FBI Posted August 4, 2014 Report Share Posted August 4, 2014 Why do I loaded the server does not have the job Link to comment Share on other sites More sharing options...
Mig Posted August 4, 2014 Report Share Posted August 4, 2014 there any error in the rpt. I do not understand why he spawn on earth, he faudrai that he appear in the lab, I even check the coordinates there is no problem. :( Link to comment Share on other sites More sharing options...
ekroemer Posted August 4, 2014 Report Share Posted August 4, 2014 It's the same with crates and AI may spawn on a building roof even if given a z coordinate of 0. Google results for something like "ARMA2 place AI in buildings" suggest that in Arma2 you can only place AI in certain positions of certain buildings and that those positions are given by index per building type and not by coordinate. I didn't find anything DayZ related, it may well be that the added/modified buildings don't meet the necessary prerequisites. Link to comment Share on other sites More sharing options...
Mig Posted August 4, 2014 Report Share Posted August 4, 2014 it must be possible one way or another because of Origins there are bots in the lab. Link to comment Share on other sites More sharing options...
ekroemer Posted August 4, 2014 Report Share Posted August 4, 2014 Certainly, but the procedure seems to be complicated. Again looking at my google results it seems that Arma2 getpos for building slots only returns a standard position and that the actual positioning is done with standard coordinates. Nevertheless I myself did not manage to position DZMS boxes or bots at well defined positions with height over ground > 0. Mostly the z coordinate seems to be ignored, but sometimes boxes placed at ground level float 1m in the air... ;-) If you are more successful I'd be interested! Link to comment Share on other sites More sharing options...
jackal40 Posted August 4, 2014 Report Share Posted August 4, 2014 Started seeing this error in the past couple of days. No changes to anything on the server recently and I can' figure out what is happening. I checked and the wreck is spawning but there are no loot piles. Other AI missions are spawning properly with no errors reported. 10:55:21 "WAI: Starting Mission crash_spawner" 10:55:21 "WAI: Mission Crash_Spawner Started At [5386.83,7482.5]" 10:55:21 UH1Wreck_DZ: MainTurret - unknown animation source MainTurret 10:55:21 UH1Wreck_DZ: MainGun - unknown animation source mainGun 10:55:21 UH1Wreck_DZ: Gatling - unknown animation source Gatling 10:55:22 "_iClass isNil, exiting loot spawn!" 10:55:22 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 10:55:22 Error position: <select _index; [_itemType select 0, _ite> 10:55:22 Error Zero divisor 10:55:22 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73 Thanks! Link to comment Share on other sites More sharing options...
Externized Posted August 4, 2014 Report Share Posted August 4, 2014 I have a few questions, - How do you make it that more missions spawn at the same moment? - Why aint any more mission popping up after 2 hours uptime? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 4, 2014 Report Share Posted August 4, 2014 I have a few questions, - How do you make it that more missions spawn at the same moment? - Why aint any more mission popping up after 2 hours uptime? To have more than one mission spawn at a time you need to run multiple separate mission timers. Take a look at the code for DZMS for an excellent example of how you can do this. to give you an idea of how far you can take this, we run four separate groups of missions from very easy to very hard. Each difficulty of mission has around 6 different scenarios making for a good bit of variety. I believe WAI has an option to kill the mission that spawned after a certain time then respawn another at another spot. This is a nice feature if a mission lands in a spot no one can access, which is a common problem on NAPF. Link to comment Share on other sites More sharing options...
Externized Posted August 4, 2014 Report Share Posted August 4, 2014 To have more than one mission spawn at a time you need to run multiple separate mission timers. Take a look at the code for DZMS for an excellent example of how you can do this. to give you an idea of how far you can take this, we run four separate groups of missions from very easy to very hard. Each difficulty of mission has around 6 different scenarios making for a good bit of variety. I believe WAI has an option to kill the mission that spawned after a certain time then respawn another at another spot. This is a nice feature if a mission lands in a spot no one can access, which is a common problem on NAPF. I have my timers set like, // Time between missions (seconds) wai_mission_timer = 350; // How long before a mission times out (seconds) wai_mission_timeout = 1800; And i have to wait 30 minutes after a mission is cleared, and after 2 hours uptime no more missions pop up.. :( Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 4, 2014 Report Share Posted August 4, 2014 hello I want to spawn bots in the lab on my server epoch origins, but the bots spawn on the surface, how to make them appear in the lab? thank you Have you tried entering the actual height for the floor in the labs? If you are able to run an Admin monitor such as the one that comes with many of the Dual Debug monitors or Infistar then you can get the coordinates and height information there. Otherwise, enter the labs and then log out (if your server lets you) then check your player position in the database. I suspect that when the height is 0 the game may default to spawn objects/AI at whatever the ground level is for that spot on the map. Link to comment Share on other sites More sharing options...
