Ghostrider-GRG Posted January 23, 2017 Author Report Share Posted January 23, 2017 Versions from build 32+ should fix most of the issues raised over the past few weeks. Github updated to build 33 to fix a few typos in GMS_fnc_vehicleMonitor.sqf. Link to comment Share on other sites More sharing options...
prue420 Posted January 23, 2017 Report Share Posted January 23, 2017 Just updated made no changes only blue mission and rioters is spawning and even when i shoot at them with a m320 lrr408 from 400m they never shoot back till i get 200-300m and even then they only take a few shots. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted January 24, 2017 Author Report Share Posted January 24, 2017 10 hours ago, prue420 said: Just updated made no changes only blue mission and rioters is spawning and even when i shoot at them with a m320 lrr408 from 400m they never shoot back till i get 200-300m and even then they only take a few shots. I suspect that I did not set blck_debugOn = false; in blck_variables.sqf. I am testing now and will post a few updates to the github later this evening as build 34. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted January 24, 2017 Author Report Share Posted January 24, 2017 11 hours ago, prue420 said: Just updated made no changes only blue mission and rioters is spawning and even when i shoot at them with a m320 lrr408 from 400m they never shoot back till i get 200-300m and even then they only take a few shots. Updated to build 34. Turned off debugging and confirmed that on a test server all 4 missions spawn. Link to comment Share on other sites More sharing options...
Sneer Posted January 24, 2017 Report Share Posted January 24, 2017 15 hours ago, Ghostrider-DbD- said: Updated to build 34. Turned off debugging and confirmed that on a test server all 4 missions spawn. Hey Ghostrider-DbD Just curious what your goal is for mission completion? What should despawn and what should hang around? Currently The static guns now get ruined and despawn AI bodies despawn the vehicles, loot crate, and other props don't despawn you can get in a vehicle and use the guns and drive around. The vehicles before would be locked, unlocking and getting in a vehicle would kick out the dead AI then kick you out. I prefer that. Link to comment Share on other sites More sharing options...
Sneer Posted January 24, 2017 Report Share Posted January 24, 2017 1 hour ago, Sneer said: Hey Ghostrider-DbD Just curious what your goal is for mission completion? What should despawn and what should hang around? Currently The static guns now get ruined and despawn AI bodies despawn the vehicles, loot crate, and other props don't despawn you can get in a vehicle and use the guns and drive around. The vehicles before would be locked, unlocking and getting in a vehicle would kick out the dead AI then kick you out. I prefer that. Actually not all the missions you can drive the vehicles .. I'll have to find out which one it was. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted January 24, 2017 Author Report Share Posted January 24, 2017 17 minutes ago, Sneer said: Actually not all the missions you can drive the vehicles .. I'll have to find out which one it was. I have tried to make most of what happens at mission completion configurable to the tastes of the server owner. With respect to your specific questions: - Static guns are supposed to be destroyed once the AI manning them has been killed. If there is a consensus that you all would like to have an option to treat them like vehicles that would be an easy option to add. The cleanup of AI bodies is on a different timer from that used for mission objects and alive mission AI. Each body is marked with a cleanup time, and the mission system periodically scans bodies to see if they are due for deletion. Thus, if you require a long time to complete the mission, the bodies may be gone by the time you get to their location. There is a body cleanup time timer in the configs which you can use to control this. Keep in mind that if you have many dead AI on your server it may reduce server FPS. Mission objects (buildings, vehicles) should despawn after 30 min or so. Again, there is a timer setting you can adjust to determine how long these remain. If you would like to have the crate deleted you can do so by removing a comment in GMS_fnc_missionSpawner.sqf about half way down. There is a setting to kill AI vehicles in the configs. When that is set to false, players can unlock and enter AI vehicles once all AI are dead. I did re-write that script so it is possible that it fails on some occasions. Link to comment Share on other sites More sharing options...
