DayZ Mission System

this never happened to me :confused: i even still know a battle where the Soldiers helped me with a mission ^^
But I'm using DZAI now and with them its all good :)

can you upload your addons-folder from sarge? Maybe i can compare it with mine, because i still have a version with missions and sarge here
 
Does anyone know how to use addAction? I'm trying to add an action to the mission vehicles so when a player gets near them they get a warning that they won't be saved at restart. For example in my major SM1:

Code:
hummer = createVehicle ["UAZ_Unarmed_UN_EP1",[(_coords select 0) + 10, (_coords select 1) - 20,0],[], 0, "CAN_COLLIDE"];
_hummer1 = createVehicle ["UAZ_Unarmed_UN_EP1",[(_coords select 0) + 20, (_coords select 1) - 10,0],[], 0, "CAN_COLLIDE"];
_hummer2 = createVehicle ["SUV_DZ",[(_coords select 0) + 30, (_coords select 1) - 10,0],[], 0, "CAN_COLLIDE"];
 
_hummer addAction ["Test", "\z\addons\dayz_server\Missions\warn_nosave.sqf", false, 1, false, true, "", "isPlayer _x && _x distance _hummer < 2"];

My warn_nosave is very basic:

Code:
[nil,nil,rTitleText,"This vehicle will not save after restart!", "PLAIN",10] call RE;
(_this select 0) removeAction (_this select 2);

but the addaction i've added is either not correct or just not triggering. There's nothing be logged to rpt.
 
Wow - got to be honest here...

I failed miserably with sarge & missions. I installed DZAI and blow me down if it isn't easy as shit to install and works like a charm with the missions! Very happy!

Have probably spoken too soon and there will be a million problems this time tomorrow haha!
 
Crystal weve all been through it so dont hesitate to ask away!
Schwede im using an old version of sarge so maybe its conflicting? The newest version of sarge is just riddled with bugs. I need to look into dzai, is it good?
Ill upload my addons when i get home from work!
 
the good thing about the DZAI is that its not a perfomance killer like Sarge. I've got now +10FPS on the Server. You cant customize it as good as Sarge, but for me it was good enough ;)
Oh and they are all bandits on my Server, i dont know if there is a way where i can edit this. If someone know it please tell me :D
 
ah bummer that's a bit of a deal breaker then. I customize the crap out of mine and I definitely need friendly/hostile AI. Oh well.
 
I think the DZAI are possibly more evil than Sarge's at default. I think the way they pursue you if you take out a member of their group is epic, and it even texts you that on a radio if you have one. I guess they are used for something after all hehe .
 
The changes in how AI deaths are handled in DZAI 1.8.0 would make it possible for players to kill friendly AI without encountering the problem of being unable to enter cars with other players. At the moment the only thing preventing friendly AI from being a real option is allowing friendly AI to retaliate without causing the vehicle issue. So basically, it will be theoretically possible to have friendly AI, it just won't be possible for them to fight back in any way.
 
The changes in how AI deaths are handled in DZAI 1.8.0 would make it possible for players to kill friendly AI without encountering the problem of being unable to enter cars with other players. At the moment the only thing preventing friendly AI from being a real option is allowing friendly AI to retaliate without causing the vehicle issue. So basically, it will be theoretically possible to have friendly AI, it just won't be possible for them to fight back in any way.
That's so frustrating haha that's the biggest issue with SARGE (besides the server lag), soooo annoying. Sucks to here that theres no good fix for it. One day, when Im feeling less lazy I'll definitely need to play around with your AI mod. It seems as though ( and I could be wrong) Sarge is basically done fixing and upgrading his framework. It would appear that your AI mod , at least from what I Can see, is quickly becoming more popular.

