THEbookie Posted June 22, 2014 Report Share Posted June 22, 2014 Forget this post got it working ;) Link to comment Share on other sites More sharing options...
Sexysev Posted June 27, 2014 Report Share Posted June 27, 2014 I have had these for awhile now and they have been running fine. But for some unknown reason all of a sudden the markers and loot dont clean up and it just keeps spawning more. By the time a 3 hour restart happens the map is full of markers. Any ideas? Link to comment Share on other sites More sharing options...
WarHammer(DayZ) Posted July 9, 2014 Report Share Posted July 9, 2014 Hello everyone, Can anyone advise if this is working for 1.0.5.1 ? I just recently switched my server over to that version and the side missions are not working . They were functional in 1.0.4.2 but with this new install and version I can't get them to run.. Anyone have any feedback? Thank you in advance . Link to comment Share on other sites More sharing options...
Achmed Posted July 10, 2014 Report Share Posted July 10, 2014 They are running fine for me with no changes Link to comment Share on other sites More sharing options...
Britzy Posted July 10, 2014 Report Share Posted July 10, 2014 Have these running on 1.0.5.1 without issue, One of the rare addons that just did work!!! Link to comment Share on other sites More sharing options...
WarHammer(DayZ) Posted July 10, 2014 Report Share Posted July 10, 2014 Thanks for the replies guys.. I'll keep at it . :ph34r: Link to comment Share on other sites More sharing options...
bFe Posted July 11, 2014 Report Share Posted July 11, 2014 Hello everyone, I got the missions to load perfectly, but, is it possible to add AI? It's too boring without a challenge. Thank you Yes please. Link to comment Share on other sites More sharing options...
stonXer Posted July 16, 2014 Report Share Posted July 16, 2014 how to add pics to hint msg? all ways tried seem to chuck up an image not found error. Link to comment Share on other sites More sharing options...
Raoul Posted July 31, 2014 Report Share Posted July 31, 2014 Need a little help... I got the missions working... But there doesn't appear a text in the middle of the screen when a mission starts... And I want to see how thus could be fixed in the first post, but the link is down... Any new link or fix? Link to comment Share on other sites More sharing options...
Cinjun Posted August 4, 2014 Report Share Posted August 4, 2014 Need a little help... I got the missions working... But there doesn't appear a text in the middle of the screen when a mission starts... And I want to see how thus could be fixed in the first post, but the link is down... Any new link or fix? Did you perform these steps from the OP (as a clarification, the OP mentions mission sql's, but he means mission sqf's)? Disable Hint message SystemSearch inside my missions sql`s for: // Send Top Right message to users , requires Remote message script _hint = parseText format["<t align='center' color='#0D00FF' shadow='2' size='1.75'>Supply Crate</t><br/><t align='center' color='#ffffff'>UN Agency drops life-saving supplies for Survivors, Check your Map for the Location!</t>"]; customRemoteMessage = ['hint', _hint]; publicVariable "customRemoteMessage"; // Send center message to users //[nil,nil,rTitleText,"UN Agency drops life-saving supplies for Survivors, Check your Map for the Location!", "PLAIN",10] call RE; Change it too // Send Top Right message to users , requires Remote message script //_hint = parseText format["<t align='center' color='#0D00FF' shadow='2' size='1.75'>Supply Crate</t><br/><t align='center' color='#ffffff'>UN Agency drops life-saving supplies for Survivors, Check your Map for the Location!</t>"]; //customRemoteMessage = ['hint', _hint]; //publicVariable "customRemoteMessage"; // Send center message to users [nil,nil,rTitleText,"UN Agency drops life-saving supplies for Survivors, Check your Map for the Location!", "PLAIN",10] call RE; This will give you the message in the center of the screen Link to comment Share on other sites More sharing options...
kalyptos Posted August 7, 2014 Report Share Posted August 7, 2014 hey running good this script.. but is there a way to have this going along side a ai mission so it will be more difficult to get to these events? :D Link to comment Share on other sites More sharing options...
