mimic Posted November 29, 2013 Report Share Posted November 29, 2013 Epoch Mission System Credits:Lazyink, TheSzerdi, Falcyn , TAWTonic, EPOCH DEV's Merged DayZ Chernarus Mission System's from TheSzerdi and Lazyink with permission. Modded & Developed by: TheFuchs & MimiC Epoch Mission System ( EMS ) is a modified version of Lazyink & TheSzerdi's DayZ Chernarus Mission systems. The two projects were merged by Fuchs and released with some SargeAI configs to enhance the gameplay of Epoch Chernarus servers. The project was then renamed to "Epoch Mission System" after MimiC joined Fuchs and further development was done on it. It has now been released as a new project, with a total of 26 unique missions that are specific to Epoch servers. This mission system will not work properly on non-Epoch servers or servers that do not have SargeAI already installed. Requirements Notepad++ PBO Manager SargeAI 1.5.2+ (Already on your server) Epoch 1.0.2.5 Server Difficulty Easy : 10-15 minutes Some knowledge of Epoch Server & Mission file locations How to use PBO manager to unpack and pack PBO files ispan55, amandabif, Fuchs and 3 others 6 Link to comment Share on other sites More sharing options...
mimic Posted November 29, 2013 Author Report Share Posted November 29, 2013 Installation Instructions Download and unpack the most recent release of EMS from our GitHub Release Section. Currently this is version 0.2.1 Make a copy of your dayz_server.pbo and rename it dayz_server.pbo.bak Unpack your dayz_server.pbo to a folder called dayz_server Copy the Missions folder from the EMS download and paste it into the root of your unpacked dayz_server Edit your server_functions.sqf Located: dayz_server\init\server_functions.sqf Around line 30 look for this: server_deaths = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDeaths.sqf"; Add this after it: fnc_hTime = compile preprocessFile "\z\addons\dayz_server\Missions\misc\fnc_hTime.sqf"; //Random integer selector for mission wait time Around line 540 look for this: dayz_recordLogin = { private["_key"]; _key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2]; _key call server_hiveWrite; }; Insert this after it: //----------InitMissions--------// MissionGo = 0; MissionGoMinor = 0; if (isServer) then { SMarray = ["SM1","SM2","SM3","SM4","SM5","SM6","SM7","SM8","SM9","SM10","SM11","SM12","SM13"]; [] execVM "\z\addons\dayz_server\missions\major\SMfinder.sqf"; //Starts major mission system SMarray2 = ["SM1","SM2","SM3","SM4","SM5","SM6","SM7","SM8","SM9","SM10","SM11","SM12","SM13"]; [] execVM "\z\addons\dayz_server\missions\minor\SMfinder.sqf"; //Starts minor mission system }; //---------EndInitMissions------// Edit server_updateObject.sqf Located: dayz_server\compile\server_updateObject.sqf Around line 22 look for this: { diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]); //force fail _objectID = "0"; _uid = "0"; }; Insert this after it: if (_object getVariable "Mission" == 1) exitWith {}; Edit server_cleanup.fsm Located: dayz_server\system\server_cleanup.fsm Around line 298 look for this: if(vehicle _x != _x && (vehicle _x getVariable [""Sarge"",0] != 1) && !(vehicle _x in _safety) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n Replace with this: if(vehicle _x != _x && (vehicle _x getVariable [""Mission"",0] != 1) && (vehicle _x getVariable [""Sarge"",0] != 1) && !(vehicle _x in _safety) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n Repack your dayz_server.pbo and replace your original one. Mission PBO Instructions Unpack your mission PBO file using PBO Manager into a folder Copy the debug folder from the EMS download to the root of your mission folder Edit your init.sqf file At the very end of you init.sqf file paste the following block of code: // Mission System Markers [] execVM "debug\addmarkers.sqf"; [] execVM "debug\addmarkers75.sqf"; This will make the mission markers show up on the map for players that have died and respawn, or connect to the server after a mission has already spawned. Repack your mission PBO using PBO Manager and replace your existing mission.pbo file amandabif, Dridge118 and frartombabogy 3 Link to comment Share on other sites More sharing options...
