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#SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test


KiloSwiss

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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)

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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 
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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

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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.
 

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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

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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

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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

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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.

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