Is it possible to do a mission with a static spawn eg Bandits spawn in Electro or Balota with a Ural with weapons crates etc and take over the town so to speak?
Is it possible to do a mission with a static spawn eg Bandits spawn in Electro or Balota with a Ural with weapons crates etc and take over the town so to speak?
Dynamic Town Invasion is a planned future feature, I just had issues getting the units to paradrop on the town.
Otherwise you can define static coordinates, but that will be for all missions.
What I've done:
I have opened the @DayZ_Epoch_Server folder. In there, I've opened the addons folder and extracted the dayz_server.pbo with the pbo manager to a new folder on the desktop.
Then I've dragged the DZSM folder into the new folder on the desktop, edited the line above "allowConnection", right - clicked on the folder and selected "Create dayz_server.pbo"
Then I've dragged this new .pbo into the addon folder again and overwrited the old dayz_server.pbo
When I run the server and join it, in the lower right corner something like a counter ist counting from 0 upwards. A bar, half filled white, says: Waiting for server to start authentication
But nothing happens. At about 15 (on the counter), the bar becomes completely black. Nothing happens.
.rpt:
19:50:39 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
19:50:39 "DayZ Epoch: MPframework inited"
19:50:40 Warning Message: Script z\addons\dayz_server\init\server_functions.sqf not found
19:50:40 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf not found
19:50:40 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf not found
19:50:40 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
19:50:40 "Res3tting B!S effects..."
19:50:40 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not found
Well if you change their accuracy to 1.00 then they'll hit 100% of the time Id imagine. They're actually pretty tough as it is right now, I think its a good challenge for the amount of loot possible.
Also do other missions spawn while the current two are up? So if no one goes and tries to complete it do the current ones time out and a new one pops out somewhere? Also the code below is the only way to make the AI harder correct? So if I wanted to make them as difficult as i can just change everything to 1.00? By the way THANK YOU for all your hard work and the time you took to help me.
before executing missions, to prevent spawning bots at players
BIS_fnc_findSafePos it's nice for spawning crash sites, camps, etc but npcs at the middle of field was not what I want
3.) changed their all skill abilities to 1.00
4.) changed setCombatMode to RED
5.) changed waypoint types to HOLD or GUARD
6.) changed skins to "Soldier1_DZ","Sniper1_DZ"
... and they are pretty hard now
However I'm going to implement some additional AI logic, like healing, shooting for effect, hiding bodies, throwing grenades, flares, smokes, etc.
I am having a issue that when a player enters a vehicle that DZMS spawns in, the vehicle blows up and they die. I am running DayZ Epoch 1.0.4.2 on taviana with infistar admin tool. I'm not getting any errors in the RPT. either.
I just installed this yesterday and everyone on my server loves it.
I am having a issue that when a player enters a vehicle that DZMS spawns in, the vehicle blows up and they die. I am running DayZ Epoch 1.0.4.2 on taviana with infistar admin tool. I'm not getting any errors in the RPT. either.
I just installed this yesterday and everyone on my server loves it.
I've added 3 new ai missions to my server, 1 which spawns within 1 km of the shore. Also added in a food crate, will see how it all goes since it's just been me testing my progress up to this point.
I am having a problem where the dead ai despawn as soon as a new mission starts, I have it set to 3600 second in the config. using latest files from github that say it has been fixed but it seems worse than before, seems to despawn when any new mission starts.
edit: forgot to say i also had a mission spawn in the water just off shaw. killed a friend trying to loot the crate lol.
I've added 3 new ai missions to my server, 1 which spawns within 1 km of the shore. Also added in a food crate, will see how it all goes since it's just been me testing my progress up to this point.
I am having a problem where the dead ai despawn as soon as a new mission starts, I have it set to 3600 second in the config. using latest files from github that say it has been fixed but it seems worse than before, seems to despawn when any new mission starts.
edit: forgot to say i also had a mission spawn in the water just off shaw. killed a friend trying to loot the crate lol.
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