[Support] DZMS DayZ Mission System

Quick question. I am .ot sure if this has been covered. Where is the variable to increase the number of A.I. on each mission?
Where do i look to do this?
 
The vehicles will save to the database regardless, the server will just no longer spawn vehicles if the vehicle cap is met.
DZMS also only saves vehicles to the database when the mission is completed.

Oooohhhh I see, so the cap means nothing more than spawnable vehicle limits, meaning it is possible to surpass the limit and still save to database. Thanks for the help man, keep up the good work!
 
Quick question. I am .ot sure if this has been covered. Where is the variable to increase the number of A.I. on each mission?
Where do i look to do this?

You need to go into each mission file to increase the AI. An AI spawn line will look like this:
Code:
[[(_coords select 0) + 0.0352,(_coords select 1) - 6.8799, 0],6,1,"DZMSUnitsMajor"] call DZMSAISpawn;
Which when you remove the fancy coordinates:
Code:
[[0,0,0],6,1,"DZMSUnitsMajor"] call DZMSAISpawn;

The three 0's would be coordinates, 6 is the AI count, 1 is the skill level, and DZMSUnitsMajor is the AI Array they need to be added to.

Oooohhhh I see, so the cap means nothing more than spawnable vehicle limits, meaning it is possible to surpass the limit and still save to database. Thanks for the help man, keep up the good work!

Correct. The cap being reached just prevents the server from spawning vehicles dynamically every restart, but does not prevent scripts from still spawning vehicles on the map. Glad you like it.
 
Cool, the database saving works so far, although for some reason an MH6J that spawned at a heli landing site is not showing up in the database, however, it does not give me the warning anymore that it will disappear on restart. There was a HMMVW that spawned with it that did save to the db, but the heli did not--waiting to see if restart keeps it or chucks it. Any insight as to why this may be?

EDIT: Seems like this is the case with all missions--just one vehicle shows up in database, other does not.
 
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Cool, the database saving works so far, although for some reason an MH6J that spawned at a heli landing site is not showing up in the database, however, it does not give me the warning anymore that it will disappear on restart. There was a HMMVW that spawned with it that did save to the db, but the heli did not--waiting to see if restart keeps it or chucks it. Any insight as to why this may be?

EDIT: Seems like this is the case with all missions--just one vehicle shows up in database, other does not.

It should be writing to the database. The hard test of course is if it is still there after restart. Looking at the heli landing mission, I don't see any reason it wouldn't save.
 
The vehicles that do wind up being saved remain after restart, however, the ones that do not show up wind up disappearing. I already tested it out with that MH6J I mentioned in my previous post. It's not that big of a deal, the only real problem I have is that my players do not know which one it is as they cannot see the database.
 
Is there a way yet to add RPG's? Most of the players have figured out that the ai do not attack vodnik's and would love to have it so they get attacked and don't just run everyone over.
 
Is there a way yet to add RPG's? Most of the players have figured out that the ai do not attack vodnik's and would love to have it so they get attacked and don't just run everyone over.

Turn the optional use RPGs setting on in the config. The RPGs are removed when the AI die.
 
OH Vampire. Just want to say big up on this again. I like how you make everything really easy to see where to edit. So simple to find whatever value your looking for and replace it.
I have a quick question (why do we say quick question.....it's usually never quick) anyhow. On some missions when you get in the vehilces they explode. killing the players. How can I fix that?
 
OH Vampire. Just want to say big up on this again. I like how you make everything really easy to see where to edit. So simple to find whatever value your looking for and replace it.
I have a quick question (why do we say quick question.....it's usually never quick) anyhow. On some missions when you get in the vehilces they explode. killing the players. How can I fix that?

This should have been fixed with a recent update. Just make sure you have the newest version.
If its still happening after that, open an issue on the github.
 
_coords, count, skillLevel, unitArray]

When it says unitArray is this the value that sets if they have weapons from DZMSWeps1, 2 or 3? So if I set it to 2 instead of 1 they will have weapons from DZMSWeps2?
 
If I am trying to create my own mission, how would I go about having it select proper world space? I am trying to have bandit naval patrols have the potential to spawn w/ fishing boats and PBX's around Guba Bay and those North East coastal regions. I get how to spawn the vehicles in and I get how to place AI and weapons boxes (I actually just copy and pasted text from Major Mission SM1), just need help figuring out your coordinate system.

EDIT: Coastal and missions within big cities like Cherno would be cool too :)

Also, after several restarts it looks like that database issue is persistent (one vehicle will save, other will not, no way of telling unless I personally check database for players).
 
If I am trying to create my own mission, how would I go about having it select proper world space? I am trying to have bandit naval patrols have the potential to spawn w/ fishing boats and PBX's around Guba Bay and those North East coastal regions. I get how to spawn the vehicles in and I get how to place AI and weapons boxes (I actually just copy and pasted text from Major Mission SM1), just need help figuring out your coordinate system.

EDIT: Coastal and missions within big cities like Cherno would be cool too :)

Also, after several restarts it looks like that database issue is persistent (one vehicle will save, other will not, no way of telling unless I personally check database for players).

Using the new version can you check that all the classnames used in DZMSConfig are the correct DayZ classnames?
 
If I am trying to create my own mission, how would I go about having it select proper world space? I am trying to have bandit naval patrols have the potential to spawn w/ fishing boats and PBX's around Guba Bay and those North East coastal regions. I get how to spawn the vehicles in and I get how to place AI and weapons boxes (I actually just copy and pasted text from Major Mission SM1), just need help figuring out your coordinate system.

EDIT: Coastal and missions within big cities like Cherno would be cool too :)

Also, after several restarts it looks like that database issue is persistent (one vehicle will save, other will not, no way of telling unless I personally check database for players).
For the choosing of worldspace cords its a function built in that looks within a radius of a set center. What I've done in my mission is pick several centers and called the function so that my missions will spawn in areas closer to the shore. What I ended up making for having missions spawning closer to the shore was this (it doesn't have the extra checks included in the DZMS function):
Code:
//DZMSFindPos loops BIS_fnc_findSafePos until it gets a valid result
// _pos <- several different centers chosen along the southern shore. Each time the mission pops up a center is chosen randomly (for variation).
_pos = [[8626.8311, 2361.7764, 0],[8278.9824, 2783.2297, 0],[6493.5347, 2239.1804, 0],[5997.4668, 2085.5015, 0],[3985.1863, 2372.7046, 0],[3248.1956, 2063.8767, 0],[1629.5411, 2108.6868, 0],[961.48071, 1887.1649, 0],[11677.637, 3212.2078, 0]] call BIS_fnc_selectRandom;
//_coords <- [center, min distance mission will spawn, max distance mission will spawn, max distance from nearest object, water mode, terrain gradient, shore mode
_coords = [_pos,0,1200,30,0,30,0] call BIS_fnc_findSafePos;

I'm guessing you could use something like this to find coordinates in the ocean by turning on water mode maybe?
 
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