ro1and Posted February 26, 2015 Report Share Posted February 26, 2015 One is not related to the other . Epoch and SEM are seperate But armored trucks staying on they places even after restart. But Strider - not. And how i can set up that mission strider saves to DB? Link to comment Share on other sites More sharing options...
ro1and Posted February 26, 2015 Report Share Posted February 26, 2015 One is not related to the other . Epoch and SEM are seperate I'm using SEM 0.8.3. There is no @SEM folder. I just want that captured strider persisted to the database and not disappear after restart. What have i do for this? Link to comment Share on other sites More sharing options...
emwilsh Posted February 26, 2015 Report Share Posted February 26, 2015 very nice. loving the disabledconvoy missions all perfect just players joining after the mission spawned show no markers Manythanks Link to comment Share on other sites More sharing options...
Mr Madness Posted February 27, 2015 Report Share Posted February 27, 2015 my players keep getting kicked for battleye restriction 39 but yet i have copied excatly the other filters on here. help please Link to comment Share on other sites More sharing options...
Darth_Rogue Posted February 27, 2015 Report Share Posted February 27, 2015 Remember that if the restriction from the log is line 39 you need to paste the filter onto line 40. Link to comment Share on other sites More sharing options...
SadBoy1981 Posted February 27, 2015 Report Share Posted February 27, 2015 When we can get 0.8.3 ? Waiting update... =) Link to comment Share on other sites More sharing options...
teamcrisiz Posted February 27, 2015 Report Share Posted February 27, 2015 look at startpost, u can already download it. Link to comment Share on other sites More sharing options...
SadBoy1981 Posted February 27, 2015 Report Share Posted February 27, 2015 look at startpost, u can already download it. i see only 0.8.1 in github edit; my blind eyes =) Link to comment Share on other sites More sharing options...
lowrey Posted February 27, 2015 Report Share Posted February 27, 2015 i see only 0.8.1 in github edit; my blind eyes =) Hey dude... look into the Spoiler at the end of Kilos first post (page 1). Link to comment Share on other sites More sharing options...
VAKE Posted February 28, 2015 Report Share Posted February 28, 2015 Thank you for creating this mission system. I like the base layouts, the mission markers and the added dialog and audible notification when a mission starts. One thing I would like to ask about is the "mission failed" parameters. If I approach a mission and get killed, the mission often fails before I can make it back upon respawning. Is there a single line somewhere that can be adjusted to increase the time before a mission fails? How about the distance to the mission before it starts? (I apologize in advance if these questions have already been asked/answered) Link to comment Share on other sites More sharing options...
ulli_123 Posted March 1, 2015 Report Share Posted March 1, 2015 Coming soon an update of the test version? Link to comment Share on other sites More sharing options...
HackSaW_TM Posted March 1, 2015 Report Share Posted March 1, 2015 missions worked but i dont see the messages about the missions! what i am doing wrong ? i have followed all the instructions. please help i have only have this on my init file if(hasInterface)then{execVM "semClient.sqf"}; but b4 i used to have this [spolier] if(isDedicated)exitWith{}; //Everything below this line is only executed on the client (player or local host) //Wait until these variables are broadcasted to the client (usually happens before the init gets executed) waitUntil{!isNil {SEM_AIdropGearChance}}; waitUntil{!isNil {SEM_removeWeaponsFromDeadAI}}; waitUntil{!isNil {SEM_removeMagazinesFromDeadAI}}; //diag_log format["#SEM DEBUG: variables received: Weapons %1 - Magazines %2", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI]; SEM_client_createMissionMarker = { private["_create","_markerPos","_markerName","_marker"]; _create = _this select 0; if(!