I think the DZAI are possibly more evil than Sarge's at default. I think the way they pursue you if you take out a member of their group is epic, and it even texts you that on a radio if you have one. I guess they are used for something after all hehe .
I think there is a way to do this with Sarge but Im not really sure. There is something about a radio in the config.

this never happened to me :confused: i even still know a battle where the Soldiers helped me with a mission ^^
But I'm using DZAI now and with them its all good :)

can you upload your addons-folder from sarge? Maybe i can compare it with mine, because i still have a version with missions and sarge here
https://www.dropbox.com/sh/kg6ougbnvr34w4o/MBmEDNgwEl
My addons folder for SARGE
 
Hi sir;

I followed the install guide and mission work very well.

But i v got some 1 problem:

1- i receve this on rtp log:

6:24:23 Error in expression <us\debug\addmarkers.sqf"
_MainMarker = createMarker ["MainMarker", Ccoords];
_M>
6:24:23 Error position: <createMarker ["MainMarker", Ccoords];
_M>
6:24:23 Error 0 elements provided, 3 expected
6:24:23 File mpmissions\__cur_mp.Chernarus\debug\addmarkers.sqf, line 2
6:24:23 Error in expression <ebug\addmarkers75.sqf"
_MainMarker75 = createMarker["MainMarker75", MCoords];
_>
6:24:23 Error position: <createMarker["MainMarker75", MCoords];
_>

And i wonder what i have to correct exactly on addmarkers.sqf

cheers
 
I know about the youtube video with jason, I'm talking about a mission that goes with this mission system that has been mentioned loads of times in my circles lol.. but nobody knows where to get it from, it's bugging me now :p
 
Hi urbanskater . Im not at home yet but i can help u if u search this part of the script... if so reply to me

Gesendet von meinem GT-I9100 mit Tapatalk
 
wait i be here now !

add_unit_serverxx.sqf // number u want

Code:
//Created by Axeman Edited by TheSzerdi
private ["_aiunit","_xpos","_ypos","_unitpos","_aiGroup","_wppos","_wpradius","_wpnum","_levelnum","_numunits","_rndLOut","_ailoadout","_wp","_aispawnpos","_aiwep1","_aiammo1","_aiwep2","_aiammo2"];
 
    _aiunit = objNull;
    _aiGroup = createGroup EAST;
    _aispawnpos =_this select 0;
    _wpradius = _this select 1;
    _wpnum = _this select 2;
    _numunits = _this select 3;
    _levelnum = _this select 4;
    SniperTeam = createGroup EAST;
    AxeMurderer = createGroup EAST;
    publicVariable "SniperTeam";
    publicVariable "AxeMurderer";
 
    _xpos = _aispawnpos select 0;
    _ypos = _aispawnpos select 1;
 
    diag_log format ["AIUNIT: Spawn initiated: Centre:%1 | Radius in m:%2 | Waypoint number:%3 | WeaponLevel:%4",_aispawnpos,_wpradius,_wpnum,_levelnum];
 
    for [{ x=1 },{ x < _numunits+1 },{ x = x + 1; }] do
    {
        _unitpos = [_xpos+x,_ypos+x,0];
 
        if (_levelnum==0) then // in_sityes troops
        {
            if ((x == 1) || (x == 3) || (x == 5)) then //troop soldiers
            {
                "Survivor2_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"PRIVATE"];
                _rndLOut=floor(random 4);
                _ailoadout=
                switch (_rndLOut) do
                {
                  case 0: {["M1014","8Rnd_B_Beneli_74Slug","revolver_EP1","6Rnd_45ACP"]};
                  case 1: {["M1014","8Rnd_B_Beneli_Pellets","revolver_EP1","6Rnd_45ACP"]};
                  case 2: {["Remington870_lamp","8Rnd_B_Beneli_74Slug","Colt1911","7Rnd_45ACP_1911"]};
                  case 3: {["Remington870_lamp","8Rnd_B_Beneli_Pellets","Colt1911","7Rnd_45ACP_1911"]};
                };
            };
            if ((x == 2) || (x == 4) || (x >= 6)) then //troops snipers
            {
                "Survivor2_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"PRIVATE"];
                _rndLOut=floor(random 3);
                _ailoadout=
                switch (_rndLOut) do
                {
                  case 0: {["LeeEnfield","10x_303","Makarov","8Rnd_9x18_Makarov"]};
                  case 1: {["Huntingrifle","5x_22_LR_17_HMR","Makarov","8Rnd_9x18_Makarov"]};
                  case 2: {["M14_EP1","20Rnd_762x51_DMR","Makarov","8Rnd_9x18_Makarov"]};
                };
            };
        };
        if (_levelnum==1) then //in_military troops
        {
            if (x == 1) then //one troops comander
            {
                "Ins_Soldier_1" createUnit [_unitpos, SniperTeam, "_aiunit=this;",1,"LIEUTENANT"];
       
