mimic Posted December 1, 2013 Author Report Share Posted December 1, 2013 As this is based on the original mission system, yes, but we do not have the file modifications in place. We'll look into supporting more AI systems in a coming release. Link to comment Share on other sites More sharing options...
mimic Posted December 1, 2013 Author Report Share Posted December 1, 2013 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 I was thinking of giving it some default coordinates on startup that are WAY off the visible map. Link to comment Share on other sites More sharing options...
Torndeco Posted December 1, 2013 Report Share Posted December 1, 2013 http://community.bistudio.com/wiki/isNil if !(isNil "MCoords") then { // Insert Marker Code }; Also if u want u can improve the random timer code with.. https://github.com/Torndeco/Epoch-Missions/commit/705a0518704aca06e0a7055d340a8ef69b9e7f16 Link to comment Share on other sites More sharing options...
ThaThing Posted December 1, 2013 Report Share Posted December 1, 2013 I have installed on my server and it works perfect, but as far as i can see there is only 1 mission at a time. Would it be possible to change that so there would be 2 missions at the same time ? And btw keep up the good work :D Link to comment Share on other sites More sharing options...
Fuchs Posted December 1, 2013 Report Share Posted December 1, 2013 Maybe we can do that ,but if u join the actual mission ,u have to complete the mission then the next one should pop up ! Link to comment Share on other sites More sharing options...
mimic Posted December 1, 2013 Author Report Share Posted December 1, 2013 I have installed on my server and it works perfect, but as far as i can see there is only 1 mission at a time. Would it be possible to change that so there would be 2 missions at the same time ? And btw keep up the good work :D By default, EMS will only spawn one of each type of mission. One major, and one minor. These missions will stay there until completed. Once completed the timer for the next mission starts. Major missions start every 41-54 minutes. Minor missions start every 15-25 minutes. These times can be adjusted in the "SMGoMajor.sqf" and "SMGoMinor.sqf" files in the Missions folder. _wait = [2500,800] call fnc_hTime; The two numbers are: fixed time in seconds, variable time in seconds. Meaning the minimum amount of time needed to pass before this mission will start is 2500 seconds, with up to an additional 800 seconds. The script uses the 2nd number and picks a random number between 0 and it. So in this case, the script would pick a random number between 0 and 800, then add that on to the 2500 to get the mission start timer. When a mission spawns you can tell whether it's a Major mission or Minor mission by the size of it's map marker. Minor missions have smaller markers than Major missions. Link to comment Share on other sites More sharing options...
Bags2247 Posted December 1, 2013 Report Share Posted December 1, 2013 Hey Mimic and Fuchs, is there a way for the missions to turn themselves off after a certain amount of time... Some variable that I have to change or add #SM13 minor- the axe murderer, just lays on the ground and doesn't swing his axe... not sure why mate And #SM8 minor- any suggestions/info on those waypoints/spawnpoints for the beachhead mission I mean... nvm, I'll have another look after I get my kids to school Bags Link to comment Share on other sites More sharing options...
Fuchs Posted December 1, 2013 Report Share Posted December 1, 2013 On SM8 i've changed the coords for the beachhead mission today ,this should be already working ,if not tell us please! SM13 is the same as on szerdis mission system,hm..the question is where is the error !? Turning Missions off after a while if nobody joins them ,that's a thing we want to integrate too! Link to comment Share on other sites More sharing options...
Bags2247 Posted December 1, 2013 Report Share Posted December 1, 2013 Can't tell you about the error, because it's got me screwed over as well, thought I had done something wrong with my config to begin with, Cool about the removing of mission if no-one does it... whenever you have it mate,,, I'll see if I can come up with something. And I'll go back into test mode for that new co-ords thing there ,mate Bags BTW guys, nice work, appreciated, at least by me and my playerbase Fuchs 1 Link to comment Share on other sites More sharing options...
Fuchs Posted December 1, 2013 Report Share Posted December 1, 2013 Fixed the C130 Mission : Mission cannot been completed, made a bigger trigger area fixed it ,as far our players told me. Link to comment Share on other sites More sharing options...
Bags2247 Posted December 1, 2013 Report Share Posted December 1, 2013 (edited) which SM is that mate, soz I have 2 here in the majors I'm looking at.. SM2 and SM8 in the majors HEHEHE Bags nvm I thinnk I found which one you meant, SM2 Edited December 1, 2013 by Bags2247 Link to comment Share on other sites More sharing options...
