[Support] DZMS DayZ Mission System

Hey Vampire, I got into one of the vehicles that was spawned in from a mission. I killed all the guys, got in the SUV, and then I died. here is the code from the RPT log. Seems it considers me a hacker when I got into the Spawned in SUV from the mission. What do I change to correct this issue? Thanks.

Code:
19:30:23 "DZAI Monitor :: Dynamic Spawns - 0/0 (active/total). Air Patrols: 3/3 (cur/max). Land Patrols: 0/0."
19:30:41 "CLEANUP: Deleted 3 Loot Piles out of 31"
19:31:48 "[DZMS]: Major SM1 Weapon Cache Mission has Ended."
19:32:35 "CLEANUP: KILLING A HACKER Frosty B 1-1-C:1 (Frosty) REMOTE IN SUV_TK_CIV_EP1"
19:32:35 Client: Object 3:284 (type Type_70) not found.
19:32:35 Client: Object 3:284 (type Type_69) not found.
19:32:35 WARNING: Function 'name' - Frosty is dead
19:32:35 "PDEATH: Player Died 34173766"
19:32:35 Client: Object 3:284 (type Type_70) not found.
19:32:52 "ERROR: server_playerSync: Cannot Sync Player Frosty [18]. Position in debug! [125.806,158.213,45.9222]"
19:32:53 "get: STRING (34173766), sent: STRING (34173766)"
19:32:53 "DISCONNECT: Frosty (34173766) Object: B 1-1-A:1 (Frosty) REMOTE, _characterID: 18 at loc [125.806,158.213,45.9222]"
19:32:53 "ERROR: server_playerSync: Cannot Sync Player Frosty [18]. Position in debug! [125.806,158.213,45.9222]"
19:33:40 "TIME SYNC: Local Time set to [2013,8,3,11,33]"
19:34:41 "CLEANUP: Deleted 1 Loot Piles out of 28"
19:35:23 "infiSTAR.de PVAH_AdminReqLog: [1.23457e+006,B 1-1-B:1 (Frosty) REMOTE]"
 
Interesting. I have exactly the same issue with Krixies self blood bag script which I installed this morning. Every spawned vehicle that I enter it kills me with that "KILLING A HACKER" routine. I'm not sure if it is Battleye or the Antihack software that is doing it, but I had to shut off the SBB script..

However, I have no problems with DZMS in that regard.
 
Well it looks like I get the same thing in RPT.

Code:
4:12:39 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
4:13:49 "[DZMS]: (DZMSUnitsMinor) 4 AI Spawned, 4 units in mission."
4:13:52 "[DZMS]: (DZMSUnitsMinor) 4 AI Spawned, 8 units in mission."
4:13:56 "[DZMS]: (DZMSUnitsMinor) 4 AI Spawned, 12 units in mission."
4:13:59 "[DZMS]: (DZMSUnitsMinor) 4 AI Spawned, 16 units in mission."
4:14:02 "[DZMS]: (DZMSUnitsMinor) waiting for 16/16 units or less to be alive and a player to be near objective."
4:14:32 "DZAI Monitor :: Server Uptime - 0 d 0 hr 5 min 19 sec. Active AI Units - 0."
4:14:32 "DZAI Monitor :: Static Spawns - 0 active static triggers. 0 groups queued for respawn."
4:15:02 "RUNNING EVENT: supply_drop on [2014,2,23,10,15]"
4:17:39 "TIME SYNC: Local Time set to [2013,8,3,10,17]"
4:19:32 "DZAI Monitor :: Server Uptime - 0 d 0 hr 10 min 20 sec. Active AI Units - 0."
4:19:32 "DZAI Monitor :: Static Spawns - 0 active static triggers. 0 groups queued for respawn."
4:20:39 "infiSTAR.de PVAH_WriteLogReq: |R§G|SirAnthony G_o_d ON"
4:21:26 "[DZMS]: Minor SM2 Medical Outpost Mission has Ended."
4:21:32 "CLEANUP: KILLING A HACKER |R§G|SirAnthony B 1-1-B:1 (|R§G|SirAnthony) REMOTE IN HMMWV_DZ"
4:21:32 Client: Object 3:115 (type Type_69) not found.
4:21:32 Client: Object 3:115 (type Type_70) not found.
4:21:32 WARNING: Function 'name' - |R§G|SirAnthony is dead
4:21:32 "PDEATH: Player Died 20851974"
 
Beautiful job Vampire. I love how clean this is, and easy to configure. I have had only one small problem occur twice now, that I don't have the know-how to fix on my own.

I run both WAI and DZMS, and twice now they have spawned directly on top of each other. This places about 30 AI, all with skill level of 0.75 or higher in one tight spot.

I run a harsher AI in general on my server, but this is too much for my guys to handle. Both instances occurred on Chernarus, at the Poboda dam location. I know I could go set a series of static locations for one or the other system, but I am sure I can't be the only one who has seen this.

Is there a way to insert a check against AI currently at the location that would prevent this?

I appreciate not only the awesome job cleaning up and adding to CMS/EMS, but the continued support that you have provided for what is now the best mission system out there.
 
Beautiful job Vampire. I love how clean this is, and easy to configure. I have had only one small problem occur twice now, that I don't have the know-how to fix on my own.

I run both WAI and DZMS, and twice now they have spawned directly on top of each other. This places about 30 AI, all with skill level of 0.75 or higher in one tight spot.

I run a harsher AI in general on my server, but this is too much for my guys to handle. Both instances occurred on Chernarus, at the Poboda dam location. I know I could go set a series of static locations for one or the other system, but I am sure I can't be the only one who has seen this.

