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[EMS] Epoch Mission System - Release 0.2.1


mimic

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Hey guys, I've got a bit of a bug to report here on a helicopter spawn mission.  This is a minor mission.

 

Here is where the mission spawned on the Chernarus map:

 

map.jpg

 

 

Here is what it looked like when I teleported there:

 

ingame.jpg

 

 

And I've included the RPT log for this spawn as well.  Not sure if its necessary, but it shows the error with the AI attempting to spawn in with an MG36 as well:

8:49:56 "DEBUG FPS  : 50"
 8:50:34 Cannot create non-ai vehicle land_mi8_crashed,
 8:50:34 "AIUNIT: Spawn initiated: Centre:[5150.99,15376.5] | Radius in m:40 | Waypoint number:4 | WeaponLevel:1"
 8:50:34 "AIUNIT: Ins_Soldier_1 by <NULL-object> at [5151.99,15377.5,0]. Result:O 1-1-A:1 | Loadout:["AK_47_M","30Rnd_762x39_AK47","MakarovSD_DZ","8Rnd_9x18_Makarov"] / Num:0"
 8:50:34 Warning Message: No entry 'bin\config.bin/CfgWeapons.MakarovSD_DZ'.
 8:50:34 Warning Message: No entry '.scope'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: Error: creating weapon MakarovSD_DZ with scope=private
 8:50:34 Warning Message: No entry '.displayName'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: No entry '.nameSound'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: No entry '.type'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: No entry '.picture'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: No entry '.Library'.
 8:50:34 Warning Message: No entry '.libTextDesc'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: No entry '.model'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: No entry '.simulation'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: No entry '.fireLightDuration'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: No entry '.fireLightIntensity'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: No entry '.weaponLockDelay'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: No entry '.weaponLockSystem'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: No entry '.cmImmunity'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: No entry '.lockingTargetSound'.
 8:50:34 Warning Message: Size: '/' not an array
 8:50:34 Warning Message: No entry '.lockedTargetSound'.
 8:50:34 Warning Message: Size: '/' not an array
 8:50:34 Warning Message: No entry '.muzzles'.
 8:50:34 Warning Message: Size: '/' not an array
 8:50:34 No owner
 8:50:34 No owner
 8:50:34 "AIUNIT: Ins_Soldier_1 by <NULL-object> at [5152.99,15378.5,0]. Result:O 1-1-A:2 | Loadout:["MG36_DZ","100Rnd_556x45_BetaCMag","Colt1911","7Rnd_45ACP_1911"] / Num:1"
 8:50:34 Warning Message: No entry 'bin\config.bin/CfgWeapons.MG36_DZ'.
 8:50:34 Warning Message: No entry '.scope'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: Error: creating weapon MG36_DZ with scope=private
 8:50:34 Warning Message: No entry '.displayName'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: No entry '.nameSound'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: No entry '.type'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: No entry '.picture'.
 8:50:34 Warning Message: '/' is not a value
 8:50:34 Warning Message: No entry '.Library'.
 8:50:34 Warning Message: No entry '.libTextDesc'.
 8:50:34 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.model'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.simulation'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.fireLightDuration'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.fireLightIntensity'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.weaponLockDelay'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.weaponLockSystem'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.cmImmunity'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.lockingTargetSound'.
 8:50:35 Warning Message: Size: '/' not an array
 8:50:35 Warning Message: No entry '.lockedTargetSound'.
 8:50:35 Warning Message: Size: '/' not an array
 8:50:35 Warning Message: No entry '.muzzles'.
 8:50:35 Warning Message: Size: '/' not an array
 8:50:35 No owner
 8:50:35 No owner
 8:50:35 "AIUNIT: Ins_Soldier_1 by <NULL-object> at [5153.99,15379.5,0]. Result:O 1-1-A:3 | Loadout:["MG36_DZ","100Rnd_556x45_BetaCMag","Colt1911","7Rnd_45ACP_1911"] / Num:1"
 8:50:35 Warning Message: No entry 'bin\config.bin/CfgWeapons.MG36_DZ'.
 8:50:35 Warning Message: No entry '.scope'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: Error: creating weapon MG36_DZ with scope=private
 8:50:35 Warning Message: No entry '.displayName'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.nameSound'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.type'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.picture'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.Library'.
 8:50:35 Warning Message: No entry '.libTextDesc'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.model'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.simulation'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.fireLightDuration'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.fireLightIntensity'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.weaponLockDelay'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.weaponLockSystem'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.cmImmunity'.
 8:50:35 Warning Message: '/' is not a value
 8:50:35 Warning Message: No entry '.lockingTargetSound'.
 8:50:35 Warning Message: Size: '/' not an array
 8:50:35 Warning Message: No entry '.lockedTargetSound'.
 8:50:35 Warning Message: Size: '/' not an array
 8:50:35 Warning Message: No entry '.muzzles'.
 8:50:35 Warning Message: Size: '/' not an array
 8:50:35 No owner
 8:50:35 No owner
 8:50:35 "AIUNIT: Last Waypoint [O 1-1-A,4] at [5210.99,15436.5,40]"
 8:52:57 "DEBUG FPS  : 49.8442"
 8:55:58 "DEBUG FPS  : 49.6894"

I've made no modifications to spawning locations or anything like that - just using the base files with modified colors for the zone markers.  This worked fine yesterday, but today I got that spawn location, and it was impossible to claim it.