Sneer Posted January 24, 2017 Report Share Posted January 24, 2017 6 minutes ago, Ghostrider-DbD- said: I have tried to make most of what happens at mission completion configurable to the tastes of the server owner. With respect to your specific questions: - Static guns are supposed to be destroyed once the AI manning them has been killed. If there is a consensus that you all would like to have an option to treat them like vehicles that would be an easy option to add. The cleanup of AI bodies is on a different timer from that used for mission objects and alive mission AI. Each body is marked with a cleanup time, and the mission system periodically scans bodies to see if they are due for deletion. Thus, if you require a long time to complete the mission, the bodies may be gone by the time you get to their location. There is a body cleanup time timer in the configs which you can use to control this. Keep in mind that if you have many dead AI on your server it may reduce server FPS. Mission objects (buildings, vehicles) should despawn after 30 min or so. Again, there is a timer setting you can adjust to determine how long these remain. If you would like to have the crate deleted you can do so by removing a comment in GMS_fnc_missionSpawner.sqf about half way down. There is a setting to kill AI vehicles in the configs. When that is set to false, players can unlock and enter AI vehicles once all AI are dead. I did re-write that script so it is possible that it fails on some occasions. Ok great, Thank you. Is this the one for Mission objects? blck_cleanupCompositionTimer = 1200; Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted January 24, 2017 Author Report Share Posted January 24, 2017 4 hours ago, Sneer said: Ok great, Thank you. Is this the one for Mission objects? blck_cleanupCompositionTimer = 1200; Yes. And I was thinking that it would be very easy to add a configuration setting the determines whether to delete the loot crate(s) at the time those objects are deleted. This would be a variable with true/false values that is checked at the line that adds the crate to the _objects array in GMS_fnc_missionSpawner.sqf. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted January 25, 2017 Author Report Share Posted January 25, 2017 Please see the Github for v 6.55 Build 35 which should address the above issues. Link to comment Share on other sites More sharing options...
prue420 Posted January 25, 2017 Report Share Posted January 25, 2017 I just updated to newest build and Ai are still retarded I took out 5 orange missions from 800m and only static shot at me not one shot from ground ai and i was standing out in the middle of a field. I reverted back to the version from last year and they are dead shots up to 1000m the minute I shoot I start getting shot at. I messed with all skill levels and didn't make a deference. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted January 25, 2017 Author Report Share Posted January 25, 2017 2 hours ago, prue420 said: I just updated to newest build and Ai are still retarded I took out 5 orange missions from 800m and only static shot at me not one shot from ground ai and i was standing out in the middle of a field. I reverted back to the version from last year and they are dead shots up to 1000m the minute I shoot I start getting shot at. I messed with all skill levels and didn't make a deference. send me the skill settings you used when you get a chance. Link to comment Share on other sites More sharing options...
Sneer Posted January 25, 2017 Report Share Posted January 25, 2017 10 hours ago, prue420 said: I just updated to newest build and Ai are still retarded I took out 5 orange missions from 800m and only static shot at me not one shot from ground ai and i was standing out in the middle of a field. I reverted back to the version from last year and they are dead shots up to 1000m the minute I shoot I start getting shot at. I messed with all skill levels and didn't make a deference. Maybe because you are outside of this distance? blck_AIAlertDistance = [250,325,450,500]; Link to comment Share on other sites More sharing options...
prue420 Posted January 25, 2017 Report Share Posted January 25, 2017 blck_AIAlertDistance = [250,325,450,500,700,1000]; blck_AIAlertDistance = [250,325,700,1000]; I tried both. My skill setting on default but even if i put them all to 1.0 it makes no difference. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted January 25, 2017 Author Report Share Posted January 25, 2017 blck_AIAlertDistance basically determines how close one AI must be to the AI killed for it to get extra information about the location of the player who killed the AI but does not affect the initial time needed for AI to spot you and aim. My experience has been that even with everything set to 1 it does take the AI a little bit to aquire you. However, once they lock on they are lethal. I have been slain many times from 600 + meters at green/orange missions. If you want to make missions more rediculous add a few static grenade launchers. They track you relentlessly from quite far out. Link to comment Share on other sites More sharing options...
