Tricks Posted July 28, 2014 Report Share Posted July 28, 2014 Is this officially released now? Link to comment Share on other sites More sharing options...
FoamysWorld Posted July 29, 2014 Author Report Share Posted July 29, 2014 Is this officially released now? FMission? Yeah many months ago. Link to comment Share on other sites More sharing options...
Achmed Posted July 29, 2014 Report Share Posted July 29, 2014 Anyone know how to make it could ai kills as bandit kills? Link to comment Share on other sites More sharing options...
Achmed Posted July 29, 2014 Report Share Posted July 29, 2014 Damn auto correct. Count not could Link to comment Share on other sites More sharing options...
Achmed Posted July 29, 2014 Report Share Posted July 29, 2014 Ignore me. Just realised it's on the code for adding humanity already Link to comment Share on other sites More sharing options...
Achmed Posted July 29, 2014 Report Share Posted July 29, 2014 it's pretty easy, create a file somewhere in the Fmission directory call something like 'ai_unit_killed.sqf'. private ["_victim","_killer","_humanity","_banditKills"]; _victim = _this select 0; _killer = _this select 1; _humanity = _killer getVariable ["humanity",0]; _banditKills = _killer getVariable ["banditKills",0]; _killer setVariable ["humanity",_humanity + 25,true]; _killer setVariable ["banditKills",_banditKills + 1,true]; put that code inside of it and save it. you can change the 25 to however much humanity you want to gain. next, in wherever it is that creates the AI, for each AI unit use this line of code. _unit addEventHandler ["killed",{_this ExecVM "\z\addons\dayz_server\fmission\directory\ai_unit_killed.sqf"}]; and now you have a humanity gain for each bandit killed and your bandit kill count goes up too :) of course, replace the _unit variable with whatever variable Fmission uses for each unit. Have tried to do this but cant get it to work. this is what one of my missions looks like yet it does not work. what have i done wrong? (file location is correct and no errors in rpt) _aiunit1 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf"; _aiunit1 addEventHandler ["killed",{_this ExecVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Unit_killed.sqf"}]; _aiunit2 = [_aiunit_spawn_pos,50,4,"Sniper",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf"; _aiunit2 addEventHandler ["killed",{_this ExecVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Unit_killed.sqf"}]; _aiunit3 = [_aiunit_spawn_pos,50,4,"Medic",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf"; _aiunit3 addEventHandler ["killed",{_this ExecVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Unit_killed.sqf"}]; _aiunit4 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf"; _aiunit4 addEventHandler ["killed",{_this ExecVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Unit_killed.sqf"}]; _aiunit5 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf"; _aiunit5 addEventHandler ["killed",{_this ExecVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Unit_killed.sqf"}]; Link to comment Share on other sites More sharing options...
NetShark Posted July 30, 2014 Report Share Posted July 30, 2014 Hi, I've been using it for a while and I can't say anything but Thanks for this great job. I have just one question: What if I want the AI to have RPGs? I tried to modify the Floot file to add the rpg classname (M136) to their inventory, and although some of them spawn with RPG, they dont use it. They just carry it on their backs and that's it... they dont even attack at all.. How can I do it? Thanks Link to comment Share on other sites More sharing options...
Just_R Posted August 4, 2014 Report Share Posted August 4, 2014 I like Fmissions way of loot distro - - this way I can customize it to fit how I wish it to be, verses having 6 random objects that appear in the lootbox - IE: then you have 6 chainsaws or DMRs in the loot. Everyone has a preference, you can add in the loot_pull from DZMS and put it in Fmissions if you want. I've taken BIS_Random feature and randomized vehicles from an array so the missions may say, "medical" and you don't the same 2 or 4 vehicles over and over. Fmission is a brilliant flexible system, it takes a lot of time to setup your own mission but IMO very well worth the time put in. Yes, I know about that. My question was: "would it be possible to pull the contents of the boxes from the server's loot tables, rather than having a fixed list of items that will be in there?" DZMS does it. Perhaps it could be integrated. A random loadout is better than 5 or 6 lists of things that will always spawn. Link to comment Share on other sites More sharing options...
ekroemer Posted August 4, 2014 Report Share Posted August 4, 2014 Hi, I've been using it for a while and I can't say anything but Thanks for this great job. I have just one question: What if I want the AI to have RPGs? I tried to modify the Floot file to add the rpg classname (M136) to their inventory, and although some of them spawn with RPG, they dont use it. They just carry it on their backs and that's it... they dont even attack at all.. Did you give them ammo, too? RPG7V / PG7V should work, for M136 I don't know the ammo classname. Link to comment Share on other sites More sharing options...
calamity Posted August 7, 2014 Report Share Posted August 7, 2014 I still lurk guys, I am just very busy coding for a Top Altis Life server. We are about to release the project I have been working on for the last month or so. Word is the community I am now part owner of might be doing an Epoch server as well after we get the new Altis Life version out. That means I will probably update FMission a bit around that time as well. I still have a few missions that weren't released yet so I will also most likely finish the first mission pack and fill it out with the other missions, I think in total there are 6 or 7 missions. Don't forget I updated the main post with a tutorial video on how to make missions with FMission. If you guys are curious where I am at here is the link to our community. http://www.therevolutiongaming.com/ Any ETA on those final missions you plan on releasing??? Link to comment Share on other sites More sharing options...
