DayZ Mission System

I have put the debug stuff into the server.pbo and changed the paths (wanted to keep everything in the same folder). Seems to be working still. Is there a specific reason you put it in the mission.pbo?

Mind sharing? Maybe that would fix my problem.
 
I have put the debug stuff into the server.pbo and changed the paths (wanted to keep everything in the same folder). Seems to be working still. Is there a specific reason you put it in the mission.pbo?


Couldn't get it to work in the server.pbo. Markers didn't show when people joined after mission spawn. What paths are you using?
 
The reason I put addmarkers.sqf and addmarkers75.sqf in the mission pbo, is so that clients could call the add marker command on login. To understand this fully, when a player joins a mission in progress its called JIP (Join In Progress) one of the things that is synchronized during JIP is any value that has been declared as a public variable before. with that being said, when a player logs in a public variable containing the current coordinates for both major and minor missions is pushed to the client. the addmarkers scripts put that public variable to good use by creating the markers again. **IF this is put in the server pbo the clients cannot find the file on login, thus no markers when you log in after a mission has spawned; however, the server will still be able to push out create marker commands whenever missions spawn.
 
Would there be any way to use the radio item to be needed in order to see the mission markers on the map? Perhaps even put a "refresh" command on the radio if the user cannot see the mission markers?

Also, would it be possible to restrict missions from starting within a certain range of an active player?
 
Anything's possible. Doubt I'm going to code that though :/ as far as the radio thing goes, that shouldn't be too hard, just use the coords that are already on the map, and add a radio option to 'get markers' that calls the exec script, however the createmarkerlocal command would need to be used otherwise it would update on all 'networked clients'.

As for the restriction, thats even simpler an if statesment with some clever use of _unit and _distance variables, sould do that nicely. I have a lot of projects in the fire atm.

Currently coding a mission system for dayz taviana for those interested
already have a 'frankensteined version working lol

shoudl check it out. 192.169.68.242:2392
 
is there anyway to modify the "tools" the ai spawn with? i would like to remove radios and lower the chance of them having a GPS
 
im confused here....as im reading through these pages...im seeing there is 2 versions for cherno then? Lazyink and TheSzerdi's? which one are we suppose to be using here?
 
On the first page, it plainly states that TheSzerdi's version is for Namalsk and my version is for Chernarus.
 
im not sure if ive gotten mine to work, i've been checking my RPT and it contained the following lines.

Code:
19:10:35 "AIUNIT: Spawn initiated: Centre:[10090,6862.64] | Radius in m:80 | Waypoint number:4 | WeaponLevel:1"
19:10:35 No speaker given for Alexander Richter
19:10:35 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [10091,6863.64,0]. Result:R 1-1-E:1 | Loadout:["Sa58V_CCO_EP1","30Rnd_762x39_SA58","M9SD","15Rnd_9x19_M9SD"] / Num:3"
19:10:35 No speaker given for Alexander Muller
19:10:35 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [10092,6864.64,0]. Result:R 1-1-E:2 | Loadout:["G36A_camo","30Rnd_556x45_G36","MakarovSD","8Rnd_9x18_Makarov"] / Num:2"
19:10:35 "AIUNIT: Last Waypoint [R 1-1-D,4] at [10150,6922.64,80]"
19:10:40 "AIUNIT: Spawn initiated: Centre:[10090,6862.64] | Radius in m:80 | Waypoint number:4 | WeaponLevel:1"
19:10:40 No speaker given for Lucas Menger
19:10:40 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [10091,6863.64,0]. Result:R 1-1-H:1 | Loadout:["M4SPR","30Rnd_556x45_Stanag","M9SD","15Rnd_9x19_M9SD"] / Num:5"
19:10:40 No speaker given for Jonas Weber
19:10:40 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [10092,6864.64,0]. Result:R 1-1-H:2 | Loadout:["RPK_74","75Rnd_545x39_RPK","M9","15Rnd_9x19_M9"] / Num:1"
19:10:40 "AIUNIT: Last Waypoint [R 1-1-G,4] at [10150,6922.64,80]"
19:10:45 "AIUNIT: Spawn initiated: Centre:[10090,6862.64] | Radius in m:80 | Waypoint number:4 | WeaponLevel:1"
19:10:45 No speaker given for Hans Muller
19:10:45 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [10091,6863.64,0]. Result:R 1-1-L:1 | Loadout:["Sa58V_CCO_EP1","30Rnd_762x39_SA58","M9SD","15Rnd_9x19_M9SD"] / Num:3"
19:10:45 No speaker given for Jonas Bauer
19:10:45 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [10092,6864.64,0]. Result:R 1-1-L:2 | Loadout:["BAF_L85A2_RIS_SUSAT","30Rnd_556x45_Stanag","glock17_EP1","17Rnd_9x19_glock17"] / Num:0"
19:10:45 "AIUNIT: Last Waypoint [R 1-1-K,4] at [10150,6922.64,80]"

but there was no markers or mission info given to anyone at any point. i used the same script form the OP and did not edit any of the loot and installed BE filters included.
 
alrighy so after some time a mission about bandits hunting party spawned, then after like 10 minutes a med crate mission spawned. since then no other missions have spawned and my players that just join arent getting the map markers to show up. i did place the debug folder into my mission.pbo. my question is does only 1 mission of minor and major pop up at one time? will these missions despawn if no one does them? do new missions only spawn if the previous is completed?
 
ok well the debug folder is in the root mission pbo and no ones getting any debug markers when they join. i've talked to acouple people that all have the same issue so.....any help?
 
Add this to the end of you init.sqf in mission.pbo:
Code:
[] execVM "debug\addmarkers.sqf";
[] execVM "debug\addmarkers75.sqf";

Edit to add: We forgot to add that to the readme. It's there now.
 
I've gotten this working and crates spawn most of the time. However, the mission vehicles insta-repair when you get near them.
 
is there some setting or some way to make these ai kill snipers? it seems my entire player base is just sitting at 500m sniping the AI. i've set spotDistance, spotTime all to 1 and it doesnt do anything, they just get shot at and run around in a little circle.
 
Are the crates meant to not be at every mission? It seems that there is no reason why crates do/don't spawn. On my test server it's about 80% of the missions. On my production server its closer to about 10-20%.
 
Add this to the end of you init.sqf in mission.pbo:
Code:
[] execVM "debug\addmarkers.sqf";
[] execVM "debug\addmarkers75.sqf";

Edit to add: We forgot to add that to the readme. It's there now.

This keeps throwing this error, but I THINK its still working. Any ideas?

7:42:08 Error in expression <us\debug\addmarkers.sqf"

_MainMarker = createMarker ["MainMarker", Ccoords];
_M>
7:42:08 Error position: <createMarker ["MainMarker", Ccoords];
_M>
7:42:08 Error 0 elements provided, 3 expected
7:42:08 File mpmissions\dayz_1.Chernarus\debug\addmarkers.sqf, line 2
7:42:08 Error in expression <ebug\addmarkers75.sqf"

_MainMarker75 = createMarker["MainMarker75", MCoords];
_>
7:42:08 Error position: <createMarker["MainMarker75", MCoords];
_>
7:42:08 Error 0 elements provided, 3 expected
7:42:08 File mpmissions\dayz_1.Chernarus\debug\addmarkers75.sqf, line 2
 
This error is going to happen due to the Ccoords/Mcoords not being defined at server start. Once the mission system is running these coords are provided and the error goes away. Nothing to worry about IMO.
 
Back
Top