prue420 Posted January 25, 2017 Report Share Posted January 25, 2017 All good I just reverted back to Ver 2.0.2 Build 3.54 Ai are awesome on that version and i finally figured out why they where not spawning after that arma 3 update and fixed it. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted January 26, 2017 Author Report Share Posted January 26, 2017 6 hours ago, prue420 said: All good I just reverted back to Ver 2.0.2 Build 3.54 Ai are awesome on that version and i finally figured out why they where not spawning after that arma 3 update and fixed it. Not sure why they would be less aggressive in that build. I looked at the AI settings for that version and they are significantly less skilled. If you have any insights it would be great if you would pass them on. Link to comment Share on other sites More sharing options...
Drokz Posted February 1, 2017 Report Share Posted February 1, 2017 Is it possible to create a additional static mission that spawns always on the same spot? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 1, 2017 Author Report Share Posted February 1, 2017 3 hours ago, Drokz said: Is it possible to create a additional static mission that spawns always on the same spot? Yes. For example, you could create an mission template for the purpose then run that static mission, passing the coordinates for the mission center rather than a randomly generated position. You can get an idea of the parameters to pass if you look at how missions are spawned in GMS_fnc_mainThread.sqf. Use the same basic strategy but make sure that you pass a unique name for the marker like "staticMission1". The mission will be spawned at each server restart. Link to comment Share on other sites More sharing options...
thomashirt Posted February 5, 2017 Report Share Posted February 5, 2017 Hello the skrypt installed as the old version but now comes this error message And a problem I had before the current version that if one to the loot crate comes all ai disappear without the one kills them and they disappear under 1 min where one has arrived at the crate. That's all for exile mod. Are still a few eboch helicopter in exile // Unarmed Helis provided for reference. // ["B_Heli_Transport_03_unarmed_EPOCH","O_Heli_Light_02_unarmed_EPOCH","I_Heli_Transport_02_EPOCH"]; Sorry for my english Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 6, 2017 Author Report Share Posted February 6, 2017 13 hours ago, thomashirt said: Hello the skrypt installed as the old version but now comes this error message And a problem I had before the current version that if one to the loot crate comes all ai disappear without the one kills them and they disappear under 1 min where one has arrived at the crate. That's all for exile mod. Are still a few eboch helicopter in exile // Unarmed Helis provided for reference. // ["B_Heli_Transport_03_unarmed_EPOCH","O_Heli_Light_02_unarmed_EPOCH","I_Heli_Transport_02_EPOCH"]; Sorry for my english I made some updates. Please check the github and let me know if they solve your issues. I have not had a chance to test them yet. Link to comment Share on other sites More sharing options...
