Ghostrider-GRG Posted August 14, 2017 Author Report Share Posted August 14, 2017 1 hour ago, Drokz said: Just found this in my rpt build 58, not sure if its a prob in the newer or was already mentioned or fixed but better tell ya again :) 19:52:18 Error in expression <["wpDir",0]; _group setVariable["wpArc",_arc]; _group setVariable["soldierType",> 19:52:18 Error position: <_arc]; _group setVariable["soldierType",> 19:52:18 Error Undefined variable in expression: _arc 19:52:18 File q\addons\custom_server\Compiles\Groups\GMS_fnc_setupWaypoints.sqf, line 38 That is an old bug. Please re-download from either the master or the new Ver 6.61 branch which adds some neat new features and I think is pretty sorted. Link to comment Share on other sites More sharing options...
Drokz Posted August 14, 2017 Report Share Posted August 14, 2017 Yea just was about to update to the latest version but found this one and thought i better tell. Will let you know if the latest cause any issues :) Link to comment Share on other sites More sharing options...
Drokz Posted August 16, 2017 Report Share Posted August 16, 2017 What about a unit remain option? Is that possible to add? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 16, 2017 Author Report Share Posted August 16, 2017 5 hours ago, Drokz said: What about a unit remain option? Is that possible to add? Not sure what you mean. Are you asking about something like A3EAI that bumps up the skills of the last unit left in a group? My next (and probably last) significant upgrade will be to add something to spawn static missions. I started yesterday and am now in the debugging stage. With this update will come some minor optimizations based on improvements in the arma engine. The most notable is I am taking advantage of the new ability to have Arma automatically delete any empty groups. This gets rid of the need for deleting empty groups through _mainThread. Link to comment Share on other sites More sharing options...
Drokz Posted August 16, 2017 Report Share Posted August 16, 2017 I meant something like this: Link to comment Share on other sites More sharing options...
thomashirt Posted August 16, 2017 Report Share Posted August 16, 2017 Hi use the new version [blckeagls] Loading version 8-13-17 9:00 PM Build 6.61 Build 71" The base and ai disappear too fast Link to comment Share on other sites More sharing options...
Drokz Posted August 16, 2017 Report Share Posted August 16, 2017 @thomashirt in custom_server/configs/blck_configs.sqf line 106 change blck_cleanupCompositionTimer = 1200; to your tastes for the base and blck_bodyCleanUpTimer = 1200; for bodies in line 281 Link to comment Share on other sites More sharing options...
thomashirt Posted August 16, 2017 Report Share Posted August 16, 2017 thx for help Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 17, 2017 Author Report Share Posted August 17, 2017 6 hours ago, thomashirt said: thx for help This sometimes happens when I forget to turn off the debug parameters before uploading to the github. These are: custom_server\compiles\blck_variables.sqf : set blck_debugON = false; blck_debugLevel = 0; custom_server\configs\blck_defines.hpp comment out #define blck_debugMode Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 17, 2017 Author Report Share Posted August 17, 2017 There are a few bugs in Ver 6.61 Build 70. These include missions not clearing and proper numbers of static, vehicles, aircraft not spawning. I am working on a fix now. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 17, 2017 Author Report Share Posted August 17, 2017 Version 6.70 Build 73 Released tonight. See the changelog for details. In short, this update adds a static mission spawner and incorporates several bug-fixes. Please note that one bug remains which is that if you define a range of values for certain things the mission spawner freaks out. Drokz and Grahame 2 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 17, 2017 Author Report Share Posted August 17, 2017 On 7/1/2017 at 6:44 PM, truemc said: Thanks.And how to create static mission? If you are still interested in spawning static missions please see todays update for a new module that does just that. natoed and Grahame 2 Link to comment Share on other sites More sharing options...
