Bondue Posted December 14, 2013 Report Share Posted December 14, 2013 How can you set when the first mission is actually started? I would like to start my first mission about 20 minutes after restart with a 40 minute clean up which i have it set like this // Time between missions (seconds) wai_mission_timer = 1200; // How long before a mission times out (seconds) wai_mission_timeout = 2400; But the first mission starts around 47 minutes uptime. Link to comment Share on other sites More sharing options...
Picking Posted December 14, 2013 Report Share Posted December 14, 2013 i have mine set at 720 and spawns in about 16min after restart Link to comment Share on other sites More sharing options...
Picking Posted December 14, 2013 Report Share Posted December 14, 2013 Seriousjoker both of your files looks right to me but someone with more experience might see something i dont...... Link to comment Share on other sites More sharing options...
lorneagle Posted December 14, 2013 Report Share Posted December 14, 2013 This looks very promising. we just added this as a replacement for sarge Ai to 1.0.3.1 Now I have a question regarding the ammo boxes. The loot arrays are defined in missionCfg.sqf and the random logic for ammo box population are in ammobox.sqf. I want to add an additional array with building material. how do I make that available in ammobox.sqf? I dont get the function calls/method invocation in SQF. how do the parameter get passed into the ammobox.sqf? if someone could give me a short skeleton example on how to define an additional loot array and pass it to ammobox.sqf i'd be so happy :) thx guys Link to comment Share on other sites More sharing options...
Schultz Posted December 14, 2013 Report Share Posted December 14, 2013 This looks very promising. we just added this as a replacement for sarge Ai to 1.0.3.1 Now I have a question regarding the ammo boxes. The loot arrays are defined in missionCfg.sqf and the random logic for ammo box population are in ammobox.sqf. I want to add an additional array with building material. how do I make that available in ammobox.sqf? I dont get the function calls/method invocation in SQF. how do the parameter get passed into the ammobox.sqf? if someone could give me a short skeleton example on how to define an additional loot array and pass it to ammobox.sqf i'd be so happy :) thx guys I have the same exact question. Second question: if I add a second ammo box like this: _box2 = createVehicle ["BAF_VehicleBox",[8064.5078,9154.2549,3.9629116], [], 0, "CAN_COLLIDE"]; [_box] call spawn_ammo_box; the box will contain 50 m249 mags and not the loot I defined in the cfg! _box1 is fine. Solved: had to write [_box2] Third question: is it possible to use ItemVault (safe) instead of the weapons box? I tried it, and the ammo box doesn't display Fourth question: is it possible to set mission vehicles to despawn at restart? Link to comment Share on other sites More sharing options...
Ronie111 Posted December 14, 2013 Report Share Posted December 14, 2013 For me is it working good - long time read the scripts for understanding it and still not sure :-) I am not so experienced like you guys. I am testing it on 1.0.3. - with 3.1 we have too much bugs with battle eye... But i have one question - there is : // Time between missions (seconds) wai_mission_timer = 1200; // How long before a mission times out (seconds) wai_mission_timeout = 2400; So first mission start after 1200 seconds after server start. And the second parameter is time, when mission ends? Than will all dissapear, incl. NPCS, wehicles and loot? And than will new mission start, with same time? EDIt : so by this example 2400-1200=1200s so duration of this misson is 20 minutes? And all next missions will have the same duration before it ends? Thx! Link to comment Share on other sites More sharing options...
Zernichter Posted December 14, 2013 Report Share Posted December 14, 2013 Somebody can give me a HowTo to add a custom ammobox with buildingmaterials and add it to a mission? - im not really familiar to scripting.. really thanks to that guy :) Link to comment Share on other sites More sharing options...
