Halvhjearne Posted February 14, 2014 Report Share Posted February 14, 2014 Anyway of telling the mission system which AI to use? I use WAI for events and a few statics at an AI stronghold, and DAZAI for roaming patrols, but want the mission system to use DAYZAI. why? Have found that the vehicles that spawn in missions are not deleting after restart.... in DZMSConfig.sqf you have this one set to true: DZMSSaveVehicles = false; Link to comment Share on other sites More sharing options...
TheVampire Posted February 14, 2014 Author Report Share Posted February 14, 2014 Anyway of telling the mission system which AI to use? I use WAI for events and a few statics at an AI stronghold, and DAZAI for roaming patrols, but want the mission system to use DAYZAI. DZMS has its own AI. It doesn't support spawning different AI as it would have to choose based on what you have installed, which is a lot of code to figure out. This would also mean that a future update from any other AI system could make DZMS become broken if you were relying on their AI to spawn. I don't plan to make DZMS dependant on any other mod being installed, or I would have programmed it to use DZAI to begin with. Link to comment Share on other sites More sharing options...
flashback Posted February 14, 2014 Report Share Posted February 14, 2014 Hello, I use DZMS with SARGE and on my Map i dont found any "marks" on the Map serverlog 20:53:57 "[DZMS]: Starting DayZ Mission System." 20:53:57 "[DZMS]: SargeAI Found! Using SargeAI's Relations!" 20:53:57 "[DZMS]: Mission and Extended Configuration Loaded!" 20:53:57 "[DZMS]: chernarus Detected. Map Specific Settings Adjusted!" 20:53:57 "[DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!" 20:53:57 "[DZMS]: Mission Functions Script Loaded!" 20:53:57 "[DZMS]: Major Mission Clock Starting!" 20:53:57 "[DZMS]: Minor Mission Clock Starting!" 20:53:57 "[DZMS]: Mission Marker Loop for JIPs Starting!" but i dont found anything on the Server. Link to comment Share on other sites More sharing options...
TheVampire Posted February 14, 2014 Author Report Share Posted February 14, 2014 Hello, I use DZMS with SARGE and on my Map i dont found any "marks" on the Map serverlog 20:53:57 "[DZMS]: Starting DayZ Mission System." 20:53:57 "[DZMS]: SargeAI Found! Using SargeAI's Relations!" 20:53:57 "[DZMS]: Mission and Extended Configuration Loaded!" 20:53:57 "[DZMS]: chernarus Detected. Map Specific Settings Adjusted!" 20:53:57 "[DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!" 20:53:57 "[DZMS]: Mission Functions Script Loaded!" 20:53:57 "[DZMS]: Major Mission Clock Starting!" 20:53:57 "[DZMS]: Minor Mission Clock Starting!" 20:53:57 "[DZMS]: Mission Marker Loop for JIPs Starting!" but i dont found anything on the Server. Thats just the start up procedure. The missions don't run immediately. It takes around 10 minutes at least before a mission spawns, depedending on your settings. If your RPT says a mission has started, yet no mission comes up, then that's when there is an issue. Link to comment Share on other sites More sharing options...
flashback Posted February 14, 2014 Report Share Posted February 14, 2014 it works, sorry ^^ Nice Work :) EDIT: I got the standart cfg but the missons spawns to fast or? 21:33:17 "[DZMS]: Running Major Mission SM1." 21:39:29 "[DZMS]: Running Minor Mission SM3." 21:39:34 "[DZMS]: Running Major Mission SM6." 21:42:19 "[DZMS]: Running Minor Mission SM5." Link to comment Share on other sites More sharing options...
flashback Posted February 14, 2014 Report Share Posted February 14, 2014 EDIT: I got the standart cfg but the missons spawns to fast or? 21:33:17 "[DZMS]: Running Major Mission SM1." 21:39:29 "[DZMS]: Running Minor Mission SM3." 21:39:34 "[DZMS]: Running Major Mission SM6." 21:42:19 "[DZMS]: Running Minor Mission SM5." Link to comment Share on other sites More sharing options...
