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[EMS] Epoch Mission System - Release 0.2.1


mimic

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Whether you have SargeAI, DayZAI, or just use the factions.sqf method, this script should would with any AI system. "Out of the box" it's going to be configured to work with SargeAI 1.5.2+. If you want to make it work with a different AI method it should be the same as the original scripts from Lazyink and TheSzerdi.

 

@Richie, If you're having problems with SargeAI spawning invisible AI, or stealing vehicles, your SargeAI is not configured properly. I have been running SargeAI on several servers that are populated every day, and no one complains about invisible AI or their vehicles being stolen (there's an option is sar_config.sqf to turn this off). The plan is to release a version this weekend that includes a "suggested" SargeAI config that players can decide to use or not. It's a config I have been tweaking for months, little here, little there, just to make the AI challenging, but not too hard. A lot of the extra SargeAI options have been disabled to reduce server fps lag. My server never goes below 50fps.

 

The idea is to make this script as universal as possible, being able to support different AI systems is something that we can tackle in a future release. This initial release is just to address some bugs, and customize the missions for Epoch a bit. But do keep in mind, it's just a minor release in the grand scheme of things we have planned.

 

@Axe Cop, I love the idea of your debug monitor showing the mission information. Are you able to display different graphics for different missions? I also like the idea of not knowing where a mission is exactly. That would be a challenge as each mission has around 10 possible coordinates it could spawn at, so they're not always in the same place all the time. So getting the script to pick random coordinates from a list, then having physical location information for those coordinates might be difficult. I'll do some testing and see if I can make it work. It would definitely make the missions more challenging, not knowing exactly where they are.

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@Axe Cop, I love the idea of your debug monitor showing the mission information. Are you able to display different graphics for different missions? I also like the idea of not knowing where a mission is exactly. That would be a challenge as each mission has around 10 possible coordinates it could spawn at, so they're not always in the same place all the time. So getting the script to pick random coordinates from a list, then having physical location information for those coordinates might be difficult. I'll do some testing and see if I can make it work. It would definitely make the missions more challenging, not knowing exactly where they are.

Yeah you can just include the images in the mission.pbo, they are default texture files in paa format (jpg might also work but then you have no transparency).

You can add graphics in the debug monitor or any other "structured text" like this:

<img align='Center' size='4.75' image='image.paa'/>

pretty easy, take a look at the wiki http://community.bistudio.com/wiki/Structured_Text#Image  :)

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    _nearestCity = nearestLocations [_marker_pos, ["NameCityCapital","NameCity","NameVillage","NameLocal"],1000];
    
    if (count _nearestCity > 0) then {
        if (((text(_nearestCity select 0)) == "Center") && (count _nearestCity > 1)) then {
            _text = "Bandits Have Been Spotted, Near " + (text (_nearestCity select 1));
        } else {
            _text = "Bandits Have Been Spotted, Near " + (text (_nearestCity select 0));
        };
    } else {
        _text = "Bandits Have Been Spotted, in the Wilderness";

Same code as player fsm to show player location in bottom right corner....

First draft of some new code i adding to my mission system..

Possible to improve on this dependin on how u spawn mission location + using distance calculations...

 

edit:- fixed typo

Edited by Torndeco
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    _nearestCity = nearestLocations [_marker_pos, ["NameCityCapital","NameCity","NameVillage","NameLocal"],1000];
    
    if (count _nearestCity > 0) then {
        if (((_nearestCity select 0) == "Center") && (count _nearestCity > 1)) then {
            _text = "Bandits Have Been Spotted, Near " + (text (_nearestCity select 1));
        } else {
            _text = "Bandits Have Been Spotted, Near " + (text (_nearestCity select 0));
        };
    } else {
        _text = "Bandits Have Been Spotted, in the Wilderness";

Same code as player fsm to show player location in bottom right corner....

First draft of some new code i adding to my mission system..

Possible to improve on this dependin on how u spawn mission location + using distance calculations...

 

Thanks!

 

We'll look into implementing something like this for the next release.

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Hey everyone,

 

0.2.1 has been released. Please see the first three posts in this thread for information, download link, install instructions, and more.

 

If you have any problems getting this installed, please let me know. Also if you discover any bugs please let me know.

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mimic :edit instructions or the full 26 missions won't show up

//----------InitMissions--------//
MissionGo = 0;
MissionGoMinor = 0;
if (isServer) then { 
  SMarray = ["SM1","SM2","SM3","SM4","SM5","SM6"];
  [] execVM "\z\addons\dayz_server\missions\major\SMfinder.sqf"; //Starts major mission system
  SMarray2 = ["SM1","SM2","SM3","SM4","SM5","SM6"];
  [] execVM "\z\addons\dayz_server\missions\minor\SMfinder.sqf"; //Starts minor mission system
};
//---------EndInitMissions------//

to

//----------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------//
Edited by Fuchs
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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 :)

How AxeCop How!? 

