Dridge118 Posted December 15, 2013 Report Share Posted December 15, 2013 So this was mine before .... // 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 = ["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"]; Do delete that then copy and paste in what you have put there so it looks like this ? // 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"]; Thanks :) Link to comment Share on other sites More sharing options...
Dridge118 Posted December 15, 2013 Report Share Posted December 15, 2013 Then this in the Init? //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) call compile preprocessFileLineNumbers "variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) progressLoadingScreen 0.1; Link to comment Share on other sites More sharing options...
Fuchs Posted December 15, 2013 Report Share Posted December 15, 2013 (edited) yes but the CLEANUP deletes them in one hour ! This makes me crying after fixing most of stuff that's the only thing i have probs with ! go over here http://dayzepoch.com/forum/index.php?/topic/1918-nwaf-military-base/page-2#entry31840 " if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) (typeOf vehicle _x) != ""ParachuteWest"" && (vehicle _x getVariable [""Sarge"",0] != 1) && (vehicle _x getVariable [""DZAI"",0] != 1) && (vehicle _x getVariable [""Mission"",0] != 1) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n testing code above right in a few minutes ,stay alert may the boxes will disappear if someone opens their gear ,they will be deleted by cleanup so far what i saw in 30mins or an hour ! Edited December 15, 2013 by Fuchs Link to comment Share on other sites More sharing options...
Dridge118 Posted December 15, 2013 Report Share Posted December 15, 2013 Atm just done a mission just above staroye heli crash or somthing nothing was there aprat from 3 AI. I love this add-on so far :) the crates are staying there after missions so far only have a few creates tho i.e ones with mk12 spr, then the sniper box (M24...), then the big medication one. Vehicles stay for the time being then disappear when players get in them. Also did the mission folder shrink in size ? i thought when i 1st downloaded it was 1.4mb now its 240kb That right? I might be going insane tbh lol :D Keep up the great work ! :) Link to comment Share on other sites More sharing options...
deadeye Posted December 15, 2013 Report Share Posted December 15, 2013 In Missions/Minor/SM10.sqf lne 29 at the end is: 0.01, ]; shouldn't it be 0.01 ]; Link to comment Share on other sites More sharing options...
Infinity Posted December 15, 2013 Report Share Posted December 15, 2013 I'm not sure but are the Missions compatible with 1.0.3.1? Looking at the guide it says 1.0.2.5 so could you please add all the fixes you made/will make into your installation guide? Link to comment Share on other sites More sharing options...
Highlander Posted December 15, 2013 Report Share Posted December 15, 2013 I'm trying to get the mission AI kills to count for the players again. the below "bodyclean.sqf" worked but once I updated to 1.0.3 and now updated to 1.0.3.1 the kill count code has stoped working. Anyone have this working again? The humanity update still works. _ai = _this select 0; _aikiller = _this select 1; _humanityBoost = 5; //Set this to whatever you want the humanity to increase by _humanity = _aikiller getVariable ["humanity",0]; _humanity = _humanity + _humanityBoost; _aikiller setVariable["humanity", _humanity,true]; _banditkills = _aikiller getVariable["banditKills",0]; _aikiller setVariable["banditKills",_banditkills+1,true]; sleep 600; deletevehicle _ai; Link to comment Share on other sites More sharing options...
mimic Posted December 15, 2013 Author Report Share Posted December 15, 2013 Guys we're working towards a fixed release for 1.0.3.*, be patient. We're trying to work out the bugs and get a better system going for you all, we don't want to release some thing that still has lots of problems. They changed a lot in Epoch between 1.0.2.5 and 1.0.3. Link to comment Share on other sites More sharing options...
Achmed Posted December 15, 2013 Report Share Posted December 15, 2013 Keep up the good work guys. No rush but is there any ETA? Link to comment Share on other sites More sharing options...
BushWookie Posted December 15, 2013 Report Share Posted December 15, 2013 I'm trying to get the mission AI kills to count for the players again. the below "bodyclean.sqf" worked but once I updated to 1.0.3 and now updated to 1.0.3.1 the kill count code has stoped working. Anyone have this working again? The humanity update still works. _ai = _this select 0; _aikiller = _this select 1; _humanityBoost = 5; //Set this to whatever you want the humanity to increase by _humanity = _aikiller getVariable ["humanity",0]; _humanity = _humanity + _humanityBoost; _aikiller setVariable["humanity", _humanity,true]; _banditkills = _aikiller getVariable["banditKills",0]; _aikiller setVariable["banditKills",_banditkills+1,true]; sleep 600; deletevehicle _ai; add [_this,"banditKills"] call local_eventKill; to your AI's killed event handler should look something like this (this is taken from my own AI so it will be differant) _aiunit addEventHandler ['killed',{_this spawn AI_BodyClean;_this call AI_Killed;[_this,"banditKills"] call local_eventKill;}]; Link to comment Share on other sites More sharing options...
mimic Posted December 15, 2013 Author Report Share Posted December 15, 2013 Keep up the good work guys. No rush but is there any ETA? ASAP Dridge118 1 Link to comment Share on other sites More sharing options...
Highlander Posted December 16, 2013 Report Share Posted December 16, 2013 add[_this,"banditKills"] call local_eventKill;to your AI's killed event handlershould look something like this (this is taken from my own AI so it will be differant)_aiunit addEventHandler ['killed',{_this spawn AI_BodyClean;_this call AI_Killed;[_this,"banditKills"] call local_eventKill;}]; Hmm I'm a bit lost now as to what you are referring to. "AI's Killed event handler"? I was just using the "bodyclean.sqf" from the missions folder. Link to comment Share on other sites More sharing options...
