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Hey guys, glad to see you all still using this. I updated my other missions but I can't release them just yet. The gaming community I am part owner of is almost done tweaking our Overpoch server and it will be running my missions for a bit before I make them avail to everyone. Honestly I am surprised there are no missions posted that people have created with this. It appears some of you have made them? Anyways, I know the community would appreciate your contributions and as I have always said, if the mission is good I will include it in the missions pack and give you credit so let's see em guys!

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Ok, I printed the info for the install and have placed the files as described, but the missions are not running. I have extracted my dayz_server pbo and created an addon folder to put the FMission folder. I have  moved the FMission_Launcher1, 2 and 3 sqf files to the module folder and the info for the two missions was already in place. I added the EpochEvents info for multiple times per hour as shown in the instructions. Anyone know what step I am missing?

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Hey!

This is awesme! Very well done!

 

But i have one questin!

What i need to change when i want to spawn missions on different positions that are choosen from me?

 

Your mission setup creates a marker from center of the map to a random position on the map.

 

so now i want that missions spawn at the coast and nowhere else.

 

Example:

 

_posArray = [
    [3372.8899, 7210.5244],
    [3607.3213, 8103.5986],
    [3004.4971, 8739.9131],
    [2848.2092, 9599.4971],
    [4232.4736, 8940.8574]

];

_rndPos = _posArray call bis_fnc_selectrandom;
_location = _rndPos select 0;

 

Is the above correct?

if so, how do i call your map marker with the return of _location?

because the whole mission use the marker coords.

 

Thanks for answers!

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  • 2 weeks later...

Updated my server with two of your missions today on my 1.0.5.1 Overpoch server..

Both are working excellently.. Thank you for this additional method of mission making.

 

Any luck on getting more of your proposed mission profiles that you mentioned in previous posts Foamy? Again thanks for all your efforts!!

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Can you make like a sniperteam that stays in a one place. And make the sniper a skilled shooter, but have low spotting skill and have the spotter with high spotting skill but low shooting skill? And than make a UAV unit with high spotting skill and use the Ka137_PMC to it?

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@MegaZ, have you searched the thread? There is a couple of good ones around.

 

 

Hi You mean these 3:

Bank of Panthera

Wells Fargo

Death Wish

all were done around April time that is 6 months ago that's why I posted up, I appreciate the people making these my point is in 6 months there have been no more added, I would if I could but my knowledge at the moment is a bit low, I am learning but its a slow job for me, I just thought that there might be more people posting their's up that they have made.

 

MegaZ

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So what I wounder is...... can you use this system to static places? I don't like the 1 tent, in a open random field with 15- 20 AI running around like headless chicken. I would like to use custom made bases (mine or others) for missions. And like I wounder before, can you make a unit that is station (not patroling arond), like a sniper team would be, hidden, that guards a area. 

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  • 2 weeks later...

I've run into a wall of sorts while creating a custom mission. I'm trying to use an 'if' and 'else' statement like Foamy used in his FMission_M1_Assassination.sqf. He used it to see if the hostage was alive or not, then spawned a loot box accordingly. I am attempting to do this with _attackgroup. I want the loot box spawn to wait until all _attackgroup members are dead.

 

Note: I have managed to get the LootBox spawned and the rTitleText to display upon AI death. I have to remove the 'else' statement and the 2nd cleanup entirely though...

 

Any idea on why this 'else' statement isn't going through? Here is my RPT errors from the script below:

# aded!


12:39:06 [DZMS]: Major Mission Clock Starting!
12:39:06 [DZMS]: Minor Mission Clock Starting!
12:39:06 [DZMS]: Mission Marker Loop for JIPs Starting!
12:39:26 [DZMS]: Running Major Mission SM3.
12:39:28 [DZMS]: (DZMSUnitsMajor) 3 AI Spawned, 3 units in mission.
12:39:34 [DZMS]: (DZMSUnitsMajor) 3 AI Spawned, 6 units in mission.
12:39:39 [DZMS]: (DZMSUnitsMajor) 3 AI Spawned, 9 units in mission.
12:39:41 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
12:39:45 [DZMS]: (DZMSUnitsMajor) 3 AI Spawned, 12 units in mission.
12:39:45 [DZMS]: (DZMSUnitsMajor) Waiting for 12/12 Units or Less to be Alive and a Player to be Near the Objective.
12:39:57 [DZMS]: Running Minor Mission SM3.
12:40:01 [DZMS]: (DZMSUnitsMinor) 6 AI Spawned, 6 units in mission.
12:40:05 [DZMS]: (DZMSUnitsMinor) 6 AI Spawned, 12 units in mission.
12:40:07 "RUNNING EVENT: FMission_Launcher1 on [2014,10,27,10,40]"
12:40:07 "FMission Launcher 1: Checking Spawn Chance"
12:40:07 "FMission Launcher 1: Spawn Chance Succeeded with 0.784078 it needed to be lower than 1"
12:40:07 "FMission Launcher 1: Selecting script and launching"
12:40:07 "FMission Launcher 1: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\Craft\FMission_Launcher.sqf"
12:40:07 Error in expression <] call