Picking Posted December 14, 2013 Report Share Posted December 14, 2013 For me is it working good - long time read the scripts for understanding it and still not sure :-) I am not so experienced like you guys. I am testing it on 1.0.3. - with 3.1 we have too much bugs with battle eye... But i have one question - there is : // Time between missions (seconds) wai_mission_timer = 1200; // How long before a mission times out (seconds) wai_mission_timeout = 2400; So first mission start after 1200 seconds after server start. And the second parameter is time, when mission ends? Than will all dissapear, incl. NPCS, wehicles and loot? And than will new mission start, with same time? EDIt : so by this example 2400-1200=1200s so duration of this misson is 20 minutes? And all next missions will have the same duration before it ends? Thx! first number is how long it takes to spawn in, the second number is how long it takes to despawn if no one attempts to do the mission, so another mission can spawn Link to comment Share on other sites More sharing options...
Ronie111 Posted December 14, 2013 Report Share Posted December 14, 2013 first number is how long it takes to spawn in, the second number is how long it takes to despawn if no one attempts to do the mission, so another mission can spawn THX :-) I tested it, and the mission will not ends, when someone start fight with NPCs? By me the mission did not ends by itself... Link to comment Share on other sites More sharing options...
epochfail Posted December 14, 2013 Report Share Posted December 14, 2013 Are there any other missions to add with this? Like different objectives or loot Link to comment Share on other sites More sharing options...
lorneagle Posted December 15, 2013 Report Share Posted December 15, 2013 I have two questions regarding the missions: AI at night It looks like the AI is blind and deaf at night. Is there a way to make them behave the same way at night as they are during the day? AI doesn't open fire on certain vehicles Some vehicles like Vodniks or HMMWVs are ignored by the AI until you start shooting at them. It almost looks like as if they see those vehicles as allies until you get out and start shooting the AI. Any idea how we could change that behaviour or other input on how to make AI less vulnerable to being run over by vehicles? Really like this script Link to comment Share on other sites More sharing options...
Picking Posted December 15, 2013 Report Share Posted December 15, 2013 Hey lorn ai won't shoot at vehicles if they cannot hurt them need to give them bigger weapons :) I have ai with RPGs and building supplies and currency in my loot to make it worth the fight Link to comment Share on other sites More sharing options...
Picking Posted December 15, 2013 Report Share Posted December 15, 2013 Epochfail you can add your own loot and how much will spawn with each mission ^^^ some examples Link to comment Share on other sites More sharing options...
Ronie111 Posted December 15, 2013 Report Share Posted December 15, 2013 Guys, can you someone help me? I dont know, how can i start heli patrols, vehicle patrols... Do you know how to set it up? And how can i set by missions - like convoy - end? I mean the situation, when someone come in the battle with NPCs and for example died or ran away. The mission will not end by itself, although the time for the mission is expired...? Link to comment Share on other sites More sharing options...
master52707 Posted December 15, 2013 Report Share Posted December 15, 2013 Hello.. In my CustomSpawns. / StaticCrateSpawn.. Can i add so when people have finished the "Mission". That i placed Customly. It says Survivors has cleared out the bandit camp and looted the stolen goods? - Aswell can you make a timer. So they dont spawn immediatly after server restart? - And can you do so. That the AI's stays at theire positions and not run around?... Link to comment Share on other sites More sharing options...
DemonsGo Posted December 15, 2013 Report Share Posted December 15, 2013 arma ORP _unit = _unitGroup createUnit [_aiskin, [(_position select > 23:06:04 Error position: <createUnit [_aiskin, [(_position select > 23:06:04 Error Type Any, expected Number 23:06:04 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 53 23:06:04 Error in expression <{ _aiskin = _skin }; _unit = _unitGroup createUnit [_aiskin, [(_position select > 23:06:04 Error position: <createUnit [_aiskin, [(_position select > 23:06:04 Error Type Any, expected Number 23:06:04 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 53 23:06:04 Error in expression <{ _aiskin = _skin }; _unit = _unitGroup createUnit [_aiskin, [(_position select > 23:06:04 Error position: <createUnit [_aiskin, [(_position select > 23:06:04 Error Type Any, expected Number 23:06:04 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 53 23:06:04 Error in expression <{ _aiskin = _skin }; _unit = _unitGroup createUnit [_aiskin, [(_position select > 23:06:04 Error position: <createUnit [_aiskin, [(_position select > 23:06:04 Error Type Any, expected Number 23:06:04 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 53 23:06:04 Error in expression <{ _aiskin = _skin }; My setings [[8619.95,4733.77,0], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. 2, //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. 1 //Gearset number. "Random" for random gear set. ] call spawn_group; Link to comment Share on other sites More sharing options...
