mimic Posted December 6, 2013 Author Report Share Posted December 6, 2013 We haven't tested the system on 1.0.3 yet. So for right now let's assume it doesn't work, and if it does, then great. I'll be upgrading my server to 1.0.3 today or tomorrow morning. Link to comment Share on other sites More sharing options...
Shep Posted December 6, 2013 Report Share Posted December 6, 2013 doesn't work in 1.0.3 Link to comment Share on other sites More sharing options...
mimic Posted December 6, 2013 Author Report Share Posted December 6, 2013 Good to know. We'll do some testing and get it fixed asap. Link to comment Share on other sites More sharing options...
somma Posted December 6, 2013 Report Share Posted December 6, 2013 After Updating i'm getting this rpt log error 16:28:18 Error in expression <loadout select 2;_aiammo2 = _ailoadout select 3;_aiunit addweapon _aiwep1;_ai> 16:28:18 Error position: <select 3;_aiunit addweapon _aiwep1;_ai> 16:28:18 Error Nullteiler 16:28:18 File z\addons\dayz_server\missions\add_unit_server.sqf, line 115 same 16:04:00 Error in expression <loadout select 2;_aiammo2 = _ailoadout select 3;_aiunit addweapon _aiwep1;_ai> 16:04:00 Error position: <select 3;_aiunit addweapon _aiwep1;_ai> 16:04:00 Error Nullteiler 16:04:00 File z\addons\dayz_server\missions\add_unit_server4.sqf, line 114 8:17:55 Error in expression <loadout select 2;_aiammo2 = _ailoadout select 3;_aiunit addweapon _aiwep1;_ai> 8:17:55 Error position: <select 3;_aiunit addweapon _aiwep1;_ai> 8:17:55 Error Nullteiler 8:17:55 File z\addons\dayz_server\missions\add_unit_server2.sqf, line 129 any ideas? Link to comment Share on other sites More sharing options...
Black_Sheep Posted December 6, 2013 Report Share Posted December 6, 2013 " if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n The new cleaning up a hacker is this so I haven't yet figured out how the Sarge and or Mission part fits in there. In the meantime I have changed the damage it does if it thinks you are a hacker to 0 Link to comment Share on other sites More sharing options...
Ghost Posted December 6, 2013 Report Share Posted December 6, 2013 " if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n The new cleaning up a hacker is this so I haven't yet figured out how the Sarge and or Mission part fits in there. In the meantime I have changed the damage it does if it thinks you are a hacker to 0 This works for me " if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor)&& (vehicle _x getVariable [""Sarge"",0] != 1) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n Also try this if you need both mission & sarge variables " if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor)&& (vehicle _x getVariable [""Sarge"",0] != 1) && (vehicle _x getVariable [""Mission"",0] != 1) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n Good luck Link to comment Share on other sites More sharing options...
mimic Posted December 6, 2013 Author Report Share Posted December 6, 2013 Yup, that looks about right. Link to comment Share on other sites More sharing options...
Defent Posted December 6, 2013 Report Share Posted December 6, 2013 Works perfectly with Epoch, thanks a bunch! Just had to modify some stuff and it runs smoothly! (Using DZAI) Only problem I'm having is that each mission spawns around 20+ AI's and I can't find how to disable it or lower it. Link to comment Share on other sites More sharing options...
Fuchs Posted December 7, 2013 Report Share Posted December 7, 2013 (edited) Sorry for the delay ,had a problem with my watercooling system (3 tubes kinked) ! I'm working on putting up the final Sarge AI edits and DayZ AI will be optional with a how to on the readme over git ! @ somma: Don't know what this bug is caused by at the moment,maybe sarge edits...but not really sure ! @Defenting: What did u changed ? Major Missions were fixed using Sarge Ai:thx to mentekel Minor's not yet ! WIP ! New cleanup.fsm for Epoch 1.0.3 added Edited December 7, 2013 by Fuchs Link to comment Share on other sites More sharing options...
Achmed Posted December 7, 2013 Report Share Posted December 7, 2013 with epoch 1.0.3 already having a missions folder and to keep things as clean as possiable im thinking of installing this into a folder called "ems" If i do this would i need to edit any files or just change the path when following the install steps? Link to comment Share on other sites More sharing options...