                _rndLOut=floor(random 4);
                _ailoadout=
                switch (_rndLOut) do
                {
                  case 0: {["SVD_CAMO","10Rnd_762x54_SVD","Sa61_EP1","20Rnd_B_765x17_Ball"]};
                  case 1: {["M24","5Rnd_762x51_M24","Sa61_EP1","20Rnd_B_765x17_Ball"]};
                  case 2: {["M40A3","5Rnd_762x51_M24","Sa61_EP1","20Rnd_B_765x17_Ball"]};
                  case 3: {["VSS_vintorez_DZ","20Rnd_9x39_SP5_VSS","Sa61_EP1","20Rnd_B_765x17_Ball"]};
                };
            };
            if ((x == 2) || (x == 3)) then //troops sergeant
            {
                "Ins_Soldier_1" createUnit [_unitpos, SniperTeam, "_aiunit=this;",1,"SERGEANT"];
       
                _rndLOut=floor(random 4);
                _ailoadout=
                switch (_rndLOut) do
                {
                  case 0: {["SVD_CAMO","10Rnd_762x54_SVD","Sa61_EP1","20Rnd_B_765x17_Ball"]};
                  case 1: {["M24","5Rnd_762x51_M24","Sa61_EP1","20Rnd_B_765x17_Ball"]};
                  case 2: {["M40A3","5Rnd_762x51_M24","Sa61_EP1","20Rnd_B_765x17_Ball"]};
                  case 3: {["VSS_vintorez_DZ","20Rnd_9x39_SP5_VSS","Sa61_EP1","20Rnd_B_765x17_Ball"]};
                };
            };
            if (x > 3) then //troops soldiers
            {
                "Ins_Soldier_1" createUnit [_unitpos, SniperTeam, "_aiunit=this;",1,"CORPORAL"];
       
                _rndLOut=floor(random 4);
                _ailoadout=
                switch (_rndLOut) do
                {
                  case 0: {["SVD_CAMO","10Rnd_762x54_SVD","Sa61_EP1","20Rnd_B_765x17_Ball"]};
                  case 1: {["M24","5Rnd_762x51_M24","Sa61_EP1","20Rnd_B_765x17_Ball"]};
                  case 2: {["M40A3","5Rnd_762x51_M24","Sa61_EP1","20Rnd_B_765x17_Ball"]};
                  case 3: {["VSS_vintorez_DZ","20Rnd_9x39_SP5_VSS","Sa61_EP1","20Rnd_B_765x17_Ball"]};
                };
            };
        };
        if (_levelnum==2) then // in_sityes troops
        {
            if ((x == 1) || (x == 3) || (x == 5)) then //troop soldiers
            {
                "Bandit1_DZ" createUnit [_unitpos, AxeMurderer, "_aiunit=this;",1,"PRIVATE"];
                _ailoadout= ["MeleeHatchet","5Rnd_762x51_M24","Makarov","20Rnd_B_765x17_Ball"]
            };
        };
        diag_log format ["AIUNIT: Creating Ins_Soldier_1 by %1 at %2. Result:%3 | Loadout:%4 / Num:%5",player,_unitpos,_aiunit,_ailoadout,_rndLOut];
 