Caveman1 Posted August 8, 2014 Report Share Posted August 8, 2014 Need a little help... I got the missions working... But there doesn't appear a text in the middle of the screen when a mission starts... And I want to see how thus could be fixed in the first post, but the link is down... Any new link or fix? I had toenable the global chat channel 0 to get the messages to pop up. Link to comment Share on other sites More sharing options...
nickb523 Posted August 16, 2014 Report Share Posted August 16, 2014 Anyone know how i can get the mission messages to appear in the chatbox as opposed to the center of the screen? - I've been messing with it for ages but i cant seem to get it to work! Link to comment Share on other sites More sharing options...
Nakama Mind Posted August 16, 2014 Report Share Posted August 16, 2014 Anyone know how i can get the mission messages to appear in the chatbox as opposed to the center of the screen? - I've been messing with it for ages but i cant seem to get it to work! I use the following with remote messages / I use this for all my missions/supply drops everything, really it works great! // Send Top Right message to users , requires Remote message script _hint = parseText format["<t align='center' color='#BADA55' shadow='2' size='1.75'>C130 Crash</t><br/><t align='center' color='#ffffff'>A C130 Carrying Supplies has Crashed! Check your Map for the Location!</t>"]; customRemoteMessage = ['hint', _hint]; publicVariable "customRemoteMessage"; Might want to change that color #BADA55 is kinda ugly looking IMO Ive just been messing with diff hex colors trying to find the most aesthetically pleasing :ph34r: Link to comment Share on other sites More sharing options...
KingRaymond795 Posted August 18, 2014 Report Share Posted August 18, 2014 Hi There, I am currently setting up a private DayZ Epoch Server running Epoch 1.0.5.1 and Overwatch 0.2.5 on the Chernarus map I have loaded this script as per the original tutorial, but I have a file not found error. 17:25:03 "RUNNING EVENT: Treasure on [2014,8,18,9,25]" 17:25:03 Warning Message: Script z\addons\dayz_server\modules\Treasure.sqf not found This even repeats itself for Construction, Military, Supplyitems and Treasure. However, crash_spawner, drop_bombs and supply_drop still work. So I ask you, Am I doing something wrong? Has there been an update not mentioned here? Anyone else here have this issue and manage to fix it? I have also tried unpacking / repacking the dayz_server.pbo using both PBOManager and cpbo with no luck. I have now spent ~36hours on this and am turning to the forums. Alternatively, a different supply mission based on the same concept at this one? Thanks in advance. Link to comment Share on other sites More sharing options...
THEbookie Posted August 18, 2014 Report Share Posted August 18, 2014 Hi There, I am currently setting up a private DayZ Epoch Server running Epoch 1.0.5.1 and Overwatch 0.2.5 on the Chernarus map I have loaded this script as per the original tutorial, but I have a file not found error. 17:25:03 "RUNNING EVENT: Treasure on [2014,8,18,9,25]" 17:25:03 Warning Message: Script z\addons\dayz_server\modules\Treasure.sqf not found This even repeats itself for Construction, Military, Supplyitems and Treasure. However, crash_spawner, drop_bombs and supply_drop still work. So I ask you, Am I doing something wrong? Has there been an update not mentioned here? Anyone else here have this issue and manage to fix it? I have also tried unpacking / repacking the dayz_server.pbo using both PBOManager and cpbo with no luck. I have now spent ~36hours on this and am turning to the forums. Alternatively, a different supply mission based on the same concept at this one? Thanks in advance. What does your EpochEvents = look like? I had to play around with this to get mine working Link to comment Share on other sites More sharing options...
aVa Savagerx Posted August 19, 2014 Report Share Posted August 19, 2014 Just to expand upon what Thebookie said, in your inti.sqf you will need to add the events there so that they get called: Here is mine: Inti.sqf 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"]]; Then make sure you have the corresponding MISSIONNAME.sqf in your MODULES folder in the Epoch_Server files. I hope this helps Link to comment Share on other sites More sharing options...
bFe Posted August 19, 2014 Report Share Posted August 19, 2014 Does anyone have any of these missions with added AI? Link to comment Share on other sites More sharing options...
aVa Savagerx Posted August 19, 2014 Report Share Posted August 19, 2014 these missions (as they stand) are not entirely suitable for these missions, consider using something like: which allows for the spawning of static AI etc. If you are after the same type of marker effects its relatively simple to change the ones in the AI missions. Link to comment Share on other sites More sharing options...