mimic Posted November 29, 2013 Author Report Share Posted November 29, 2013 Included in the release files are suggested configs for SargeAI. These offer a good balance between difficulty, and fun. They have been tested and proven to work with no issues. AI have 600m detect range Reduced accuracy (highly inaccurate beyond 300m) Reduced aim speed Increased commanding and courage Increased response time Lower dynamic spawn numbers No vehicle patrols No helicopter patrols Replace your SAR_config.sqf and SAR_cfg_grps_chernarus.sqf in your mission PBO with the ones provided in the release files to take advantage of these features. *Always make a backup of your files. We're not responsible if you lose or ruin your config. frartombabogy and Dridge118 2 Link to comment Share on other sites More sharing options...
williamjbrown Posted November 29, 2013 Report Share Posted November 29, 2013 What are your intentions to achieve? More missions or complete different mission structure? I am very interested in this keep it going... Link to comment Share on other sites More sharing options...
mimic Posted November 29, 2013 Author Report Share Posted November 29, 2013 What are your intentions to achieve? More missions or complete different mission structure? I am very interested in this keep it going... Both. Initially we will launch with 26 missions. 13 Major and 13 Minor. These missions will be slightly customized for Epoch servers. Having mission rewards with Epoch specific loot, stuff like that. The initial release will be performance improvements and bug fixes, with clearer documentation over the existing release that Fuchs has out. We've also got a GitHub setup so we can push through proper releases, code management, and bug tracking / fixes. This will be considered a "minor" release. The next release will be much more significant. Reworked missions, perhaps having a storyline built into the missions. More immersive experiences at the missions, and making them more challenging. Also including some suggested AI configs for SargeAI to improve the mission AI units for more challenging scenarios. If you have any idea's or suggestions we're completely open to them. williamjbrown and Fuchs 2 Link to comment Share on other sites More sharing options...
williamjbrown Posted November 29, 2013 Report Share Posted November 29, 2013 I don't know if it is possible but maybe try and set something up that would be indoors. As we all know our players like to just snipe the missions from a distance. Boring but effective. Maybe have them set up in houses that spawn so they actually have to go in and clear the house? just an idea. Don't know if it is possible. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted November 29, 2013 Report Share Posted November 29, 2013 Is it different from the Chernarus Mission System on OpenDayz.net? Link to comment Share on other sites More sharing options...
Fuchs Posted November 29, 2013 Report Share Posted November 29, 2013 hm indoors ..sounds like my brain has something to do again^^ Link to comment Share on other sites More sharing options...
mimic Posted November 29, 2013 Author Report Share Posted November 29, 2013 I don't know if it is possible but maybe try and set something up that would be indoors. As we all know our players like to just snipe the missions from a distance. Boring but effective. Maybe have them set up in houses that spawn so they actually have to go in and clear the house? just an idea. Don't know if it is possible. I can look into spawning a mission indoors, kind of like assaulting a building. I have made some modifications to the AI config that makes them more dangerous, even to long range sniping. I'm also playing with a few ideas of spacing out the AI mission groups so some are at a greater distance from the mission than others. Is it different from the Chernarus Mission System on OpenDayz.net? This is based on that. Fuchs took Lazyink and TheSzerdi's mission systems and with permission merged them for more missions. Then did some SargeAI changes. We're dropping most of the SargeAI stuff he did and focusing on making the merge missions more specific to Epoch. Link to comment Share on other sites More sharing options...
mimic Posted November 29, 2013 Author Report Share Posted November 29, 2013 hm indoors ..sounds like my brain has something to do again^^ The other idea I had immediately after reading that was to spawn more missions directly inside towns so they have the cover of buildings to protect the mission AI from long range sniping. Link to comment Share on other sites More sharing options...