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Did u updated to the latest files from yesterday night ,if so i have to look in it ,seems something wrong then...sry

Nope I didn't not update yesterday.  My newest install is from 2 days~ ago.

 

Perhaps an isolated issue, the other missions seem to work fine.  I'm going to restart the server soon and check if it does it again or not.

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Yes it's in there and under the code specified in the install instructions:

if ((typeName _objectID != "string") || (typeName _uid != "string")) then
{ 
    diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]);
    //force fail
    _objectID = "0";
    _uid = "0";
};
if (_object getVariable "Mission" == 1) exitWith {};

 

Ok, I presume that you are using the variable Sarge in the server_cleanup. That means you also have to use that same variable in the update_object. I'm not running this mission system at the moment but if you look inside one of the missions, you will probably see codes like this:

_hummer2 = createVehicle ["SUV_DZ",[(_coords select 0) + 10, (_coords select 1) + 5,0],[], 0, "CAN_COLLIDE"];

This creates a vehicle at the given coordinate. In order to be prepared for the HACKER CHECK, this also needs a variable:

_hummer2 setVariable ["Sarge",1,true];

This variable works for both the server_cleanup AND the server_updateobject one. So instead of the mission one

if (_object getVariable "Mission" == 1) exitWith {};

U have to add this

if (_object getVariable "Sarge" == 1) exitWith {};

Because it creates the vehicles with the variable Sarge. For further troubleshooting, there are two symptoms there are possible:

 

1. You die when you enter the vehicle = problem in server_cleanup

2. The vehicle disappears when you enter or drive = problem in server_updateobject

 

Make sure the variables you use in server_cleanup AND server_updateobject are the same. To know which variable you need, look inside one of the missions and look what variable the vehicles spawn with. In the example I gave, it was with the variable Sarge.

 

OR, if you don't really know, you can always use both :p

 

Hope this helps!

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You are still not using SargeAI at all, but promoting to do so ;) - lets get this changed:

 

Just an example using the SM1 mission from Major folder:

 

comment the following in server.pbo/Missions/Major/SM1.sqf out:

_aispawn = [_coords,80,6,6,1] execVM "\z\addons\dayz_server\missions\add_unit_server.sqf";//AI Guards
sleep 5;
_aispawn = [_coords,80,6,6,1] execVM "\z\addons\dayz_server\missions\add_unit_server.sqf";//AI Guards
sleep 5;
_aispawn = [_coords,40,4,4,1] execVM "\z\addons\dayz_server\missions\add_unit_server.sqf";//AI Guards
sleep 5;
_aispawn = [_coords,40,4,4,1] execVM "\z\addons\dayz_server\missions\add_unit_server.sqf";//AI Guards
sleep 5;

So it looks like this:

/*
_aispawn = [_coords,80,6,6,1] execVM "\z\addons\dayz_server\missions\add_unit_server.sqf";//AI Guards
sleep 5;
_aispawn = [_coords,80,6,6,1] execVM "\z\addons\dayz_server\missions\add_unit_server.sqf";//AI Guards
sleep 5;
_aispawn = [_coords,40,4,4,1] execVM "\z\addons\dayz_server\missions\add_unit_server.sqf";//AI Guards
sleep 5;
_aispawn = [_coords,40,4,4,1] execVM "\z\addons\dayz_server\missions\add_unit_server.sqf";//AI Guards
sleep 5;
*/

Add the following below the just changed code:

    _ai_marker = createMarker ["SAR_marker_major", _coords];
    _ai_marker setMarkerShape "RECTANGLE";
    _ai_marker setMarkeralpha 0;
    _ai_marker setMarkerType "Flag";
    _ai_marker setMarkerBrush "Solid";
    _ai_marker setMarkerSize [100,100];
    SAR_marker_major = _ai_marker;
   diag_log("Mission-DEBUG - MISSION AI MARKER DONE");
sleep 1; //just in case to prevent the marker from not being found in time due to server low fps
    [SAR_marker_major,3,3,6,"fortify",false] call SAR_AI;
   diag_log("Mission-DEBUG - SPAWNED MISSION SARGE AI");

Go to the end of that file where the //mission accomplished part is found and the mission ended.