Achmed Posted December 1, 2013 Report Share Posted December 1, 2013 apologies if this has already been asked, i have not read the whole thread in full, just skimmed over it. On my server i am currently running the chernarus missions. They run fine apart from anyone who joins the server after the mission is shown on the map can not see where the mission is located. has this been addressed? StormW4tch3r 1 Link to comment Share on other sites More sharing options...
StormW4tch3r Posted December 1, 2013 Report Share Posted December 1, 2013 I agree with mathewjknott on that one, would be good if someone joins and they can see the missions too. Link to comment Share on other sites More sharing options...
mimic Posted December 2, 2013 Author Report Share Posted December 2, 2013 This has been fixed already. If the installation instructions are followed, mission markers will show for everyone, regardless of when they connected, or if they died. Link to comment Share on other sites More sharing options...
Swordfish Posted December 2, 2013 Report Share Posted December 2, 2013 I get alot of this in my RPT log: 0:50:58 "AIUNIT: Ins_Soldier_1 by <NULL-object> at [4764.38,9803.27,0]. Result:O 1-1-A:1 | Loadout:["Sa58P_EP1","30Rnd_762x39_SA58","MakarovSD_DZ","8Rnd_9x18_Makarov"] / Num:2" 0:50:58 Warning Message: No entry 'bin\config.bin/CfgWeapons.MakarovSD_DZ'. 0:50:58 Warning Message: No entry '.scope'. 0:50:58 Warning Message: '/' is not a value 0:50:58 Warning Message: Error: creating weapon MakarovSD_DZ with scope=private 0:50:58 Warning Message: No entry '.displayName'. 0:50:58 Warning Message: '/' is not a value 0:50:58 Warning Message: No entry '.nameSound'. 0:50:58 Warning Message: '/' is not a value 0:50:58 Warning Message: No entry '.type'. 0:50:58 Warning Message: '/' is not a value 0:50:58 Warning Message: No entry '.picture'. 0:50:58 Warning Message: '/' is not a value 0:50:58 Warning Message: No entry '.Library'. 0:50:58 Warning Message: No entry '.libTextDesc'. 0:50:58 Warning Message: '/' is not a value 0:50:58 Warning Message: No entry '.model'. 0:50:58 Warning Message: '/' is not a value 0:50:58 Warning Message: No entry '.simulation'. 0:50:58 Warning Message: '/' is not a value 0:50:58 Warning Message: No entry '.fireLightDuration'. 0:50:58 Warning Message: '/' is not a value 0:50:58 Warning Message: No entry '.fireLightIntensity'. 0:50:58 Warning Message: '/' is not a value 0:50:58 Warning Message: No entry '.weaponLockDelay'. 0:50:58 Warning Message: '/' is not a value 0:50:58 Warning Message: No entry '.weaponLockSystem'. 0:50:58 Warning Message: '/' is not a value 0:50:58 Warning Message: No entry '.cmImmunity'. 0:50:58 Warning Message: '/' is not a value 0:50:58 Warning Message: No entry '.lockingTargetSound'. 0:50:58 Warning Message: Size: '/' not an array 0:50:58 Warning Message: No entry '.lockedTargetSound'. 0:50:58 Warning Message: Size: '/' not an array 0:50:58 Warning Message: No entry '.muzzles'. 0:50:58 Warning Message: Size: '/' not an array 0:50:58 No owner 0:50:58 No owner Any idea? One clue is this: No entry 'bin\config.bin/CfgWeapons.MakarovSD_DZ'. The / and \ Link to comment Share on other sites More sharing options...
Richie Posted December 2, 2013 Report Share Posted December 2, 2013 I'll give this a try but where are the required files for Sarges AI ? It shows the requirements are SargeAI 1.5.2+ but on his Github i only see 1.5.0 Link to comment Share on other sites More sharing options...
mimic Posted December 2, 2013 Author Report Share Posted December 2, 2013 Some of the AI units are supposed to spawn with Makarov SD pistols. I'll modify their load-out and remove the Makarov SD. Link to comment Share on other sites More sharing options...
Axe Cop Posted December 2, 2013 Report Share Posted December 2, 2013 Also if u want u can improve the random timer code with.. https://github.com/Torndeco/Epoch-Missions/commit/705a0518704aca06e0a7055d340a8ef69b9e7f16 just WTF was that original code?! rofl like the dynamic vehicle spawn code in the epoch mod, I just fixed that and it will be included in the 1.0.3 patch i hope (you don't wanna know how it spawned the vehicles before my fix :p) Most of the code in dayz is a mess anyway :D Link to comment Share on other sites More sharing options...