KingRaymond795 Posted August 19, 2014 Report Share Posted August 19, 2014 Just to expand upon what Thebookie said, in your inti.sqf you will need to add the events there so that they get called: Here is mine: Inti.sqf 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"]]; Then make sure you have the corresponding MISSIONNAME.sqf in your MODULES folder in the Epoch_Server files. I hope this helps Mine looks like this: EpochEvents = [["any","any","any","any",10,"Military"], ["any","any","any","any",25,"Treasure"], ["any","any","any","any",40,"Supplyitems"], ["any","any","any","any",55,"Construction"],["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]]; Link to comment Share on other sites More sharing options...
aVa Savagerx Posted August 20, 2014 Report Share Posted August 20, 2014 Its the same thing the one is just easier to edit, the important thing is to watch the syntax (those commas and brackets etc). Yours looks identical to mine except our order of events is different (I put mine according to the numerical value), I could not see any syntax error there. Each event you have listed there must have a .sqf file of the same name in the modules folder in your server_files (@DayZ_Epoch_Server\addons\dayz_server\modules). What is happening is when your game initialises it looks for treasure.sqf in the modules folder in your server files and is not finding it there, hence your error. If you have put the file in there make sure it uses the same name as the event you are calling in the init.sqf, also make sure you re-PBO the server files before launching. Give that a crack and let us know how you go Link to comment Share on other sites More sharing options...
KingRaymond795 Posted August 20, 2014 Report Share Posted August 20, 2014 Hi aVa Savagerx, Unfortunately, everything is configured as it needs to be. I even went as far as assuming that the case sensitvity was could potentially be an issue. I re-installed the server running 1.0.4.2a - follow the instructions - worked as advertised. This installed included all the scripts/mods as per the server where this issue began. This is why I am thinking that it could be due to the version 1.0.5.1 update. I have now built another server - only loading this script to see if it works - possibly a conflicting script / mod? Will feedback shortly Thanks Link to comment Share on other sites More sharing options...
KingRaymond795 Posted August 20, 2014 Report Share Posted August 20, 2014 Nope, still no luck ;( 8:40:00 "RUNNING EVENT: Supplyitems on [2014,8,20,0,40]" 8:40:00 Warning Message: Script z\addons\dayz_server\modules\Supplyitems.sqf not found Link to comment Share on other sites More sharing options...
KingRaymond795 Posted August 20, 2014 Report Share Posted August 20, 2014 these missions (as they stand) are not entirely suitable for these missions, consider using something like: which allows for the spawning of static AI etc. If you are after the same type of marker effects its relatively simple to change the ones in the AI missions. Can the wicked AI spawn side missions as per this script? So missions without AI Link to comment Share on other sites More sharing options...
aVa Savagerx Posted August 20, 2014 Report Share Posted August 20, 2014 these missions (as they stand) are not entirely suitable for these missions, consider using something like: which allows for the spawning of static AI etc. If you are after the same type of marker effects its relatively simple to change the ones in the AI missions. I have no clue as I have not personally implemented this on my server (I am however looking into implementing it). I have read a lot on the forums about it working well together, if you want AI and missions with loot boxes or vehicles etc then DZMS and/or EMS work pretty similarly and quite well (I use these currently) however they lack AI helis, static MGs and roaming vehicles (although I believe that they can be added) as for 1.0.5.1 that is what I am running it on and it works perfectly. I am stumped man :( sorry I cannot be more help Link to comment Share on other sites More sharing options...
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