Seriousjoker Posted December 15, 2013 Report Share Posted December 15, 2013 main dayz_server directory = the dayzserver file? and the insert sode should look like this? if(isnil "OldHeliCrash") then { OldHeliCrash = false; }; [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; allowConnection = true; // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire] if(OldHeliCrash) then { _nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite; }; Link to comment Share on other sites More sharing options...
2sugars Posted December 15, 2013 Report Share Posted December 15, 2013 main dayz_server directory = the dayzserver file? and the insert sode should look like this? if(isnil "OldHeliCrash") then { OldHeliCrash = false; }; [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; allowConnection = true; // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire] if(OldHeliCrash) then { _nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite; }; Correct Link to comment Share on other sites More sharing options...
2sugars Posted December 15, 2013 Report Share Posted December 15, 2013 Hey guys... My customSpawns.sqf //Custom group [[4607.29,7944.16,0.001],4,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; [[482.13083,364.92307,0.001],8,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; [[4980.8633,7713.1147,0.001],6,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; [[503.68832,446.19894,0.001],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //Custom static weapon spawns [[[4985.6348,7683.6563,0.1],[4890.1611,7729.1338,0.1],[419.63754,268.04395,0.1],[361.32706,419.25995,0.1],[467.64276,481.91605,0.1]],"M2StaticMG",0.5,"Bandit2_DZ",1,2,"","Random"] call spawn_static; //Custom Chopper Patrol spawn [[385.79007,9294.3115,0],[0,0,0],2000,10,"UH1H_DZE",1] spawn heli_patrol; [[4265.4551,7486.4741,0],[0,0,0],2000,10,"UH1H_DZE",1] spawn heli_patrol; [[452.97083,378.13867,0],[0,0,0],2000,10,"UH1H_DZE",1] spawn heli_patrol; [[6857.4307,1051.6687,0],[0,0,0],2000,10,"UH1H_DZE",1] spawn heli_patrol; //Custom Vehicle patrol spawns [[4943.4785,7488.2852,0],[4943.4785,7488.2852,0],200,10,"HMMWV_Armored",1] spawn vehicle_patrol; //Paradropped unit custom spawn [[449.50165,9315.1699,0],[0,0,0],400,"UH1H_DZE",5,1,"Random",4,"","Bandit2_DZ","Random",False] spawn heli_para; [[4607.29,7944.16,0],[0,0,0],400,"UH1H_DZE",5,1,"Random",4,"","Bandit2_DZ","Random",False] spawn heli_para; [[4980.8633,7713.1147,0],[0,0,0],400,"UH1H_DZE",5,1,"Random",4,"","Bandit2_DZ","Random",False] spawn heli_para; The first two custom group spawns & nothing else. RPT only gives info for the first custom group spawning. 15:31:17 "WAI: AI Config File Loaded" 15:31:17 "WAI: AI Monitor Started" 15:31:17 Server: Object 4:7 not found (message 70) 15:31:17 Server: Object 4:6 not found (message 89) 15:31:17 "WAI: Spawned a group of 4 Bandits at [4607.29,7944.16,0.001]" 15:31:18 "TIME SYNC: Local Time set to [2013,8,3,16,31]" 15:31:18 "WAI: Mission Config File Loaded" 15:31:18 "WAI: Starting AI Missions Moniter" Any ideas? All missions working fine as far as I can tell. Can the static mgs be placed on top of buildings? Any help gratefully received!! Link to comment Share on other sites More sharing options...
