Fuchs Posted December 11, 2013 Report Share Posted December 11, 2013 (edited) Revert ! After testing 2 hrs weve noticed that the crates despawn after a while if they get looted by someone [bout 30min or an hour] ! Maybe mimic has a solution...let's hope ! found this thread http://dayzepoch.com/forum/index.php?/topic/4662-ammo-boxes-missing-from-missions/?p=29645 Edited December 11, 2013 by Fuchs Link to comment Share on other sites More sharing options...
somma Posted December 11, 2013 Report Share Posted December 11, 2013 For me, this is the solution. Tested this fix for about a day now and never had any despawning box Link to comment Share on other sites More sharing options...
CorruptedHart11 Posted December 12, 2013 Report Share Posted December 12, 2013 Scratch that see where the code defines, Will update with Panthera coords. Link to comment Share on other sites More sharing options...
Dridge118 Posted December 12, 2013 Report Share Posted December 12, 2013 Sorry if this has been asked before... but i am currently using a custom de bug and when the missions start the text is gone before you can read it is there an easy way to add the mission details to the de bug i currently use? Thank you Link to comment Share on other sites More sharing options...
Nekuan Posted December 12, 2013 Report Share Posted December 12, 2013 That's the fix i tried myself but it's not working, at least not 100%. Guess I'll put that permaloot part into every mission then. Edit: As at least one mission does not have a Sarge variable for the crate, which is propably the reason it despawns, could i just add "_crate setVariable ["Sarge",1,true];" or would that break something? :D Sry i don't know c++ my knowledge is only enough to understand what the code does.. Link to comment Share on other sites More sharing options...
Belgis Posted December 12, 2013 Report Share Posted December 12, 2013 " if( vehicle _x != _x && (vehicle _x getVariable [""Mission"",0]) && (vehicle _x getVariable [""Sarge"",0] != 1) && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle) ) then {" \nARMA2OASERVER.RPT: 10:52:22 Error position: <&& (vehicle _x getVariable ["Mission",0]> 10:52:22 Error Generic error in expression 10:52:23 Error in expression < { if( vehicle _x != _x && (vehicle _x getVariable ["Mission",0]> Link to comment Share on other sites More sharing options...
Achmed Posted December 12, 2013 Report Share Posted December 12, 2013 Is it safe to use this on 1.0.3 now? Link to comment Share on other sites More sharing options...
feelgood Posted December 12, 2013 Report Share Posted December 12, 2013 hi! please help me! why this mission system with sarge bots so stupid on version epoch 1.0.3?? when my server was on 1.0.2.5 they was much more difficult, they can saw players from 900m and start to shoot very fast. now i can run between bots and only after that they start shooting o,O !but! when i was in car near bots - they kill me in 3 seconds from 700m! and start to shoot me when i was in car very very very! aggressive! but only when with car! ps. and now no any patrols on server except heli. Link to comment Share on other sites More sharing options...