 

Add right after that:

deleteMarker "SAR_marker_major";

If done right, youve just switched your mission to fully use SargeAI. Be aware that SargeAI is strictly in need to be installed, otherwise no AI will spawn.

Also, you will need appropriate setups in your sargeAI config file, but theres one provided in the package here, so youre good to go.

 

The SargeAI Spawncall can be modified to your liking, it works like the following:

[SAR_marker_major,3,3,6,"fortify",false] call SAR_AI; 

//a,b,c,"fortify",false - a = 1 military, 2 survivor, 3 bandit - b = number of snipers - c = number of riflemen - fortify, ambush, patrol - respawn true/false

All these can also be found in the groups setup from SargeAI config folder.

 

Ambush is bugged for a few missions, as the AI tries to find a nearby road to ambush people. So only use it for missions that look for a nearby road to spawn, otherwise your AI will just stand around like toy soldiers until they spot someone nearby, when they begin to run around like wild chicken.

Fortify lets them use nearby buildings and objects for cover, works well on most if not all missions.

Patrol lets them spread out and to my experience, mostly leave the mission area completely. Might be able to reduce the patrolling radius, otherwise they are leaving the missions objective/crates etc. all alone and free to loot.

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Hey Fuchs,

 

looked through your code and found this:

 

In add_unit_server3.sqf in line 63 and 74

case 5: {["M4SPR","30Rnd_556x45_Stanag""]};
should be: 
case 5: {["M4SPR","30Rnd_556x45_Stanag"]};

case 0: {["BAF_L85A2_RIS_SUSAT","30Rnd_556x45_Stanag""]};
should be:
case 0: {["BAF_L85A2_RIS_SUSAT","30Rnd_556x45_Stanag"]};

In add_unit_server4.sqf line 87

                  case 0: {["SVD_CAMO","10Rnd_762x54_SVD","Sa61_EP1"]};
                  case 1: {["M24","5Rnd_762x51_M24","Sa61_EP1"]};
                  case 2: {["M40A3","5Rnd_762x51_M24","Sa61_EP1"]};
                  case 3: {["VSS_vintorez_DZ","20Rnd_9x39_SP5_VSS","Sa61_EP1"]};

here are some Pistols left and for my server it has to be "VSS_vintorez".

in add_unit_server5.sqf line 78

{
                  case 0: {["SVD_CAMO","10Rnd_762x54_SVD","Sa61_EP1"]};
                  case 1: {["M24","5Rnd_762x51_M24","Sa61_EP1""]};
                  case 2: {["M40A3","5Rnd_762x51_M24","Sa61_EP1"]};
                  case 3: {["VSS_vintorez_DZ","20Rnd_9x39_SP5_VSS","Sa61_EP1"]};
                };
            };
            if (x > 3) then //troops soldiers
            {
                "Ins_Soldier_1" createUnit [_unitpos, SniperTeam, "_aiunit=this;",1,"CORPORAL"];
         
                _rndLOut=floor(random 4);
                _ailoadout=
                switch (_rndLOut) do
                {
                  case 0: {["SVD_CAMO","10Rnd_762x54_SVD","Sa61_EP1"]};
                  case 1: {["M24","5Rnd_762x51_M24","Sa61_EP1"]};
                  case 2: {["M40A3","5Rnd_762x51_M24","Sa61_EP1"]};
                  case 3: {["VSS_vintorez_DZ","20Rnd_9x39_SP5_VSS","Sa61_EP1"]};
                };

Here are again some pistols and in line 78 are two ". And again it has to be  "VSS_vintorez"  for my server.

Major SM5.sqf line 40

waitUntil{{isPlayer _x && _x distance _uralcrash < 15  } count playableunits > 0};

has to be

waitUntil{{isPlayer _x && _x distance _uralcrash < 30  } count playableunits > 0};

Minor SM1.sqf line 29

waitUntil{({alive _x} count (units SniperTeam)) < 30};

has to be 

waitUntil{({alive _x} count (units SniperTeam)) < 1};

Minor SM2.sqf line 2

edited by Fuchs

has to be 
// edited by Fuchs

Minor SM4.sqf line 31

waitUntil{{isPlayer _x && _x distance _chopcrash < 5  } count playableunits > 0}; 

distance should be 30 right?

waitUntil{{isPlayer _x && _x distance _chopcrash < 30  } count playableunits > 0}; 

Minor SM8.sqf line 13

-coord1 =[[7871.2979, 3066.8784,0],[7813.6245, 3113.5232,0]];

should be
_coord1 =[[7871.2979, 3066.8784,0],[7813.6245, 3113.5232,0]];