thomashirt Posted February 6, 2017 Report Share Posted February 6, 2017 In the game ran everything as with the previous version but in the RPG log is a entry but since you know better Spoiler 17:41:46 Ragdoll - loading of ragdoll source "Soldier" started. 17:41:46 Ragdoll - loading of ragdoll source "Soldier" finished successfully. 17:41:56 "[blckeagls] missionSpawner:: (292)end of mission: _cords [4126.64,3558.58,0] : _markerClass BlueMarker1 : _aiDifficultyLevel blue _markerMissionName Bandit Patrol" 17:41:56 "_fnc_addLiveAIToQue:: -->> _aiList = [O Bravo 2-1:1,O Alpha 4-3:2,O Alpha 4-3:3,O Alpha 4-3:4,O Alpha 4-3:5,O Alpha 4-3:6,O Bravo 1-2:1,O Bravo 1-2:2,O Bravo 1-2:3,O Bravo 1-2:4,O Bravo 1-1:1,O Bravo 1-3:1] || _timeDelay = 1200" 17:42:08 IT07: [VEMFr] DynamicLocationInvasion -- INFO: invading Savaka... 17:42:37 Subgroup O Alpha 4-3:1 (0x77ce5ee0) - network ID 2:1473 17:42:37 - leader from another subgroup 17:43:06 "[A3XAI Monitor] [Uptime:00:11:32][FPS:43][Groups:9/9][Respawn:0][HC:false]" 17:43:06 "[A3XAI Monitor] [Static:0][Dynamic:0][Random:9][Air:2][Land:7][UAV:0][UGV:0]" 17:43:21 IT07: [VEMFr] DynamicLocationInvasion -- INFO: invading Laikoro... 17:43:44 Warning Message: Bad vehicle type V_RebreatherIA 17:43:52 Error in ReloadMagazine - unable to locate target weapon arifle_TRG21_GL_F 17:43:52 Error in ReloadMagazine - unable to locate target weapon arifle_Katiba_C_F 17:43:52 Error in ReloadMagazine - unable to locate target weapon arifle_MX_GL_F 17:43:53 In Vehicle: exile_psycho_hmmw\hmmwvm134.p3d missing cargo 0 get in direction point 17:43:53 In Vehicle: exile_psycho_hmmw\hmmwvm134.p3d missing cargo 0 get in direction point 17:43:53 In Vehicle: exile_psycho_hmmw\hmmwvm134.p3d missing cargo 0 get in direction point 17:43:53 "spawnVehicle:: returning parameter _veh = 81d0c100# 1703447: hmmwvm134.p3d" 17:43:56 "spawnVehicle:: returning parameter _veh = 81c82b00# 1703491: hmg_01_high_f.p3d" 17:43:56 Error in ReloadMagazine - unable to locate target weapon arifle_Mk20C_plain_F 17:45:13 "[blckeagls] Spawning Blue Mission with template = default" 17:45:13 "blueDefault:: _chanceReinforcements = 0.9999 and _chanceLoot = 0.9999" 17:45:13 "[blckeagls] missionSpawner (17):: Initializing mission: _cords [3190.21,11766.6,0] : _markerClass BlueMarker1 : _aiDifficultyLevel blue _markerMissionName Bandit Patrol" 17:45:36 "[blckeagls] missionSpawner:: (292)end of mission: _cords [11131.5,2788.99,0] : _markerClass RedMarker1 : _aiDifficultyLevel red _markerMissionName Bandit Camp" 17:45:36 "_fnc_addLiveAIToQue:: -->> _aiList = [R Graveyard:15,R Graveyard:14,O Alpha 4-3:3,R Graveyard:3,R Graveyard:16,R Graveyard:12,O Bravo 1-1:1,R Graveyard:13,R Graveyard:1,O Bravo 1-1:4,O Bravo 1-2:1,O Bravo 1-2:2,O Bravo 1-2:3,O Bravo 1-2:4,R Graveyard:2,81d28080# 1703431: b_soldier_01.p3d,R Graveyard:11,O Bravo 2-1:1] || _timeDelay = 1200" 17:45:41 ZCP:1 online, will spawn 1 missions in total. 