_create)then[{ //delete marker if (getMarkerColor "MissionMarker" != "")then{ //Only delete existing Marker deleteMarkerLocal "MissionMarker"; }; },{ //else create marker _markerPos = _this select 1; _markerName = _this select 2; _marker = createMarkerLocal ["MissionMarker", _markerPos]; _marker setMarkerPosLocal _markerPos; _marker setMarkerTypeLocal "hd_destroy"; _marker setMarkerTextLocal format["%1",_markerName]; _marker setMarkerColorLocal "ColorRed"; _marker setMarkerDirLocal -37; _marker setMarkerSizeLocal [0.8,0.8]; }]; }; SEM_client_removeGear = { removeVest _this; //removeHeadgear _this; removeGoggles _this; removeAllItems _this; removeAllWeapons _this; removeBackpackGlobal _this; {_this removeMagazine _x}count magazines _this; }; SEM_client_AIfiredEH = { if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"}; call compile format[" _this addEventHandler ['Fired',{ if(_this select 2 in %1)then{ _this select 0 addMagazines [_this select 5, 1]; }; }]; ", ["launch_RPG32_F","launch_NLAW_F","launch_Titan_short_F","launch_Titan_F"]]; }; SEM_client_AIaddKilledEH = { if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"}; /* Remove Weapons when killed */ call compile format[" _this addEventHandler ['Killed',{ private ['_unit','_z','_ran']; _unit = _this select 0; {_unit removeWeaponGlobal _x}count (%1 + ['EpochRadio0','ItemMap','ItemRadio','ItemWatch','ItemCompass','ItemGPS']); {if(_x in (magazines _unit))then{_unit removeMagazines _x}}count %2; if(SEM_AIdropGearChance < ceil(random 100))then{ _unit call SEM_client_removeGear; {deleteVehicle _x}forEach nearestObjects [(getPosATL _unit), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 1]; }; _unit spawn{ sleep .1; {_z = _x; if(_x in (getweaponcargo _z))exitWith{deleteVehicle _z}count %1; if(_x in (getmagazinecargo _z))exitWith{deleteVehicle _z}count %2; }forEach nearestObjects [(getPos _this), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 12]; }; }]; ", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI]; /* AI run over by vehicle */ _this addEventHandler ["killed", { private["_u","_k","_vk","_s"]; _u = _this select 0; _k = _this select 1; _vk = vehicle _k; if(_vk isKindOf "Car")then{ if(abs speed _vk > 0)then{ if(_vk distance _u < 10)then{ if(isEngineOn _vk || !isNull (driver _vk))then{ _u call SEM_client_removeGear; {deleteVehicle _x}forEach nearestObjects [(getPosATL _u), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 3]; if({alive _x}count units group _u < 1)then[{ "R_PG32V_F" createVehicle (position _u); },{ //_vk setVelocity [(velocity _vk select 0)*.25, (velocity _vk select 1)*.25, 2]; _s = [ "wheel_1_1_steering","wheel_2_1_steering","wheel_1_2_steering","wheel_2_2_steering", "wheel_1_3_steering","wheel_2_3_steering","wheel_1_4_steering","wheel_2_4_steering", "MOTOR","glass1","glass2","glass3","door1","door2","door3","door4"]; {_vk setHit [_x,(_vk getHit _x)+(.3+(random .2))]}count _s; }]; }}}}; }]; }; /* DO NOT CALL "fn_animateAI" because the sleep commands will cause errors when used in a non-scheduled environment */ SEM_client_animateAI = { private["_group","_pos","_checkPos","_firstLoop","_nearThreads","_doMove","_dir","_dist","_posX","_posY","_oldPos","_newPos","_z"]; _group = _this select 0; _pos = _this select 1; _checkPos = _pos; _checkPos set [2,3]; waitUntil{{owner _x == owner player}forEach units _group}; //Wait until the server gives You the ownership of the AI diag_log format["#SEM: Client taking over AI ownership at Pos %1, Distance %2, Units: (%3/%4)", _pos, (vehicle player) distance _pos, {alive _x}count units _group, count units _group]; { _x call SEM_client_AIfiredEH; _x call SEM_client_AIaddKilledEH; _x enableAI "AUTOTARGET"; //_x enableAI "TARGET"; _x enableAI "MOVE"; _x enableAI "ANIM"; _x enableAI "FSM"; _x stop false; _x setUnitPos "Middle"; //"Auto" }count units _group; _group setCombatMode "YELLOW"; _group setBehaviour "COMBAT"; //"AWARE"; //waitUntil{{alive _x}count units _group < 1 || ({owner _x != owner player}forEach units _group)}; while{{alive _x}count units _group > 0 && ({owner _x == owner player}forEach units _group)}do{ _nearThreads = _pos nearEntities [["Epoch_Man_base_F","Epoch_Female_base_F","Helicopter","Car","Motorcycle"], 1200]; //"Epoch_Man_base_F","Epoch_Female_base_F" {if(alive _x && isPlayer _x)then{ _z = _x; {if !