Drokz Posted August 17, 2017 Report Share Posted August 17, 2017 Finally! :) Will check them out later. What about the remain unit thing on map? that possible? ^^ Link to comment Share on other sites More sharing options...
natoed Posted August 17, 2017 Report Share Posted August 17, 2017 3 hours ago, Ghostrider-DbD- said: If you are still interested in spawning static missions please see todays update for a new module that does just that. Yes Sir @Ghostrider-DbD- static spawning with your fuck'n awesome angry mission system Christmas has come early thank you Ghostrider-GRG and Drokz 1 1 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 17, 2017 Author Report Share Posted August 17, 2017 2 hours ago, natoed said: Yes Sir @Ghostrider-DbD- static spawning with your fuck'n awesome angry mission system Christmas has come early thank you I tried to make it so that creating new static missions was 'easy'. I hope you find that to be the case. natoed 1 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 17, 2017 Author Report Share Posted August 17, 2017 3 hours ago, Drokz said: Finally! :) Will check them out later. What about the remain unit thing on map? that possible? ^^ Yes but it will take some thought and scripting. The data needed are already linked to each mission (# of alive AI) so that the mission can be tripped when all AI are killed. I just have to ass something to send updated marker text labels to the clients and an option in the configs to enable/disable it. I'll put it on the list, possibly for early September. Drokz 1 Link to comment Share on other sites More sharing options...
Drokz Posted August 17, 2017 Report Share Posted August 17, 2017 Cool great to hear :) cant wait to try latest build tho thx for your work and sharing it. Really appreciate that! Link to comment Share on other sites More sharing options...
Sneer Posted August 17, 2017 Report Share Posted August 17, 2017 The mission circles never disappear, there is an error in deleteMarker.sqf you have: private["_markerName"]; _markerName = _this select 0; _markerName = "label" + _markerName; deleteMarker _markerName; In the past you had this and it works: private["_markerName"]; _markerName = _this select 0; deleteMarker _markerName; _markerName = "label" + _markerName; deleteMarker _markerName; Ghostrider-GRG 1 Link to comment Share on other sites More sharing options...
Drokz Posted August 17, 2017 Report Share Posted August 17, 2017 So i´ve tried the static missions but they dont work correctly for me. Here is the mission i created Spoiler /* This is a simple mission using randomly placed AI infantry, static weapons and vehicle patrols. Please see staticMissionExample2.sqf for a more complete overview of how to configure static missions. */ private ["_markerLabel","_endMsg","_startMsg","_lootCounts","_crateLoot","_markerMissionName","_missionLandscapeMode","_missionLandscape", "_missionLootBoxes","_missionLootVehicles","_missionEmplacedWeapons","_minNoAI","_maxNoAI","_noAIGroups","_noVehiclePatrols","_noEmplacedWeapons", "_uniforms","_headgear","_chanceReinforcements","_noPara","_helipatrol","_endCondition","_markerColor","_markerType","_useMines"]; _mission = "Farm Raid"; _missionCenter = [8919.816,8244.838,0]; // I pulled this from the position of the marker. _difficulty = "red"; // Skill level of AI (blue, red, green etc) _crateLoot = blck_BoxLoot_Blue; _lootCounts = blck_lootCountsBlue; _markerLabel = ""; _markerType = ["ELIPSE",[200,200],"GRID"]; // An alternative would be: // _markerType = ["mil_triangle",[0,0]]; // You can replace mil_triangle with any other valid Arma 3 marker type https://community.bistudio.com/wiki/cfgMarkers _markerColor = "ColorBlue"; // This can be any valid Arma Marker Color _markerMissionName = "Farm Raid"; _missionLandscapeMode = "precise"; // acceptable values are "random","precise" // In precise mode objects will be spawned at the relative positions specified. // In the random