17:45:51 Error: EntityAI SubSkeleton index was not initialized properly (repeated 47x in the last 60sec) 17:45:51 name: Land_Shop_City_03_F, shape: a3\structures_f_exp\commercial\shop_city_03\shop_city_03_f.p3d, index: -1, matrices: 4 17:47:01 Error: EntityAI SubSkeleton index was not initialized properly (repeated 47x in the last 60sec) 17:47:01 name: Land_Shop_City_03_F, shape: a3\structures_f_exp\commercial\shop_city_03\shop_city_03_f.p3d, index: -1, matrices: 4 17:47:18 Error in ReloadMagazine - unable to locate target weapon arifle_TRG20_F 17:47:31 HideBullet_001 - unknown animation source codrivermuzzle_revolving 17:47:31 HideBullet_002 - unknown animation source codrivermuzzle_revolving 17:47:31 HideBullet2_001 - unknown animation source codrivermuzzle_revolving 17:47:31 HideBullet2_002 - unknown animation source codrivermuzzle_revolving 17:47:39 Error in ReloadMagazine - unable to locate target weapon arifle_MXC_khk_F 17:47:40 "spawnVehicle:: returning parameter _veh = 836b8100# 1707550: hmmwvm134.p3d" 17:47:41 "spawnVehicle:: returning parameter _veh = 834ed600# 1707569: offroad_01_hmg_f.p3d" 17:47:42 "spawnVehicle:: returning parameter _veh = 85b55600# 1707598: offroad_01_hmg_f.p3d" 17:47:43 Error in ReloadMagazine - unable to locate target weapon arifle_SPAR_03_snd_F 17:47:45 "spawnVehicle:: returning parameter _veh = 85b54100# 1707636: hmg_01_high_f.p3d" 17:47:45 HideBullet_001 - unknown animation source codrivermuzzle_revolving 17:47:45 HideBullet_002 - unknown animation source codrivermuzzle_revolving 17:47:45 HideBullet2_001 - unknown animation source codrivermuzzle_revolving 17:47:45 HideBullet2_002 - unknown animation source codrivermuzzle_revolving 17:47:45 "spawnVehicle:: returning parameter _veh = 85a71600# 1707644: hmg_01_high_f.p3d" 17:47:45 "spawnVehicle:: returning parameter _veh = 858e6b00# 1707653: hmg_01_high_f.p3d" 17:47:48 Error in ReloadMagazine - unable to locate target weapon arifle_AK12_F 17:47:53 "[blckeagls] missionSpawner:: (292)end of mission: _cords [10249.6,12094.5,0] : _markerClass OrangeMarker1 : _aiDifficultyLevel orange _markerMissionName Resupply Camp" 17:47:53 "_fnc_addLiveAIToQue:: -->> _aiList = [O Bravo 1-3:1,O Bravo 1-3:2,O Bravo 1-3:3,O Bravo 1-3:4,O Bravo 1-3:5,O Bravo 1-3:6,O Bravo 1-3:7,O Bravo 2-2:1,O Bravo 2-2:2,O Bravo 2-2:3,O Bravo 2-3:1,O Bravo 2-3:2,O Bravo 2-3:3,O Bravo 3-1:1,O Bravo 3-1:2,O Bravo 3-1:3,O Bravo 3-2:1,O Bravo 3-2:2,O Bravo 3-2:3,O Bravo 3-3:1,O Bravo 3-3:2,O Bravo 3-3:3,O Bravo 4-1:1,O Bravo 4-1:2,O Bravo 4-1:3,O Bravo 4-2:1,O Bravo 4-2:2,O Bravo 4-2:3,O Bravo 4-3:1,O Bravo 4-3:2,O Bravo 4-3:3,O Charlie 1-1:1,O Charlie 1-2:1,O Charlie 1-3:1] || _timeDelay = 1200" 17:47:56 "fn_msgIED:: -- >> msg = [""end"",""The Bandit resupply camp at the Orange Marker is under player control"",""Resupply Camp""] and owner _killer = 3" 17:47:56 Error in expression <getVehicle = { params["_vk","_unit"]; private { if (((position _x) distance (p> 17:47:56 Error position: <private { if (((position _x) distance (p> 17:47:56 Error private: Type code, expected Array,String 17:47:56 File q\addons\custom_server\Compiles\Units\GMS_fnc_processIlleagalAIKills.sqf, line 14 17:48:06 "[A3XAI Monitor] [Uptime:00:16:33][FPS:43][Groups:9/9][Respawn:0][HC:false]" 17:48:06 "[A3XAI