Defent Posted December 7, 2013 Report Share Posted December 7, 2013 Sorry for the delay ,had a problem with my watercooling system (3 tubes kinked) ! I'm working on putting up the final Sarge AI edits and DayZ AI will be optional with a how to on the readme over git ! @ somma: Don't know what this bug is caused by at the moment,maybe sarge edits...but not really sure ! @Defenting: What did u changed ? Major Missions were fixed using Sarge Ai:thx to mentekel Minor's not yet ! WIP ! New cleanup.fsm for Epoch 1.0.3 added I changed nothing, I just added DZAI and shit went haywire. Over a 100 AI's spawned with the construction mission last night. I must have fucked something up myself. Link to comment Share on other sites More sharing options...
mimic Posted December 7, 2013 Author Report Share Posted December 7, 2013 I'm working on the AI placement on the missions, so they're not all bunched up on the center of the mission like they are now. I have figured out the code, just have to test it with the new SargeAI changes to ensure it's working. Each mission will have a minimum and maximum distance that the AI can be from the center of the mission. Each squad that is spawned will be given a random distance between the min and max value specified. This will place the AI in random positions around the mission. Should make it a lot more challenging as the AI won't always be directly on the mission center point. One group could be 50m away, while another might be 150m away in the treeline. I have already tested this with the Arma2AI and it works great. Made the construction missions damn near impossible to do just by yourself. Link to comment Share on other sites More sharing options...
Ghost Posted December 7, 2013 Report Share Posted December 7, 2013 This works for me " if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor)&& (vehicle _x getVariable [""Sarge"",0] != 1) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n Also try this if you need both mission & sarge variables " if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor)&& (vehicle _x getVariable [""Sarge"",0] != 1) && (vehicle _x getVariable [""Mission"",0] != 1) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n Good luck After further testing I've found some issues with RPT Log Errors 11:46:05 Error in expression <)&& (vehicle _x getVariable ["Sarge",0] != 1) && (isPlayer _x) && !((typeOf veh> 11:46:05 Error position: 11:46:05 Error Generic error in expression 11:46:05 Error in expression <"0"; }; if (_object getVariable "Sarge" == 1) exitWith {}; if (!_parachuteWest a> 11:46:05 Error position: <== 1) exitWith {}; if (!_parachuteWest a> 11:46:05 Error Generic error in expression 11:46:05 File z\addons\dayz_server\compile\server_updateObject.sqf, line 28 11:46:05 Error in expression <"0"; }; if (_object getVariable "Sarge" == 1) exitWith {}; if (!_parachuteWest a> 11:46:05 Error position: <== 1) exitWith {}; if (!_parachuteWest a> 11:46:05 Error Generic error in expression 11:46:05 File z\addons\dayz_server\compile\server_updateObject.sqf, line 28 11:46:06 Error in expression <)&& (vehicle _x getVariable ["Sarge",0] != 1) && (isPlayer _x) && !((typeOf veh> 11:46:06 Error position: 11:46:06 Error Generic error in expression 11:46:06 Error in expression <)&& (vehicle _x getVariable ["Sarge",0] != 1) && (isPlayer _x) && !((typeOf veh> 11:46:06 Error position: 11:46:06 Error Generic error in expression 11:46:07 Error in expression <)&& (vehicle _x getVariable ["Sarge",0] != 1) && (isPlayer _x) && !((typeOf veh> 11:46:07 Error position: 11:46:07 Error Generic error in expression 11:46:07 Error in expression <)&& (vehicle _x getVariable ["Sarge",0] != 1) && (isPlayer _x) && !((typeOf veh> 11:46:07 Error position: server_updateObject.sqf 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 "Sarge" == 1) exitWith {}; if (!_parachuteWest and !(locked _object)) then { if (_objectID == "0" && _uid == "0") then { _object_position = getPosATL _object; _isNotOk = true; }; }; Link to comment Share on other sites More sharing options...
fullaholes Posted December 7, 2013 Report Share Posted December 7, 2013 Is this fixed now for Epoch 1.0.2.5, and what do I need to change, mission folder ? :huh: Link to comment Share on other sites More sharing options...