mode, objects will be randomly spawned within the mission area. _missionLandscape = [ ]; // list of objects to spawn as landscape _missionLootBoxes = [ ["Box_FIA_Ammo_F",[8919.15,8242.74,12.23],[[0,1,0],[0,0,1]],[true,false], _crateLoot, _lootCounts] ]; // Parameters are "Box Item Code", array defining the loot to be spawned, and position. // If this array is empty a single loot chest will be added at the center. If you add items loot chest(s) will be spawned in specific positions. // // [["box_classname1",_customLootArray1,[px,py,pz],["box_classname2",_customLootArray2,[px2,py2,pz2]] // where _customLootArray follows the same format as blck_BoxLoot_Red and the other pre-defined arrays and // where _customlootcountsarray1 also follows the same format as the predefined arrays like blck_lootCountsRed _missionLootVehicles = [ ["O_LSV_02_unarmed_black_F",[8923.46,8243.78,12.23],[[-0.708639,0.705572,0],[0,0,1]],[true,false], _crateLoot, _lootCounts] ]; // [ ["vehicleClassName", [px, py, pz] /* possition at which to spawn*/, _loot /* pointer to array of loot (see below)]; // When blank nothing is spawned. // You can use the same format used for _missionLootBoxes to add vehicles with/without loot. _noEmplacedWeapons = -1; _missionEmplacedWeapons = []; // example [ ["emplacedClassName",[px, py, pz] /* position to spawn weapon */, difficulty /* difficulty of AI manning weapon (blue, red etc)] ]; // can be used to define the precise placement of static weapons [[1,2,3] /*loc 1*/, [2,3,4] /*loc 2*/]; if blank random locations will be used // If the number of possible locations exceeds the number of emplaced weapons specified above then only some of the locations in the array will have emplaced weapons spawned. // If you leave this array blank then emplaced weapons will be spawned at random locations around the mission using the default list of emplace weapons. _minNoAI = blck_MinAI_Red; // Modify as needed _maxNoAI = blck_MaxAI_Red; // Modify as needed. _noAIGroups = blck_AIGrps_Red; // Modify as needed _aiGroupParameters = [ [[8911.81,8227.74,12.2398],"red",2, 75], [[8931.01,8232.44,12.2314],"red",2, 75], [[8917.89,8249.4,12.2314],"red",2, 75] ]; _noVehiclePatrols = -1; // Modified as needed; can be a numberic value (e.g. 3) or range presented as [2,4] _vehiclePatrolParameters = []; //[ ["vehicleClassName",[px,py,pz] /* center of patrol area */, difficulty /* blue, red etc*/] ] // When empty vehicle patrols will be scattered randomely around the mission. // Allows you to define the location of the center of the patrol, vehicle type spawned, radius to patrol, and AI difficulty (blue, red, green etc). // If _noVehiclePatrols is less than the number of locations specified only _noVehiclePatrols patrols will be spawned. _aircraftTypes = blck_patrolHelisRed; // You can use one of the pre-defined lists in blck_configs or your own custom array. _noAirPatrols = -1; // You can use one of the pre-defined values or a custom one. acceptable values are integers (1,2,3) or a range such as [2,4]; _airPatrols = []; // Change _useMines to true/false below to enable mission-specific settings. _useMines = blck_useMines; _uniforms = blck_SkinList; // You can replace this list with a custom list of uniforms if you like. _headgear = blck_headgear; // You can replace this list with a custom list of headgear. _weapons = blck_WeaponList_Orange; // You can replace this list with a customized list of weapons, or another predifined list from blck_configs_epoch or blck_configs_exile as appropriate. #include "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnMission.sqf"; And this is what my rpt says: Spoiler 0:35:06 "[blckeagls] Functions Loaded" 0:35:06 "[blckeagls] debug mode settings:blck_debugON = false blck_debugLevel = 0" 0:35:06 "[blckeagls] Loading configurations for Non-militarized servers: blck_configs.sqf" 0:35:06 "[blckeagls] Loading Mission System using Parameters for Epoch" 0:35:06 "[blckeagls] Configurations for Epoch