Taz Posted November 3, 2013 Report Share Posted November 3, 2013 Could you edit your orginal post with all the updates your doing, it would help alot. Thanks Link to comment Share on other sites More sharing options...
Sc0rc3d Posted November 3, 2013 Report Share Posted November 3, 2013 Hi is it possible to just use the Missions without patrols in any grid? I set the: // ----------------------------------------------- // enable or disable dynamic grid spawning // ----------------------------------------------- SAR_dynamic_spawning = false; but there are still patrols by foot. Link to comment Share on other sites More sharing options...
wokkelwakker Posted November 3, 2013 Report Share Posted November 3, 2013 Hi is it possible to just use the Missions without patrols in any grid? I set the: // ----------------------------------------------- // enable or disable dynamic grid spawning // ----------------------------------------------- SAR_dynamic_spawning = false; but there are still patrols by foot. Yes it's possible. The setting you changed applies only on the dynamic spawns. This version has also setup a number of static spawns, which you can edit/delete in the "SAR_cfg_grps_chernarus.sqf" file. You will need to delete the marker & static infantry patrol entry's Link to comment Share on other sites More sharing options...
Sc0rc3d Posted November 3, 2013 Report Share Posted November 3, 2013 Thank you for the answer. :) In this file are alot of entrys can i comment out (/* *\) the hole file? :D Or just this: // // Definition of area markers for static spawns // /* [....] */ // ---------------------------------------------------------------------------------------- // End of area marker definition section // ---------------------------------------------------------------------------------------- And one more question if i may. I think in this two files: SMGoMajor.sqf //Created by Falcyn [QF] _wait = [2000,650] call fnc_hTime; sleep _wait; MissionGo = 1; SMGoMinor.sqf //Created by Falcyn [QF] _wait = [600,300] call fnc_hTime; sleep _wait; MissionGoMinor = 1; Are define the time from one "Mission Event" to the next. My Server is Restarting 4 times a day (06:00 -12.00 -18:00 - 0:00) can i change this that only one Major and one Minor Mission is on one day or even on one restart? cheers & Thanks for all answers :) Sc0rc3d Link to comment Share on other sites More sharing options...
wokkelwakker Posted November 4, 2013 Report Share Posted November 4, 2013 I don't think that if you comment out the whole file, that the script will still work :P You can comment out/delete every one of these: Under "Definition of area markers for static spawns", everything that looks like this: //KI HQ _this = createMarker ["SAR_marker_DEBUG_devilscastle", [6880.48,11488.8,392.898]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [150, 150]; SAR_marker_DEBUG_devilscastle = _this; and under "define your static infantry patrols here", every line that looks like this: [SAR_marker_DEBUG_devilscastle,3,3,6,"patrol",true,600] call SAR_AI; Some lines are already commented out. And yes, you can change the time so it will only spawn 1 mission every x time. //Created by Falcyn [QF] _wait = [2000,650] call fnc_hTime; sleep _wait; MissionGo = 1; 2000 = max time to wait until next mission starts 650 = min time to wait until next mission starts. I assume these numbers represent seconds. Link to comment Share on other sites More sharing options...
Fuchs Posted November 4, 2013 Author Report Share Posted November 4, 2013 hi guys ! i'm currently trying to trying to be healthy the next days. having a flu Link to comment Share on other sites More sharing options...
bypazs Posted November 4, 2013 Report Share Posted November 4, 2013 sorry : ) how to use Patrol Edition ,Ground AI can i copy Patrol Edition ,Ground AI to \MPMissions\DayZ_Epoch_11.Chernarus\addons Both? Link to comment Share on other sites More sharing options...
Willids Posted November 5, 2013 Report Share Posted November 5, 2013 I have installed this and it is not working, I have removed the Sarge AI and no AI are showing on the server Link to comment Share on other sites More sharing options...
Dominatez Posted November 5, 2013 Report Share Posted November 5, 2013 Are you guys not reading the original install instructions ?? if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"" && ((vehicle _x getVariable [""Sarge"",0] != 1) && (vehicle _x getVariable [""DZAI"",0] != 1) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n Does the author not say that this will work with Sarge A.I and only Sarge A.I ? For others you will need to change the ""Sarge"",0 to ""Mission"",0 or am i completely tripping here ? This may explain why some peoples missions are not working. And the largest issue (And i apologise for not getting round to doing an English tutorial for Mission installing as i promised but Real Life and a promotion at work have taken all my time) i have seen to date is people NOT copying the mission folder to the dayz_server unpacked root folder. You add the mission to an UNPACKED dayz_server.pbo and then repack it. Link to comment Share on other sites More sharing options...
Rexie Posted November 6, 2013 Report Share Posted November 6, 2013 Hi all wel this mission is really good working, i have a Dayz epoch server with map Taviana, i rent my server from vilayer, the only thing what is not working for the mods with 26 missions , is the marker on the map where the mission start , have somebody a idea for this , thank you so much and for the people who design this mission 26 and mods greate work guys Link to comment Share on other sites More sharing options...
wokkelwakker Posted November 6, 2013 Report Share Posted November 6, 2013 Hi all wel this mission is really good working, i have a Dayz epoch server with map Taviana, i rent my server from vilayer, the only thing what is not working for the mods with 26 missions , is the marker on the map where the mission start , have somebody a idea for this , thank you so much and for the people who design this mission 26 and mods greate work guys Markers don't work at all? Or only if a mission has started, and you died/relogged and doesn't show the markers anymore. Link to comment Share on other sites More sharing options...
Rexie Posted November 6, 2013 Report Share Posted November 6, 2013 the markers dont show up at he map at all so far ., Link to comment Share on other sites More sharing options...
