reactortrip
Member
soldier and survivor AI are not defending themselves, they let their buddies die without defending themselves.
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I don't see a solution. I just see the cause.
Yeah, I still have the issue. Several players so far complaining on Sidechat that theirs or their team mates bodies have despawned too fast, usually within a minute, sometimes less than a few seconds..![]()
soldier and survivor AI are not defending themselves, they let their buddies die without defending themselves.
Yeah, I still have the issue. Several players so far complaining on Sidechat that theirs or their team mates bodies have despawned too fast, usually within a minute, sometimes less than a few seconds..![]()
Like i posted in the other thread - can you check your rpt ? Deleting dead bodies from the server_cleanup.fsm should be logged and obvious in there.
Hi mate,Hi All,
I've got a simple question that I've searched this thread and couldn't find the answer I'm after.
The server_cleanup.fsm mentioned in this framework - do I modify the one in my server.pbo (not the mission.pbo) or do I add it to the missions one? Just wanted clarification.
Thanks and keep up the kick-ass work!
well, how about you post the scripts for cargo lift and the dogs (or links) ? Anything interesting in the rpt ?
The only thing that i add is an action to an AI, and that shouldnt affect neither dogs nor vehicles.
Thx, Sarge
/*
INITILIZATION
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];
//REALLY IMPORTANT VALUES
dayZ_instance = 2582; //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
//disable greeting menu
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
//enableRadio false;
//Load in compiled functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
//call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
call compile preprocessFileLineNumbers "debug\compiles.sqf"; //Compile regular functions
progressLoadingScreen 1.0;
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
playerstats = compile preprocessFileLineNumbers "debug\playerstats.sqf";
if ((!isServer) && (isNull player) ) then
{
waitUntil {!isNull player};
waitUntil {time > 3};
};
if ((!isServer) && (player != player)) then
{
waitUntil {player == player};
waitUntil {time > 3};
};
if (isServer) then {
//===================piXel 15-02-2013===========
dogOwner = [];
//=========================end==================
_serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};
if (!isDedicated) then {
[] execVM "Scripts\change_streetlights.sqf";
//Conduct map operations
0 fadeSound 0;
waitUntil {!isNil "dayz_loadScreenMsg"};
dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
//Run the player monitor
//===================piXel 15-02-2013===========
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death; _nul = [] execVM "addin\plrInit.sqf";}];
//dayZ original _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
_nul = [] execVM "addin\plrInit.sqf";
//=========================end==================
};
sleep 1; _fast_rope = [] execVM "addons\BTC_fast_roping_init.sqf";
call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";
call compile preprocessFileLineNumbers "addons\SHK_pos\shk_pos_init.sqf";
[] execVM "addons\SARGE\SAR_AI_init.sqf";
// Mission Initialization
startLoadingScreen ["", "DayZ_loadingScreen"];
cutText ["", "BLACK OUT"];
enableSaving [false, false];
// Variable Initialization
dayZ_instance = 1;
hiveInUse = true;
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
// Settings
dzn_ns_bloodsucker = false; // Spawn bloodsuckers
dzn_ns_bloodsucker_den = 0; // Spawn chance of bloodsuckers
ns_blowout = true; // Spawn random EVR discharges
ns_blowout_dayz = true;
dayzNam_buildingLoot = "CfgBuildingLootNamalsk"; // CfgBuildingLootNamalskNOER7, CfgBuildingLootNamalskNOSniper, CfgBuildingLootNamalsk
player setVariable ["BIS_noCoreConversations", true]; // Disable greeting menu
//enableRadio false; // Disable global chat radio messages
call compile preprocessFileLineNumbers "\nst\ns_dayz\code\init\variables.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "\nst\ns_dayz\code\init\compiles.sqf";
progressLoadingScreen 1.0;
// zombie_generate = compile preprocessFileLineNumbers "scripts\zombie_generate.sqf";
// if (isServer) then {
// For settings involving the factions, go to scripts\add_unit_server.sqf and adjust the settings at the top of the file
_factions = [] execVM "scripts\set_unit_faction.sqf";
//_aispawnpos - Worldspace location
//_wpradius - Distance you want units to be able to travel
//_wpnum - Number of waypoints to place withing that distance. The higher the number, the more extensively the units will travel
//_numunits - Number of units to place. Keep in mind that squads will be placed in multiples of this number
//_unitType - Type of unit to place. 0: Random, 1: Sniper, 2: Gunner, 3: Militia, 4: Squad of the previous 3 types
//_faction - The type of faction you want this unit to adhere to. 0: RESISTANCE, 1: EAST, 2: WEST. Factions loyalties are set in scripts\set_unit_faction.sqf
//_baseSkill - Lowest possible skill that the units can posess from 1 to 10
//_potentialSkill - Highes possible skill that the units can posess from 1 to 10
//_gearSet - Which set of gear your units will use. To set the types of gear, edit the variables at the top of scripts\add_units_server.sqf
//_respawnTime - How long to wait until NPCs respawn (in seconds)
// _aispawn = [[3993.98,4193.84,0],100,5,1,4,1,7,10,0,1800] execVM "scripts\add_unit_server.sqf";
// };
// Set Tonemapping
"Filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4];
setToneMapping "Filmic";
// Run the server monitor
if (isServer) then {
_serverMonitor = [] execVM "\z\addons\dayz_server\system\server_monitor.sqf";
};
if (!isServer && isNull player) then {
waitUntil { !isNull player };
waitUntil { time > 3 };
};
if (!isServer && player != player) then {
waitUntil { player == player };
waitUntil { time > 3 };
};
// Run the player monitor
if (!isDedicated) then {
[] execVM "kh_actions.sqf";
if (isClass (configFile >> "CfgBuildingLootNamalsk")) then {
0 fadeSound 0;
0 cutText [(localize "STR_AUTHENTICATING"), "BLACK FADED", 60];
_id = player addEventHandler ["Respawn", { _id = [] spawn player_death; }];
_playerMonitor = [] execVM "\nst\ns_dayz\code\system\player_monitor.sqf";
#include "gcam\gcam_config.hpp"
#include "gcam\gcam_functions.sqf"
#ifdef GCAM
waitUntil { alive Player };
waituntil { !(IsNull (findDisplay 46)) };
if (serverCommandAvailable "#kick") then { (findDisplay 46) displayAddEventHandler ["keyDown", "_this call fnc_keyDown"]; };
#endif
} else {
endLoadingScreen;
0 fadeSound 0;
0 cutText ["You are running an incorrect version of DayZ: Namalsk, please download newest version from http://www.nightstalkers.cz/", "BLACK"];
};
};
// Sarge's AI Package
call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";
// SHK
call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf";
// run SAR_AI
[] execVM "addons\SARGE\SAR_AI_init.sqf";
// -----------------------------------------------
// enable or disable dynamic grid spawning
// -----------------------------------------------
SAR_dynamic_spawning = false;