WWKHeadhunter Posted February 15, 2014 Report Share Posted February 15, 2014 well added this like you said. very easy. added it under the wai and got waiting for host. dayz.st server. . i checked everything. looks good. Link to comment Share on other sites More sharing options...
TheVampire Posted February 15, 2014 Author Report Share Posted February 15, 2014 well added this like you said. very easy. added it under the wai and got waiting for host. dayz.st server. . i checked everything. looks good. Your server.pbo might have corrupted. Try repacking the pbo. EDIT: I got the standart cfg but the missons spawns to fast or? 21:33:17 "[DZMS]: Running Major Mission SM1." 21:39:29 "[DZMS]: Running Minor Mission SM3." 21:39:34 "[DZMS]: Running Major Mission SM6." 21:42:19 "[DZMS]: Running Minor Mission SM5." They shouldn't be running that fast. Make sure you have a default config. I can't even think of a way they would do that without having another error in the rpt. Link to comment Share on other sites More sharing options...
Renegade2k6 Posted February 15, 2014 Report Share Posted February 15, 2014 DZMS has its own AI. It doesn't support spawning different AI as it would have to choose based on what you have installed, which is a lot of code to figure out. This would also mean that a future update from any other AI system could make DZMS become broken if you were relying on their AI to spawn. I don't plan to make DZMS dependant on any other mod being installed, or I would have programmed it to use DZAI to begin with. No worries I only asked because it identifies currently installed AI, so I presumed it picked one to use. Thanks for clearing that up. Link to comment Share on other sites More sharing options...
Halvhjearne Posted February 15, 2014 Report Share Posted February 15, 2014 No worries I only asked because it identifies currently installed AI, so I presumed it picked one to use. Thanks for clearing that up. it just uses already defined relations if availible, nothing else Link to comment Share on other sites More sharing options...
insertcoins Posted February 15, 2014 Report Share Posted February 15, 2014 Is it possible to rely on the mod for loot? I.E. use the mod's weaponlist to fill boxes, like for instance AH uses the mod list for weapons spawn list? Link to comment Share on other sites More sharing options...
TheVampire Posted February 15, 2014 Author Report Share Posted February 15, 2014 Is it possible to rely on the mod for loot? I.E. use the mod's weaponlist to fill boxes, like for instance AH uses the mod list for weapons spawn list? I was thinking of using the loot tables to fill the crates, but im not sure how much code it would take. Its on my list of things to look into. insertcoins 1 Link to comment Share on other sites More sharing options...
Mystykall Posted February 15, 2014 Report Share Posted February 15, 2014 I haven't seen this in the mod yet, but I'm curious how we could go about spawning in mission specific vehicles that had empty fuel tanks. Is there a way to override the default fuel that the mod gives, so we could do a mission where the player needs to fuel up the vehicle first. Link to comment Share on other sites More sharing options...
Sukkaed Posted February 15, 2014 Report Share Posted February 15, 2014 I haven't seen this in the mod yet, but I'm curious how we could go about spawning in mission specific vehicles that had empty fuel tanks. Is there a way to override the default fuel that the mod gives, so we could do a mission where the player needs to fuel up the vehicle first. In DZMSFunctions.sqf change this _object setFuel _ranFuel; to this _object setFuel 0; If you are using DZMSSaveVehicles I guess you have to do the same thing in DZMSSaveToHive.sqf Surreal419 and TheVampire 2 Link to comment Share on other sites More sharing options...
TheVampire Posted February 16, 2014 Author Report Share Posted February 16, 2014 I did an update tonight that should prevent a mission from spawning within 1000m from where the last minor and major mission ran. Im gonna go through the files a few more times and then I'll be releasing v1.0 Final before getting the updates in for v1.1. Link to comment Share on other sites More sharing options...
TheVampire Posted February 16, 2014 Author Report Share Posted February 16, 2014 v1.0 Final is now out. This is the final update before I start release mission reworks. The Github version will now be Release Client 1.1. Link to comment Share on other sites More sharing options...
HellGamer115 Posted February 16, 2014 Report Share Posted February 16, 2014 please help me. when i use this script how do i make it so that after the mission starts, then after 10 minutes it will get removed even if a player doesnt do the mission. i want a time limit on the mission so if the players dont get to it in time, it will be removed. please help me Link to comment Share on other sites More sharing options...