Minor SM10.sqf line 19

chopcrash = createVehicle ["land_mi8_crashed",_coords,[], 0, "CAN_COLLIDE"];

has to be 

chopcrash = createVehicle ["Land_mi8_crashed",_coords,[], 0, "CAN_COLLIDE"];

otherwise there is no wrack on my server

Minor SM13.sqf line 20

waitUntil{({alive _x} count (units AxeMurderer)) < 10};

should be <1 right ;) ?

waitUntil{({alive _x} count (units AxeMurderer)) < 1};

Hope i could help you with this

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@Menetekel thx man will add this fix right now for one mission and the rest follows tomorrow !

@somma thx for looking into the code and the great report !

 

 

[rem]MG36 + RPK and set to "G36_C_SD_camo","30Rnd_556x45_StanagSD"

 

Major SM1,SM10 were now modded for using sarge !

 

Other Missions will be updated tomorrow evening .

 

THX guys for reporting !

 

 

DONE

Edited by Fuchs
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Had a bandit hunting party spawn in then 20 seconds later the mission was cleared and the "bandit hunting party was killed" came up. Maybe they didn't spawn in? Its just the one mission. Also having just one mission at the time by the looks of things...

 

very vauge Im sorry. Hard to debug waiting for missions and such...

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Had a bandit hunting party spawn in then 20 seconds later the mission was cleared and the "bandit hunting party was killed" came up. Maybe they didn't spawn in? Its just the one mission. Also having just one mission at the time by the looks of things...

 

very vauge Im sorry. Hard to debug waiting for missions and such...

 

In your Missions/ folder open up SMGoMinor.sqf and SMGoMajor.sqf and change

_wait = [1800,900] call fnc_hTime;

to something like

_wait = [60,60] call fnc_hTime;

That will make the mission wait 60secs and then spawn in a random interval of another 60 seconds afterwards. Should be quick enough to try around and test the crap out of it.

Just remember to increase the value again before you put it into use on the live servers, or you will constantly have missions up and loot all around.

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Hey Just tested this on 1.3 a bit keen I know, I am getting the following errors btw had this working fine on 1.2.5

 

 8:43:20 Error in expression <le ["Sarge",0] != 1) && !(vehicle _x in _safety) && (isPlayer _x)  && !((typeOf >
 8:43:20   Error position: <_safety) && (isPlayer _x)  && !((typeOf >
 8:43:20   Error Undefined variable in expression: _safety
 
8:43:10 Error in expression <s\debug\addmarkers.sqf"
 
 
_MainMarker = createMarker ["MainMarker", Ccoords];
_M>
 8:43:10   Error position: <createMarker ["MainMarker", Ccoords];
_M>
 8:43:10   Error 0 elements provided, 3 expected
 8:43:10 File mpmissions\__cur_mp.Chernarus\debug\addmarkers.sqf, line 3
 8:43:10 Error in expression <bug\addmarkers75.sqf"
 
 
_MainMarker75 = createMarker["MainMarker75", MCoords];
_>
 8:43:10   Error position: <createMarker["MainMarker75", MCoords];
_>
 8:43:10   Error 0 elements provided, 3 expected
 8:43:10 File mpmissions\__cur_mp.Chernarus\debug\addmarkers75.sqf, line 3
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Yes I was going to comment, is the fact that epoch has a missions folder in the server pbo going to be a problem? Are these things case sensitive?

 

Basicly the files used by the mission system are named totally different than what the epoch files are called, so no issues there.

Still, Id switch the epoch folder name around to something else, Im not even sure why they have chosen to call it "missions" - missions are something different to me than trader related data.

 

so in your mpmission/epoch.11.chernarus/init.sqf

look for the

if (isServer) then {

Following are 2 statements that need their pathing changed. I renamed the "missions" folder of Epoch to "traders", so it should look like this

call compile preprocessFileLineNumbers "\z\addons\dayz_server\traders\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";//Compile vehicle configs
_nil = [] execVM "\z\addons\dayz_server\traders\DayZ_Epoch_11.Chernarus\mission.sqf"; //former trader.sqf


Just a path change, but keeps things clear for me and might help in the future.

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Yes I was going to comment, is the fact that epoch has a missions folder in the server pbo going to be a problem? Are these things case sensitive?

 

I took that file out of the server PBO thinking it was in the wrong place, can these be changed to be called from the mission folder instead 

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I took that file out of the server PBO thinking it was in the wrong place, can these be changed to be called from the mission folder instead 

You can just put them back in the mission folder, the old style as it was done before.

Though, its always a good idea to the the mission.pbo as small as possible, not just for downloading reasons.

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