Bungle Posted June 8, 2013 Report Share Posted June 8, 2013 Hi Guys, I have been working on a few things that server owners can choose to add to the Epoch experience but for some reason my custom mission file is not loading and getting stuck on "Wait for Host". ** Please note this was created with the 1.0.1 Files ** Not sure where I have gone wrong so if anyone out there is willing to test/check and let me know what they discover it would be fantastic. I will attach below my Mission Folder, Dayz_Server.BPO and the BE Folder in one package. https://www.dropbox.com/s/16qr1eghelphzym/Epoch%20Test%20Package.zip What this pack includes (Hopefully All Trigger-able via the Init.sqf) R3F Logistics - Modified to Epoch Vehicle Classes Limited Towing to Medium/Heavy Class Vehicles Limited Lifting to Large Class Helicopters Removed Most of the movable objects (Left in some for future projects) Sarge AI Bandits, Survivor and Military Roaming Groups Customized to Epoch with Skins, Weapons and Items. Refuel Limited to One Building Class (Located in Trader Villages) Slowed Rate down to a realistic level for tank sizes. Strip Clothing from Bodies Added in the Epoch Clothing Items current to 1.0.1 Self Blood Transfusions 6000 Blood Given 5 Minute Re-Use Timer 15 Second Use Timer 10% Chance of Infection Extra Buildings/Objects The extra buildings/vehicles/objects I have removed from the custom/buildings.sqf but left the file in to gauge if this is a viable method of adding them in. Will be included with a tested and working package. All of the custom content is located in the following areas and commented out to start with removing the comments to activate the extra(s). INIT.SQF Line 28 //Custom Epoch Addons //dayz_tameDogs = true; // Tame Dogs Now Enabled //dayz_paraSpawn = false; // Experimental Parachute Spawn //dayz_maxZeds = 500; // Maximum Zeds on the Map //dayz_zedsAttackVehicles = true; // Zeds Attack Cars Line 34 //Default Loadout //DefaultMagazines = ["ItemBandage","ItemPainkiller","HandRoadFlare"]; //DefaultWeapons = ""; //DefaultBackpack = ""; //DefaultBackpackWeapon = ""; Line 48 (Switch // to turn on Custom Self Actions. ie. Self Bloodbag and Strip Clothes) call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile Regular Functions //call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile Custom Functions Line 87 //Custom Extras - Remove the // to the start of any line to enable if (!isServer) && (!isDedicated) then { //[] execVM "custom\buildings.sqf"; //Custom Buildings //[] execVM "R3F_ARTY_AND_LOG\init.sqf"; //R3F Logistics //[] execVM "addons\SARGE\SAR_AI_init.sqf"; //Sarge AI Init //[] execVM "custom\kh_actions.sqf"; //Refuel Script //call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf"; //UPSMON - Required for Sarge AI //call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf"; //SHK - Required for Sarge AI }; DESCRIPTION.EXT Line 26 #include "addons\SARGE\SAR_define.hpp" #include "R3F_ARTY_AND_LOG\desc_include.h" class RscTitles { #include "R3F_ARTY_AND_LOG\desc_rsct_include.h" }; COMPILES.SQF (Taken from Release 1.0.1) Line 18 (Switch // to turn on Custom Self Actions. ie. Self Bloodbag and Strip Clothes) fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self //fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf"; //Checks which Custom actions for self FN_SELFACTIONS.SQF (Taken from Release 1.0.1) Line 18 // Krixes Self Bloodbag if ("ItemBloodbag" in _mags) then { hasBagItem = true; } else { hasBagItem = false;}; if((speed player <= 1) && hasBagItem && _canDo) then { if (s_player_selfBloodbag < 0) then { s_player_selfBloodbag = player addaction[("<t color=""#c70000"">" + ("Self Bloodbag") +"</t>"),"custom\player_selfbloodbag.sqf","",5,false,true,"", ""]; }; } else { player removeAction s_player_selfBloodbag; s_player_selfBloodbag = -1; }; //Krixes Self Bloodbag End Line 505 //Strip Cloths from Bodies if (_isMan and !_isAlive and !_isZombie and !_isAnimal) then { if (s_clothes < 0) then { s_clothes = player addAction [("<t color=""#FF0000"">" + ("Take Clothes") + "</t>"), "custom\clothes.sqf",cursorTarget, 1, false, true, "",""]; }; } else { player removeAction s_clothes; s_clothes = -1; }; //Strip Cloths from Bodies End Line 612 player removeAction s_clothes; s_clothes = -1; Anyone willing to assist. Thank you in advance, this has me stumped and I fear for my PC.. Cheers, Mr B Link to comment Share on other sites More sharing options...