TheVampire Posted February 16, 2014 Author Report Share Posted February 16, 2014 please help me. when i use this script how do i make it so that after the mission starts, then after 10 minutes it will get removed even if a player doesnt do the mission. i want a time limit on the mission so if the players dont get to it in time, it will be removed. please help me I don't agree with timeouts, and I don't plan to impliment them. Timeouts in my opinion lead back to one of the things I believe users should not do with missions, and thats picking and choosing which missions to run. I shouldn't be able to sit on a low pop server and wait for the missions I know has the most crates, or the best guns, or more to spawn in. When there's a hostage situation, it doesn't go away. If there is a reason your players are choosing not to do certain missions, let me know what they say. I want the missions to be advanced, entertaining, and challenging enough to make them want to get every mission. With v1.1 I'm starting this by completely redoing all the missions I currently have in the map editor so they look better and feel more realistic. v1.1 Goals - Redo Missions in the Editor - Add Epoch Specific Missions - Work on Expanding Missions, with Relocated Missions, Missions that become more complicated, Traveling Missions, or Point A to B Missions. - Balance the AI better, while still being challenging to the player. NorthyPark 1 Link to comment Share on other sites More sharing options...
HellGamer115 Posted February 16, 2014 Report Share Posted February 16, 2014 I don't agree with timeouts, and I don't plan to impliment them. Timeouts in my opinion lead back to one of the things I believe users should not do with missions, and thats picking and choosing which missions to run. I shouldn't be able to sit on a low pop server and wait for the missions I know has the most crates, or the best guns, or more to spawn in. When there's a hostage situation, it doesn't go away. If there is a reason your players are choosing not to do certain missions, let me know what they say. I want the missions to be advanced, entertaining, and challenging enough to make them want to get every mission. With v1.1 I'm starting this by completely redoing all the missions I currently have in the map editor so they look better and feel more realistic. v1.1 Goals - Redo Missions in the Editor - Add Epoch Specific Missions - Work on Expanding Missions, with Relocated Missions, Missions that become more complicated, Traveling Missions, or Point A to B Missions. - Balance the AI better, while still being challenging to the player. i run the server for about 20 of my friends and they want a time limit on it, please can you tell me how to do it? or another mission system that has timeout on it? thank you for the reply btw Link to comment Share on other sites More sharing options...
TheVampire Posted February 16, 2014 Author Report Share Posted February 16, 2014 i run the server for about 20 of my friends and they want a time limit on it, please can you tell me how to do it? or another mission system that has timeout on it? thank you for the reply btw WickedAI has timeouts. Unless you want to redo and each mission file DZMS doesn't have timeouts added, sorry. Link to comment Share on other sites More sharing options...
HellGamer115 Posted February 16, 2014 Report Share Posted February 16, 2014 WickedAI has timeouts. Unless you want to redo and each mission file DZMS doesn't have timeouts added, sorry. ok thank you for the help man. Link to comment Share on other sites More sharing options...
LoadingSA Posted February 16, 2014 Report Share Posted February 16, 2014 This mission system is much better then most of the stuff out there. TheVampire 1 Link to comment Share on other sites More sharing options...
Quicky2992 Posted February 16, 2014 Report Share Posted February 16, 2014 Loving the mission system, really easy to install. TheVampire 1 Link to comment Share on other sites More sharing options...
Turtle Posted February 16, 2014 Report Share Posted February 16, 2014 okie so I noticed there are these in the missions: [_crate,"weapons"] ExecVM DZMSBoxSetup; If I replaced the "weapons" with the corresponding variable like "supply" for epoch stuff is that all I would need to do to change the box spawn? Link to comment Share on other sites More sharing options...
RipSaw Posted February 17, 2014 Report Share Posted February 17, 2014 okie so I noticed there are these in the missions: [_crate,"weapons"] ExecVM DZMSBoxSetup; If I replaced the "weapons" with the corresponding variable like "supply" for epoch stuff is that all I would need to do to change the box spawn? Yes Link to comment Share on other sites More sharing options...
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