Skyway Posted September 26, 2014 Report Share Posted September 26, 2014 fr1nk thanks for the answer but i don't want to modify mission i want to modify AI,s that are spawned in differant cities without mission Link to comment Share on other sites More sharing options...
fr1nk Posted September 26, 2014 Report Share Posted September 26, 2014 fr1nk thanks for the answer but i don't want to modify mission i want to modify AI,s that are spawned in differant cities without mission Do you mean dynamic AI? DZMS doesn't do those, just missions...are you also running DZAI? Link to comment Share on other sites More sharing options...
TheVampire Posted September 27, 2014 Author Report Share Posted September 27, 2014 fr1nk thanks for the answer but i don't want to modify mission i want to modify AI,s that are spawned in differant cities without mission DZMS does not spawn any AI outside of the mission locations. You installed something else that does this. (SargeAI, DZAI) Link to comment Share on other sites More sharing options...
Skyway Posted September 27, 2014 Report Share Posted September 27, 2014 (facepalm) i rememberd that i swiched of WAI and DZAI :wacko: offtopic which AI do you recommend me to set on server ? Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted September 27, 2014 Report Share Posted September 27, 2014 Lots of those sort of errors since an Arma beta update ages ago... One thing to check, in the list of private variables defined at the top of the page, are all the _variables included? (_sleeptime for example) ? You just likely need to figure out which variable is triggering the undefined error, then define it - ABOVE where it's being called. DZMSPurgeObject = { _> 0:13:05 Error Undefined variable in expression: _sleeptime 0:13:05 File z\addons\dayz_server\DZMS\DZMSFunctions.sqf, line 253 0:13:11 Error in expression <nterval; (diag_tickTime - _startTime) > _sleepTime;}; }; DZMSPurgeObject = { _> 0:13:11 Error position: <_sleepTime;}; }; There is a lot of this in my logs. Arma 2 latest and Epoch 1.0.5.1 Link to comment Share on other sites More sharing options...
TheVampire Posted September 28, 2014 Author Report Share Posted September 28, 2014 (facepalm) i rememberd that i swiched of WAI and DZAI :wacko: offtopic which AI do you recommend me to set on server ? I recommend DZAI as SargeAI is buggy and tends to cause the vehicle glitch where two players cannot enter the same vehicle because of its friendly AI. WickedAI works well, but I think you have to set up triggers in it for its roaming AI to work. It isn't enabled by default. Link to comment Share on other sites More sharing options...
TheVampire Posted September 28, 2014 Author Report Share Posted September 28, 2014 Lots of those sort of errors since an Arma beta update ages ago... One thing to check, in the list of private variables defined at the top of the page, are all the _variables included? (_sleeptime for example) ? You just likely need to figure out which variable is triggering the undefined error, then define it - ABOVE where it's being called. //sleep function that uses diag_tickTime for accuracy DZMSSleep = { private["_sleepTime","_checkInterval","_startTime"]; _sleepTime = _this select 0; _checkInterval = _this select 1; _startTime = diag_tickTime; waitUntil{sleep _checkInterval; (diag_tickTime - _startTime) > _sleepTime;}; }; They are all private already. I've said before i'm not sure what the error is being caused by. Link to comment Share on other sites More sharing options...
PeterBeer Posted October 4, 2014 Report Share Posted October 4, 2014 Does this have multi mission support like Wicked ai ? Link to comment Share on other sites More sharing options...
TheVampire Posted October 5, 2014 Author Report Share Posted October 5, 2014 Does this have multi mission support like Wicked ai ? I'm not sure what you mean by multi mission support. It runs a minor and major mission at the same time. You can add an infinite amount of missions to both major and minor. Link to comment Share on other sites More sharing options...
PeterBeer Posted October 5, 2014 Report Share Posted October 5, 2014 I'm not sure what you mean by multi mission support. It runs a minor and major mission at the same time. You can add an infinite amount of missions to both major and minor. Ok thank you man Link to comment Share on other sites More sharing options...
Slimdickens Posted October 12, 2014 Report Share Posted October 12, 2014 Thank you for the great mod. Was easy to install and easy to configure. Link to comment Share on other sites More sharing options...
viluwu Posted October 18, 2014 Report Share Posted October 18, 2014 Hey guys, i tried doing this on a overpoch server and when i try logging in it keeps saying "Waiting for server to start authentication" or something like that. I did exactly as you said i should, please help. Link to comment Share on other sites More sharing options...