Nox Posted June 10, 2013 Report Share Posted June 10, 2013 Hello When you said "Wainting Host" what do the control Host Arma 2 Panel ? Something Wrong here ? Link to comment Share on other sites More sharing options...
Bungle Posted June 10, 2013 Author Report Share Posted June 10, 2013 No it just sits at "Wait for Host" when joining the server. I have an feeling the issue lies within the dayz_server.bpo as it doesn't seem the download the new mission files from the server when joining. I will narrow it down, I am determined to. Link to comment Share on other sites More sharing options...
Nox Posted June 10, 2013 Report Share Posted June 10, 2013 well, i've load Modif my dayz_server.pbo and it's doesn't load my character :p. A time before i've a trouble when i wanted to put a reviving script but, it's transform every body in f***ing birds :p What did you modifi in Dayz_server ? did you miss a ; ? Nox 1 Link to comment Share on other sites More sharing options...
Bungle Posted June 10, 2013 Author Report Share Posted June 10, 2013 Probably the troublesome ; I will have a check soon and see how I go. Link to comment Share on other sites More sharing options...
Bungle Posted June 10, 2013 Author Report Share Posted June 10, 2013 Well i have searched back to front and at the moment don't have access to my RPT files currently due to reasons i tend not to get into. I could host one locally but to be fair I couldn't be bothered setting up wamp for a SQL. :D IF anyone has a test server would they mind running this and let me know what happens when they join I would forever be happy. OR If anyone has this combination of these mods working and would like to collaborate and expand further creating a custom pack for server owners to use I would love to get this build working or one similar so I can then start testing and adding in extras soon for the villages I am making and moving on from there. This can run in parallel to Epoch Development and growth in features and then if deemed applicable to the Epoch Feel can be adapted and worked into the Client Files for all. Speaking with the Dev Team for a short time only some of these features aren't on the agenda just yet but I think with some work and modifications they can enhance the meta game bringing more to do and possible features never seen before in a DayZ Platform keeping it as realistic and open with many possibilities. Thanks. Link to comment Share on other sites More sharing options...
Nox Posted June 10, 2013 Report Share Posted June 10, 2013 give me you files i'll testing in 10 min :) Link to comment Share on other sites More sharing options...
Bungle Posted June 10, 2013 Author Report Share Posted June 10, 2013 https://www.dropbox.com/s/16qr1eghelphzym/Epoch%20Test%20Package.zip All Server Side, Not Client Side. You will probably need to un-rem the mods to start them like I said earlier. Unless the whole section is to blame.. Link to comment Share on other sites More sharing options...
Nox Posted June 10, 2013 Report Share Posted June 10, 2013 Ok ---> Mission SQM : Missing ; (I've put my mission Map) -- Put My MAP ---> R3F Missing -- #include "R3F_Realism\R3F_Weight\R3F_CfgWeight.h" (MISSING) -- I commented //#include "R3F_Realism\R3F_Weight\R3F_CfgWeight.h" ---> Mission server_traders.sqf And It's loading and running :) - For R3F : You need R3F_Weight folder in R3F_reality --> For Map ..... don't know what's wrong Link to comment Share on other sites More sharing options...
