captgentry Posted November 5, 2013 Report Share Posted November 5, 2013 I cannot figure out what's going on here. I had Sarg AI working great before the latest update but Im having hte hardest time getting it to work with 1.0.2.5... I'd appreciate any help you guys can offer. Thanks in advance Link to comment Share on other sites More sharing options...
0 Bags2247 Posted November 5, 2013 Report Share Posted November 5, 2013 I'd probably say that you would need to provide some more info, on what's going wrong, or what error are you getting... To at least give people some sort of direction to help you MatthewK 1 Link to comment Share on other sites More sharing options...
0 captgentry Posted November 6, 2013 Author Report Share Posted November 6, 2013 Ok. I was hoping this was one of those,"Yea, everyone had that problem and here's the fix" things. I turned on the Sarg Debug and can see the grids on the map but no AI markers. It seems my AI is not spawning. Here is my init.sqf // startLoadingScreen ["","RscDisplayLoadCustom"]; cutText ["","BLACK OUT"]; enableSaving [false, false]; //REALLY IMPORTANT VALUES dayZ_instance = 1533; //The instance dayzHiveRequest = []; initialized = false; dayz_previousID = 0; // Enabling this option will disable the instant map features involving player healing and loadout changes dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled //disable greeting menu player setVariable ["BIS_noCoreConversations", true]; //disable radio messages to be heard and shown in the left lower corner of the screen enableRadio true; // DayZ Epoch config spawnShoremode = 1; // Default = 1 (on shore) spawnArea= 1500; // Default = 1500 MaxHeliCrashes= 10; // Default = 5 MaxVehicleLimit = 500; // Default = 50 MaxDynamicDebris = 100; // Default = 100 dayz_MapArea = 14000; // Default = 10000 dayz_maxLocalZombies = 30; // Default = 30 dayz_paraSpawn = false; dayz_maxAnimals = 8; // Default: 8 dayz_tameDogs = true; DynamicVehicleDamageLow = 0; // Default: 0 DynamicVehicleDamageHigh = 85; // Default: 100 DynamicVehicleFuelLow = 0; DynamicVehicleFuelHigh = 35; DZE_vehicleAmmo = 1; //Default = 0, deletes ammo from vehicles with machine guns every restart if set to 0. DZE_BackpackGuard = false; //Default = True, deletes backpack contents if logging out or losing connection beside another player if set to true. DZE_BuildingLimit = 500; //Default = 150, decides how many objects can be built on the server before allowing any others to be built. Change value for more buildings. DZE_TRADER_SPAWNMODE = false; //Vehicles bought with traders will parachute in instead of just spawning on the ground. EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]]; dayz_fullMoonNights = true; //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; // WARNING: If you need to modify the compiles.sqf and want to maintain the ability to drag/drop players on the map // then you must know what you are doing as we had to make an exclusion to the anti-teleport code. // Unfortunately we're forced to include this in the mission file.... I hate this workaround. // Maybe I'll think of something better later. - BP @ DayZ.ST call compile preprocessFileLineNumbers "ATPExclusion\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs progressLoadingScreen 1.0; "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; [] execVM "addons\SARGE\SAR_AI_init.sqf"; /* BIS_Effects_* fixes from Dwarden */ BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf"; BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf"; BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf"; BIS_Effects_globalEvent = { BIS_effects_gepv = _this; publicVariable "BIS_effects_gepv"; _this call BIS_Effects_startEvent; }; BIS_Effects_startEvent = { switch (_this select 0) do { case "AirDestruction": { [_this select 1] spawn BIS_Effects_AirDestruction; }; case "AirDestructionStage2": { [_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2; }; case "Burn": { [_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn; }; }; }; "BIS_effects_gepv" addPublicVariableEventHandler { (_this select 1) call BIS_Effects_startEvent; }; if ((!isServer) && (isNull player) ) then { waitUntil {!isNull player}; waitUntil {time > 3}; }; if ((!isServer) && (player != player)) then { waitUntil {player == player}; waitUntil {time > 3}; }; if (isServer) then { call compile preprocessFileLineNumbers "dynamic_vehicle.sqf"; //Compile vehicle configs // Add trader citys _nil = [] execVM "mission.sqf"; _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; }; if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; _void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf"; //Lights //[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; if (dayz_REsec == 1) then { #include "\z\addons\dayz_code\system\REsec.sqf" }; **End inti.sqf** I'm hoping I have the "[] execVM "addons\SARGE\SAR_AI_init.sqf";" in the proper place. It seems that I do because the grids are showing up on the player map because debug is set true. Anyway, thanks for taking a look. I really appreciate it. Link to comment Share on other sites More sharing options...
