gopostal Posted April 6, 2014 Report Share Posted April 6, 2014 I say this over and over: post your rpt or there is very little people can do to help you. Link to comment Share on other sites More sharing options...
motogamer Posted April 6, 2014 Report Share Posted April 6, 2014 I say this over and over: post your rpt or there is very little people can do to help you. All of my installed scripts run fine before i try to change the type of crate.Here is my RPT. http://pastebin.com/v3t71s78 Link to comment Share on other sites More sharing options...
gopostal Posted April 6, 2014 Report Share Posted April 6, 2014 Fix this, then run again: 18:07:15 Error in expression <xecVM "addons\SARGE\SAR_AI_init.sqf"; You messed up, it should read: ExecVM "addons\SARGE\SAR_AI_init.sqf"; Since you made this typo everything else underneath sarge will fail to load as it's stopped reading data from the sqf. That's why these rpt logs are needed and why almost anyone can see quickly what's wrong. BTW you need to fix this too: 18:07:15 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not found and this: Warning Message: No entry 'bin\config.bin/CfgVehicles/M119.turnCoef'. Something is wrong in your CfgVehicles script. motogamer 1 Link to comment Share on other sites More sharing options...
motogamer Posted April 6, 2014 Report Share Posted April 6, 2014 thanks for the help with the sarge thing i beleive i have fixed that, but the server_monitor.sqf IS where it said it is not,should i execute that file from the mpmissions init file? Link to comment Share on other sites More sharing options...
TheVampire Posted April 7, 2014 Author Report Share Posted April 7, 2014 thanks for the help with the sarge thing i beleive i have fixed that, but the server_monitor.sqf IS where it said it is not,should i execute that file from the mpmissions init file? If it says your server_monitor.sqf is missing it means your pbo packer corrupted your server pbo. Link to comment Share on other sites More sharing options...
Asian Kid Posted April 7, 2014 Report Share Posted April 7, 2014 How can I black list an area? I am running Panthera and don't want missions spawning on the island. Can I change the map area? If so to what? Link to comment Share on other sites More sharing options...
TheVampire Posted April 8, 2014 Author Report Share Posted April 8, 2014 How can I black list an area? I am running Panthera and don't want missions spawning on the island. Can I change the map area? If so to what? Read your DZMSConfig.sqf // Blacklist Zone Array -- missions will not spawn in these areas // format: [[x,y,z],radius] // Ex: [[06325,07807,0],300] //Starry Sobor DZMSBlacklistZones = [ [[0,0,0],50] ]; Link to comment Share on other sites More sharing options...
Asian Kid Posted April 8, 2014 Report Share Posted April 8, 2014 Read your DZMSConfig.sqf // Blacklist Zone Array -- missions will not spawn in these areas // format: [[x,y,z],radius] // Ex: [[06325,07807,0],300] //Starry Sobor DZMSBlacklistZones = [ [[0,0,0],50] ]; I knew I saw that but missed it thanks though. Link to comment Share on other sites More sharing options...
clemontine36 Posted April 8, 2014 Report Share Posted April 8, 2014 Guys ive had this installed for a long time, and it works great, but i recently added in custom crates: http://pastebin.com/T4Y1aih2 And after a while it makes these crates despawn. I think that when the DZMS crates get cleaned up, so do the custom ones? If DZMS is the culprit or not, does anyone know how to fix this? thanks Link to comment Share on other sites More sharing options...
insertcoins Posted April 8, 2014 Report Share Posted April 8, 2014 damn just installed it again, forgot how OP the AI was when combined with DZAI Link to comment Share on other sites More sharing options...
TheVampire Posted April 8, 2014 Author Report Share Posted April 8, 2014 Guys ive had this installed for a long time, and it works great, but i recently added in custom crates: http://pastebin.com/T4Y1aih2 And after a while it makes these crates despawn. I think that when the DZMS crates get cleaned up, so do the custom ones? If DZMS is the culprit or not, does anyone know how to fix this? thanks DZMS has code that makes its crates stay permanently until DZMS decides to clean them up. SectorFNG doesn't have this code so the crates are despawning as any other crates added to the map would. Link to comment Share on other sites More sharing options...
Neversober Posted April 8, 2014 Report Share Posted April 8, 2014 Can someone poast a guide on how to install this on to an Epoch Server ? Link to comment Share on other sites More sharing options...
insertcoins Posted April 8, 2014 Report Share Posted April 8, 2014 Try downloading and checking the install guide included Link to comment Share on other sites More sharing options...
Neversober Posted April 8, 2014 Report Share Posted April 8, 2014 I followed the instructions but when I isntall it I just sit at authenticating when joining the server. Its the dayz_server.pbo I install this to correct ? The one in @DayZ_Epoch_Server/addons.... ?? Link to comment Share on other sites More sharing options...
gopostal Posted April 8, 2014 Report Share Posted April 8, 2014 Ask for help = post a copy of your RPT. I wish that was in the forum rules somewhere. Link to comment Share on other sites More sharing options...