Externized Posted August 4, 2014 Report Share Posted August 4, 2014 Have you tried entering the actual height for the floor in the labs? If you are able to run an Admin monitor such as the one that comes with many of the Dual Debug monitors or Infistar then you can get the coordinates and height information there. Otherwise, enter the labs and then log out (if your server lets you) then check your player position in the database. I suspect that when the height is 0 the game may default to spawn objects/AI at whatever the ground level is for that spot on the map. Labs? Ground levels? uhm? :blink: Link to comment Share on other sites More sharing options...
BigDaddy Posted August 4, 2014 Report Share Posted August 4, 2014 Started seeing this error in the past couple of days. No changes to anything on the server recently and I can' figure out what is happening. I checked and the wreck is spawning but there are no loot piles. Other AI missions are spawning properly with no errors reported. 10:55:21 "WAI: Starting Mission crash_spawner" 10:55:21 "WAI: Mission Crash_Spawner Started At [5386.83,7482.5]" 10:55:21 UH1Wreck_DZ: MainTurret - unknown animation source MainTurret 10:55:21 UH1Wreck_DZ: MainGun - unknown animation source mainGun 10:55:21 UH1Wreck_DZ: Gatling - unknown animation source Gatling 10:55:22 "_iClass isNil, exiting loot spawn!" 10:55:22 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 10:55:22 Error position: <select _index; [_itemType select 0, _ite> 10:55:22 Error Zero divisor 10:55:22 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73 Thanks! you need a new crash_spawner.sqf who is combatible with the new loottable. I'll give you my version download Link to comment Share on other sites More sharing options...
jackal40 Posted August 4, 2014 Report Share Posted August 4, 2014 you need a new crash_spawner.sqf who is combatible with the new loottable. I'll give you my version download Great, thanks! I'll be loading this up ASAP. Is it necessary to make any other changes? Link to comment Share on other sites More sharing options...
ertatu Posted August 5, 2014 Report Share Posted August 5, 2014 Hello people is possible a static loot box for each mission? Link to comment Share on other sites More sharing options...
OSMOX Posted August 5, 2014 Report Share Posted August 5, 2014 What files all do i need to edit if i want to make a new unit resistance = friendly to west and agg to eastern for land veh patrol, air patrol and ai spawn land ...This way i can have mission ai Eastern and attack everyone.. Link to comment Share on other sites More sharing options...
OSMOX Posted August 5, 2014 Report Share Posted August 5, 2014 how do you make 2-4 mission show up on the map instead of 1? Link to comment Share on other sites More sharing options...
Mig Posted August 5, 2014 Report Share Posted August 5, 2014 Avez-vous essayé d'entrer la hauteur réelle de la chaussée dans les laboratoires? Si vous êtes en mesure d'exécuter un moniteur d'administration tel que celui qui vient avec la plupart des moniteurs double débogage ou Infistar alors vous pouvez obtenir les coordonnées et informations de hauteur là-bas. Sinon, entrez les laboratoires et puis déconnectez-vous (si votre serveur vous permet) puis vérifiez votre position de joueur dans la base de données. Je suppose que lorsque la hauteur est 0, le jeu peut par défaut pour frayer objets / AI à quel que soit le niveau du sol est à cet endroit sur la carte. Je prends les coordonnées sur le moniteur de débogage Infistar, voici quelques coordonnées par exemple. 14804.632, 9942.6318, 0.43865234 14818.136, 9939.833, 4.095118 Link to comment Share on other sites More sharing options...
