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.
2) add two things to bodyclean.sqf :
a)...
That is great Vampire. Suggestions - part from our players and part from looking at other Mission systems are:
Randomization of Vehicles spawned, crate types, and loot added to crates.
Fill some crates or vehicles with building supplies
Smarter AI. Adding some of the intelligence of DZAI might...
they start based on a timer in the fnc_hTime.sqf. you can set the values where this function is called to be very small so the major missions spawn immediately. for example, in SMGoMajor.sqf,
change something that should look like this:
_wait = [1200,600] call fnc_hTime;
to this
_wait =...
check that you have called the correct init files. I run 4 different sets of dynamic missions based on this original system plus a set of static missions that respawn once all are completed and they all work fine. I have added lines in each mission so allow me to verify that the respective...
As far as I know there are only two difficulty levels. The add_unit_server3.sqf function seems to be unused and was for a planned amphibious assault according to the comments.
there are two scripts to form AI units that differ in the skill level of the AI spawned. for each script, you can have either bandits or soldiers which differ in loadout and perhaps a few other parameters. Bandits are easier as opponents.
In the code below an AI unit is spawned in at _coords...
You should check that you have the correct item code, and that the weapon is 'allowed'. If it is not allowed, it may be spawning then immediately deleted. You could test with another weapon that normally spawns with the spawn chance set to 0.9 to doublecheck that your code is basically correct...
you could modify the server_playerDied.sqf.
I think if you added the following right at the end it would do the job.
sleep 300; // wait 5 min
deleteVehicle _this; // remove the body
You might also take a look at the bury corpse script cited below, which could be adapted in interesting ways...
So, you unpacked your server and mission pbos, modified them as instructed, repacked them, and uploaded them ? If you completed each of these steps and it hangs then you made a mistake somewhere. The first thing to do is check your .RPT log which usually tells you if there is an error in a...
That looks like it should work nicely and it adds a nice randomization feature that should provide a more varied range of loot. The point is that you need to modify each of the fillBoxes.sqf scripts to load what you feel is an appropriate number of weapons, ammo, etc. These scripts are in the...
You have to increase the distance from the trigger point for those missions that don't trip. C130 in Novi is one of the most problematic.
As an example, for the C130, which is in the Major folder (SM2.sqf) I have modified the code to trip the mission as follows:
waitUntil{ {isPlayer _x && ( (...
This works fine for me on Epoch. Currently I have it running on Epoch 1.0.3.1. I would start by verifying that you have no mistakes in your fn_selfActions.sqf file and that you have properly modified your compiles.sqf or created an additional one. You can look through the Krixes self blood bag...
In your addons\SARGE\map_config folder look for a file that says something like SAR_cfg_grps_chernarus.sqf.
In that file scroll down until you find a section for adding static patrols called:
// Static, predefined infantry patrols in defined areas with configurable units below which is some...
A base version of those skins exists in DayZ already I believe. In Epoch 1.0.3.1 the list of skins (partial at least) appears in Variables.sqf on around line 17. The doctor(s) skin is: "pz_doctor", with villager skins being : "pz_villager1","pz_villager2","pz_villager3".
I am by no means and expert on this, but the following code has worked for me on Epoch 1.0.3.1. I have a mission system that spawns crates in using scripts run from my server.pbo. I learned how to get them to persist from the approache used by Wicked AI and Epoch Mission systems. this may work...
I think you can adapt the add_unit_server.sqf script that is part of the AIMission system by Axeman edited by TheSzerdi to do this. It allows you to specify the skin and loadout of each NPC. By setting the faction of the NPC to the same side as the player the NPC should not attack players and...
When SargeAI spawns in patrols one of the variables determines whether the patrol is survivor, soldier, or bandit. there is an example of how to do this in the \addons\SARGE\map_config\######## _grps.sqf file for the map you wish to add the patrols to. for Cherno, this would be...
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