Dridge118 Posted December 16, 2013 Report Share Posted December 16, 2013 downloaded the latest edition of this and its different the folders with all the maps arnt in there at all do i need to put the cherno folder into the new Missions folder? Link to comment Share on other sites More sharing options...
Django Posted December 16, 2013 Report Share Posted December 16, 2013 Did you allready replace the Mission NPC with Sarge AI NPC in the actual release 0.2.1? Because i cant see anywhere in the add_unit_Server.sqf where the sarge AI should be called. As long as there is no permanent fix for the despawn of ammo boxes i just use the old Server_cleanup.fsm from 1.0.2.5 I like that you are working on this Mission System and add more Mission and adjust it to epoch, but i think there is to much loot in the Mission rewards. If you bring so much "Money" in the game then you need to adjust all the prices of vehicles. I think it would better if you can randomize the loot. so instead of giving them in the sniper box everytime all the snipers, have a randoom loot with only 2 different each time. Link to comment Share on other sites More sharing options...
Nekuan Posted December 16, 2013 Report Share Posted December 16, 2013 Did you allready replace the Mission NPC with Sarge AI NPC in the actual release 0.2.1? Because i cant see anywhere in the add_unit_Server.sqf where the sarge AI should be called. As long as there is no permanent fix for the despawn of ammo boxes i just use the old Server_cleanup.fsm from 1.0.2.5 I like that you are working on this Mission System and add more Mission and adjust it to epoch, but i think there is to much loot in the Mission rewards. If you bring so much "Money" in the game then you need to adjust all the prices of vehicles. I think it would better if you can randomize the loot. so instead of giving them in the sniper box everytime all the snipers, have a randoom loot with only 2 different each time. There are working fixes stated in the last 2 pages of this thread ;) Link to comment Share on other sites More sharing options...
mimic Posted December 16, 2013 Author Report Share Posted December 16, 2013 Ya guys. Give us a few more days. I finally accomplished a major hurdle for the upcoming release that actually uses SargeAI and has all the fixes for 1.0.3.x Won't be long now. Fuchs, Achmed, Dridge118 and 1 other 4 Link to comment Share on other sites More sharing options...
Gamers Crowd Posted December 19, 2013 Report Share Posted December 19, 2013 Yes! Still waiting.....and excited! Dridge118 1 Link to comment Share on other sites More sharing options...
Dridge118 Posted December 19, 2013 Report Share Posted December 19, 2013 Can't wait !!! :D Link to comment Share on other sites More sharing options...
Ventana Posted December 19, 2013 Report Share Posted December 19, 2013 The "old" system is still working on my 1.0.3.1 server but looking forward to a clean ver. Dridge118 1 Link to comment Share on other sites More sharing options...
Dridge118 Posted December 20, 2013 Report Share Posted December 20, 2013 Any news yet ? ;) Link to comment Share on other sites More sharing options...
mimic Posted December 20, 2013 Author Report Share Posted December 20, 2013 I'm not sure where Fuchs as gone again, I know he said he was going on holiday's, but he didn't tell me if that meant he'd be offline the whole time. Anyways, I'm making lots of progress on my "Hardcore Epoch Mission System (HEMS). Look for a release over the next couple of days. I'll make a new thread for it. Features: Epoch 1.0.3.x compatible No map markers Text hint and debug monitor show nearest city/town/landmark of the active mission Mission could be as far as 1000m from location given, you'll have to hunt for it AI patrol up to 300m from the mission center point Restructured AI using SargeAI (Requirement for HEMS to work, sorry no DZAI, or factions support) Customized SargeAI conifg and groups config file (Required for HEMS to work as intended) Loot from certain missions adjusted to be less abundant High value missions are extremely well defended and nearly impossible for an individual to complete on their own and more... A release is just around the corner. Definitely before Christmas. Link to comment Share on other sites More sharing options...
Fuchs Posted December 20, 2013 Report Share Posted December 20, 2013 im here man ! and yes im on holidays ! Link to comment Share on other sites More sharing options...
Radec59437 Posted December 20, 2013 Report Share Posted December 20, 2013 Shame that you won't support DZAI, it's so much better for Epoch in my opinion. Link to comment Share on other sites More sharing options...
mimic Posted December 20, 2013 Author Report Share Posted December 20, 2013 The problem is that DZAI doesn't offer the features and functionality that SargeAI does. I have had zero problems running SargeAI on my Epoch server for the last 6 months. I've removed a lot of things that aren't necessary, like the heli patrols, and vehicle patrols. I've also dumb down the dynamic spawning, and in the new HEMS I will have it turned off by default and opt for 8 static spawn groups that patrol 2.5KM area's of the map. During testing I've run into them several times unintentionally. Sometimes I get ambushed by them while attempting a mission, which usually results in my death. caboose1 1 Link to comment Share on other sites More sharing options...
Radec59437 Posted December 20, 2013 Report Share Posted December 20, 2013 SargeAI does offer much more customization, but I find it pretty worthless if that same amount of customization is about features which are virtually useless on a DayZ environment :PThe reason so many servers switched to DZAI is specifically because it doesn't clog up the map with predictable AI, but actually tries to "simulate" dayz player bandits by spawning them dynamically near loot locations.This is only my opinion though. Gamers Crowd 1 Link to comment Share on other sites More sharing options...
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