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4 types of Side Missions (Events)


Aidem

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Then you done something wrong, It works perfectly.

I'll make a guess that your PBO tools are corrupting the files but it could be anything.

I am using PBO Manager for unpacking and cpbo for packing... Can someone install this for me? I'm pretty frustrated right now... I'll upload dayz_server and dayz_private_1.epoch.chernarus. Thanks in advance

 

https://www.dropbox.com/s/861j5oonoml9kt6/dayz_private_1.epoch.chernarus.pbo

https://www.dropbox.com/s/tqizewxpn25wb13/dayz_server.pbo

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Hi to all!

Sorry!! i`m a noob.

Please help me!!

i drop 4 files to  MPMissions\DayZ_Epoch_11.Chernarus\newmissions

i made remote_messages.sqf put it to my MPMissions\DayZ_Epoch_11.Chernarus\custom

after i made changes in server_playerDied.sqf

after i add changes to init.sqf 

1. add this line _nil = [] execVM "custom\remote_messages.sqf"; after

if (!isDedicated) then {

//Conduct map operations
0 fadeSound 0;
waitUntil {!isNil "dayz_loadScreenMsg"};
dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
2. in bottom 
[] execVM "newmissions\Construction.sqf";
[] execVM "newmissions\Military.sqf";
[] execVM "newmissions\Supplyitems.sqf";
[] execVM "newmissions\Treasure.sqf";
 
in my remote_messages.sqf i put this:
/*
Remote messages by maca134 [[email protected]]
 
This allows you to send globalchat/hint/titlecut from the server to all or a specific player without having to use remote exec
 
(if you have resec.sqf then you can only do titletext via RE)
 
I wants to dp sidechat/groupchat too but it didnt work.
 
To install add '_nil = [] execVM "custom\remote_messages.sqf";' to your init.sqf inside the 'if (!isDedicated) then {' block.
 
Global chat can only be sent to a single user and requires 'enableRadio true;' in init.sqf
 
Here are some examples:
 
customRemoteMessage = ['globalChat', "say something in globalChat", _unit];
publicVariable "customRemoteMessage";
 
customRemoteMessage = ['titleCut', "say something in titleCut", _unit];
publicVariable "customRemoteMessage";
 
customRemoteMessage = ['hint', "say something in hint", _unit];
publicVariable "customRemoteMessage";
 
customRemoteMessage = ['titleCut', "say something in titleCut"];
publicVariable "customRemoteMessage";
 
customRemoteMessage = ['hint', "say something in hint"];
publicVariable "customRemoteMessage";
 
customRemoteMessage = ["titleText", "say something in hint"];
publicVariable "customRemoteMessage";
 
customRemoteMessage = ["titleText", "say something in hint", _unit];
publicVariable "customRemoteMessage";
*/
 
fnc_remote_message = {
private ["_type", "_message", "_player"];
_type = _this select 0;
_message = _this select 1;
if (count _this > 2) then {
_player = _this select 2;
if (_player == player) then {
switch (_type) do {
case "globalChat": {
player globalChat _message;
};
case "hint": {
hint _message;
};
case "titleCut": {
titleCut [_message, "PLAIN DOWN", 3];
};
case "titleText": {
titleText [_message, "PLAIN DOWN"]; titleFadeOut 10;
};
};
};
} else {
switch (_type) do {
case "hint": {
hint _message;
};
case "titleCut": {
titleCut [_message,"Plain Down",3];
};
case "titleText": {
titleText [_message, "PLAIN DOWN"]; titleFadeOut 10;
};
};
};
};
 
"customRemoteMessage" addPublicVariableEventHandler {(_this select 1) call fnc_remote_message;};
Please tell me how to do it correct!
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Hi to all!

Sorry!! i`m a noob.

Please help me!!

<snip>
Please tell me how to do it correct!

 

Try following the install instructions on page 1 :)

You have them in the mission file, they go server side and are events, it's all explained in this thread.

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Help me!!! Help me!!! Hi! Everything works fine. But there is a small problem. Infistar debug monitor. If it is off, everything is fine showing. If enabled. Messages that closed immediately after the (showing less than a second and then immediately pops debug) / Somebody solved this problem. I want to see the beautiful message via _hint and at the same time, that was a debug. Help dispute between users. Some want to debug the second message :) Display debug messages does not work.

PS: not message on simple text in center screen, but like hint on right bottom need :(

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For WAI mission system good wooks two! On any misiion file change

//comment standart message:
//[nil,nil,rTitleText,"Bandits have disabled a Convoy! Check your map for the location!", "PLAIN",10] call RE;


[_position,"Disabled Convoy"] execVM "\z\addons\dayz_server\WAI\missions\compile\markers.sqf";
// Send Top Right message to users , requires Remote message script
_hint = parseText format["<t align='left' color='#FFFF9F' shadow='2' size='1.75'>WAI mission:</t><br/><t align='left' color='#FFFFF9F'>Bandits have disabled a Convoy! Check your map for the location!</t>"];
customRemoteMessage = ['hint', _hint];
publicVariable "customRemoteMessage";
And any message two :) you have mission message in like style. :)
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For WAI mission system good wooks two! On any misiion file change

//comment standart message:
//[nil,nil,rTitleText,"Bandits have disabled a Convoy! Check your map for the location!", "PLAIN",10] call RE;


[_position,"Disabled Convoy"] execVM "\z\addons\dayz_server\WAI\missions\compile\markers.sqf";
// Send Top Right message to users , requires Remote message script
_hint = parseText format["<t align='left' color='#FFFF9F' shadow='2' size='1.75'>WAI mission:</t><br/><t align='left' color='#FFFFF9F'>Bandits have disabled a Convoy! Check your map for the location!</t>"];
customRemoteMessage = ['hint', _hint];
publicVariable "customRemoteMessage";
And any message two :) you have mission message in like style. :)

 

 

Yeah the message system is cool but causes minor glitches elsewhere.

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Seem to be running into a little issue. 

 

I done all that was asked of me on page one. Yet, when launching my server I get the background coastal noise and the loading bar doesn't fill up.

 

After editing 

 

EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"],["any","any","any","any",10,"Military"],["any","any","any","any",25,"Treasure"],["any","any","any","any",40,"Supplyitems"],["any","any","any","any",55,"Construction"]];

 

I get passed the loadscreen but put to debug land after waiting 30 seconds.

 

Any help appreciated.

 

Regards.

 

 

EDIT:- I managed to get the mission system working but the pop ups telling the players are not active. The part in the original installation noted moving pop up to the middle of the screen is that necessary for the pop ups to work?

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  • 2 weeks later...

Did anybody ever manage to figure out the whole 

 

"if (count PlayableUnits < 10) { exitwith { diag_log ["Not enough players online, cancelling event"]; };"

 

and manage to get it working?

 

I did fix this a few posts later i think? 

if ((count dayz_players) < 5) exitwith { diag_log ["Not enough players online, cancelling event"];};

Directly from the mission file i have now.

 

ALternatively you could replace 5 with something like dze_event_minPlayer , and then define this value in your epoch settings in the init, so you would be able to edit this number without having to unpack & pack the pbo all the time

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