EPOCH_MISSION1_RUNNING = false;

deleteVehicle _base;
deleteVeh>
12:40:07 Error position: <= false;

deleteVehicle _base;
deleteVeh>
12:40:07 Error Missing ;
12:40:07 File z\addons\dayz_server\addons\Fmission\Missions\Craft\FMission_Launcher.sqf, line 178
12:40:07 Error in expression <] call








EPOCH_MISSION1_RUNNING = false;

deleteVehicle _base;
deleteVeh>
12:40:07 Error position: <= false;

deleteVehicle _base;
deleteVeh>
12:40:07 Error Missing ;
12:40:07 File z\addons\dayz_server\addons\Fmission\Missions\Craft\FMission_Launcher.sqf, line 178
12:40:07 "MISSION 1: Stash House - Script Started"
12:40:07 "MISSION 1: Stash House - Checking MissionSpawnChance"
12:40:08 [DZMS]: (DZMSUnitsMinor) Waiting for 12/12 Units or Less to be Alive and a Player to be Near the Objective.
12:40:08 "MISSION 1: Stash House - Mission SpawnChance Success"
12:40:09 "MISSION 1: Stash House - Mission Script Started"
12:40:09 "FMarker 1: Loading Script"
12:40:10 "MISSION 1: Stash House - Spawning loot event at [8330.58,2426.58]"
12:40:10 "FLoot: Extra Loot Chance Failed"
12:40:10 "FLoot: Extra Loot Chance Failed"
12:40:10 "MISSION 1: Stash House - Waiting for all AI dead in Attack Group..."
12:40:49 "get: STRING (76561198085307145), sent: STRING (76561198085307145)"
12:40:49 "DISCONNECT: CRAFT (76561198085307145) Object: B 1-1-B:1 (CRAFT) REMOTE, _characterID: 43 at loc [3114.42,4018.99,0.00244141]"
12:40:49 Client: Remote object 3:5 not found
12:41:27 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
12:46:27 "TIME SYNC: Local Time set to [2013,8,3,10,46]"
12:51:27 "TIME SYNC: Local Time set to [2013,8,3,10,51]"
12:56:27 "TIME SYNC: Local Time set to [2013,8,3,10,56]"
12:56:27 "get: STRING (76561198085307145), sent: STRING (76561198085307145)"
12:56:27 "DISCONNECT: CRAFT (76561198085307145) Object: B 1-1-B:1 (CRAFT) REMOTE, _characterID: 43 at loc [8510.33,2303.95,0.202478]"
12:56:27 Client: Remote object 3:17 not found
12:56:27 Client: Remote object 3:16 not found
12:56:39 Server: Object 3:54 not found (message 94)
12:58:07 "RUNNING EVENT: FMission_Launcher1 on [2014,10,27,10,58]"
12:58:07 "FMission Launcher 1: Checking Spawn Chance"
12:58:07 "FMission Launcher 1: Spawn Chance Succeeded with 0.721437 it needed to be lower than 1"
12:58:08 "FMission Launcher 1: Selecting script and launching"
12:58:08 "FMission Launcher 1: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\Craft\FMission_Launcher.sqf"
12:58:08 Error in expression <] call








EPOCH_MISSION1_RUNNING = false;

deleteVehicle _base;
deleteVeh>
12:58:08 Error position: <= false;

deleteVehicle _base;
deleteVeh>
12:58:08 Error Missing ;
12:58:08 File z\addons\dayz_server\addons\Fmission\Missions\Craft\FMission_Launcher.sqf, line 178
12:58:08 Error in expression <] call