Black_Sheep Posted November 6, 2013 Report Share Posted November 6, 2013 Have you included the debug folder as part of the mission? Fuchs 1 Link to comment Share on other sites More sharing options...
Rexie Posted November 6, 2013 Report Share Posted November 6, 2013 yes i did that ., Link to comment Share on other sites More sharing options...
wokkelwakker Posted November 6, 2013 Report Share Posted November 6, 2013 If you are sure that you followed this tutorial perfectly: http://opendayz.net/threads/release-dayzchernarus-mission-system.12169/, and have sarge ai installed as well, then the only thing i could imagine what causes this, is that maybe it's incompatible with the Taviana map? Also make sure that you added the markers in the init.sqf at the bottom. Something like this: [] execVM "debug\addmarkers.sqf"; [] execVM "debug\addmarkers75.sqf"; Fuchs 1 Link to comment Share on other sites More sharing options...
Rexie Posted November 6, 2013 Report Share Posted November 6, 2013 Hi thank you al for you help already . i place this already in the init file , but nottings happen , [] execVM "debug\addmarkers.sqf"; [] execVM "debug\addmarkers75.sqf"; ps, i dont have sarge ai i just download it but how to i instal it becouse it only a folder with addons in it , do i just place them in my mission and done or ??? ------------------------ update , i just install sarge ai , on my dayz epoch server with map taviana , but so far no markers at al on my server on the map when the mission start but thank you al for helping me out Link to comment Share on other sites More sharing options...
wokkelwakker Posted November 6, 2013 Report Share Posted November 6, 2013 ...... The topic title literally says: "Sarge ai epoch edition mission system". The first post also says it's based on sarge ai.. "Oh hey, a mission system! copy paste. Doesn't work!! :(" Uninstall the missions and sarge ai, and begin at the beginning. You can find an installation guide for sarge AI here: https://github.com/Swiss-Sarge/SAR_AI If you got the sarge ai working, only then install the mission system. Guide here: http://opendayz.net/threads/release-dayzchernarus-mission-system.12169/ Fuchs 1 Link to comment Share on other sites More sharing options...
Fuchs Posted November 6, 2013 Author Report Share Posted November 6, 2013 1st. of all i didnt created this :read the first post ,i just merged it together what falcyn szerdi and lazyink made ! I justt edited some coords an classnames on szerdis namalsk version and lazyinks cherno version ,so this missions are having some redefined coords and classnames for chernarus ! 2nd. This mission system needs sarge ai to work with it ! And the cleanup is designed for multiple use with sarge+bandit ai+mission 3rd. The debug folder goes into the mission.pbo wokkelwakker thx for your help on this thread ,when i'm getting healed i pick u up if u want to...?! Next steps for me bringing up a tutorial ,but need someone beside me ! After this next Step is: finishing this for epoch ,so editing more stuff in the mission ! When done u will get a completely redefined epoch mission system from me if i can get it working on my or another server ,and it will not be used with sarge ai anymore ! Link to comment Share on other sites More sharing options...
wokkelwakker Posted November 6, 2013 Report Share Posted November 6, 2013 Well, it's your thread! :D I think the missions are a nice addition to epoch (or any dayz mod), that's why i will keep following this thread and help where needed. Link to comment Share on other sites More sharing options...
Sc0rc3d Posted November 6, 2013 Report Share Posted November 6, 2013 Thanks a lot wokkelwakker! :) Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted November 7, 2013 Report Share Posted November 7, 2013 I'm using the DZAI system along with the Chernarus mission system so if you create a version that adds missions to DZAI so I could remove the Chenarus mission system altogether that would be awesome. I'll be watching this topic for that release! :) Fuchs 1 Link to comment Share on other sites More sharing options...
Rexie Posted November 7, 2013 Report Share Posted November 7, 2013 Hi all., ofcourse is not copy and paste work at all , becouse i have a dayz epoch server with taviana , i has to rewrite a few things , but so far its going good, the whole mission system work with out sarge ai , only not the map markers , but i willl find it and rewrite where it need to , but this mods is really good , thank you all Link to comment Share on other sites More sharing options...
OtterNas3 Posted November 7, 2013 Report Share Posted November 7, 2013 Hey Fuchs, first thx for combining both missions packs into one. I got so many errors showing up ingame when some missions starts. No entry CfgWeapons blah shit Just guessing but has it something to do with the _DZN things in the missions 7-13? Like the Skin_CamoWinterW_DZN or Skin_CamoWinter_DZN or Skin_Sniper1W_DZN or the Weapons in it with _DZN ending. If you dont run Namalsk you dont have them, or? Moo, Otter Link to comment Share on other sites More sharing options...
Fuchs Posted November 7, 2013 Author Report Share Posted November 7, 2013 @ rexie . if your done with tavi would you share it with us? would be awesome ! @ otternas3 yes there were issues on epoch ,i didnt had this issues on my vanilla dayz with rMod2 server . please read my post #68 Link to comment Share on other sites More sharing options...
Fuggu Posted November 7, 2013 Report Share Posted November 7, 2013 Hey Fuchs, first thx for combining both missions packs into one. I got so many errors showing up ingame when some missions starts. No entry CfgWeapons blah shit Just guessing but has it something to do with the _DZN things in the missions 7-13? Like the Skin_CamoWinterW_DZN or Skin_CamoWinter_DZN or Skin_Sniper1W_DZN or the Weapons in it with _DZN ending. If you dont run Namalsk you dont have them, or? Moo, Otter I have the same issues on my Epoch Chernarus Server... basically all the Items/Weapons that have been added, have that _DZN at the end of the class ID.. but unfortunately this is wrong for most of the items (except for the Pecheneng_DZN) Link to comment Share on other sites More sharing options...