Bungle Posted June 10, 2013 Author Report Share Posted June 10, 2013 Great so you can join after the changes you made? Are the scripts tested AI, Towing/Lifting, Bloodbags, Strip Clothing? No BE Kicking etc? Would love to get a working pack similar back so I can upload and test on a server I just got setup, test it and then start working on some of the things I want to add to the trader cities. Thanks Nox. Link to comment Share on other sites More sharing options...
Nox Posted June 10, 2013 Report Share Posted June 10, 2013 - For BE : I deactivated all :p cause i don't check anything on my test server - For scripts tested AI, Towing/Lifting, Bloodbags, Strip Clothing? Towinf Lifting, Blood, Strip don't Know if it work BUT :) I see your Custom folder BUT Nothing in Ini.sqf or description.ext found to activated it :s If you wanted ----> i can give you my MP Mission With : - R3F Logistic Done - R3F realism - Sarge Done (You juste need to put a skin and Weapon for bandits) - See a Devilcastle.sqf and in init.sqf ---> [] ExecVM "devilscastle.sqf"; // to run devilcastle.sqf script (I thing you need to do the same with your custom folder) - New map (Maybe you miss some PBO Building, but i think it work) - 4 Faction Activated (Now you can Connect in Blu, Red, Ins, CIV You wanted it ? Link to comment Share on other sites More sharing options...
Bungle Posted June 10, 2013 Author Report Share Posted June 10, 2013 Sounds good yeah. I can look to customize it abit to my liking if needed but sounds like just what i need. Link to comment Share on other sites More sharing options...
Nox Posted June 10, 2013 Report Share Posted June 10, 2013 www.gameoverblog.fr/Depots/DayZ_Epoch_11.Chernarus.7z Good luck you can mod like you want :) it's a present :) If you have any Idea about ADDING SKIN !!!! I appreciat your help :) Good luck man ;) Bungle 1 Link to comment Share on other sites More sharing options...
Bungle Posted June 10, 2013 Author Report Share Posted June 10, 2013 Appreciate it. I will look into what I can for adding skins but I am yet to tamper with client side addins. Thanks again Nox. Link to comment Share on other sites More sharing options...
Nox Posted June 10, 2013 Report Share Posted June 10, 2013 ;) you welcome I hate DayZ community who doesn't share anything, ...... When i found a good community, i'll share all i can (i don't know if it clear :p ) Have a good night (In France it's 11:32 PM ^^) See You tomorrow Link to comment Share on other sites More sharing options...
Bungle Posted June 11, 2013 Author Report Share Posted June 11, 2013 Well Nox.. You have no idea how much you helped me :D Once again awesome. Strip clothing works fine with the only problem is taking female cloths results in a default male model showing up rather than a female. I will soon fix this hopefully with some simple code to exclude male and female default survivor skins and an if statement to detect a female model to replace with default female. Self Transfusions works fine with the settings at 15seconds use, 5min reuse and 10% chance of infection. Also has a timer countdown if you attempt again and cannot do in combat. Krixis did well on this however may add a variable to need a hunting knife. Refuel works well at only the trader villages for now. (Soon to tie in an item that's needed and it takes it when starting to refuel, I.E 10oz Copper or even cheaper. Only thing I am yet to concur is the AI and the R3F.. I replaced your included R3F pack as I didnt need to Arty Section with my own custom pack with the arma2_CO_objects.sqf file modified to only use the current epoch car list. This was tailored once again to only allow certain towing, lifting, cargo and carrying classes. And the Ai I only changed some of the config tailored to have different models, weapons and items once again specific to default epoch. I noticed when I replaced the default with the included server_cleanup.fsm the mission repacked and uploaded would not load and I would get "Something went wrong disconnect and try again!" all the time.. When i reverted to the default dayz_server.bpo the mission loaded fine however but once again no R3F noticeable on vehicles with tow and cargo... and yet to see/hear AI shooting. I will test more and get back once I have victory! If anyone is keen I will then throw up a pack for server owners to employ and choose custom features and a guide on how to install and config how they wish once I am done. Nox 1 Link to comment Share on other sites More sharing options...