ekroemer Posted August 5, 2014 Report Share Posted August 5, 2014 I suspect that when the height is 0 the game may default to spawn objects/AI at whatever the ground level is for that spot on the map. The 3rd coordinate is height over ground, meaning that z=0 will always (barring some oddities) place the item at ground level, that is: level of bare earth regardless of any buildings placed there. The problem is that objects placed on an upper floor (or on the ground floor if its height differs from 0) will occur at z=0, ingame. I don't know why that is the case. Maybe during placement the z coordinate is ignored or the object falls 'through the floor', even though the map buildings are spawned before the object is. Even stranger: when you place a DZMS crate in a church or near sheds you sometimes find the guarding AIs on top of the sheds (that is at z coordinates greater (!) than the box) or dead, apparently from spawning on the church's roof and falling down, but never in the church. So there seems to be a more complicated postprocessing to change an object's placement to heights other than defined in it's position argument. Link to comment Share on other sites More sharing options...
jgalla5400 Posted August 5, 2014 Report Share Posted August 5, 2014 how do you make 2-4 mission show up on the map instead of 1?You cantYou need to run multiple mission systems , I run WAI & DZMS to get multiple running , works fine Link to comment Share on other sites More sharing options...
DaBi Posted August 6, 2014 Report Share Posted August 6, 2014 Is there anyway to enable friendly fire between the ai so they stop killing each other through crossfire? Link to comment Share on other sites More sharing options...
Mr White Posted August 7, 2014 Report Share Posted August 7, 2014 you need a new crash_spawner.sqf who is combatible with the new loottable. I'll give you my version download aww man, I spent two evenings burning my brain on this... ended up changing one line: _itemTypes = [] + getArray (_config >> "lootType"); the one thing I didn't figure out how to change was the spread of the loot. Right now, everything is clustered around the tail of the chopper. no more nice spread. I noticed the mass graves are like this too... pretty much everything that uses the crash_spawner template. Link to comment Share on other sites More sharing options...
f3cuk Posted August 7, 2014 Report Share Posted August 7, 2014 It is supposed to work like that. If you want all loot to spawn on top of eachother just move_maxLootRadius = (random _maxLootRadius) + _minLootRadius; _lootPos = [_pos, _maxLootRadius, random 360] call BIS_fnc_relPos;outside (to top) the for loop.So you get something like: _maxLootRadius = (random _maxLootRadius) + _minLootRadius; _lootPos = [_pos, _maxLootRadius, random 360] call BIS_fnc_relPos; for "_x" from 1 to _num do { _index1 = floor(random _cntWeights); _index2 = _weights select _index1; _itemType = _itemTypes select _index2; [_itemType select 0, _itemType select 1, _lootPos, 5] call spawn_loot; }; Link to comment Share on other sites More sharing options...
Mr White Posted August 7, 2014 Report Share Posted August 7, 2014 _maxLootRadius = (random _maxLootRadius) + _minLootRadius; _lootPos = [_pos, _maxLootRadius, random 360] call BIS_fnc_relPos; for "_x" from 1 to _num do { _index1 = floor(random _cntWeights); _index2 = _weights select _index1; _itemType = _itemTypes select _index2; [_itemType select 0, _itemType select 1, _lootPos, 5] call spawn_loot; }; yeah, that's pretty much what I had. Before going to 1.0.5.1 I remember a nice spread, where you could pick and choose what you want among the debris. Now I have to loot everything, and dump what I don't want on the side. Link to comment Share on other sites More sharing options...
Crazmanian Posted August 11, 2014 Report Share Posted August 11, 2014 Im having a problem with on screen messages missons work fine but theres no messages poping for misson start and misson finish anyone have any ideas. Not sure if its related but also death messages arent appearing in the center of the screen either. Link to comment Share on other sites More sharing options...
Civyar Posted August 11, 2014 Report Share Posted August 11, 2014 I had installed this, checked to see missions were spawning, and they were.. Restarted server and now it isn't working! No missions.. 16:27:41 "WAI: AI Config File Loaded" 16:27:41 "WAI: AI Monitor Started" 16:27:41 "WAI: Mission Config File Loaded" 16:27:41 "WAI: Starting AI Missions Moniter" Is all I see that relates to WAI in the .RPT. Any ideas please? Link to comment Share on other sites More sharing options...
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