Caveman1 Posted August 8, 2014 Report Share Posted August 8, 2014 Anyone have more missions they,d like to share? I,ll post mine once they are working. Just trying to work out the bugs. Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted August 10, 2014 Report Share Posted August 10, 2014 Hello All, I'm getting the following errors spamming my RPT: 18:43:34 Error Undefined variable in expression: epoch_mission1_running 18:43:34 File z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf, line 178 18:43:34 Error in expression <ion_type == "M1") then { waitUntil { (!EPOCH_MISSION1_RUNNING) }; _aiVehicleObj> 18:43:34 Error position: <EPOCH_MISSION1_RUNNING) }; _aiVehicleObj> This is from a fresh install from vanilla downloaded files from foamy's site. Any help would be gratefully accepted. Link to comment Share on other sites More sharing options...
seelenapparat Posted August 10, 2014 Report Share Posted August 10, 2014 @ZENITHOVMAN: check if your missions are all of the correct type. meaning that the missions inside M1 folder are of type M1 and not M2 or M3. (missionsdescr., units and vehicles must be the same type.) Link to comment Share on other sites More sharing options...
FoamysWorld Posted August 10, 2014 Author Report Share Posted August 10, 2014 Any ETA on those final missions you plan on releasing??? No ETA yet, my Altis Life server takes precedence right now. By the looks of it some folks will have more missions to release soon? Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted August 11, 2014 Report Share Posted August 11, 2014 Hello All, Just a quick question is the "M1" correct if this is an M3 Mission? _aiunit1 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf"; _aiunit2 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf"; _aiunit3 = [_aiunit_spawn_pos,50,4,"Sniper",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf"; _aiunit4 = [_aiunit_spawn_pos,50,4,"Medic",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf"; _aiunit5 = [_aiunit_spawn_pos,50,4,"Sniper",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf"; _aiunit6 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf"; _aiunit7 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf"; Thnx in advance for any guidance with this issue. STENCH Link to comment Share on other sites More sharing options...
seelenapparat Posted August 11, 2014 Report Share Posted August 11, 2014 no its not. it must all be set to the correct value. if its a mission 3 type, the ai etc. must be of M3 type. Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted August 11, 2014 Report Share Posted August 11, 2014 Ok thanks seelenapparat for your swift response. :) I think that may be my RPT issue. I found a couple of missions inside this thread and slowly but surely cleaning up the errors before I go live with them on my servers. [Fixed] :D Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted August 12, 2014 Report Share Posted August 12, 2014 Hello All, Just new to this mission system and trying a few things. Would anyone know how to add composites into the code. I just watched Foamy's Utube tutorial on the mission system and would like to add 2-3 train carriages as props for the mission theme. // Add a base?_base = createVehicle ["Land_wagon_box",_loot_pos,[], 0, "CAN_COLLIDE"];_base setPos _loot_pos; _base1 = createVehicle ["Land_wagon_box",_loot_pos,[], 0, "CAN_COLLIDE"]; _base1 setPos _loot_pos; _base2 = createVehicle ["Land_wagon_box",_loot_pos,[], 0, "CAN_COLLIDE"]; _base2 setPos _loot_pos; would this work? ^^ but how would I add multiple? say 2-3 of these.I will test and report findings. I am also interested as to what others have made with this mission system. I am running an Overpoch Server and just curious as to what skins & weapons work for the AI from OW. Link to comment Share on other sites More sharing options...
RamAthorn Posted August 13, 2014 Report Share Posted August 13, 2014 ok peeps I read this over and over again I'm so new to this stuff but where in the world does this go? _null = [_position,loot_pos,_markerRadius,_markcolor,false] execVM "\z\addons\dayz_server\addons\FMission\FMarker\FMarker.sqf sorry for being a noob :( this was on the easy install. Thanks Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted August 13, 2014 Report Share Posted August 13, 2014 Hello RamAthorn, It goes in the first line of the mission body. RamAthorn 1 Link to comment Share on other sites More sharing options...
RamAthorn Posted August 13, 2014 Report Share Posted August 13, 2014 Hello RamAthorn, It goes in the first line of the mission body. Thanks for the replay Zenithovman! Link to comment Share on other sites More sharing options...
HellGamer115 Posted August 17, 2014 Report Share Posted August 17, 2014 can you please help, can you make it so that some missions spawn bandit ai and some missions spawn survivor ai, so when people kill bandit ai they gain humanity and when they kil survivor ai they lose humanity, so both bandits and survivors can attempt the missions. and the missions spawn only bandits or survivors so they arent mixed together and they have different uniforms. someone already told me how to do it for WAI mission Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted August 17, 2014 Report Share Posted August 17, 2014 Gday Hellgamer, I'm pretty sure someone has answered this already. Take a look at #181 ;) Link to comment Share on other sites More sharing options...
lonewolfgaming Posted August 31, 2014 Report Share Posted August 31, 2014 I'm a new server owner, and need to know where I need to place the missions in the mission pack to have them run on my server. Appreciate all the help I can get. Link to comment Share on other sites More sharing options...
calamity Posted August 31, 2014 Report Share Posted August 31, 2014 in server modules folder then add em like an event in your init.sqf Link to comment Share on other sites More sharing options...
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