OtterNas3 Posted December 7, 2013 Report Share Posted December 7, 2013 !For the 1.0.3 update! For Sarge AI server_cleanup.fsm change: class group_cleanup { name = "group_cleanup"; init = /*%FSM<STATEINIT""">*/"//Check for hackers" \n " {" \n " if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n " diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n " (vehicle _x) setDamage 1;" \n " _x setDamage 1;" \n " };" \n " } forEach allUnits;"/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "true">*/ class true { priority = 0.000000; to="general_cleanup"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; to: class group_cleanup { name = "group_cleanup"; init = /*%FSM<STATEINIT""">*/"//Check for hackers" \n " {" \n " if(vehicle _x != _x && (vehicle _x getVariable [""Sarge"",0] != 1) && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n " diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n " (vehicle _x) setDamage 1;" \n " _x setDamage 1;" \n " };" \n " } forEach allUnits;"/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "true">*/ class true { priority = 0.000000; to="general_cleanup"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; server_updateObject.sqf change: _isbuildable = (typeOf _object) in dayz_allowedObjects; _isNotOk = false; to: _isbuildable = (typeOf _object) in dayz_allowedObjects; _isSargeDzai = (_object getVariable ["Sarge",0] == 1); _isNotOk = false; and change: if (_isNotOk and _isbuildable) exitWith { }; to: if (_isNotOk and (_isbuildable || _isSargeDzai) exitWith { }; For DZAI users change the Sarge in the changed code to DZAI Not tested yet, cause im still on doing all needed changes to get the full update working with all mods and stuff. Moo, Otter Link to comment Share on other sites More sharing options...
Torndeco Posted December 7, 2013 Report Share Posted December 7, 2013 @OtterNas3 Small Question why are u adding an exception so Server doesn't update objects with Sarge variable ? I would assume this will stop server updating Sarge Vehicle Positions if ever want to save them to database Also u need to alter one more thing in server cleanup https://github.com/Torndeco/Epoch-Missions/blob/master/dayz_server/system/server_cleanup.fsm#L215 To stop killing Server killing off SARGE groups Link to comment Share on other sites More sharing options...
Axe Cop Posted December 7, 2013 Report Share Posted December 7, 2013 @OtterNas3 Small Question why are u adding an exception so Server doesn't update objects with Sarge variable ? I would assume this will stop server updating Sarge Vehicle Positions if ever want to save them to database Also u need to alter one more thing in server cleanup https://github.com/Torndeco/Epoch-Missions/blob/master/dayz_server/system/server_cleanup.fsm#L215 To stop killing Server killing off SARGE groups his change should work as it would only exit the script if the vehicle has no valid ID (_isNotOk), so sarge vehicles spawned epoch style in the database would still be updated i think. Link to comment Share on other sites More sharing options...
Torndeco Posted December 7, 2013 Report Share Posted December 7, 2013 Ahh i see now... thx. Its basicly to stop the server deleting vehicles without a valid id. Link to comment Share on other sites More sharing options...
Axe Cop Posted December 7, 2013 Report Share Posted December 7, 2013 Ahh i see now... thx. Its basicly to stop the server deleting vehicles without a valid id. yeah most of this "anti hacker" stuff is so primitive every 9yr old hacker can spawn a vehicle and set the sarge variable and it wont be deleted lol.. that is some bad hacker protection (unless setvariable is blacklisted, but who does that?) :D Link to comment Share on other sites More sharing options...
OtterNas3 Posted December 8, 2013 Report Share Posted December 8, 2013 I made a small typo! if (_isNotOk and (_isbuildable || _isSargeDzai) exitWith { }; needs to be: if (_isNotOk and (_isbuildable || _isSargeDzai)) exitWith { }; missed that damn ) ... works good for me btw on my testserver. Moo, Otter Link to comment Share on other sites More sharing options...
gunnar Posted December 8, 2013 Report Share Posted December 8, 2013 Mission System stopped working for me since 1.0.3. No Mission starts and no markers shown up on the map. Ive installed this twice, no luck. Link to comment Share on other sites More sharing options...
avdieking Posted December 8, 2013 Report Share Posted December 8, 2013 will it work on panthera? Link to comment Share on other sites More sharing options...
mimic Posted December 8, 2013 Author Report Share Posted December 8, 2013 will it work on panthera? Yes, but you'll need to get coordinates for the Panthera map so the missions spawn in appropriate spots. The coordinates in EMS right now are only for Chernarus. Link to comment Share on other sites More sharing options...
Schultz Posted December 8, 2013 Report Share Posted December 8, 2013 Mission System stopped working for me since 1.0.3. No Mission starts and no markers shown up on the map. Ive installed this twice, no luck. Same here. Link to comment Share on other sites More sharing options...
cuddlingwaffle Posted December 8, 2013 Report Share Posted December 8, 2013 i have downloaded the EMS and installed it. Now how do i make bandit AI spawns?:) Link to comment Share on other sites More sharing options...
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