 

I had to change my mission system to spawn CutText in the middle of the screen :(

 

How do i make it so the debug expands and doesn't spawn in a whole new debug with mission information in it? 

 

I know we must be a pain asking for your custom edits. :)

 

By the way...great server name ;)

 

Whats this release different from the last one guys? Different missions? Tempted to try it out. 

 

Anyone had a go already? 

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sm8 on minor mission fixed coords and added a bit more loot !

 

 

Attention : Have to edit the loot in the fillboxes1 again,lets make this together mimic ! BTW have to send the hillbilly soundfile to you so u can upload it on it !

Posted 2 issues over git!

 

fillBoxes1 : hope i fixed it ,have to go on work for now .

 

Cya later guys !

Edited by Fuchs
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So far i use DZAI with this and it's working fine!

 

But i need to re-edit the markers on my server ,cause we have the AI markers enabled,they turn orange when survivor goes into the ai triggered area .

 

btw may mate at work wont go in so i stay at home too !

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Some errors on rpt:

 

12:33:08 Error in expression <s\debug\addmarkers.sqf"


_MainMarker = createMarker ["MainMarker", Ccoords];
_M>
12:33:08   Error position: <createMarker ["MainMarker", Ccoords];
_M>
12:33:08   Error 0 elements provided, 3 expected
12:33:08 File mpmissions\__cur_mp.chernarus\debug\addmarkers.sqf, line 3
12:33:09 Error in expression <bug\addmarkers75.sqf"


_MainMarker75 = createMarker["MainMarker75", MCoords];
_>
12:33:09   Error position: <createMarker["MainMarker75", MCoords];
_>
12:33:09   Error 0 elements provided, 3 expected
12:33:09 File mpmissions\__cur_mp.chernarus\debug\addmarkers75.sqf, line 3
12:33:14 Cannot create non-ai vehicle Sign_DangerMines_ACR,
12:33:14 Cannot create non-ai vehicle Sign_DangerMines_ACR,

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How AxeCop How!? 

 

I had to change my mission system to spawn CutText in the middle of the screen :(

 

How do i make it so the debug expands and doesn't spawn in a whole new debug with mission information in it? 

 

I know we must be a pain asking for your custom edits. :)

 

By the way...great server name ;)

 

Whats this release different from the last one guys? Different missions? Tempted to try it out. 

 

Anyone had a go already? 

I just open the player monitor like it would when you press insert or "H", that is all:

execVM "fixes\playerstats.sqf";

I put a copy of my changed playerstats.sqf in the "fixes" folder obviously.

 

And why do you use my server name? :D It's funny when I set up the server we were the onyl one with that name, now there are like 5+ wtf is this :P

 

@Blackcircle those errors are in there forever, don't know why they haven't fixed it already maybe nobody checks the error file as long as it works haha

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Some errors on rpt:

 

12:33:08 Error in expression <s\debug\addmarkers.sqf"

_MainMarker = createMarker ["MainMarker", Ccoords];

_M>

12:33:08   Error position: <createMarker ["MainMarker", Ccoords];

_M>

12:33:08   Error 0 elements provided, 3 expected

12:33:08 File mpmissions\__cur_mp.chernarus\debug\addmarkers.sqf, line 3

12:33:09 Error in expression <bug\addmarkers75.sqf"

_MainMarker75 = createMarker["MainMarker75", MCoords];

_>

12:33:09   Error position: <createMarker["MainMarker75", MCoords];

_>

12:33:09   Error 0 elements provided, 3 expected

12:33:09 File mpmissions\__cur_mp.chernarus\debug\addmarkers75.sqf, line 3

12:33:14 Cannot create non-ai vehicle Sign_DangerMines_ACR,

12:33:14 Cannot create non-ai vehicle Sign_DangerMines_ACR,

This is because the script is run during server start up, but no missions have spawned, so there are no coordinates for the script, so it spits out this error one time in the RPT. If you see this "error" the script is working. There's nothing actually wrong.

 

Thanks for the feed back though.

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The addmarkers error i'm sure are because the script runs at startup but there are no markers to display, once the mission runs it works and they go away :)

No idea where i read that but it made sense, ignore them it's fine.

I think that was me who told you that in your RPT error topic? also a fix for that.. :P

 

@mimic maybe you should still fix that error, some people think it really is an error and the script might not work properly.. :D

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