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1.0.2.5 and Sarg AI?


captgentry

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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.

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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

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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.  

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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 :)

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