Bungle Posted June 11, 2013 Author Report Share Posted June 11, 2013 OK may have figured out the AI I didn't notice at first you commented out a lot of the non bandit spawns. Will test now with everything in play. :D Link to comment Share on other sites More sharing options...
Nox Posted June 11, 2013 Report Share Posted June 11, 2013 hello for R3F ARTI, you can jsut disable it ---> DayZ_Epoch_11.Chernarus\R3F_ARTY_AND_LOG\R3F_ARTY_disable_enable.sqf I've disable it When your server Start for the first time you need to wait 90s before your login - If you get Something wrong a your first login, retry it, if trouble is persistant ..... :( i can help you again this evening - If you want to try your own server, install it on your private computer. A do this to debug my dedicated :) If you need more help i can help you again without problem Regards . Link to comment Share on other sites More sharing options...
fr1nk Posted June 11, 2013 Report Share Posted June 11, 2013 Hey Bungle - have you come across any crash errors related to SARGE AI? I've assigned various skins to bandits (all Epoch skins) and aside from the default bandit ones, most cause random crashes (Arma client crash) when a player either approaches the dead bandit's corpse or interacts with it. Link to comment Share on other sites More sharing options...
Bungle Posted June 11, 2013 Author Report Share Posted June 11, 2013 I am yet to find an AI on my test server.. I am not sure if its setup correctly. These are the skins I went with, not sure if you have done something similar: // military AI SAR_leader_sold_list = ["Rocket_DZ"]; // classes of the leader SAR_sniper_sold_list = ["Sniper1_DZ","CZ_Soldier_Sniper_EP1_DZ"]; // classes of the snipers SAR_soldier_sold_list = ["Soldier1_DZ","Camo1_DZ","FR_OHara_DZ","FR_Rodriguez_DZ","Graves Light DZ"]; // classes of the riflemen // bandit AI SAR_leader_band_list = ["GUE_Commander_DZ"]; // classes of the leader SAR_sniper_band_list = ["GUE_Soldier_Sniper_DZ"]; // classes of the bandit snipers SAR_soldier_band_list = ["GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_CO_DZ","GUE_Soldier_2_DZ","Ins_Soldier_GL_DZ","BanditW1_DZ","BanditW2_DZ"]; // classes of the riflemen // survivor AI SAR_leader_surv_list = ["Survivor3_DZ"]; // classes of the leader SAR_sniper_surv_list = ["Pilot_EP1_DZ"]; // classes of the snipers (Now Support no snipers) SAR_soldier_surv_list = ["Survivor2_DZ","SurvivorW2_DZ","Haris_Press_EP1_DZ","SurvivorW3_DZ","Skin_SurvivorWdesert_DZ","RU_Policeman_DZ"]; // classes of the Bambies (Pistols only) Link to comment Share on other sites More sharing options...
Balldrick Posted June 12, 2013 Report Share Posted June 12, 2013 Thank you for this Awesome share Nox. Seeing if i can convert this to Lingor as its the map i'm running my Server on. Will let you know how it goes. Link to comment Share on other sites More sharing options...