Swordfish Posted December 2, 2013 Report Share Posted December 2, 2013 (edited) Same with this: Warning Message: Error: creating weapon RPK_74_DZ with scope=private Warning Message: Error: creating weapon MG36_DZ with scope=private Warning Message: Error: creating weapon VSS_vintorez_DZ with scope=private Warning Message: Error: creating magazine SCAR_H_LNG_Sniper with scope=private Thats all i can find in my RPT log for now Edit: I also have problem with SM11 that the vehicle disappear when you enter and then exit the vehicle. Edited December 2, 2013 by Swordfish Link to comment Share on other sites More sharing options...
Richie Posted December 2, 2013 Report Share Posted December 2, 2013 I've got it working with Taviana but it spawns some missions in the sea, the BIS_fnc_findSafePos all looks correct for not spawning in the sea, I'm guessing it must be the random coordinates that are designed for Chernarus ? Would you like me to get some coordinates for Taviana or are you not planning to support Taviana yet ? Link to comment Share on other sites More sharing options...
mimic Posted December 2, 2013 Author Report Share Posted December 2, 2013 Same with this: Warning Message: Error: creating weapon RPK_74_DZ with scope=private Warning Message: Error: creating weapon MG36_DZ with scope=private Warning Message: Error: creating weapon VSS_vintorez_DZ with scope=private Warning Message: Error: creating magazine SCAR_H_LNG_Sniper with scope=private Thats all i can find in my RPT log for now Edit: I also have problem with SM11 that the vehicle disappear when you enter and then exit the vehicle. Thanks for the RPT log. I'll get that error cleared up. AI shouldn't be spawning with pistols anyways. It glitches them out if they switch to it. I'll remove pistols from the AI for the next release. Are you sure you used the exact lines I posted in the install instructions for the "server_cleanup.sqf"? Vehicles stay on my server until restart. Link to comment Share on other sites More sharing options...
mimic Posted December 2, 2013 Author Report Share Posted December 2, 2013 I'll give this a try but where are the required files for Sarges AI ? It shows the requirements are SargeAI 1.5.2+ but on his Github i only see 1.5.0 SargeAI 1.5 on his github is actually 1.5.2. He just hasn't adjusted the naming. Link to comment Share on other sites More sharing options...
ThaThing Posted December 2, 2013 Report Share Posted December 2, 2013 By default, EMS will only spawn one of each type of mission. One major, and one minor. These missions will stay there until completed. Once completed the timer for the next mission starts. Major missions start every 41-54 minutes. Minor missions start every 15-25 minutes. These times can be adjusted in the "SMGoMajor.sqf" and "SMGoMinor.sqf" files in the Missions folder. _wait = [2500,800] call fnc_hTime; The two numbers are: fixed time in seconds, variable time in seconds. Meaning the minimum amount of time needed to pass before this mission will start is 2500 seconds, with up to an additional 800 seconds. The script uses the 2nd number and picks a random number between 0 and it. So in this case, the script would pick a random number between 0 and 800, then add that on to the 2500 to get the mission start timer. When a mission spawns you can tell whether it's a Major mission or Minor mission by the size of it's map marker. Minor missions have smaller markers than Major missions. If i understand you correct, there should then be 2 missions running at the same time one major and one minor. But for some reason only the minor one seem to be running on my server, not sure why really, followed the instructions and the minor ones runs as they should. I did how ever found something a little strange to me, was looking at the SMFinder.sqf in both the major and minor folder. And found a diffrence in those at the bottom. In the minor one the last line looked like this: [] execVM format ["\z\addons\dayz_server\missions\minor\%1.sqf",_element]; But the major one looked like this in the end: //[] execVM format ["\z\addons\dayz_server\missions\major\%1.sqf",_element]; [] execVM format ["\z\addons\dayz_server\missions\major\13.sqf",_element]; Could that be the reason for it not working ? Link to comment Share on other sites More sharing options...
mimic Posted December 2, 2013 Author Report Share Posted December 2, 2013 Please download the release from our github again and just over write the Mission folder in your dayz_server.pbo. That was some testing code tat I forgot to set back to its original setting. It's been fixed. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted December 2, 2013 Report Share Posted December 2, 2013 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 ! Could you post instructions on what needs to be changed to use this with DZAI? Also, if you do that, perhaps it could be added to the main instructions on the first page for those of us that prefer DZAI? Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now