Belgis Posted December 12, 2013 Report Share Posted December 12, 2013 15:10:19 "Mission-DEBUG - MISSION AI MARKER DONE" 15:10:19 "AIUNIT: Spawn initiated: Centre:[7785.79,3124.65,0] | WeaponLevel:1" 15:10:19 "AIUNIT: Creating NVGoggles by <NULL-object> at [7786.79,3125.65,51]. Result:O 1-1-B:1 | Loadout:["AK_47_M","30Rnd_762x39_AK47"] / Num:0" 15:10:19 Error in expression <loadout select 2; _aiammo2 = _ailoadout select 3; _aiunit addweapon _aiwep1; _ai> 15:10:19 Error position: <select 3; _aiunit addweapon _aiwep1; _ai> 15:10:19 Error Zero divisor 15:10:19 File z\addons\dayz_server\missions\add_unit_server6.sqf, line 114 15:10:19 "AIUNIT: Creating NVGoggles by <NULL-object> at [7787.79,3126.65,51]. Result:O 1-1-B:2 | Loadout:["M249_DZ","200Rnd_556x45_M249"] / Num:0" 15:10:19 Error in expression <loadout select 2; _aiammo2 = _ailoadout select 3; _aiunit addweapon _aiwep1; _ai> 15:10:19 Error position: <select 3; _aiunit addweapon _aiwep1; _ai> 15:10:19 Error Zero divisor 15:10:19 File z\addons\dayz_server\missions\add_unit_server6.sqf, line 114 15:10:19 "AIUNIT: Creating NVGoggles by <NULL-object> at [7788.79,3127.65,51]. Result:O 1-1-B:3 | Loadout:["G36_C_SD_camo","30Rnd_556x45_StanagSD"] / Num:2" 15:10:19 Error in expression <loadout select 2; _aiammo2 = _ailoadout select 3; _aiunit addweapon _aiwep1; _ai> 15:10:19 Error position: <select 3; _aiunit addweapon _aiwep1; _ai> 15:10:19 Error Zero divisor 15:10:19 File z\addons\dayz_server\missions\add_unit_server6.sqf, line 114 15:10:19 "AIUNIT: Creating NVGoggles by <NULL-object> at [7789.79,3128.65,51]. Result:O 1-1-B:4 | Loadout:["M24","5Rnd_762x51_M24","Sa61_EP1","20Rnd_B_765x17_Ball"] / Num:1" after server restart Link to comment Share on other sites More sharing options...
Dridge118 Posted December 12, 2013 Report Share Posted December 12, 2013 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 ? How do i get it so it shows the mission details on the right hand side if im using a custom de bug already ? Thanks again :) Link to comment Share on other sites More sharing options...
mimic Posted December 12, 2013 Author Report Share Posted December 12, 2013 We're not using a custom debug to show that info. The next release will have this in it. We still have not formally made a release that works with Epoch 1.0.3. There are some challenging bugs that we're trying to get through. Once we get those fixed, and a few new features added then we'll be releasing. Hopefully soon, but no real ETA yet. Dridge118 1 Link to comment Share on other sites More sharing options...
CorruptedHart11 Posted December 12, 2013 Report Share Posted December 12, 2013 Is there a fix to save these vehicles spawned at missions to the DB for epoch? Edit: it was a APC with guns Link to comment Share on other sites More sharing options...
mimic Posted December 12, 2013 Author Report Share Posted December 12, 2013 Right now no. For now just sell them at the trader, some of them are worth a bit of gold. But know that on server restart the vehicles get removed. Link to comment Share on other sites More sharing options...
Dridge118 Posted December 13, 2013 Report Share Posted December 13, 2013 I dont know if this is been mentioned before but alot of the AI use pistols in missions i know im using 1.0.3 but would using your AI config change that or is it just the difficulty? Also can you change how long the mission text in the middle of the screen is up for? Thanks again B) Link to comment Share on other sites More sharing options...
Achmed Posted December 13, 2013 Report Share Posted December 13, 2013 Does the current release (0.2.1) work with epoch 1.0.3.1 please? Link to comment Share on other sites More sharing options...
Richie Posted December 13, 2013 Report Share Posted December 13, 2013 Does the current release (0.2.1) work with epoch 1.0.3.1 please? Not yet, it's barely working with 1.0.3 but i'm sure it will soon. Link to comment Share on other sites More sharing options...
Nekuan Posted December 13, 2013 Report Share Posted December 13, 2013 Does the current release (0.2.1) work with epoch 1.0.3.1 please? Not at it's current state but you can make it work by following vy3si's idea from http://dayzepoch.com/forum/index.php?/topic/4762-ammoboxes-like-tkvehiclebox-ep1-in-ai-base-missions-disappearing/ . Also what i did was going through all the missions looking which crate doesn't get a sarge variable delievered and is therefore not working with the fix above so i simply added the sarge variable in myself by changing it from box = createVehicle ["USLaunchersBox",[(_coords select 0) + 2, (_coords select 1),0],[], 0, "NONE"]; [BOX] execVM "\z\addons\dayz_server\missions\misc\fillConstructionMajor.sqf"; to: box = createVehicle ["USLaunchersBox",[(_coords select 0) + 2, (_coords select 1),0],[], 0, "NONE"]; [BOX] execVM "\z\addons\dayz_server\missions\misc\fillConstructionMajor.sqf"; box setVariable ["Sarge",1,true]; not actually sure if it works like this but so far it looks like it ;D Fuchs 1 Link to comment Share on other sites More sharing options...