(lineIntersects [eyePos _x, eyePos _z, (vehicle _x), (vehicle _z)] || terrainIntersectASL [eyePos _x, eyePos _z])then{ _group reveal [_z,4]; if((secondaryWeapon _x) == "")then[{ _x doWatch _z; _x doTarget _z; _x commandFire _z; _x suppressFor 3; },{ if !(_z isKindOf "Epoch_Man_base_F" || _z isKindOf "Epoch_Female_base_F")then{ _x doWatch _z; _x doTarget _z; _x commandFire _z; }; }]; }}forEach units _group; UIsleep (3+(random 2)); }}forEach _nearThreads; UIsleep 3; }; diag_log format["#SEM: AI ownership lost - Remaining AIs: (%1/%2)", {alive _x}count units _group, count units _group]; }; "SEM_globalHint" addPublicVariableEventHandler { private "_sound"; _sound = (_this select 1) select 0; switch(_sound)do{ case 0:{playSound "UAV_05"}; //Mission start case 1:{playSound "UAV_01"}; //Mission fail (object destroyed) case 2:{playSound "UAV_04"}; //Mission fail (time out) case 3:{playsound "UAV_03"}; //Mission success }; hint parseText format["%1", (_this select 1) select 1] }; if(!isNil "SEM_globalMissionMarker")then{SEM_globalMissionMarker call SEM_client_createMissionMarker}; "SEM_globalMissionMarker" addPublicVariableEventHandler {_this select 1 call SEM_client_createMissionMarker}; if(!isNil "SEM_takeAIownership")then{SEM_takeAIownership call SEM_client_animateAI}; "SEM_takeAIownership" addPublicVariableEventHandler {_this select 1 spawn SEM_client_animateAI}; //DO NOT CALL! [] spawn { /* This is the advertisement. If You don't like it, remove it */ waitUntil{vehicle player == player && time > 5}; systemChat format["Welcome to EPOCH %1 survivor %2", str(toUpper worldName), name player]; systemChat format["This server is running %1 v0.7", str "Simple Epoch Missions"]; }; /* End of advertisement */ if(toLower worldName in ["chernarus","chernarus_summer"])then{ ([4654.62,9593.63,0] nearestObject 145259) setDamage 1; ([4654.62,9593.63,0] nearestObject 145260) setDamage 1; }; //Fix for something, find out ;) but in the last install instructions does not mention this part so i asume that is no longer need it HELP please Link to comment Share on other sites More sharing options...
Lost_Noob Posted March 2, 2015 Report Share Posted March 2, 2015 very nice. loving the disabledconvoy missions all perfect just players joining after the mission spawned show no markers Manythanks I too am getting this after updating to 0.8.3..although no markers are being shown. Anyone else? Nothing showing in the log files or rpt... I am getting this error when certain missions run...for example just had it after/during a bandit base: 15:40:02 Warning Message: No entry '.fireLightDuration'. 15:40:02 Warning Message: '/' is not a value 15:40:02 Warning Message: No entry '.fireLightIntensity'. 15:40:02 Warning Message: '/' is not a value 15:40:02 Warning Message: No entry '.fireLightDiffuse'. 15:40:02 Warning Message: Size: '/' not an array 15:40:02 Warning Message: Size: '/' not an array 15:40:02 Warning Message: No entry '.fireLightAmbient'. 15:40:02 Warning Message: Size: '/' not an array 15:40:02 Warning Message: Size: '/' not an array 15:40:02 Warning Message: No entry '.weaponLockDelay'. 15:40:02 Warning Message: '/' is not a value 15:40:02 Warning Message: No entry '.weaponLockSystem'. 15:40:02 Warning Message: '/' is not a value 15:40:02 Warning Message: No entry '.cmImmunity'. 15:40:02 Warning Message: '/' is not a value 15:40:02 Warning Message: No entry '.weight'. 15:40:02 Warning Message: '/' is not a value 15:40:02 Warning Message: No entry '.lockingTargetSound'. 15:40:02 Warning Message: Size: '/' not an array Link to comment Share on other sites More sharing options...