Is there a way to insert a check against AI currently at the location that would prevent this?

I appreciate not only the awesome job cleaning up and adding to CMS/EMS, but the continued support that you have provided for what is now the best mission system out there.

Since they aren't DZMS AI, I have no way of knowing where they're at and adjusting the script to take that into account.

As for the errors everyone else is getting, I'm taking a look at the problem.
 
I got a question. I added some new weapons to the AI and to some weapon crates. How do I add their respective ammo? I didn't see an option in the config
 
Can camo and sniper skins be added to the weapons crates as well ie "Skin_Sniper1_DZ","Skin_Camo1_DZ"
 
I got a question. I added some new weapons to the AI and to some weapon crates. How do I add their respective ammo? I didn't see an option in the config

The units are given ammo automatically when they are spawned.

Can camo and sniper skins be added to the weapons crates as well ie "Skin_Sniper1_DZ","Skin_Camo1_DZ"

Yes those can be added to the crates. Just put them in one of the arrays in DZMSWeaponCrateList.sqf
 

I got a question. I added some new weapons to the AI and to some weapon crates. How do I add their respective ammo? I didn't see an option in the config
The units are given ammo automatically when they are spawned.

To clarify, you are saying there is not a way to add magazines specific to the weapons spawned in the weapon crates as it is "automatic." (I only see stanag and AK)

The AI are carrying the appropriate magazines. Maybe there is a way to crank up the amount of mag's they hold? because it is just one.

EDIT: Just noticed Missions are not completing. I think it has something to do with this

// Percentage of AI that must be dead before mission completes (default = 0)
DZMSRequiredKillPercent = 75;

I'm guessing this is making it need a 7500% kill and it needs to be a decimal?
 
Last edited:
To clarify, you are saying there is not a way to add magazines specific to the weapons spawned in the weapon crates as it is "automatic." (I only see stanag and AK)

The AI are carrying the appropriate magazines. Maybe there is a way to crank up the amount of mag's they hold? because it is just one.

EDIT: Just noticed Missions are not completing. I think it has something to do with this

// Percentage of AI that must be dead before mission completes (default = 0)
DZMSRequiredKillPercent = 75;

I'm guessing this is making it need a 7500% kill and it needs to be a decimal?

The scripts automatically add a magazine that is capable of working for all the weapons spawned in the crate, or the ai, yes. There is not a way to add say MG36 magazines with M4s as it would be adding 30rnd stanag instead.

And yes, DZMSRequiredKillPercent is in decimals. 0 being 0%, and 1 being 100%. Sorry, I need to clarify that in the config.
 
Since they aren't DZMS AI, I have no way of knowing where they're at and adjusting the script to take that into account.

As for the errors everyone else is getting, I'm taking a look at the problem.

Thanks for looking into it, it was funny when I got in the vehicle and then it exploded. My look was O.O
 
Thanks for looking into it, it was funny when I got in the vehicle and then it exploded. My look was O.O

Can you try installing the newest version of DZMS and using the defaults, and see if it still happens?

I am unable to reproduce this bug on my own server.
 
Just tested that Vampire and still it kills you.


Code:
[DZMS]: Minor SM2 Medical Outpost Mission has Ended.
20:24:45 "DZAI Monitor :: Server Uptime - 0 d 0 hr 20 min 22 sec. Active AI Units - 0."
20:24:45 "DZAI Monitor :: Static Spawns - 0 active static triggers. 0 groups queued for respawn."
20:25:09 Server: Object 3:155 not found (message 91)
20:25:10 Server: Object 3:154 not found (message 99)
20:25:10 Server: Object 3:154 not found (message 99)
20:25:10 Server: Object 3:154 not found (message 99)
20:25:10 Server: Object 3:154 not found (message 99)
20:25:10 Server: Object 3:154 not found (message 99)
20:25:10 Server: Object 3:154 not found (message 99)
20:25:10 Server: Object 3:154 not found (message 99)
20:25:10 Server: Object 3:154 not found (message 99)
20:25:10 Server: Object 3:154 not found (message 99)
20:25:10 Server: Object 3:154 not found (message 99)
20:26:28 "CLEANUP: KILLING A HACKER |R§G|SirAnthony B 1-1-B:1 (|R§G|SirAnthony) REMOTE IN HMMWV_DZ"
20:26:28 WARNING: Function 'name' - |R§G|SirAnthony is dead
20:26:28 "PDEATH: Player Died 20851974"
 
Created a workaround for exploding vehicles in Epoch as I was suffering the same exploding vehicles on Epoch+Taviana.

After trying a bazillion different lines for the killing a hacker code! :D

Posted temp fix to github issue. :)

And for all you people unable to navigate github, follow this guide:


In DZMSConfig.sqf
Add this line:

DZMSEpoch = true;

Save file.


In DZMSInit.sqf

Go to line 92
Look for this line:


if (modVariant == "@dayz_epoch") then {DZMSEpoch = true;} else {DZMSEpoch = false;};

Comment it out, so it looks like this:

// if (modVariant == "@dayz_epoch") then {DZMSEpoch = true;} else {DZMSEpoch = false;};

Save file.



This way DZMS is forced to run Epoch settings regardless of map/mod.

NB: Setting DZMSEpoch to false will disable the Epoch features.

Kinda screws the Mod Auto-detection feature, buy hey it works for me :)
 

Assuming you are launching @dayz_epoch and @taviana together, can you open your @dayz_epoch folder and post the mod.cpp from inside of it?
 
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