wokkelwakker Posted December 13, 2013 Report Share Posted December 13, 2013 hi! please help me! why this mission system with sarge bots so stupid on version epoch 1.0.3?? when my server was on 1.0.2.5 they was much more difficult, they can saw players from 900m and start to shoot very fast. now i can run between bots and only after that they start shooting o,O !but! when i was in car near bots - they kill me in 3 seconds from 700m! and start to shoot me when i was in car very very very! aggressive! but only when with car! ps. and now no any patrols on server except heli. Same here Link to comment Share on other sites More sharing options...
Achmed Posted December 13, 2013 Report Share Posted December 13, 2013 thanks. ill hang on until its released as compatible :) Link to comment Share on other sites More sharing options...
xProlithium Posted December 13, 2013 Report Share Posted December 13, 2013 Hey, Just wanted to inform you that in the missions\add_unit_server4.sqf and add_unit_server6.sqf if ((x == 2) || (x == 3)) then //troops sergeant { "Ins_Soldier_1" createUnit [_unitpos, LandingParty, "_aiunit=this;",1,"SERGEANT"]; _rndLOut=floor(random 3); _ailoadout= switch (_rndLOut) do { case 0: {["M249_DZ","200Rnd_556x45_M249","glock17_EP1","17Rnd_9x19_glock17"]}; case 1: {["MG36_DZ","100Rnd_556x45_BetaCMag","Colt1911","7Rnd_45ACP_1911"]}; case 2: {["RPK_74_DZ","75Rnd_545x39_RPK","M9","15Rnd_9x19_M9"]}; }; }; in case 2, the guns MG36_DZ and RPK_74_DZ do not exist, and can bring up an error in the RPT: 8:16:31 Warning Message: No entry 'bin\config.bin/CfgWeapons.RPK_74_DZ'. and 8:16:31 Warning Message: No entry 'bin\config.bin/CfgWeapons.MG36_DZ'. I also found the VSS_vintorez_DZ and the MakarovSD_DZ give the same error in the switch under the one stated above. Just wanted to let you know. :) -xProlithium Link to comment Share on other sites More sharing options...
Fuchs Posted December 14, 2013 Report Share Posted December 14, 2013 (edited) Hey, Just wanted to inform you that in the missions\add_unit_server4.sqf and add_unit_server6.sqf if ((x == 2) || (x == 3)) then //troops sergeant { "Ins_Soldier_1" createUnit [_unitpos, LandingParty, "_aiunit=this;",1,"SERGEANT"]; _rndLOut=floor(random 3); _ailoadout= switch (_rndLOut) do { case 0: {["M249_DZ","200Rnd_556x45_M249","glock17_EP1","17Rnd_9x19_glock17"]}; case 1: {["MG36_DZ","100Rnd_556x45_BetaCMag","Colt1911","7Rnd_45ACP_1911"]}; case 2: {["RPK_74_DZ","75Rnd_545x39_RPK","M9","15Rnd_9x19_M9"]}; }; }; in case 2, the guns MG36_DZ and RPK_74_DZ do not exist, and can bring up an error in the RPT: 8:16:31 Warning Message: No entry 'bin\config.bin/CfgWeapons.RPK_74_DZ'. and 8:16:31 Warning Message: No entry 'bin\config.bin/CfgWeapons.MG36_DZ'. I also found the VSS_vintorez_DZ and the MakarovSD_DZ give the same error in the switch under the one stated above. Just wanted to let you know. :) -xProlithium Thx prolithium but this has been fixed look here add unit4 as also add unit6 . @ nekuan i also don't know C++ or C# or Java ^^ @ wokkelwakker i didn't changed the AI in anyway just added sarge ai to the major missions if ((x == 2) || (x == 3)) then //troops sergeant { "Ins_Soldier_1" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"SERGEANT"]; _rndLOut=floor(random 3); _ailoadout= switch (_rndLOut) do { case 0: {["M249_DZ","200Rnd_556x45_M249"]}; case 1: {["Remington870_lamp","8Rnd_B_Beneli_74Slug"]}; case 2: {["G36_C_SD_camo","30Rnd_556x45_StanagSD"]}; }; }; Edited December 14, 2013 by Fuchs Link to comment Share on other sites More sharing options...