Seriousjoker Posted December 15, 2013 Report Share Posted December 15, 2013 Still a no go for me added it to epoch 1.0.3.1 and get this in my RPT 18:47:16 "MPframework inited" 18:47:16 Warning Message: Script z\addons\dayz_server\init\server_functions.sqf not found 18:47:16 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf not found 18:47:16 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf not found 18:47:16 "Res3tting B!S effects..." 18:47:17 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not found 18:49:32 Client: Remote object 2:9 not found 18:49:32 Client: Remote object 2:10 not found 18:49:32 Client: Remote object 2:11 not found Link to comment Share on other sites More sharing options...
DemonsGo Posted December 15, 2013 Report Share Posted December 15, 2013 21:00:04 Error Undefined variable in expression: _iclass 21:00:04 File z\addons\dayz_code\compile\spawn_loot.sqf, line 9 21:00:04 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 21:00:04 Error position: <select _index; [_itemType select 0, _ite> 21:00:04 Error Zero divisor 21:00:04 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73 21:00:04 Error in expression <t 2; _radius = _this select 3; switch (_iClass) do { default { _item = createV> 21:00:04 Error position: <_iClass) do { default { _item = createV> 21:00:04 Error Undefined variable in expression: _iclass 21:00:04 File z\addons\dayz_code\compile\spawn_loot.sqf, line 9 21:00:04 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 21:00:04 Error position: <select _index; [_itemType select 0, _ite> 21:00:04 Error Zero divisor 21:00:04 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73 21:00:04 Error in expression <t 2; _radius = _this select 3; switch (_iClass) do { default { _item = createV> 21:00:04 Error position: <_iClass) do { default { _item = createV> 21:00:04 Error Undefined variable in expression: _iclass 21:00:04 File z\addons\dayz_code\compile\spawn_loot.sqf, line 9 21:00:04 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 21:00:04 Error position: <select _index; [_itemType select 0, _ite> 21:00:04 Error Zero divisor 21:00:04 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73 21:00:04 Error in expression <t 2; _radius = _this select 3; switch (_iClass) do { default { _item = createV> 21:00:04 Error position: <_iClass) do { default { _item = createV> 21:00:04 Error Undefined variable in expression: _iclass 21:00:04 File z\addons\dayz_code\compile\spawn_loot.sqf, line 9 21:00:04 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 21:00:04 Error position: <select _index; [_itemType select 0, _ite> 21:00:04 Error Zero divisor 21:00:04 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73 21:00:04 Error in expression <t 2; _radius = _this select 3; switch (_iClass) do { default { _item = createV> 21:00:04 Error position: <_iClass) do { default { _item = createV> 21:00:04 Error Undefined variable in expression: _iclass 21:00:04 File z\addons\dayz_code\compile\spawn_loot.sqf, line 9 21:00:04 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 21:00:04 Error position: <select _index; [_itemType select 0, _ite> 21:00:04 Error Zero divisor ANY IDEAS ? Link to comment Share on other sites More sharing options...
lDexter Posted December 15, 2013 Report Share Posted December 15, 2013 Hi, Help to fix problem....I'm Install this missions system but now all addons which are registered in my mission folder>>init.sqf not work :( Link to comment Share on other sites More sharing options...
AxoMuT Posted December 15, 2013 Report Share Posted December 15, 2013 How to destroy the vehicles after restart???? Link to comment Share on other sites More sharing options...
Crystal Posted December 16, 2013 Report Share Posted December 16, 2013 We are running DZAI - is this release good to go and compatible with 1.0.3.1? Link to comment Share on other sites More sharing options...
master52707 Posted December 16, 2013 Report Share Posted December 16, 2013 Hello.. In my CustomSpawns. / StaticCrateSpawn.. Can i add so when people have finished the "Mission". That i placed Customly. It says Survivors has cleared out the bandit camp and looted the stolen goods? - Aswell can you make a timer. So they dont spawn immediatly after server restart? - And can you do so. That the AI's stays at theire positions and not run around?... - BUMP 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