles, buildings, translated into Russian missions. 
After work, I made ​​here ready to throw a very interesting Russian version!
 
now the main problem is that you can not sell cars. and it is impossible to spawn vehicles missions in the database.
and do not always appear on the label of the mission
(I know that you know about these problems)
 
Function DeleteNonKeyVehicles much help that would not foul up the database
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IF U can`t sell spawned vehicles

If u use Sarge AI

//F507DMT

private ["_coords","_MainMarker","_chopper","_wait"];
[] execVM "\z\addons\dayz_server\EMS\SMGoMajor.sqf";

WaitUntil {MissionGo == 1};

_coord1 = [11464.772, 10619.15, 0];
_coord2 = [12193.327, 7132.9824, 0];
_coord3 = [13702.819, 2919.6946, 0];
_coord4 = [1657.7039, 2383.8894, 0];
_coord5 = [10361.221, 5993.5337];
_coord6 = [9256.6543, 4101.2207];
_coord7 = [2171.2224, 14935.52];
_coord8 = [840.05267, 12325.708];
_coord9 = [8718.7344, 14130.797, 0];
_coord10 = [7789.0034, 3460.9116];
_coord11 = [11996.692, 9178.75];
_coord12 = [4374.8794, 4003.894];
_coord13 = [5500.3198, 13332.453, 0];
_coord14 = [869.2265, 6473.7524, 0];
_coord15 = [869.2265, 6473.7524, 0];
_coord16 = [7270.5029, 14127.697, 0];
_coord17 = [13892.205, 2884.7598, 0];
_coord18 = [10180.267, 1948.7859];
_coord19 = [5172.7148, 11431.229];
_coord20 = [7767.4424, 11532.106];
_coord21 = [8351.0068, 10417.919];
_coord22 = [9526.8135, 12440.739];
_coord23 = [6249.1104,9579.043,0];
_coord24 = [1478.0565, 9989.9814, -0.28155354];
_coord25 = [3200.6785, 7685.7559];
_coord26 = [6694.5132, 2535.55];
_coord27 = [6333.5601, 4295.0767];
_coord28 = [3248.0078, 6196.52];
_coord29 = [6684.2734, 12524.593, 3.0517578e-005];
_coord30 = [12474.939, 13468.215, 0];

_coords = [_coord1, _coord2, _coord3, _coord4, _coord5, _coord6, _coord7, _coord8, _coord9, _coord10, _coord11, _coord12,_coord13, _coord14, _coord15, _coord16, _coord17, _coord18, _coord19, _coord20, _coord21, _coord22, _coord23, _coord24,_coord25, _coord26, _coord27, _coord28, _coord29, _coord30] call BIS_fnc_selectRandom;

_uniqueid = str(round(random 999999));

//Mission start
[nil,nil,rTitleText,"Колонна со строй-материалами попала под обстрел, помощь бы не помешала!", "PLAIN",10] call RE;

Ccoords = _coords;
publicVariable "Ccoords";
[] execVM "debug\addmarkers.sqf";

_uralcrash = createVehicle ["UralWreck",_coords,[], 0, "CAN_COLLIDE"];
_uralcrash setVariable ["Sarge",1,true];

_hummer = createVehicle ["UralCivil2_DZE",[(_coords select 0) + 20, (_coords select 1) - 5,0],[], 0, "CAN_COLLIDE"];
_hummer1 = createVehicle ["V3S_RA_TK_GUE_EP1_DZE",[(_coords select 0) + 30, (_coords select 1) - 5,0],[], 0, "CAN_COLLIDE"];

_hummer setVariable ["ObjectID", _uniqueid, true];
_hummer setVariable ["ObjectUID", _uniqueid, true];

_hummer1 setVariable ["ObjectID", _uniqueid, true];
_hummer1 setVariable ["ObjectUID", _uniqueid, true];

_crate = createVehicle ["USVehicleBox",[(_coords select 0) - 6, _coords select 1,0],[], 0, "CAN_COLLIDE"];
[_crate] execVM "\z\addons\dayz_server\EMS\misc\fillConstructionMajor.sqf";
_crate setVariable ["permaloot",true];


_aispawn = [_coords,80,6,6,1] execVM "\z\addons\dayz_server\EMS\add_unit_server.sqf";//AI Guards
sleep 5;
_aispawn = [_coords,70,6,6,1] execVM "\z\addons\dayz_server\EMS\add_unit_server.sqf";//AI Guards
sleep 5;
_aispawn = [_coords,40,4,4,1] execVM "\z\addons\dayz_server\EMS\add_unit_server.sqf";//AI Guards
sleep 5;
_aispawn = [_coords,10,4,4,1] execVM "\z\addons\dayz_server\EMS\add_unit_server.sqf";//AI Guards
sleep 5;
_aispawn = [_coords,50,4,6,1] execVM "\z\addons\dayz_server\EMS\add_unit_server_rpg.sqf";//STRELA + STINGER
sleep 5;



waitUntil{{isPlayer _x && _x distance _crate < 40  } count playableunits > 0};  

//Mission completed
[nil,nil,rTitleText,"Спасибо игрокам, это было не просто!", "PLAIN",6] call RE;

[] execVM "debug\remmarkers.sqf";
MissionGo = 0;
Ccoords = 0;
publicVariable "Ccoords";


SM1 = 5;
[0] execVM "\z\addons\dayz_server\EMS\major\SMfinder.sqf";

new add in file:

_uniqueid = str(round(random 999999));

_hummer setVariable ["ObjectID", _uniqueid, true];
_hummer setVariable ["ObjectUID", _uniqueid, true];

_hummer1 setVariable ["ObjectID", _uniqueid, true];
_hummer1 setVariable ["ObjectUID", _uniqueid, true];

U MUST Added SQL Function DeleteNonKeyVehicles!!!

before every restart your server

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1.0 Features

  • [*]Option to save vehicles to the database!
Approved working ! [*]If Vehicle Saving is off, Users get warned when entering vehicles! Approved working ! [*]Randomized Crate Loot! No more static crate loot! Approved working ! [*]Adjustable Body Despawn Time!  [*]Optional: AI Ran Over have no gear!
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Trying to get 2.6 installed on my 1.0.4.1 but cannot find this:

 

 

<b>Around line 298 look for this:</b>

    if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n

<b>Replace with this:</b>

    if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && (vehicle _x getVariable [""Sarge"",0] != 1) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n

 

Can someone please post the updated info? Thanks

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Just a question.

Is there anyway to change the humanity for killing AI.

I want it to where you get no humanity for killing them.

Look in bodyclean.sqf for _humanityBoost = 100;  my educated guess is set in to 0

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