Mig Posted October 22, 2018 Author Report Share Posted October 22, 2018 is this the rpt, after the event is running? Link to comment Share on other sites More sharing options...
sjd6795 Posted October 22, 2018 Report Share Posted October 22, 2018 Yes that's right when the event starts running and I copied to the end of the RPT Link to comment Share on other sites More sharing options...
sjd6795 Posted October 22, 2018 Report Share Posted October 22, 2018 So when the message comes up about him stealing the motorcycle the fugitive vanishes. The map marker stays but he is no longer spawned nor does a motorcycle spawn. Link to comment Share on other sites More sharing options...
sjd6795 Posted October 22, 2018 Report Share Posted October 22, 2018 12:10:59 Error in expression <36,0,0,0.5,0] call BIS_fnc_findSafePos; _moto setFuel 0; sleep 2; deleteVehicle > 12:10:59 Error position: <_moto setFuel 0; sleep 2; deleteVehicle > 12:10:59 Error Undefined variable in expression: _moto 12:10:59 File z\addons\dayz_server\modules\event4.sqf, line 110 12:11:01 Error in expression <_moto setFuel 0; sleep 2; deleteVehicle _moto; car = createVehicle ["HMMWV_M1151> 12:11:01 Error position: <_moto; car = createVehicle ["HMMWV_M1151> 12:11:01 Error Undefined variable in expression: _moto 12:11:01 File z\addons\dayz_server\modules\event4.sqf, line 112 12:11:01 MoveIn: Soldier O 1-1-C:1 already in vehicle O 1-1-C:1 Link to comment Share on other sites More sharing options...
Mig Posted October 22, 2018 Author Report Share Posted October 22, 2018 I think you must have a problem in your script because in my server he is working. send me your server files, I'll see where the problem comes from. Link to comment Share on other sites More sharing options...
sjd6795 Posted October 22, 2018 Report Share Posted October 22, 2018 Ok I'm at work and I'll be off in about 9 hours. I'll have to send them later. I dont know how I could have an error in my script though. I used the most recent one you posted and didnt even edit it or anything. Placed it directly into the file and started the server. Link to comment Share on other sites More sharing options...
sjd6795 Posted October 23, 2018 Report Share Posted October 23, 2018 /* Dayz Event The Fugitive Created by Mig. You can use, edit, share this script. */ private ["_markerRadius","_skins","_fugiWeaponClass","_fugiWeaponAmmo","_numberMagsWeapon","_fugiLuncherClass","_fugiLuncherAmmo","_numberMagsLuncher","_fugiFirstVehicleClass","_fugitiveCoins","_fugiCarModel","_fugitiveMagLoot","_fugitiveWeapLoot","_debug","_waitTime","_startTime","_towns","_randomTowns","_nameTown","_position","_newPos","_allPos","_check","_loop","_getPos","_thePos","_thePos","_monitor","_unit","_eventMarker","_dot","_time","_group","_Pos","_curentTime","_posMoto","_moto","_posCar","_unit2","_m","_aiskin","_unitGroup","_bot","_dot","_wp"]; //----------- CONFIG -------------------------- _markerRadius = 850; // radius of the marker _skins = ["Functionary2","Functionary1","Assistant","Citizen4","Pilot","Rocker3","SchoolTeacher","Villager3"]; // this is a class name of the skin of the fugitive _fugiWeaponClass = "AK_107_kobra"; // class name fugitive weapon _fugiWeaponAmmo = "30Rnd_545x39_AK"; // class name of the ammo for the fugitive weapon _numberMagsWeapon = 4; // number magazine for the fugitive weapon _fugiLuncherClass = "M136"; // clssname of the luncher _fugiLuncherAmmo = "M136"; // clssname ammo of the luncher _numberMagsLuncher = 3; // number magazines for the luncher _fugiFirstVehicleClass = "Old_moto_TK_Civ_EP1"; // class name of the first vehicle _fugitiveCoins = 25000; // number Coin in the fugitive ,if you want a random amount : round(random 20) * 1000; // number between 0 and 20 000 _fugiCarModel = "HMMWV_M1151_M2_CZ_DES_EP1"; // class name of the fugitive car ,make sure have one gunner position _fugitiveMagLoot = [["ItemWoodFloor",6],["ItemSandbag",7],["workbench_kit",9],["metal_floor_kit",12],["ItemDesertTent",10]]; // loot magazines on the fugitive _fugitiveWeapLoot = ["ItemEtool","ItemCrowbar","ItemKnife","ItemSledge","ItemCompass","Binocular"]; // loot tools on the fugitive _debug = false; // activate/deactivate debug markers _waitTime = 1200; // time end event //------------END CONFIG --------------------------- //------------ do not touch after this line------------ uptdateRun = false; _startTime = floor(time); east setFriend [west,0]; _towns = nearestLocations [getMarkerPos "center", ["NameVillage","NameCity","NameCityCapital"],5000]; _randomTowns = (_towns select (floor (random (count _towns)))); _nameTown = text _randomTowns; _position = position _randomTowns; _newPos = _position findEmptyPosition [0,350]; _allPos = [_newPos]; _check = { _position = _this; _loop = true; while {_loop} do { _getPos = selectBestPlaces [[_position,0,1950,0,0,0.5,0] call BIS_fnc_findSafePos,20,"forest",1,1]; _thePos = ((_getPos select 0) select 0); { if ((_thePos distance _x < 600) or (_thePos distance _x >= 1500)) then {_loop = true;}else{_loop = false; _thePos }; } forEach _allPos; }; if (_debug) then { _m setMarkerPos _thePos; }; _thePos }; _monitor = { _unit = _this select 0; _eventMarker = _this select 2; _dot = _this select 3; _time = _this select 4; _group = _this select 5; _fugiWeaponClass = _this select 6; _numberMagsWeapon = _this select 7; _fugiWeaponAmmo = _this select 8; _fugiLuncherClass = _this select 9; _numberMagsLuncher = _this select 10; _fugiLuncherAmmo = _this select 11; _fugiFirstVehicleClass = _this select 12; if (uptdateRun) exitWith {}; uptdateRun = true; while {alive _unit} do { sleep 20; _Pos = getPos _unit; _curentTime = floor(time); _eventMarker setMarkerPos [(_Pos select 0) + (round random 550),(_pos select 1) + (round random 550),0]; _dot setMarkerPos [_Pos select 0,(_pos select 1) + 600,0]; switch true do { case ((_curentTime >= 200) and (_curentTime <= 220)): { // ~3 minutes [nil,nil,rTitleText, "Be careful, the fugitive steals a weapon !", "PLAIN",10] call RE; _unit addWeapon _fugiWeaponClass; _unit selectWeapon _fugiWeaponClass; for "_a" from 1 to _numberMagsWeapon do { _unit addMagazine _fugiWeaponAmmo; }; }; case ((_curentTime >= 300) and (_curentTime <= 320)): { // ~5 minutes [nil,nil,rTitleText, "The fugitive to find a rocket launcher and ammunition !", "PLAIN",10] call RE; _unit addWeapon _fugiLuncherClass; for "_a" from 1 to _numberMagsLuncher do { _unit addMagazine _fugiLuncherAmmo; }; }; case ((_curentTime >= 420) and (_curentTime <= 440)): { // ~7 minutes [nil,nil,rTitleText, "The fugitive to steal a motorcycle, he will flee !", "PLAIN",10] call RE; _posMoto = [getPos _unit,0,35,0,0,0.5,0] call BIS_fnc_findSafePos; _moto = createVehicle [_fugiFirstVehicleClass,_posMoto, [],0, "NONE"]; _moto setDir (getDir _unit); dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_moto]; _unit moveIndriver _moto; _moto setVehicleLock "LOCKED"; }; case ((_curentTime >= 600) and (_curentTime <= 620)): { // ~10 minutes [nil,nil,rTitleText, "The fugitive to steal an armed vehicle, find it!", "PLAIN",10] call RE; _posCar = [getPos _unit,0,36,0,0,0.5,0] call BIS_fnc_findSafePos; _moto setFuel 0; sleep 2; deleteVehicle _moto; car = createVehicle ["HMMWV_M1151_M2_CZ_DES_EP1",_posCar, [],0, "NONE"]; car setDir (getDir _unit); car setVehicleLock "LOCKED"; car engineOn true; dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,car]; _unit moveIndriver car; }; case ((_curentTime >= 700) and (_curentTime <= 720)): { // ~11 minutes [nil,nil,rTitleText, "The fugitive recruit a gunner for his armed vehicle", "PLAIN",10] call RE; _unit2 = _group createUnit ["TK_Soldier_Engineer_EP1",[0,0,0], [],0, "NONE"]; _unit2 setVariable ["bodyName","Bob",false]; [_unit2] joinSilent _group; _unit2 moveInGunner car; _unit2 assignAsGunner car; }; }; }; }; if (_debug) then { _m = createMarker ["desti",[0,0,0]]; _m setMarkerText "Destination"; _m setMarkerShape "ICON"; _m setMarkerType "dot"; _m setMarkerColor "ColorBlue"; _m setMarkerAlpha 1; _m setMarkerSize [1,1]; }; _eventMarker = createMarker [format["fugitive_%1", _startTime], _position]; _eventMarker setMarkerShape "ELLIPSE"; _eventMarker setMarkerColor "ColorBlue"; _eventMarker setMarkerAlpha 0.5; _eventMarker setMarkerSize [_markerRadius,_markerRadius]; _aiskin = _skins call BIS_fnc_selectRandom; _curentTime = floor(time); _unitGroup = createGroup east; _unit = _unitGroup createUnit [_aiskin, _newPos, [], 10, "PRIVATE"]; [_unit] joinSilent _unitGroup; _unit setVariable ["bodyName","Stan",false]; if (_fugitiveCoins != 0) then { _unit setVariable["cashMoney",_fugitiveCoins,true]; }; _unit enableAI "TARGET"; _unit enableAI "AUTOTARGET"; _unit enableAI "MOVE"; _unit enableAI "ANIM"; _unit enableAI "FSM"; _unit setCombatMode "RED"; _unitGroup setBehaviour "COMBAT"; removeAllWeapons _unit; removeAllItems _unit; if (count _fugitiveMagLoot > 0) then { { for "_m" from 1 to (_x select 1) do { _unit addMagazine _x select 0; }; } forEach _fugitiveMagLoot; }; if (count _fugitiveWeapLoot > 0) then { { _unit addWeapon _x; } forEach _fugitiveWeapLoot; }; if (_debug) then { _unit spawn { _unit = _this; while {alive _unit} do { _bot = createMarker ["bot", getPos _unit]; _bot setMarkerText "Is Here"; _bot setMarkerShape "ICON"; _bot setMarkerType "camp"; _bot setMarkerColor "ColorRed"; _bot setMarkerAlpha 1; _bot setMarkerSize [1,1]; sleep 1; deleteMarker _bot; }; }; }; _dot = createMarker [format["dot_%1", _startTime], [_newPos select 0,(_newPos select 1) + 500,0]]; _dot setMarkerText "Fugitive"; _dot setMarkerShape "ICON"; _dot setMarkerType "dot"; _dot setMarkerColor "ColorGreen"; _dot setMarkerAlpha 1; _dot setMarkerSize [1,1]; [nil,nil,rTitleText,format ["A dangerous bandit is escape from the prison of %1, he managed to steal material and the money before disappearing in the nature. catch and kill it before he leaves the country !!",_nameTown], "PLAIN",10] call RE; while {alive _unit or (_waitTime < (_curentTime - _startTime))} do { _Pos = _position call _check; _allPos set [count _allPos,_Pos]; [_unit,_Pos,_eventMarker,_dot,_startTime,_unitGroup,_fugiWeaponClass,_numberMagsWeapon,_fugiWeaponAmmo,_fugiLuncherClass,_numberMagsLuncher,_fugiLuncherAmmo,_fugiFirstVehicleClass] spawn _monitor; _wp =_unitGroup addWaypoint [_Pos,10]; _wp setWaypointType "MOVE"; waitUntil {(!alive _unit) Or (_unit distance _Pos < 10)}; }; deleteMarker _eventMarker; deleteMarker _dot; uptdateRun = nil; if (!alive _unit) then { [nil,nil,rTitleText,"The fugitive was killed.!!", "PLAIN",10] call RE; car = nil; }; Link to comment Share on other sites More sharing options...
Mig Posted October 23, 2018 Author Report Share Posted October 23, 2018 I need your server file, not the script Link to comment Share on other sites More sharing options...
sjd6795 Posted October 23, 2018 Report Share Posted October 23, 2018 Oh sorry here it is. http://www.filedropper.com/dayzserver_1 Link to comment Share on other sites More sharing options...
Mig Posted October 23, 2018 Author Report Share Posted October 23, 2018 mission file too Link to comment Share on other sites More sharing options...
sjd6795 Posted October 23, 2018 Report Share Posted October 23, 2018 http://www.filedropper.com/dayz1chernarus Link to comment Share on other sites More sharing options...
sjd6795 Posted October 23, 2018 Report Share Posted October 23, 2018 So I've only made a few changes to other scripts, uploaded my mission and server PBO again and the fugitive seems to be working fine now. He has a weapon and he shot me. So the message came about him stealing a launcher and he never obtained it he still only had the AK. Then the message came saying he stole a motorcycle and then immediately afterwards it said the fugitive was killed. No errors in my RPT about this script and the only thing I can think of is 14:07:03 "HIVE: Vehicle Spawn limit reached!" Maybe he couldn't spawn it and it deleted it causing it to explode while he was on it? I wasn't watching when it happened. Link to comment Share on other sites More sharing options...
Mig Posted October 24, 2018 Author Report Share Posted October 24, 2018 I am currently modifying the script for it to work properly, I will publish it as it is complete Link to comment Share on other sites More sharing options...
sjd6795 Posted October 24, 2018 Report Share Posted October 24, 2018 Awesome looking forward to it, it has a really cool concept. Link to comment Share on other sites More sharing options...