0 Bags2247 Posted November 6, 2013 Report Share Posted November 6, 2013 OK was just having a look at the install readme of sarges AI, and it says to add to the bottom of your init.sqf file // UPSMON call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf"; // SHK call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf"; // run SAR_AI [] execVM "addons\SARGE\SAR_AI_init.sqf"; where you have it set at call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs progressLoadingScreen 1.0; "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; [] execVM "addons\SARGE\SAR_AI_init.sqf"; /* BIS_Effects_* fixes from Dwarden */ BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf"; BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf"; BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf"; That's the first thing that I noticed... will have another look in a bit...I have dinner out with the missus family tonight Bags Link to comment Share on other sites More sharing options...
0 captgentry Posted November 6, 2013 Author Report Share Posted November 6, 2013 Thanks man. I started over with a clean mission file and added it all from scratch and caught all my problems. Lesson learned. ;) Link to comment Share on other sites More sharing options...
0 Miller Posted November 7, 2013 Report Share Posted November 7, 2013 This Is what i used to add sarge ai to a dayz epoch 1.0.2.5 server heres the link https://github.com/Swiss-Sarge/SAR_AI/archive/master.zip Link to comment Share on other sites More sharing options...
0 MatthewK Posted November 9, 2013 Report Share Posted November 9, 2013 Since updating to Epoch 1.0.2.5 I'm getting this error in my report files with sarge AI (which I didn't get with 1.0.2.4): 23:10:02 Error in expression <ectRandom, [(_rndpos select 0), _rndpos select 1, 0], [], 0.5, "NONE"]; _sniper> 23:10:02 Error position: <select 1, 0], [], 0.5, "NONE"]; _sniper> 23:10:02 Error Zero divisor 23:10:02 File mpmissions\__cur_mp.chernarus\addons\SARGE\SAR_setup_AI_patrol.sqf, line 154 23:10:02 Error in expression <ectRandom, [(_rndpos select 0), _rndpos select 1, 0], [], 0.5, "NONE"]; _sniper> 23:10:02 Error position: <select 1, 0], [], 0.5, "NONE"]; _sniper> 23:10:02 Error Zero divisor 23:10:02 File mpmissions\__cur_mp.chernarus\addons\SARGE\SAR_setup_AI_patrol.sqf, line 154 23:10:02 Error in expression <ctRandom, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "NONE"]; _soldie> 23:10:02 Error position: <select 1, 0], [], 0.5, "NONE"]; _soldie> 23:10:02 Error Zero divisor 23:10:02 File mpmissions\__cur_mp.chernarus\addons\SARGE\SAR_setup_AI_patrol.sqf, line 183 23:10:02 Error in expression <ctRandom, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "NONE"]; _soldie> 23:10:02 Error position: <select 1, 0], [], 0.5, "NONE"]; _soldie> 23:10:02 Error Zero divisor 23:10:02 File mpmissions\__cur_mp.chernarus\addons\SARGE\SAR_setup_AI_patrol.sqf, line 183 23:10:02 Error in expression <er_group, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "NONE"]; _leader> 23:10:02 Error position: <select 1, 0], [], 0.5, "NONE"]; _leader> 23:10:02 Error Zero divisor 23:10:02 File mpmissions\__cur_mp.chernarus\addons\SARGE\SAR_setup_AI_patrol.sqf, line 92 I've done this with a fresh install and ONLY using sarge AI with no other scripts and I get the same errors. Link to comment Share on other sites More sharing options...
0 McPimpin Posted December 3, 2013 Report Share Posted December 3, 2013 I get the same errors as hayward. Link to comment Share on other sites More sharing options...
0 Defent Posted December 4, 2013 Report Share Posted December 4, 2013 I had that problem too, it happens when you try to divide a value by 0 or it currently has a value of 0. It also happens when you try to access an element of an array that doesn't exist yet. http://community.bistudio.com/wiki/Error_Zero_Divisor One way to solve this is to update to the latest version of Sarge AI and use SAR_marker instead of SAR_area. http://opendayz.net/threads/errors-in-my-log.13105/ This is the latest version (1.5.2) https://github.com/Swiss-Sarge/SAR_AI-1.5.0 Also, this thread is a bit old :) Link to comment Share on other sites More sharing options...
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captgentry
I cannot figure out what's going on here. I had Sarg AI working great before the latest update but Im having hte hardest time getting it to work with 1.0.2.5...
I'd appreciate any help you guys can offer.
Thanks in advance
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