        _aiunit enableAI "TARGET";
        _aiunit enableAI "AUTOTARGET";
        _aiunit enableAI "MOVE";
        _aiunit enableAI "ANIM";
        _aiunit enableAI "FSM";
        _aiunit allowDammage true;
       
        _aiunit addEventHandler ['killed',{_this execVM "\z\addons\dayz_server\Missions\bodyclean.sqf"}]; //Body disappear time
 
        _aiunit setCombatMode "RED";
        _aiunit setBehaviour "COMBAT";
 
        //clear default weapons / ammo
        removeAllWeapons _aiunit;
        //add random selection
        _aiwep1 = _ailoadout select 0;
        _aiammo1 = _ailoadout select 1;
        _aiwep2 = _ailoadout select 2;
        _aiammo2 = _ailoadout select 3;
        _aiunit addweapon _aiwep1;
        _aiunit addMagazine _aiammo1;
        _aiunit addMagazine _aiammo1;
        _aiunit addMagazine _aiammo1;
        _aiunit addweapon _aiwep2;
        _aiunit addMagazine _aiammo2;
        _aiunit addMagazine _aiammo2;
        removeBackpack _aiunit;
        _aiunit addBackpack "BAF_AssaultPack_DZ";
        clearWeaponCargo (unitBackpack _aiunit);
        clearMagazineCargo (unitBackpack _aiunit);
      //add some garbage
        if (x == 1) then {
        _aiunit addMagazine "SmokeShellGreen";
        _aiunit addMagazine "HandGrenade_West";
        _aiunit addMagazine "FoodCanBakedBeans";
        _aiunit addMagazine "ItemSodaCoke";
        _aiunit addMagazine "ItemPainkiller";
        _aiunit addMagazine "ItemHeatPack";
        _aiunit addMagazine "ItemEpinephrine";
        _aiunit addMagazine "ItemMorphine";
        };
        if (x == 2) then {
        _aiunit addMagazine "ItemHeatPack";
        _aiunit addMagazine "ItemPainkiller";
        _aiunit addMagazine "ItemEpinephrine";
        _aiunit addMagazine "ItemMorphine";
        };
        if (x >= 3) then {
        _aiunit addMagazine "ItemHeatPack";
        _aiunit addMagazine "ItemBandage";
        };
       
        if (_levelnum==2) then {
            _aiunit addEventHandler ["HandleDamage",{if (_this select 1!="") then {_unit=_this select 0;damage _unit+((_this select 2)-damage _unit)*0.2}}];
            removeAllWeapons _aiunit;
            _aiwep1 = _ailoadout select 0;
            _aiunit addweapon _aiwep1;
            removeBackpack _aiunit;
            _aiunit addBackpack "DZ_Backpack_EP1";
            clearWeaponCargo (unitBackpack _aiunit);
            clearMagazineCargo (unitBackpack _aiunit);
            unitBackpack _aiunit addMagazineCargo ["ItemBloodbag",5];
            unitBackpack _aiunit addMagazineCargo ["ItemPainkiller",2];
            unitBackpack _aiunit addMagazineCargo ["ItemMorphine",2];
            unitBackpack _aiunit addMagazineCargo ["ItemBandage",4];
            unitBackpack _aiunit addMagazineCargo ["FoodCanBakedBeans",2];
            unitBackpack _aiunit addMagazineCargo ["ItemSodaCoke",2];
            unitBackpack _aiunit addMagazineCargo ["ItemJerryCan",1];
            unitBackpack _aiunit addMagazineCargo ["PipeBomb",2];
        };
        if (_levelnum==1) then {
            removeBackpack _aiunit;
            _aiunit addBackpack "DZ_CivilBackpack_EP1";
            clearWeaponCargo (unitBackpack _aiunit);
            clearMagazineCargo (unitBackpack _aiunit);
            unitBackpack _aiunit addWeaponCargo ["NVGoggles",1];
            unitBackpack _aiunit addMagazineCargo ["ItemBloodbag",1];
            unitBackpack _aiunit addMagazineCargo ["ItemPainkiller",1];
            unitBackpack _aiunit addMagazineCargo ["ItemMorphine",1];
            unitBackpack _aiunit addMagazineCargo ["ItemBandage",2];
            unitBackpack _aiunit addMagazineCargo ["FoodCanBakedBeans",2];
            unitBackpack _aiunit addMagazineCargo ["ItemSodaCoke",2];
            unitBackpack _aiunit addMagazineCargo ["PipeBomb",2];
            unitBackpack _aiunit addMagazineCargo ["Mine",2];
        };
       
