[Release] DayZChernarus Mission System

That all sounds great and I look forward to trying the updated missions on our server.

Two other suggestions, which perhaps you already have planned are:

1) consolidate all of the calls for initialization of arrays and SMGoMajor etc into an init.sqf.

Unless you mean combining all the SM's.sqf into one, I have moved the array of missions to the configuration instead of the array that used to be in the block of code you would add to your server_functions.sqf. The missions are executed by two timer scripts which are ran from the init, which allows both Major and Minor missions to run at the same time. All the SM scripts are also no longer immediately ran and then call a script that makes them wait at the beginning, instead the SM.sqf isn't launched until the timer calls it.

2) add two things to bodyclean.sqf :

Bodyclean has actually been replaced with a function that gets called when an AI is killed.

a) something to update humanity for AI Kills, perhaps with a user-configurable variable.

This has already been added to the current version that I'm working on.

b) code to strip bodies of loot if they were not killed by shots from a player (not sure where i got this originally but I found a link just now as shown below):

I already have it checking if the killer is a player since I can't add humanity to a car, so I can easily implement this. Just threw it together so I wouldn't forget later on.
https://github.com/SMVampire/DZMS-DayZMissionSystem/commit/5fd7e8914300bb8fae3156cc6e5f366616a1621c
 
It sounds like you did exactly what I was suggesting as far as the block of code in server_functions.sqf. Ours just is as follows:

dayz_recordLogin = {
private["_key"];
_key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];
_key call server_hiveWrite;
};

//----------Initialize AI Missions--------//
if (isServer) then {
[] execVM "\z\addons\dayz_server\AIMissions\Init.sqf";
};
//---------EndInitMissions------//


The code for bodyclean.sqf looks good; you might consider adding trash loot after removing the inventory.

_ai addMagazine "TrashTinCan";
_ai addMagazine "FoodCanCornEmpty";
_ai addMagazine "ItemTrashToiletpaper";
 
The code for bodyclean.sqf looks good; you might consider adding trash loot after removing the inventory.

_ai addMagazine "TrashTinCan";
_ai addMagazine "FoodCanCornEmpty";
_ai addMagazine "ItemTrashToiletpaper";

If you look at the extended config:
https://github.com/SMVampire/DZMS-DayZMissionSystem/blob/master/DZMS/ExtConfig/DZMSAIConfig.sqf

You can add stuff like that to the gear array. A random gear array is selected for each AI that spawns.
At the moment they are all the same, but you can diversify them to your liking.
 
This looks great ! I especially like the code that notifies surviving AI of the player location upon death of an AI.

I will run this on our test server for the next few days and let you know how it goes.

The only other thing I would suggest doing is to randomize the vehicles that spawn at missions. for example, instead of the same white UAZ every time, have a UAZ, land rover, or pickup truck. I use the arrays from WAI for randomizing vehicles for our server. I can not remember if I modified them or not, but our players were asking for some randomization after a few weeks.
 
Just downloaded from the github and put it on our testserver. When a mission initializes, I am getting errors in the .rpt from the call to BIS_fnc_findSafePos as follows:

After server restart #1:

13:01:34 "[DZMS]: Running Major Mission SM3."
13:01:34 Error in expression <0,0] call BIS_fnc_findSafePos;
if (_pos != _centerPos) then {
_findRun = false;
>
13:01:34 Error position: <!= _centerPos) then {
_findRun = false;
>
13:01:34 Error !=: Type Array, expected Number,String,Object,Side,Group,Text,Config entry,Display (dialog),Control,Team member,Task,Location
13:01:34 File z\addons\dayz_server\DZMS\DZMSFunctions.sqf, line 86

and server restart #2

12:35:55 "[DZMS]: Running Major Mission SM4."
12:35:56 Error in expression <0,0] call BIS_fnc_findSafePos;
if (_pos != _centerPos) then {
_findRun = false;
>
12:35:56 Error position: <!= _centerPos) then {
_findRun = false;
>
12:35:56 Error !=: Type Array, expected Number,String,Object,Side,Group,Text,Config entry,Display (dialog),Control,Team member,Task,Location
12:35:56 File z\addons\dayz_server\DZMS\DZMSFunctions.sqf, line 86
 
Installed it on DayZ Epoch 1.0.3.1 with BluePhoenix Admin Tools and DZAI - Edited it to work with RemoteMessages.SQF.

Totally amazing.
 
with the marker executes at the bottom of the init.sqf I was getting an error on startup of the server. I changed it a little and it seems to be working fine so far.

Code:
If (!isnil ("Ccoords")) then {
[] execVM "debug\addmarkers.sqf";
};
If (!isnil ("MCoords")) then {
[] execVM "debug\addmarkers75.sqf";
};
 
with the marker executes at the bottom of the init.sqf I was getting an error on startup of the server. I changed it a little and it seems to be working fine so far.

Code:
If (!isnil ("Ccoords")) then {
[] execVM "debug\addmarkers.sqf";
};
If (!isnil ("MCoords")) then {
[] execVM "debug\addmarkers75.sqf";
};

When the server first starts it runs the addmarkers code with no coordinates defined, which causes that error. They need included from the init though or else JIPs dont see the markers. Thats a decent fix to the problem.
 
When the server first starts it runs the addmarkers code with no coordinates defined, which causes that error. They need included from the init though or else JIPs dont see the markers. Thats a decent fix to the problem.
I know why it was occurring and it was just because I don't like seeing those nasty error chunks that I decided to fix it.
 
To those of you who are interested in beta testing, my missions are currently working.

@Ghostrider-FOAG-

It can be downloaded on my Github.
https://github.com/SMVampire/DZMS-DayZMissionSystem

After some feedback I'll release it more openly.

Ran this for a while on our test server and it seems to be fine as far as generating no errors and overall playability. I have two further suggestions. It would be helpful to have different colored circles for major and minor missions. Consider adding a text label with the type of mission. This could be a dot with a text tag and alpha set to zero so that you don't give the players the advantage of knowing where the mission crates and so forth are.

the AI are quite challenging and aggressive which is a nice touch.
 
Ran this for a while on our test server and it seems to be fine as far as generating no errors and overall playability. I have two further suggestions. It would be helpful to have different colored circles for major and minor missions. Consider adding a text label with the type of mission. This could be a dot with a text tag and alpha set to zero so that you don't give the players the advantage of knowing where the mission crates and so forth are.

the AI are quite challenging and aggressive which is a nice touch.

For the most recent developments please see this thread:
http://opendayz.net/threads/beta-dzms-dayz-mission-system.18421/

Named Markers is planned for the first official release.
 
Hello, I installed this mod onto my DayZ Epoch Napf Server and it runs just fine and works nicely! Very well done on the Mission mod!

One thing I do need help with, is: When I shoot the AI Bandits in the missions with some guns, Like a DMR or a MK48 mod 0, it instantly kills me but does not ban me. I replaced all the Battleye filter files with the ones in the mod folder and it still does this.

It does not kill me instantly if I use something like an M4 or Lee Enfield. (Those are just the ones i've tested so far.)

Can anyone help me with this issue, it's a big pain and I would really like this fixed as the mod is really nice! :)

Edit: Also the m24 and mk17 sniper variant do this.
 
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