fr1nk Posted June 12, 2013 Report Share Posted June 12, 2013 I am yet to find an AI on my test server.. I am not sure if its setup correctly. These are the skins I went with, not sure if you have done something similar: I've added many skins for each group type. The ones that cause crashing are the skins which have a full headmask or any kind of facemask. Crash doesn't happen every time but it happens enough to my players that I've removed most of the new skins :( Though, I do have the rest of the skins in there: // military AI SAR_leader_sold_list = ["Camo1_DZ","CZ_Special_Forces_GL_DES_EP1_DZ","Drake_Light_DZ","FR_OHara_DZ","FR_Rodriguez_DZ","Graves_Light_DZ","GUE_Commander_DZ","Rocket_DZ","Soldier_Sniper_PMC_DZ","Soldier1_DZ"]; // the potential classes of the leader of a soldier group SAR_sniper_sold_list = ["Camo1_DZ","CZ_Special_Forces_GL_DES_EP1_DZ","Drake_Light_DZ","FR_OHara_DZ","FR_Rodriguez_DZ","Graves_Light_DZ","GUE_Commander_DZ","Rocket_DZ","Soldier_Sniper_PMC_DZ","Soldier1_DZ"]; // the potential classes of the snipers of a soldier group SAR_soldier_sold_list = ["Camo1_DZ","CZ_Special_Forces_GL_DES_EP1_DZ","Drake_Light_DZ","FR_OHara_DZ","FR_Rodriguez_DZ","Graves_Light_DZ","GUE_Commander_DZ","Rocket_DZ","Soldier_Sniper_PMC_DZ","Soldier1_DZ"]; // the potential classes of the riflemen of a soldier group // bandit AI SAR_leader_band_list = ["Bandit1_DZ","Bandit2_DZ","BanditW1_DZ","Sniper1_DZ","TK_INS_Warlord_EP1_DZ"]; // the potential classes of the leader of a bandit group SAR_sniper_band_list = ["Bandit1_DZ","Bandit2_DZ","BanditW1_DZ","Sniper1_DZ","TK_INS_Warlord_EP1_DZ"]; // the potential classes of the snipers of a bandit group SAR_soldier_band_list = ["Bandit1_DZ","Bandit2_DZ","BanditW1_DZ","Sniper1_DZ","TK_INS_Warlord_EP1_DZ"]; // the potential classes of the bandit of a soldier group // survivor AI SAR_leader_surv_list = ["Functionary1_EP1_DZ","Haris_Press_EP1_DZ","Pilot_EP1_DZ","Priest_DZ","Rocker1_DZ","Rocker2_DZ","Rocker3_DZ","Rocker4_DZ","RU_Policeman_DZ","Soldier_Bodyguard_AA12_PMC_DZ","Soldier_TL_PMC_DZ","Survivor2_DZ","SurvivorW2_DZ","SurvivorW3_DZ","SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWpink_DZ","SurvivorWurban_DZ"]; // the potential classes of the leaders of a survivor group SAR_sniper_surv_list = ["Functionary1_EP1_DZ","Haris_Press_EP1_DZ","Pilot_EP1_DZ","Priest_DZ","Rocker1_DZ","Rocker2_DZ","Rocker3_DZ","Rocker4_DZ","RU_Policeman_DZ","Soldier_Bodyguard_AA12_PMC_DZ","Soldier_TL_PMC_DZ","Survivor2_DZ","SurvivorW2_DZ","SurvivorW3_DZ","SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWpink_DZ","SurvivorWurban_DZ"]; // the potential classes of the snipers of a survivor group SAR_soldier_surv_list = ["Functionary1_EP1_DZ","Haris_Press_EP1_DZ","Pilot_EP1_DZ","Priest_DZ","Rocker1_DZ","Rocker2_DZ","Rocker3_DZ","Rocker4_DZ","RU_Policeman_DZ","Soldier_Bodyguard_AA12_PMC_DZ","Soldier_TL_PMC_DZ","Survivor2_DZ","SurvivorW2_DZ","SurvivorW3_DZ","SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWpink_DZ","SurvivorWurban_DZ"]; // the potential classes of the riflemen of a soldier group Link to comment Share on other sites More sharing options...
Nox Posted June 12, 2013 Report Share Posted June 12, 2013 i've put http://www.armaholic.com/page.php?id=13984 for my bandit :p fr1nk 1 Link to comment Share on other sites More sharing options...
fr1nk Posted June 12, 2013 Report Share Posted June 12, 2013 i've put http://www.armaholic.com/page.php?id=13984 for my bandit :P Ooohhh that looks awesome! I might give that a try on my test server to see if I get any crashing with those skins. Link to comment Share on other sites More sharing options...
Nox Posted June 12, 2013 Report Share Posted June 12, 2013 then i've kick all soldier and survivor IA cause there is a bug, like you can roand over us and take us gear without humanity drop and any resistance :( lot of survivor on my serveur road on it to take gear without problem. Now whit only bandit, ..... they scary :p Link to comment Share on other sites More sharing options...
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