Monitor] [Static:0][Dynamic:0][Random:9][Air:2][Land:7][UAV:0][UGV:0]" 17:48:08 "fn_msgIED:: -- >> msg = [""IED"","""",0,0] and owner _killer = 3" 17:48:08 Error in expression <getVehicle = { params["_vk","_unit"]; private { if (((position _x) distance (p> 17:48:08 Error position: <private { if (((position _x) distance (p> 17:48:08 Error private: Type code, expected Array,String 17:48:08 File q\addons\custom_server\Compiles\Units\GMS_fnc_processIlleagalAIKills.sqf, line 14 17:48:39 Subgroup O Bravo 1-3:1 (0x81520720) - network ID 2:1842 17:48:39 - leader from another subgroup 17:49:10 Error in ReloadMagazine - unable to locate target weapon arifle_SPAR_03_blk_F 17:49:24 "[blckeagls] Spawning Red Mission with template = redCamp" 17:49:24 "[blckeagls] missionSpawner (17):: Initializing mission: _cords [6319.72,8942.66,0] : _markerClass RedMarker1 : _aiDifficultyLevel red _markerMissionName Bandit Camp" 17:50:39 Error in ReloadMagazine - unable to locate target weapon arifle_AKM_F 17:50:43 Error: Object(3 : 98) not found Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 6, 2017 Author Report Share Posted February 6, 2017 6 hours ago, thomashirt said: In the game ran everything as with the previous version but in the RPG log is a entry but since you know better Reveal hidden contents 17:41:46 Ragdoll - loading of ragdoll source "Soldier" started. 17:41:46 Ragdoll - loading of ragdoll source "Soldier" finished successfully. 17:41:56 "[blckeagls] missionSpawner:: (292)end of mission: _cords [4126.64,3558.58,0] : _markerClass BlueMarker1 : _aiDifficultyLevel blue _markerMissionName Bandit Patrol" 17:41:56 "_fnc_addLiveAIToQue:: -->> _aiList = [O Bravo 2-1:1,O Alpha 4-3:2,O Alpha 4-3:3,O Alpha 4-3:4,O Alpha 4-3:5,O Alpha 4-3:6,O Bravo 1-2:1,O Bravo 1-2:2,O Bravo 1-2:3,O Bravo 1-2:4,O Bravo 1-1:1,O Bravo 1-3:1] || _timeDelay = 1200" 17:42:08 IT07: [VEMFr] DynamicLocationInvasion -- INFO: invading Savaka... 17:42:37 Subgroup O Alpha 4-3:1 (0x77ce5ee0) - network ID 2:1473 17:42:37 - leader from another subgroup 17:43:06 "[A3XAI Monitor] [Uptime:00:11:32][FPS:43][Groups:9/9][Respawn:0][HC:false]" 17:43:06 "[A3XAI Monitor] [Static:0][Dynamic:0][Random:9][Air:2][Land:7][UAV:0][UGV:0]" 17:43:21 IT07: [VEMFr] DynamicLocationInvasion -- INFO: invading Laikoro... 17:43:44 Warning Message: Bad vehicle type V_RebreatherIA 17:43:52 Error in ReloadMagazine - unable to locate target weapon arifle_TRG21_GL_F 17:43:52 Error in ReloadMagazine - unable to locate target weapon arifle_Katiba_C_F 17:43:52 Error in ReloadMagazine - unable to locate target weapon arifle_MX_GL_F 17:43:53 In Vehicle: exile_psycho_hmmw\hmmwvm134.p3d missing cargo 0 get in direction point 17:43:53 In Vehicle: exile_psycho_hmmw\hmmwvm134.p3d missing cargo 0 get in direction point 17:43:53 In Vehicle: exile_psycho_hmmw\hmmwvm134.p3d missing cargo 0 get in direction point 17:43:53 "spawnVehicle:: returning parameter _veh = 81d0c100# 1703447: hmmwvm134.p3d" 17:43:56 "spawnVehicle:: returning parameter _veh = 81c82b00# 1703491: hmg_01_high_f.p3d" 17:43:56 Error in ReloadMagazine - unable to locate target weapon arifle_Mk20C_plain_F 17:45:13 "[blckeagls] Spawning Blue Mission with template = default" 17:45:13 "blueDefault:: _chanceReinforcements = 0.9999 and _chanceLoot = 0.9999" 17:45:13 "[blckeagls] missionSpawner (17):: Initializing mission: _cords [3190.21,11766.6,0] : _markerClass BlueMarker1 : _aiDifficultyLevel blue _markerMissionName Bandit Patrol" 17:45:36 "[blckeagls] missionSpawner:: (292)end of mission: _cords [11131.5,2788.99,0] : _markerClass RedMarker1 : _aiDifficultyLevel red _markerMissionName Bandit Camp" 17:45:36 "_fnc_addLiveAIToQue:: -->> _aiList = [R Graveyard:15,R Graveyard:14,O Alpha 4-3:3,R Graveyard:3,R Graveyard:16,R Graveyard:12,O Bravo 1-1:1,R Graveyard:13,R Graveyard:1,O Bravo 1-1:4,O Bravo 1-2:1,O Bravo 1-2:2,O Bravo 1-2:3,O Bravo 1-2:4,R Graveyard:2,81d28080# 1703431: b_soldier_01.p3d,R Graveyard:11,O Bravo 2-1:1] || _timeDelay = 1200" 17:45:41 ZCP:1 online, will spawn 1 missions in total. 17:45:51 Error: EntityAI SubSkeleton index was not initialized properly (repeated 47x in the last 60sec) 17:45:51 name: Land_Shop_City_03_F, shape: a3\structures_f_exp\commercial\shop_city_03\shop_city_03_f.p3d, index: -1, matrices: 4 17:47:01 Error: EntityAI SubSkeleton index was not initialized properly (repeated 47x in the last 60sec) 17:47:01 name: Land_Shop_City_03_F, shape: a3\structures_f_exp\commercial\shop_city_03\shop_city_03_f.p3d, index: -1, matrices: 4 17:47:18 Error in ReloadMagazine - unable to locate target weapon arifle_TRG20_F 17:47:31 HideBullet_001 - unknown animation source codrivermuzzle_revolving 17:47:31 HideBullet_002 - unknown animation source codrivermuzzle_revolving 17:47:31 HideBullet2_001 - unknown animation source codrivermuzzle_revolving 17:47:31 HideBullet2_002 - unknown animation source codrivermuzzle_revolving 17:47:39 Error in ReloadMagazine - unable to locate target weapon arifle_MXC_khk_F 17:47:40 "spawnVehicle:: returning parameter _veh = 836b8100# 1707550: hmmwvm134.p3d" 17:47:41 "spawnVehicle:: returning parameter _veh = 834ed600# 1707569: offroad_01_hmg_f.p3d" 17:47:42 "spawnVehicle:: returning parameter _veh = 85b55600# 1707598: offroad_01_hmg_f.p3d" 17:47:43 Error in ReloadMagazine - unable to locate target weapon arifle_SPAR_03_snd_F 17:47:45 "spawnVehicle:: returning parameter _veh = 85b54100# 1707636: hmg_01_high_f.p3d" 17:47:45 HideBullet_001 - unknown animation source codrivermuzzle_revolving 17:47:45 HideBullet_002 - unknown animation source codrivermuzzle_revolving 17:47:45 HideBullet2_001 - unknown animation source codrivermuzzle_revolving 17:47:45 HideBullet2_002 - unknown animation source codrivermuzzle_revolving 17:47:45 "spawnVehicle:: returning parameter _veh = 85a71600# 1707644: hmg_01_high_f.p3d" 17:47:45 "spawnVehicle:: returning parameter _veh = 858e6b00# 1707653: hmg_01_high_f.p3d" 17:47:48 Error in ReloadMagazine - unable to locate target weapon arifle_AK12_F 17:47:53 "[blckeagls] missionSpawner:: (292)end of mission: _cords [10249.6,12094.5,0] : _markerClass OrangeMarker1 : _aiDifficultyLevel orange _markerMissionName Resupply Camp" 17:47:53 "_fnc_addLiveAIToQue:: -->> _aiList = [O Bravo 1-3:1,O Bravo 1-3:2,O Bravo 1-3:3,O