Fuchs Posted December 14, 2013 Report Share Posted December 14, 2013 DZAI Version :Running on my Server but will not be fixed or officially supported since it's just a test and may it's buggy ! https://www.dropbox.com/s/mcxuuzt3dzzdbwz/DZAImissions.7z Just trying to fix my own Server again after updating our test instance to 1.0.3.1 I hope mimic can fix something this weekend over git ,i've really no time this weekend [sry] cause my daughter is nearby . Today we go swimming and when she felt asleep i will watch back in here ! cheers Link to comment Share on other sites More sharing options...
XtremeMakak Posted December 14, 2013 Report Share Posted December 14, 2013 I can't kill some AI's, any fix for this? Link to comment Share on other sites More sharing options...
Fuchs Posted December 14, 2013 Report Share Posted December 14, 2013 Boxes fixed by using variables.sqf out of dayz code/init the variables.sqf goes into the mission folder add the line below call compile preprocessFileLineNumbers "scripts\variables.sqf"; // Initilize the Custom Variables after call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) about line 479 i added the boxes below in dayz_allowedObjects = "USSpecialWeaponsBox","MAP_Camo_Box","MAP_Proxy_UsBasicAmmoBoxBig","MedBox0","USBasicWeapons_EP1","RUVehicleBox","USBasicAmmunitionBox_EP1","USVehicleBox_EP1","USOrdnanceBox_EP1" // update objects dayz_updateObjects = ["Plane","Car", "Helicopter", "Motorcycle", "Ship", "TentStorage", "VaultStorage","LockboxStorage","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","GunRack_DZ"]; dayz_disallowedVault = ["TentStorage", "BuiltItems","ModularItems","DZE_Base_Object"]; dayz_reveal = ["AllVehicles","WeaponHolder","Land_A_tent","BuiltItems","ModularItems","DZE_Base_Object"]; dayz_allowedObjects = ["USSpecialWeaponsBox","MAP_Camo_Box","MAP_Proxy_UsBasicAmmoBoxBig","MedBox0","USBasicWeapons_EP1","RUVehicleBox","USBasicAmmunitionBox_EP1","USVehicleBox_EP1","USOrdnanceBox_EP1","TentStorage","TentStorageDomed","TentStorageDomed2", "VaultStorageLocked", "Hedgehog_DZ", "Sandbag1_DZ","BagFenceRound_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Land_HBarrier5_DZ","Fence_corrugated_DZ","M240Nest_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","Plastic_Pole_EP1_DZ","Generator_DZ","StickFence_DZ","LightPole_DZ","FuelPump_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","SandNest_DZ","DeerStand_DZ","MetalPanel_DZ","WorkBench_DZ","WoodFloor_DZ","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","LockboxStorageLocked","WoodFloorHalf_DZ","WoodFloorQuarter_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodSmallWallThird_DZ","WoodLadder_DZ","Land_DZE_GarageWoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_WoodDoor","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","MetalFloor_DZ","WoodRamp_DZ","GunRack_DZ","FireBarrel_DZ"]; Link to comment Share on other sites More sharing options...
Dridge118 Posted December 14, 2013 Report Share Posted December 14, 2013 :D Link to comment Share on other sites More sharing options...
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