EPOCH_MISSION1_RUNNING = false;

deleteVehicle _base;
deleteVeh>
12:58:08 Error position: <= false;

deleteVehicle _base;
deleteVeh>
12:58:08 Error Missing ;
12:58:08 File z\addons\dayz_server\addons\Fmission\Missions\Craft\FMission_Launcher.sqf, line 178
12:58:08 "MISSION 1 already running"
13:01:27 "TIME SYNC: Local Time set to [2013,8,3,11,1]"

 

My Mission:

/*


    File Name: FMission_Launcher.sqf
    File Created: 10/26/2014
    File Version: 1.2
    File Author: Foamy
    File Last Edit Date: 10/27/2014
    File Description: Stash House Mission (M1)
    
*/

// CHECK FOR ANOTHER MISSION 1 RUNNING START ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    if (isNil "EPOCH_MISSION1_RUNNING") then
    {
    EPOCH_MISSION1_RUNNING = false;
    };

    if (EPOCH_MISSION1_RUNNING) exitWith
    {
    diag_log("MISSION 1 already running");
    };

// CHECK FOR ANOTHER MISSION 1 RUNNING END ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

// Don't forget to add all your "_names" to the private section
private ["_missionSpawnChance","_spawnMarker","_spawnRadius","_markerRadius","_markerColor","_item","_debug","_loot",
"_loot_lists","_loot_box","_wait_time","_spawnRoll","_position","_loot_pos","_loot_box","_textMarker_IconType","_markerText",
"_markerBrush","_base","_attackgroup","_attacker1","_attacker2","_attackunitsAlive","_timeout"];

diag_log("MISSION 1: Stash House - Script Started");

_missionSpawnChance =  1; //Set Spawn Chance Here 1 = always
_spawnRoll = random 1;

diag_log("MISSION 1: Stash House - Checking MissionSpawnChance");
if (_spawnRoll > _missionSpawnChance) exitWith
{
diag_log format ["MISSION 1: Stash House - Failed with %1 it needed to be lower than %2",_spawnRoll,_missionSpawnChance];
};

sleep .5;
diag_log("MISSION 1: Stash House - Mission SpawnChance Success");

sleep .5;
diag_log("MISSION 1: Stash House - Mission Script Started");

EPOCH_MISSION1_RUNNING = true;


// Loot Box Setup
_loot_box = "GuerillaCacheBox";
_loot_lists = [
[
["DMR","NVGoggles","Binocular_Vector"],
["20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","ItemSodaMdew","ItemSodaR4z0r","ItemAntibiotic"],
["DZ_Backpack_EP1"]
],
[
["M4SPR","Binocular_Vector"],
["100Rnd_556x45_BetaCMag","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","ItemSodaRbull"],
["DZ_ALICE_Pack_EP1"]
]
];

//---------------------------------------------------------------------------------

_loot = _loot_lists call BIS_fnc_selectRandom;

// Mission Variables
mission_despawn_timer = 1200; // This sets the Timeout if a timer is used.
_wait_time = 300; // This is how long the loot box will stay once it spawns.
_spawnRadius = 4500; // This is the distance from Center - Used to determine the radius in which missions will spawn
_spawnMarker = 'center'; // DO NOT Change this, UNLESS you need a hard coded center loc for custom purposes
_markerRadius = 350; // This sets marker radius and the area the loot can spawn in
_markerColor = "ColorGreenAlpha"; // This sets the Marker Color
_textMarker_IconType = "mil_box"; // This sets the "Icon Type" (https://community.bistudio.com/wiki/cfgMarkers)
_markerText = "Mission: Stash House"; // Text to display at Marker (Leave "" blank if you dont want a message)
_markerBrush = "SOLID"; // Marker Brush - How the marker is filled in

// This sets the global position coords the mission needs to run, do not change.
_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,20,0] call BIS_fnc_findSafePos;
_loot_pos = [_position,0,(_markerRadius - 100),10,0,20,0] call BIS_fnc_findSafePos;

// Use these if using AI, Vehicles or Helis
_aiunit_spawn_pos = [_loot_pos, 30, 50, 30, 0, 20, 0] call BIS_fnc_findSafePos;
_aivehicle_spawn_pos = [_loot_pos, 30, 50, 30, 0, 20, 0] call BIS_fnc_findSafePos;
_aiheli_spawn_pos = [_loot_pos, 30, 50, 30, 0, 20, 0] call BIS_fnc_findSafePos;

//---------------------------------------------------------------------------------
// Mission Body STARTS Here
// Read General Script Instructions for Variable Usage per script.