       
        //set skills
        _aiunit setSkill ["aimingAccuracy",0.6];
        _aiunit setSkill ["aimingShake",0.7];
        _aiunit setSkill ["aimingSpeed",0.8];
        _aiunit setSkill ["endurance",0.9];
        _aiunit setSkill ["spotDistance",0.8];
        _aiunit setSkill ["spotTime",0.7];
        _aiunit setSkill ["courage",0.9];
        _aiunit setSkill ["reloadSpeed",1];
        _aiunit setSkill ["commanding",1];
        _aiunit setSkill ["general",1];
        //sleep 0.5;
    };
    //generate waypoints
    for [{ x=1 },{ x < _wpnum },{ x = x + 1; }] do {
    _wppos = [_xpos+(x*20),_ypos+(x*20),_wpradius];
    _wp = _aiGroup addWaypoint [_wppos, _wpradius];
    _wp setWaypointType "MOVE";
    };
    _wp = _aiGroup addWaypoint [[_xpos,_ypos,0], _wpradius];
    _wp setWaypointType "CYCLE";
 
    diag_log format ["AIUNIT: Last Waypoint %1 at %2",_wp,_wppos];
 
omg to enough space...i'm sry mods

SMxx-sqf // number u want

Code:
//Axe murderer script Created by TheSzerdi Edited by Falcyn [QF]
 
private ["_coords","_wait","_dummymarker","_grouparray","_group"];
[] execVM "\z\addons\dayz_server\Missions\SMGoMinor.sqf";
WaitUntil {MissionGoMinor == 1};
 
_coords = [getMarkerPos "center",0,7000,2,0,2000,0] call BIS_fnc_findSafePos;
 
//Mission start
[nil,nil,rTitleText,"A psychotic axe murderer has escaped from the hospital!", "PLAIN",6] call RE;
[nil,nil,rGlobalRadio,"A psychotic axe murderer has escaped from the hospital!"] call RE;
[nil,nil,rHINT,"A psychotic axe murderer has escaped from the hospital!"] call RE;
 
MCoords = _coords;
publicVariable "MCoords";
[] execVM "debug\addmarkers75.sqf";
 
[_coords,80,4,1,2] execVM "\z\addons\dayz_server\Missions\add_unit_server5.sqf";//AI Guards
sleep 1;
waitUntil{({alive _x} count (units AxeMurderer)) < 1};
 
//Mission accomplished
[nil,nil,rTitleText,"Finally! He died! Check the body for medical supplies!", "PLAIN",6] call RE;
[nil,nil,rGlobalRadio,"Finally! He died! Check the body for medical supplies!"] call RE;
[nil,nil,rHINT,"Finally! He died! Check the body for medical supplies!"] call RE;
 
[] execVM "debug\remmarkers75.sqf";
MissionGoMinor = 0;
MCoords = 0;
publicVariable "MCoords";
 
SM1 = 1;
[0] execVM "\z\addons\dayz_server\missions\Minor\SMfinder.sqf";
 
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