Donnovan Posted October 18, 2014 Report Share Posted October 18, 2014 I modified it to spawn n major missions and m minor missions.Since i was about to use it in Sauerland (one of the biggest Epoch maps), i made it spawn 6 major and 10 minor missions.- The mission dont spawn inside each other,- Bots only spawn when there is a player 700 meters or less near the mission (bots don't despawn),- Static works too, but the number of static locations need to be greater or equal to n + m.Its at the final tests, just runing on my server for some time to make sure everything is ok.Can i release it as a small change to the original work? Link to comment Share on other sites More sharing options...
williamv1999 Posted October 19, 2014 Report Share Posted October 19, 2014 Vampire, Im sure this has been asked, but I guess I will be that guy that asks again.. How would you setup a Construction mission in a static location that starts with server restart with marker....I would like to do one with 4 M2's a Heli patrol, and Heli para drop.. with approx. 20 AI, on Hard at the mission..... Im not a scripter by any means, but I am also willing to do the work if you can point me in the right direction.. Thanks again for all your contributions..... Link to comment Share on other sites More sharing options...
TheVampire Posted October 19, 2014 Author Report Share Posted October 19, 2014 I modified it to spawn n major missions and m minor missions. Since i was about to use it in Sauerland (one of the biggest Epoch maps), i made it spawn 6 major and 10 minor missions. - The mission dont spawn inside each other, - Bots only spawn when there is a player 700 meters or less near the mission (bots don't despawn), - Static works too, but the number of static locations need to be greater or equal to n + m. Its at the final tests, just runing on my server for some time to make sure everything is ok. Can i release it as a small change to the original work? Yes as long as you give proper credit. Vampire, Im sure this has been asked, but I guess I will be that guy that asks again.. How would you setup a Construction mission in a static location that starts with server restart with marker....I would like to do one with 4 M2's a Heli patrol, and Heli para drop.. with approx. 20 AI, on Hard at the mission..... Im not a scripter by any means, but I am also willing to do the work if you can point me in the right direction.. Thanks again for all your contributions..... You would make a mission file and have it run directly from the bottom of the DZMSinit, giving it a custom unit grouping so that DZMS doesn't clean it up. Link to comment Share on other sites More sharing options...
KingRaymond795 Posted November 18, 2014 Report Share Posted November 18, 2014 Hey Guys how do I control the amount of loot that has been added to the crates? I am able to make 100k - 200k per mission (this is by grabbing the expensive weapons only) and I want the players to make less. My perspective is that you are trying to survive - money making needs to be hard - not impossible, but just hard. I have already removed things like Large gun bags and the armoured vehicles (replaced these with cheap stuff like pick up trucks and ladas). Now I just need to change the loot amounts - but cannot find the option. Thanks Link to comment Share on other sites More sharing options...
TheVampire Posted November 20, 2014 Author Report Share Posted November 20, 2014 Hey Guys how do I control the amount of loot that has been added to the crates? I am able to make 100k - 200k per mission (this is by grabbing the expensive weapons only) and I want the players to make less. My perspective is that you are trying to survive - money making needs to be hard - not impossible, but just hard. I have already removed things like Large gun bags and the armoured vehicles (replaced these with cheap stuff like pick up trucks and ladas). Now I just need to change the loot amounts - but cannot find the option. Thanks You can adjust the amounts in DZMSBox.sqf. I've posted more specifics earlier in this thread. Link to comment Share on other sites More sharing options...