Neversober Posted April 9, 2014 Report Share Posted April 9, 2014 Fixed it... Have DZAI and DZMS working :D It was because I was unpacking the PBO completely then adding all the stuff then rebuilding a new PBO. Just working within the PBO itself with PBO manager did the trick. Now to figure out how to get my server to auto restart every few hours :P Link to comment Share on other sites More sharing options...
chipsandcheese Posted April 11, 2014 Report Share Posted April 11, 2014 Anyone know if it's possible to create a consequence of not finishing a mission, such as Namalsk Storms if installed happening (every half hour) or a large area of radiation lasting until the next restart. My missions time out after two hours or so, and I'm wanting to punish the players on the server for not getting a particular mission finished in time. I know how to set up a static area of radiation, but not how to make a random area radiated, or make a 1km area around the failed mission radiated, so to speak. Thanks. Link to comment Share on other sites More sharing options...
gopostal Posted April 11, 2014 Report Share Posted April 11, 2014 Evil, I like it. Yeah you could just add a call to create whatever in the mission time-out itself. Look to where it calls the "Failed" message and place it there. Link to comment Share on other sites More sharing options...
chipsandcheese Posted April 12, 2014 Report Share Posted April 12, 2014 Cool. Well, I know the area to put the code in the individual mission file. "if (MissionFailure) then {" onwards.. But I'm stuck on how to actually call in for example a 1km area of radiation around a vehicle spawned when the mission started. That vehicle probably being some kind of collection of barrels and obviously would be excluded from the cleanup upon failure of the objective. Looking to add a map marker too. Might be overlooking something easy, will try tomorrow after work and if I crack it I'll post here. Thanks. Link to comment Share on other sites More sharing options...
gopostal Posted April 12, 2014 Report Share Posted April 12, 2014 I don't know the specific code for rads area but you just find where it gets spawned to a specific spot then work that spot into your reference code. If you look at my sqf explained post you will find how to harvest the location data from a mission file and how to call it where you need it. This won't be any harder than spawning the vehicles at the mission once you find the spawning class you need. Link to comment Share on other sites More sharing options...
ruubje11 Posted April 12, 2014 Report Share Posted April 12, 2014 We use the radiation variable for an irradiated bunker. I have put a trigger around the area that puts the variable DZE_Quarantine = true; And false to disable it. If you're looking for it to be temporary and not restart persistent, I think the following is the way to go: https://community.bistudio.com/wiki/createTrigger Add a trigger that activates the variable, and since you want it lasting until the server is done as to create a "lasting effect", you don't have to make a delete for it! Good luck! Link to comment Share on other sites More sharing options...
technophobeus Posted April 17, 2014 Report Share Posted April 17, 2014 Hello there. Now, I may be a little slow here. I've recently set up a server and am using DZMS with no problems when set up "vanilla". I tried to change the skins the bandits spawn with like this: /////////////////////////////////////////////// // Array of skin classnames for the AI to use DZMSBanditSkins = ["Skin_GUE_Soldier_2_DZ","Skin_GUE_Soldier_CO_DZ"]; //////////////////////// // Array of AI Skills DZMSSkills0 = [ ["aimingAccuracy",0.10,0.125], ["aimingShake",0.45,0.55], ["aimingSpeed",0.45,0.55], ["endurance",0.40,0.50], ["spotDistance",0.30,0.45], ["spotTime",0.30,0.45], ["courage",0.40,0.60], ["reloadSpeed",0.50,0.60], ["commanding",0.40,0.50], ["general",0.40,0.60] However, I must be missing something as when i start the server, the mission run but no AI show up. My error reports show like so: 15:39:32 [DZMS]: Running Minor Mission SM5. 15:39:35 Cannot create non-ai vehicle Skin_GUE_Soldier_CO_DZ, 15:39:35 Cannot create non-ai vehicle Skin_GUE_Soldier_2_DZ, 15:39:35 Cannot create non-ai vehicle Skin_GUE_Soldier_2_DZ, 15:39:35 [DZMS]: (DZMSUnitsMinor) 0 AI Spawned, 0 units in mission. 15:39:36 Cannot create non-ai vehicle Skin_GUE_Soldier_2_DZ, 15:39:36 Cannot create non-ai vehicle Skin_GUE_Soldier_CO_DZ, 15:39:36 Cannot create non-ai vehicle Skin_GUE_Soldier_CO_DZ, I've probably done something obviously wrong but would anybody mind running me through it? Link to comment Share on other sites More sharing options...
TheVampire Posted April 17, 2014 Author Report Share Posted April 17, 2014 When it has "Skin_" at the front, that is the classname of the skin package. AKA this: The correct classname doesn't have "Skin_" on the front. Link to comment Share on other sites More sharing options...
technophobeus Posted April 18, 2014 Report Share Posted April 18, 2014 When it has "Skin_" at the front, that is the classname of the skin package. AKA this: The correct classname doesn't have "Skin_" on the front. Knew I was being stupid. Thank you very much. you're a gem. Link to comment Share on other sites More sharing options...
Mitscher Posted April 19, 2014 Report Share Posted April 19, 2014 Hey Guys, the DZMS is really nice and works fine. But I got a little question about it. How Can I get the supply drops to spawn, I mean these ones which got the building stuff for epoch in it. Havent seen one since Im running the DZMS system. Would be very nice if someone knows an answer. How can I add NV_googles and Rangefinder to the AI that they will got It in the Inventar on death. Thanks guys, Greetings! Link to comment Share on other sites More sharing options...
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