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    [Support] DZMS DayZ Mission System

    If you change the AI Kill Percentage so that a certain percent of the AI need to be killed before he mission will complete, this will not happen. (Unless this is something different)
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    [Support] DZMS DayZ Mission System

    If you are running Overpoch I believe the STALKER skins have issues with the AI. Otherwise it may be a relations issue. If you can post your RPT, it would help.
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    [Support] DZMS DayZ Mission System

    Basically in DZMSBox.sqf in the scripts folder, there are IF's that dictate what box gets filled with what. if (_name = "weapons") etc. In this if there are multiple FOR's. Inside the FOR is an addWeaponCargoGlobal or similar with a number. The FOR goes through and chooses however many items...
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    [Support] DZMS DayZ Mission System

    Hmm I'm not sure how to resolve this error. I'll look into it and post back if I have a solution.
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    [Support] DZMS DayZ Mission System

    Uppit seems to be broke atm, can you post it somewhere else?
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    [Support] DZMS DayZ Mission System

    Do you have an RPT file of this happening? It should be working correctly.
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    If anyone has issues with their DZMS, I recommend PMing me, or posting in the support thread...

    If anyone has issues with their DZMS, I recommend PMing me, or posting in the support thread (which is why there's a support thread).
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    AI desync any relation to database performance?

    Check that you don't have any RPT errors. RPT errors tend to drive server FPS down a ton, and then low server FPS causes DZMS AI to lag.
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    How to add Ai Bases to DZMS Mission System?

    DZMS isn't setup to do static AI bases, it is best to use DZAI or WickedAI to do this.
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    [Support] DZMS DayZ Mission System

    If you are using static positions, that can't be helped. The whole reason behind static positioning is to pick locations that aren't right on top of each other so you can get missions all over the map. I believe it has a check to make sure it doesn't choose the same exact location, but if you...
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    [Support] DZMS DayZ Mission System

    This was fixed a long time ago in DZMS. Are you still running 1.0 or something?
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    [Support] DZMS DayZ Mission System

    You normally don't have to do that, but something was changed in the newest version of DayZ that broke it.
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    [Support] DZMS DayZ Mission System

    Make sure that in the spawn line you aren't using DZMSMajorUnits or whatever it is, has to be unique.
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    [Support] DZMS DayZ Mission System

    You would need to edit DZMSMarkerLoop, make a new timer file, make a new addmarker file, and make a new mission folder with your new missions. However DZMS doesn't support friendly AI. If you add friendly AI, you are going to get the vehicle glitches that go along with that.
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    [Support] DZMS DayZ Mission System

    Yeah the AN2 Missions seems to still be working fine for me. It hasn't been updated. The AI shoot at it because the pilot is a CIVILIAN like zombies, which they are hostile towards. I chose not to make it EAST like the ground AI, or else it may see players and deviate off course to try to...
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    [Support] DZMS DayZ Mission System

    The default version will work with any map, including Taviana. It actually has special code in it that forces missions in Taviana not to spawn on the mountains.
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    DayZ Genesis - Features & More

    Might be easier to pick this up again after Epoch 1.0.5 comes out, since it is looking to be the last version of the DayZ Epoch mod. Then the Genesis team will not need to keep up with Epoch updates.
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    [Support] DZMS DayZ Mission System

    Can someone having this issue add this line to DZMSInit.sqf: diag_log text format ["[DZMS]: DEBUG: Epoch ObjMon?: %1 - DayZ ObjMon?: %2", (!isNil "PVDZE_serverObjectMonitor"), (!isNil "dayz_serverObjectMonitor")]; Under this line: if ((!(DZMSEpoch)) AND (!(isNil "PVDZE_serverObjectMonitor")))...
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    [Support] DZMS DayZ Mission System

    This may be related to 112555. I'll have to look into it. Temp fix would be changing all these to false in DZMSInit.sqf. if (_modVariant == "@dayz_epoch") then {DZMSEpoch = true;} else {DZMSEpoch = false;}; if ((!(DZMSEpoch)) AND (!(isNil "PVDZE_serverObjectMonitor"))) then {DZMSEpoch = true;};
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    fn_damageHandlerAI2.sqf how damage is assigned to AI

    A group is a squad in Arma. This squad can view eachother on the map, and the entire squad takes commands from the squad leader. In the case of a damage handler, _unit is referring to the AI being shot, and _source being who fired the shot. Only the group of 3(ish) AI will be in a group...
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