KingRaymond795 Posted November 20, 2014 Report Share Posted November 20, 2014 Cool, Thanks TheVampire - i found it, but i am still confused - could you please explain exactly how these options work? for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = _gshellList select _sSelect; _crate addMagazineCargoGlobal [_item,(round(random 2))]; Link to comment Share on other sites More sharing options...
ekroemer Posted November 21, 2014 Report Share Posted November 21, 2014 for "_x" from 0 to 2 do { initiates a loop with 3 iterations (0,1,2) _sSelect = floor(random _sCount); picks a number between 0 and _sCount-1, _sCount being the length of the list _gshellList containing classnames to choose from _item = _gshellList select _sSelect; determines the classname to add to the crate (_gshellList[_sSelect] in C) _crate addMagazineCargoGlobal [_item,(round(random 2))]; (round(random 2)) will return a number between 0 and 2 and determines how many of _item will be put into the crate. Altogether you could end up with zero items from this list because round(random 2) always returned 0 6 identical items, because in each of the 3 iterations the same _sSelect was picked and round(random 2) always returned 2 or anything between: 1-3 different classes of items with a quantity 0-2 each Link to comment Share on other sites More sharing options...
KingRaymond795 Posted November 21, 2014 Report Share Posted November 21, 2014 Hi ekroemer Thanks for that. Reason I am asking is due to a DZMSbox,sqf posted by RipSaw I added his addon/modification and doing missions during a testing phase, many of the crates were empty. I would prefer less items instead of no items. Thanks Raymond Link to comment Share on other sites More sharing options...
TheVampire Posted November 29, 2014 Author Report Share Posted November 29, 2014 Just committed a few updates to github. A check was added to prevent missions from spawning within 500m of a player. I fixed the timer loop exits that @ekroamer mentioned before. I also added a fix for the actionSet Undefined error for people who have RPG's and DZMSRunGear both on. Proximus 1 Link to comment Share on other sites More sharing options...
Buck0 Posted December 5, 2014 Report Share Posted December 5, 2014 20:51:05 Error position: <_unit == "") then {removeBackpack _unit;> 20:51:05 Error Missing ) 20:51:05 File z\addons\dayz_server\DZMS\Scripts\DZMSAIKilled.sqf, line 47 20:51:05 Error in expression <if (DZMSRunGear) then { if !(backpack _unit == "") then {removeBackpack _unit;> 20:51:05 Error position: <_unit == "") then {removeBackpack _unit;> 20:51:05 Error Missing ) 20:51:05 File z\addons\dayz_server\DZMS\Scripts\DZMSAIKilled.sqf, line 47 20:51:15 "TIME SYNC: Local Time set to [2014,12,5,15,51]" 20:51:26 Error in expression <if (DZMSRunGear) then { if !(backpack _unit == "") then {removeBackpack _unit;> 20:51:26 Error position: <_unit == "") then {removeBackpack _unit;> 20:51:26 Error Missing ) 20:51:26 File z\addons\dayz_server\DZMS\Scripts\DZMSAIKilled.sqf, line 47 20:51:26 Error in expression <if (DZMSRunGear) then { if !(backpack _unit == "") then {removeBackpack _unit;> unedited file, not sure if this has already been mentioned Link to comment Share on other sites More sharing options...
Bob_the_K Posted December 5, 2014 Report Share Posted December 5, 2014 I had that problem, as well as humanity and kills not increasing as AI were killed - and RPGs not despawning wen they are killed. Here's my post on OpenDayz.net: OK, I somewhat figured it out. Our main server was still running an older version of DZMS that worked properly but it wasn't that different from the latest one. By process of elimination, I narrowed it down to the DZMSAIKilled.sqf file. When I run the new scripts except for that one - I run the older version, everything works as expected. They take me out with the RPG, the RPGs disappear on their deaths, I get credit for the kills, and my humanity goes up. Here's the specific lines: The new script has: if (!(backpack _unit == "")) then {removeBackpack _unit;}; at line 48 and the old one doesn't. The old script has: removeBackpack _unit; at line 49 and the new one doesn't. So for now, I'm running all the latest scripts except for DZMSAIKilled.sqf and the world of Epoch is good. I've reverted to an old version of that file. Bob Here's the link to that post/forum: http://opendayz.net/threads/support-dzms-dayz-mission-system.18421/page-45 Bob Link to comment Share on other sites More sharing options...
bobbart Posted December 6, 2014 Report Share Posted December 6, 2014 config set to have AIs count as kills but they are not doing it. Any idea? Link to comment Share on other sites More sharing options...
TheVampire Posted December 6, 2014 Author Report Share Posted December 6, 2014 Newest DayZ may have changed how the humanity is set. The code in DZMSAIKilled should be fixed on github now. Buck0 1 Link to comment Share on other sites More sharing options...
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