Mig Posted October 24, 2018 Author Report Share Posted October 24, 2018 Updated and tested. https://github.com/MigSDev5/TheFugitive_event Link to comment Share on other sites More sharing options...
sjd6795 Posted October 25, 2018 Report Share Posted October 25, 2018 Seems to be working pretty good now which value do I adjust to add more time between phases? I see this on all the steps if ((timeleft >= 300) and (timeleft <= 325) do I adjust both of these? Link to comment Share on other sites More sharing options...
Mig Posted October 25, 2018 Author Report Share Posted October 25, 2018 yes, these are the values that must be modified. if ((timeleft >= 200) and (timeleft <= 225) if ((timeleft >= 300) and (timeleft <= 325) if ((timeleft >= 420) and (timeleft <= 500) if ((timeleft >= 600) and (timeleft <= 660) if ((timeleft >= 700) and (timeleft <= 725) Link to comment Share on other sites More sharing options...
sjd6795 Posted October 25, 2018 Report Share Posted October 25, 2018 What does the first set do and what does the last set do? Is it just a random time between them? Link to comment Share on other sites More sharing options...
Mig Posted October 25, 2018 Author Report Share Posted October 25, 2018 it is between these two values that the action is triggered Link to comment Share on other sites More sharing options...
Vladick Posted November 24, 2018 Report Share Posted November 24, 2018 Hi there, I am using this script on my server and players are very interested in it. Here are a few observations that players have brought to my attention: 1. They hate that they can't take and sell the armored vehicle after they kill the gunner and the fugitive. Is this something that can be added? 2. The green dot in the middle of the mission makes it seem like that is the fugitive's location; but it's not. It's misleading because it moves with the mission circle. Can we put the dot in the middle and keep it there just so players know what it is? 3. After the fugitive gets his armored vehicle and recruits a gunner, they just sit in one place and hide and wait. Is it possible for them to be mobile within the circle? Overall, I think this is a good concept. With a little bit more work it could be great! BTW, I think you guys are geniuses for thinking this stuff up! Thanks! Link to comment Share on other sites More sharing options...
Mig Posted November 24, 2018 Author Report Share Posted November 24, 2018 9 hours ago, Vladick said: 1. They hate that they can't take and sell the armored vehicle after they kill the gunner and the fugitive. Is this something that can be added? I'll unlock it so that players can take it 9 hours ago, Vladick said: 2. The green dot in the middle of the mission makes it seem like that is the fugitive's location; but it's not. It's misleading because it moves with the mission circle. Can we put the dot in the middle and keep it there just so players know what it is? I have deliberately shift the point in the middle of the marker so as not to give the exact position of the fugitive,but that can be changed. 9 hours ago, Vladick said: 3. After the fugitive gets his armored vehicle and recruits a gunner, they just sit in one place and hide and wait. Is it possible for them to be mobile within the circle? he is supposed to patrol with the vehicle in the given radius, there may be a bug I will perform tests, if you have suggestions, let me know Link to comment Share on other sites More sharing options...
Vladick Posted November 27, 2018 Report Share Posted November 27, 2018 On 11/24/2018 at 2:36 AM, Mig said: I'll unlock it so that players can take it I have deliberately shift the point in the middle of the marker so as not to give the exact position of the fugitive,but that can be changed. he is supposed to patrol with the vehicle in the given radius, there may be a bug I will perform tests, if you have suggestions, let me know Awesome! Let me know when you have made changes and I will help test it out on my server. Thanks! Link to comment Share on other sites More sharing options...
Vladick Posted December 4, 2018 Report Share Posted December 4, 2018 On 11/26/2018 at 5:50 PM, Vladick said: Awesome! Let me know when you have made changes and I will help test it out on my server. Thanks! Hi Mig. Any updates on this yet? Thanks! Link to comment Share on other sites More sharing options...
Mig Posted December 4, 2018 Author Report Share Posted December 4, 2018 36 minutes ago, Vladick said: Hi Mig. Any updates on this yet? Thanks! Hello i'm working on it Link to comment Share on other sites More sharing options...
Vladick Posted March 7, 2020 Report Share Posted March 7, 2020 Hi Mig, Wondering if you have had the chance to update the script to allow players to take and sell the armored vehicle. I see the last commit on Github was Feb. 2019. It would be awesome if there could be a key to the vehicle on the fugitive. But if not, just letting them take it and claim or sell would be awesome. Also, not the biggest deal but sometimes the armored vehicle spawns hundreds of meters in the air. Don't know if that's something that's fixable or not. Thanks! Link to comment Share on other sites More sharing options...
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