Scenic Posted November 29, 2013 Report Share Posted November 29, 2013 hm indoors ..sounds like my brain has something to do again^^ Indoor mission would be relatively simple, perhaps try using warehouses as the spawned building with the mission :D? Link to comment Share on other sites More sharing options...
Fuchs Posted November 29, 2013 Report Share Posted November 29, 2013 Yeah that sounds good ,i'm thinking about addding it in after the first initial release . Currently i have 3 diff. custom test mission but running over a lot of issues...argh mimic im on your forums can u come? mimic well done here ! :) Maybe parts from the GOC Mappack will also be included ... in a later release ! I've got the permission from Charlatan ! :wub: Link to comment Share on other sites More sharing options...
williamjbrown Posted November 29, 2013 Report Share Posted November 29, 2013 Please do try and kill the habit of people snipping from a distance. It's not really the way I think these missions should be played out. Make like a huge compund that people have to go through and clear. No shots can be taken from a distance this way. Maybe you have to dumb them down a bit just to make the close combat a little easier... I know its not a simple as that but please have this in mind :D Missions are great and I love them! The hill billy one gets me every time :') Link to comment Share on other sites More sharing options...
Fuchs Posted November 29, 2013 Report Share Posted November 29, 2013 This is a major thing we are thinking on ! i love the axemurderer argh ! We also will implement really heavy and sick missions and get some ZEDs involved ,i call this mission on my server Umbrella Inc. Territory ,but that does run on the modules on the server .pbo and running with dzai ! i hope i can transfer it to the EMS Missin Fort Knox sounds that good ? Just to keep in my and mimics mind having trouble with my internet or chrome ...weird Link to comment Share on other sites More sharing options...
mimic Posted November 29, 2013 Author Report Share Posted November 29, 2013 Please do try and kill the habit of people snipping from a distance. It's not really the way I think these missions should be played out. Make like a huge compund that people have to go through and clear. No shots can be taken from a distance this way. Maybe you have to dumb them down a bit just to make the close combat a little easier... I know its not a simple as that but please have this in mind :D Missions are great and I love them! The hill billy one gets me every time :') I have a few concepts I'm going to test after this next release that will address players killing off the AI by long range sniping. williamjbrown and Fuchs 2 Link to comment Share on other sites More sharing options...
Fuchs Posted November 30, 2013 Report Share Posted November 30, 2013 Test server with ESM setup already. Should be go online today or on sunday... Link to comment Share on other sites More sharing options...
Richie Posted November 30, 2013 Report Share Posted November 30, 2013 Does it have to use Sarge AI exclusively ? At the minute there are problems with the Sarge AI spawning invisible and stealing vehicles, the original Chernarus Missions have the option of Sarge, Dayai or using the factions.sqf Link to comment Share on other sites More sharing options...
Fuchs Posted November 30, 2013 Report Share Posted November 30, 2013 Read the first post. [This mission system will not work properly on non-Epoch servers or servers that do not have SargeAI already installed.] Which original missions do u mean? Link to comment Share on other sites More sharing options...
Axe Cop Posted November 30, 2013 Report Share Posted November 30, 2013 Read the first post. [This mission system will not work properly on non-Epoch servers or servers that do not have SargeAI already installed.] Which original missions do u mean? I think he is referring to the DayZChernarus Mission System from lazyink, you could chose what AI system you wanted to use (more or less). Link to comment Share on other sites More sharing options...
Scenic Posted November 30, 2013 Report Share Posted November 30, 2013 I think he is referring to the DayZChernarus Mission System from lazyink, you could chose what AI system you wanted to use. I could probably help with converting them to other mission systems, No promises though. Fuchs 1 Link to comment Share on other sites More sharing options...