// Add a Marker? Make sure to use FMarker1.sqf for M1 Missions
[_position,_loot_pos,_markerRadius,_markerColor,false,_textMarker_IconType,_markerText,_markerBrush] execVM "\z\addons\dayz_server\addons\FMission\FMarker\FMarker1.sqf";

// Add a base?
_base = createVehicle ["Land_fortified_nest_big",_loot_pos,[], 0, "CAN_COLLIDE"];
_base setPos _loot_pos;

sleep 1;

diag_log(format["MISSION 1: Stash House - Spawning loot event at %1", _position]);

// Add some AI to patrol?
//_aiunitX = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,M1] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";

// Add a one off custom AI?
    _attackgroup = createGroup east;
    
        _attacker1 = _attackgroup createUnit ["TK_INS_Soldier_3_EP1", _base, [], 0, "Form"];
            [_attacker1] execVM "\z\addons\dayz_server\addons\FMission\FLoot\FLoot_Bandit.sqf";
            _attacker1 setUnitPos "AUTO";

        _attacker2 = _attackgroup createUnit ["TK_Commander_EP1", _base, [], 0, "Form"];
            [_attacker1] execVM "\z\addons\dayz_server\addons\FMission\FLoot\FLoot_Bandit.sqf";
            _attacker1 setUnitPos "AUTO";

sleep .5;    

[nil,nil,rTitleText,"Be aware, a bandit Stash House has been located!", "PLAIN",10] call RE;    

diag_log("MISSION 1: Stash House - Base & Units created. Waiting for all AI dead in Attack Group...");
_timeout = time + mission_despawn_timer;
waitUntil
{
_attackunitsAlive = {alive _x} count (units _attackgroup);
((time > _timeout) || (_attackunitsAlive < 1))
};

_attackunitsAlive = {alive _x} count (units _attackgroup);
if (_attackunitsAlive < 1) then        
{
[nil,nil,rTitleText,"MISSION: Stash House has been raided by survivors!", "PLAIN",10] call RE;
            
// Create a loot box?
        // Create loot box
        diag_log("MISSION 1: Stash House - Targets cleared. Creating loot box.");
        _loot_box = createVehicle [_loot_box,_loot_pos,[], 0, "NONE"];
        _loot_box setPos _loot_pos;
        clearMagazineCargoGlobal _loot_box;
        clearWeaponCargoGlobal _loot_box;
        clearBackpackCargoGlobal _loot_box;
                
        // Add loot
        diag_log("MISSION 1: Stash House - Loot box created, adding loot to loot box");
        {
        _loot_box addWeaponCargoGlobal [_x,1];
        } forEach (_loot select 0);
        {
        _loot_box addMagazineCargoGlobal [_x,1];
        } forEach (_loot select 1);
        {
        _loot_box addBackpackCargoGlobal [_x,1];
        } forEach (_loot select 2);
        
        // Wait
        sleep _wait_time;
        
        EPOCH_MISSION1_RUNNING = false;
        
        deleteVehicle _base;
        deleteVehicle _loot_box;
        { deleteVehicle _x } forEach units _attackgroup;
        deleteGroup _attackgroup;        
}        
else
{

[nil,nil,rTitleText,"MISSION: Survivors could not take the Stash House.", "PLAIN",10] call        
// Wait for awhile so loot can be collected?
//sleep _wait_time;

// Mission Body ENDS here
// ---------------------------------------------------------------------------------
// Add additional deleteVehicle _xxx; for each item that needs to be deleted.
// Add additional deleteVehicle _xxgroup; to delete the AI units
// Clean up
        EPOCH_MISSION1_RUNNING = false;
        
        deleteVehicle _base;
        deleteVehicle _loot_box;
        { deleteVehicle _x } forEach units _attackgroup;
        deleteGroup _attackgroup;
        diag_log("MISSION 1: Stash House - Mission Lose Complete and Cleaned Up!");
};

 

I'd like to think it's a simple fix ;-) Thanks.

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Anyone have more missions they,d like to share? I,ll post mine once they are working. Just trying to work out the bugs. 

 Hi Cavman

Did you sort out your mission? No One has posted any new missions for this system apart from these:

 

Bank of Panthera -  Detour

Wells Fargo - Snakeyes

Death Wish - Snakeyes

 

Thanks to the guys who made these

 

Any one else want to upload any they have made.

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