Bravo 1-3:4,O Bravo 1-3:5,O Bravo 1-3:6,O Bravo 1-3:7,O Bravo 2-2:1,O Bravo 2-2:2,O Bravo 2-2:3,O Bravo 2-3:1,O Bravo 2-3:2,O Bravo 2-3:3,O Bravo 3-1:1,O Bravo 3-1:2,O Bravo 3-1:3,O Bravo 3-2:1,O Bravo 3-2:2,O Bravo 3-2:3,O Bravo 3-3:1,O Bravo 3-3:2,O Bravo 3-3:3,O Bravo 4-1:1,O Bravo 4-1:2,O Bravo 4-1:3,O Bravo 4-2:1,O Bravo 4-2:2,O Bravo 4-2:3,O Bravo 4-3:1,O Bravo 4-3:2,O Bravo 4-3:3,O Charlie 1-1:1,O Charlie 1-2:1,O Charlie 1-3:1] || _timeDelay = 1200" 17:47:56 "fn_msgIED:: -- >> msg = [""end"",""The Bandit resupply camp at the Orange Marker is under player control"",""Resupply Camp""] and owner _killer = 3" 17:47:56 Error in expression <getVehicle = { params["_vk","_unit"]; private { if (((position _x) distance (p> 17:47:56 Error position: <private { if (((position _x) distance (p> 17:47:56 Error private: Type code, expected Array,String 17:47:56 File q\addons\custom_server\Compiles\Units\GMS_fnc_processIlleagalAIKills.sqf, line 14 17:48:06 "[A3XAI Monitor] [Uptime:00:16:33][FPS:43][Groups:9/9][Respawn:0][HC:false]" 17:48:06 "[A3XAI Monitor] [Static:0][Dynamic:0][Random:9][Air:2][Land:7][UAV:0][UGV:0]" 17:48:08 "fn_msgIED:: -- >> msg = [""IED"","""",0,0] and owner _killer = 3" 17:48:08 Error in expression <getVehicle = { params["_vk","_unit"]; private { if (((position _x) distance (p> 17:48:08 Error position: <private { if (((position _x) distance (p> 17:48:08 Error private: Type code, expected Array,String 17:48:08 File q\addons\custom_server\Compiles\Units\GMS_fnc_processIlleagalAIKills.sqf, line 14 17:48:39 Subgroup O Bravo 1-3:1 (0x81520720) - network ID 2:1842 17:48:39 - leader from another subgroup 17:49:10 Error in ReloadMagazine - unable to locate target weapon arifle_SPAR_03_blk_F 17:49:24 "[blckeagls] Spawning Red Mission with template = redCamp" 17:49:24 "[blckeagls] missionSpawner (17):: Initializing mission: _cords [6319.72,8942.66,0] : _markerClass RedMarker1 : _aiDifficultyLevel red _markerMissionName Bandit Camp" 17:50:39 Error in ReloadMagazine - unable to locate target weapon arifle_AKM_F 17:50:43 Error: Object(3 : 98) not found I take it that this is what you noticed: Spoiler 17:47:56 Error in expression <getVehicle = { params["_vk","_unit"]; private { if (((position _x) distance (p> 17:47:56 Error position: <private { if (((position _x) distance (p> 17:47:56 Error private: Type code, expected Array,String 17:47:56 File q\addons\custom_server\Compiles\Units\GMS_fnc_processIlleagalAIKills.sqf, line 14 Have to think about why that happened. 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thomashirt Posted February 15, 2017 Report Share Posted February 15, 2017 Looks good no more error message thank you for your good work Link to comment Share on other sites More sharing options...
Drokz Posted February 21, 2017 Report Share Posted February 21, 2017 Last version seems to be not working as some older did. The AIs dont attack me when im in a Vehicle and i dont even need to eject from the car to finish a mission so players can just pass the mission crate with a car and its finished Link to comment Share on other sites More sharing options...