Fuchs Posted November 30, 2013 Report Share Posted November 30, 2013 Back from work now ! _baserunover6 setVariable ["Sarge",1,true]; _crate = createVehicle ["USVehicleBox",[(_coords select 0) - 3, _coords select 1,0],[], 0, "CAN_COLLIDE"]; [_crate] execVM "\z\addons\dayz_server\missions\misc\fillBoxesM.sqf"; _crate setVariable ["Sarge",1,true]; to [so in the fact u can use other ai too but may can it handle vehicle patroling on missions? I think no ai can handle it ,sarge can !!] _baserunover6 setVariable ["DZAI",1,true]; _crate = createVehicle ["USVehicleBox",[(_coords select 0) - 3, _coords select 1,0],[], 0, "CAN_COLLIDE"]; [_crate] execVM "\z\addons\dayz_server\missions\misc\fillBoxesM.sqf"; _crate setVariable ["DZAI",1,true]; Link to comment Share on other sites More sharing options...
Richie Posted November 30, 2013 Report Share Posted November 30, 2013 Read the first post. [This mission system will not work properly on non-Epoch servers or servers that do not have SargeAI already installed.] Which original missions do u mean? I did read it and that's why i asked if it had to be Sarge AI :) as Axe Cop said the original works with Sarge, DAYZAI or a factions.sqf so i was wondering if the new release would be the same. Would this work ? _baserunover6 setVariable ["Mission",1,true]; _crate = createVehicle ["USVehicleBox",[(_coords select 0) - 3, _coords select 1,0],[], 0, "CAN_COLLIDE"]; [_crate] execVM "\z\addons\dayz_server\missions\misc\fillBoxesM.sqf"; _crate setVariable ["Mission",1,true]; Obviously without Sarge AI you won't have vehicles but can it be an option ? foot soldiers only for factions.sqf and DAYZAI Link to comment Share on other sites More sharing options...
Fuchs Posted November 30, 2013 Report Share Posted November 30, 2013 (edited) The same not really,we wanna make something unique ,specially for epoch ! The Thing i released at first was based on DayZCC,DayZ 1.7.6.1 and rMod2.1 ,since i thought it would be awesome to be the only one with 26 missions. But i think DayZ Vanilla is dead and Epoch is higher then the rising sun ,so i tooked the files over my server and got a lot of issues on epoch . Edited it a bit and tada ,disaster was nere. http://dayzepoch.com/forum/index.php?/topic/2611-outdatedsarge-ai-epoch-edition-mission-system-26-missions/ A question to all u out there : [WIP] What message system u prefer? Mission start https://www.dropbox.com/s/s1ezt4gpl6pn9z0/arma2oa_2013_11_28_22_43_41_532.jpg Mission ends https://www.dropbox.com/s/qsahwqasf2jk1vc/arma2oa_2013_11_28_22_53_02_536.jpg Thats how i managed it for myself ,mimic doesnt like it much ,can we have a poll for this ? Maca's or the one that comes with the original Mission System ? Edited November 30, 2013 by Fuchs Link to comment Share on other sites More sharing options...
Richie Posted November 30, 2013 Report Share Posted November 30, 2013 Fair enough and i wish you luck :) Link to comment Share on other sites More sharing options...
Axe Cop Posted November 30, 2013 Report Share Posted November 30, 2013 [WIP] What message system u prefer? Mission start https://www.dropbox.com/s/s1ezt4gpl6pn9z0/arma2oa_2013_11_28_22_43_41_532.jpg Mission ends https://www.dropbox.com/s/qsahwqasf2jk1vc/arma2oa_2013_11_28_22_53_02_536.jpg Thats how i managed it for myself ,mimic doesnt like it much ,can we have a poll for this ? the default "hints" look pretty ugly in my opinion, on my server it opens the default player monitor with a message like this: http://i.imgur.com/7UXiapt.jpg Anyway you should add the location in the text, and eventually remove the (debug) markers from the map so it just says something like "a helicoper crashed near stary sobor", so people know where to look for it but they have to search a little :) MatthewK and Fuchs 2 Link to comment Share on other sites More sharing options...
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