mikemike Posted March 3, 2015 Report Share Posted March 3, 2015 Hey thanks for the ai mission, but it wont seem to work... can anyone see what im doing wrong here please? 14:50:19 Player mikemike connected (id=7xxxxxxxxxxxxxxx). 14:50:19 BattlEye Server: Verified GUID (8966573xxxxxxxxxxxxxxxxxxxb) of player #0 mikemike 14:50:19 BattlEye Server: Could not connect to BE Master 14:50:19 BattlEye Server: Update attempt failed 14:50:22 Roles assigned. 14:50:22 Reading mission ... 14:50:54 Mission read. 14:50:55 Game started. Link to comment Share on other sites More sharing options...
Suppe Posted March 3, 2015 Report Share Posted March 3, 2015 @ Mikemike hey, the right logs would be helpful :-) \Arma 3\SC and then: the last "arma3server_............rpt" However, if you follow the instructions, then nothing can go wrong Link to comment Share on other sites More sharing options...
hawkeye Posted March 3, 2015 Report Share Posted March 3, 2015 Thanks for all the Work, Implemented it fine on my panthera 3 server. Missions spawn in the mountains and nicely placed on the airfied. Thanks. Hawkeye Link to comment Share on other sites More sharing options...
chrisa Posted March 5, 2015 Report Share Posted March 5, 2015 Nice missions! 1 problem. i have vemp, a3eai and yours running on my server. Or your mission runs or the vemp mission runs. After the restard its or the vemp mission or your mission. But i cant seen them both running the same time. Do you know how to fix that? Thnx Link to comment Share on other sites More sharing options...
ilganna Posted March 5, 2015 Report Share Posted March 5, 2015 Hi Kilo, it seems that after upgrading to A3 1.40, for some reason, the static mission spawns a couple of time and when finished, it doesn't spawn anymore. I checked the logs and saw that the players completed successfully the static mission, but after then, only the dynamic one was respawning... (no errors generated btw) Using 0.8.3 Maybe it's an isolated case, but I would like to let you know... Thanks Link to comment Share on other sites More sharing options...
KiloSwiss Posted March 5, 2015 Author Report Share Posted March 5, 2015 Thanks for all the feedback. I will look into the reportet issues. Greez KiloSwiss Link to comment Share on other sites More sharing options...
ScaRR Posted March 6, 2015 Report Share Posted March 6, 2015 Running version 0.8.3. Runs well with A3EAI and VEMF. I run VEMF, then SEM and lastly A3EAI in my init file. The only issue I have is that all the vehicles are enter-able and as mentioned in the readme the main vehicle is not persistent and doesn't save to the database. Thanks for your hard work Kilo much appreciated. Some errors in my log in spoiler 1:39:39 "#SEM DEBUG: Possible threads: [b Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-2:1 (PlayerB) REMOTE]" 1:39:39 "#SEM: Mission AI searching for new possible thread(s)" 1:39:44 "#SEM DEBUG: Possible threads: [b Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-2:1 (PlayerB) REMOTE]" 1:39:44 "#SEM: Mission AI searching for new possible thread(s)" 1:39:50 "#SEM DEBUG: Possible threads: [b Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-2:1 (PlayerB) REMOTE]" 1:39:50 "#SEM: Mission AI searching for new possible thread(s)" 1:39:56 "#SEM DEBUG: Possible threads: [b Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-2:1 (PlayerB) REMOTE]" 1:39:56 "#SEM: Mission AI searching for new possible thread(s)" 1:40:01 "#SEM DEBUG: Possible threads: [b Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-2:1 (PlayerB) REMOTE]" 1:40:01 "#SEM: Mission AI searching for new possible thread(s)" 1:40:07 "#SEM DEBUG: Possible threads: [b Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-2:1 (PlayerB) REMOTE]" 1:40:07 "#SEM: Mission AI searching for new possible thread(s)" 1:40:10 Protocol bin\config.bin/RadioProtocolGRE/: Missing word veh_helicopter 1:40:13 "#SEM DEBUG: Possible threads: [b Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-2:1 (PlayerB) REMOTE]" 1:40:13 "#SEM: Mission AI searching for new possible thread(s)" 1:40:19 "#SEM DEBUG: Possible threads: [b Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-2:1 (PlayerB) REMOTE,B Alpha 1-3:1 (PlayerC) REMOTE,B Alpha 1-2:2 (Bill) REMOTE]" 1:40:19 "#SEM: Mission AI searching for new possible thread(s)" 1:40:24 "#SEM DEBUG: Possible threads: [b Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-2:1 (PlayerB) REMOTE,B Alpha 1-3:1 (PlayerC) REMOTE,B Alpha 1-2:2 (Bill) REMOTE]" 1:40:24 "#SEM: Mission AI searching for new possible thread(s)" 1:40:30 "#SEM DEBUG: Possible threads: [b Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-2:1 (PlayerB) REMOTE,B Alpha 1-3:1 (PlayerC) REMOTE,B Alpha 1-2:2 (Bill) REMOTE]" 1:40:30 "#SEM: Mission AI searching for new possible thread(s)" 1:40:32 Road not found 1:40:35 "#SEM: AI moving stopped - Remaining AIs: (0/1)" 1:40:36 "#SEM DEBUG: Possible threads: [b Alpha 1-1:1 (PLayerA) REMOTE,B Alpha 1-3:1 (PlayerC) REMOTE,B Alpha 1-2:2 (Bill) REMOTE,B Alpha 1-2:1 (PlayerB) REMOTE]" 1:40:38 "#SEM: Finished dynamic mission 5: "Supply Convoy" after 20m 4.17383s." 1:40:38 "#SEM DEBUG: Online players: 4" 1:41:11 Error: Object(3 : 157) not found 1:41:51 Server: Object 7:235 not found (message Type_120) 1:41:51 Server: Object 7:235 not found (message Type_120) 1:41:51 Server: Object 7:235 not found (message Type_120) 1:41:58 Error: Object(8 : 120) not found 1:42:13 Error: Object(8 : 122) not found 1:42:16 Error: Object(8 : 123) not found 1:42:34 Protocol bin\config.bin/RadioProtocolGRE/: Missing word veh_helicopter 1:43:01 Error: Object(8 : 124) not found Link to comment Share on other sites More sharing options...
Finuix Posted March 8, 2015 Report Share Posted March 8, 2015 This is probably a stupid question. But is it possible to have 2 missions going at the same time ? or can i install the mod twice ? and call it twice ? Link to comment Share on other sites More sharing options...
ScaRR Posted March 8, 2015 Report Share Posted March 8, 2015 This is probably a stupid question. But is it possible to have 2 missions going at the same time ? or can i install the mod twice ? and call it twice ? I have wondered the same thing, like having two static mission threads. Link to comment Share on other sites More sharing options...
prone Posted March 8, 2015 Report Share Posted March 8, 2015 I have wondered the same thing, like having two static mission threads. I'd personally love to see an option in the new version to allow this, and also the ability to disable the convoy mission. Link to comment Share on other sites More sharing options...
rhughes945 Posted March 8, 2015 Report Share Posted March 8, 2015 I'd personally love to see an option in the new version to allow this, and also the ability to disable the convoy mission. You can, you just remove it from the mission rotation list. Link to comment Share on other sites More sharing options...
Mjolnir Posted March 8, 2015 Report Share Posted March 8, 2015 For 8.3 Can I install just it and the BE filter from 8.1 ? or do I need to set up 8.1 and then Add the items from 8.3? I have installed things wrong to many times and want to be sure before I proceed with installing SEM now. Link to comment Share on other sites More sharing options...
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