Loaded" 0:35:06 "[blckeagles] Running getTraderCitiesEpoch to get location of trader cities" 0:35:06 "[blckegls] Map Addons disabled" 0:35:06 "[blckeagls] Loading Map-specific information" 0:35:06 "[blckeagls] Loading Map-specific settings with worldName = panthera3" 0:35:06 "[blckeagls] Loading Mission Lists" 0:35:06 "[blckeagls] Loading Configuration Overides" 0:35:06 "[blckeagls] version 8-16-17 11:00 PM Build 6.70 Build 73 Loaded in 1.069 seconds" 0:35:06 "blckeagls] waiting for players to join ---- >>>>" 0:35:06 "[blckeagls] spawning Missions" 0:35:06 "[blckeagls] SLS:: -- >> Static Loot Spawner disabled" 0:35:06 "[blckegls] dynamic simulation manager enabled" 0:35:06 "[blckeagls] GMS_StaticMissions_init.sqf <Initializing Static Mission System>" 0:35:06 "[blckeagls] GMS_StaticMissions_Lists.sqf <Loaded>" 0:35:06 "[blckeagls] GMS_sm_init_functions.sqf <Loaded>" 0:35:07 "[blckeagls] Mission spawner started" 0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <Getting Mod Type>" 0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <mod type = Epoch>" 0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <Getting map name>" 0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <map name = panthera3>" 0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <_staticMissions = [[""Epoch"",""Panthera3"",""\q\addons\custom_server\Missions\Static\missions\FarmRaid.sqf""]]>" 0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <Spawning Mission = [""Epoch"",""Panthera3"",""\q\addons\custom_server\Missions\Static\missions\FarmRaid.sqf""]>" 0:35:09 "_sm_spawnObjects:: _objects = []" 0:35:19 "_sm_spawnAirPatrols:: _this = [[],-1,[""B_Heli_Light_01_armed_F""],[8919.82,8244.84,0],""red"",[""U_AntigonaBody"",""U_AttisBody"",""U_B_CombatUniform_mcam"",""U_B_CombatUniform_mcam_tshirt"",""U_B_CombatUniform_mcam_vest"",""U_B_CombatUniform_mcam_worn"",""U_B_CombatUniform_sgg"",""U_B_CombatUniform_sgg_tshirt"",""U_B_CombatUniform_sgg_vest"",""U_B_CombatUniform_wdl"",""U_B_CombatUniform_wdl_tshirt"",""U_B_CombatUniform_wdl_vest"",""U_B_CTRG_1"",""U_B_CTRG_2"",""U_B_CTRG_3"",""U_B_GhillieSuit"",""U_B_HeliPilotCoveralls"",""U_B_PilotCoveralls"",""U_B_SpecopsUniform_sgg"",""U_B_survival_uniform"",""U_B_Wetsuit"",""U_BG_Guerilla1_1"",""U_BG_Guerilla2_1"",""U_BG_Guerilla2_2"",""U_BG_Guerilla2_3"",""U_BG_Guerilla3_1"",""U_BG_Guerilla3_2"",""U_BG_leader"",""U_C_Commoner_shorts"",""U_C_Commoner1_1"",""U_C_Commoner1_2"",""U_C_Commoner1_3"",""U_C_Commoner2_1"",""U_C_Commoner2_2"",""U_C_Commoner2_3"",""U_C_Farmer"",""U_C_Fisherman"",""U_C_FishermanOveralls"",""U_C_HunterBody_brn"",""U_C_HunterBody_grn"",""U_C_Novak" 0:35:19 "_sm_spawnAirPatrols:: _airPatrols = []" 0:35:19 "_sm_spawnVehiclePatrols:: _vehiclePatrolSpawns = []" 0:35:22 "[blckeagls] Static Mission Spawner: Mission Farm Raid spawned" 0:35:24 "[blckeagls] GMS_StaticMissions_init.sqf <Loaded>" When i set _noVehiclePatrols = 0; in rpt this comes up: Spoiler 23:27:22 "_sm_spawnVehiclePatrols:: _vehiclePatrolSpawns = []" 23:27:22 Error in expression <0)); _currentDir = _startDir; _Arc = 360/_num; for "_i" from 1 to _num do { _cu> 23:27:22 Error position: </_num; for "_i" from 1 to _num do { _cu> The mission is spawned in with units, didnt try air or vehicle patrols. But the loot vehicle is missing. (which i really would like to be spawned in coz i liked them in the old versions of blckeagls. Also the marker is incomplete, only the grid, no text. Also not deleted when units are killed Also what i really miss are static mission spawn settings. I want them to be in the spawn array like Orange, red etc. so that they spawn after a given time and not on server startup. (TMin_FarmRaid for example within the main configs) Lootcrates should be filled when encondition is reached, but theres no endcondition able to set yet. No start end endmessage to be set yet. Beside those i really like it so far. Hope this helps Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 17, 2017 Author Report Share Posted August 17, 2017 5 hours ago, Sneer said: The mission circles never disappear, there is an error in deleteMarker.sqf you have: private["_markerName"]; _markerName = _this select 0; _markerName = "label" + _markerName; deleteMarker _markerName; In the past you had this and it works: private["_markerName"]; _markerName = _this select 0; deleteMarker _markerName; _markerName = "label" + _markerName; deleteMarker _markerName; @Sneer, Not sure how I messed that up, but you are correct. I updated the github just now. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 17, 2017 Author Report Share Posted August 17, 2017 1 hour ago, Drokz said: So i´ve tried the static missions but they dont work correctly for me. Here is the mission i created Reveal hidden contents /* This is a simple mission using randomly placed AI infantry, static weapons and vehicle patrols. Please see staticMissionExample2.sqf for a more complete overview of how to configure static missions. */ private ["_markerLabel","_endMsg","_startMsg","_lootCounts","_crateLoot","_markerMissionName","_missionLandscapeMode","_missionLandscape", "_missionLootBoxes","_missionLootVehicles","_missionEmplacedWeapons","_minNoAI","_maxNoAI","_noAIGroups","_noVehiclePatrols","_noEmplacedWeapons", "_uniforms","_headgear","_chanceReinforcements","_noPara","_helipatrol","_endCondition","_markerColor","_markerType","_useMines"]; _mission = "Farm Raid"; _missionCenter = [8919.816,8244.838,0]; // I pulled this from the position of the marker. _difficulty = "red"; // Skill level of AI (blue, red, green etc) _crateLoot = blck_BoxLoot_Blue; _lootCounts = blck_lootCountsBlue; _markerLabel = ""; _markerType = ["ELIPSE",[200,200],"GRID"]; // An alternative would be: // _markerType = ["mil_triangle",[0,0]]; // You can replace mil_triangle with any other valid Arma 3 marker type https://community.bistudio.com/wiki/cfgMarkers _markerColor = "ColorBlue"; // This can be any valid Arma Marker Color _markerMissionName = "Farm Raid"; _missionLandscapeMode = "precise"; // acceptable values are "random","precise" // In precise mode objects will be spawned at the relative positions specified. // In the random mode, objects will be randomly spawned within the mission area. _missionLandscape = [ ]; // list of objects to spawn as landscape _missionLootBoxes = [ ["Box_FIA_Ammo_F",[8919.15,8242.74,12.23],[[0,1,0],[0,0,1]],[true,false], _crateLoot, _lootCounts] ]; // Parameters are "Box Item Code", array defining the loot to be spawned, and position. // If this array is empty a single loot chest will be added at the center. If you add items loot chest(s) will be spawned in specific positions. // // [["box_classname1",_customLootArray1,[px,py,pz],["box_classname2",_customLootArray2,[px2,py2,pz2]] // where _customLootArray follows the same format as blck_BoxLoot_Red and the other pre-defined arrays and // where _customlootcountsarray1 also follows the same format as the predefined arrays like blck_lootCountsRed _missionLootVehicles = [ ["O_LSV_02_unarmed_black_F",[8923.46,8243.78,12.23],[[-0.708639,0.705572,0],[0,0,1]],[true,false], _crateLoot, _lootCounts] ]; // [ ["vehicleClassName", [px, py, pz] /* possition at which to spawn*/, _loot /* pointer to array of loot (see below)]; // When blank nothing is spawned. // You can use the same format used for _missionLootBoxes to add vehicles with/without loot. _noEmplacedWeapons = -1; _missionEmplacedWeapons = []; // example [ ["emplacedClassName",[px, py, pz] /* position to spawn weapon */, difficulty /* difficulty of AI manning weapon (blue, red etc)] ]; // can be used to define the precise placement of static weapons [[1,2,3] /*loc 1*/, [2,3,4] /*loc 2*/]; if blank random locations will be used // If the number of possible locations exceeds the number of emplaced weapons specified above then only some of the locations in the array will have emplaced weapons spawned. // If you leave this array blank then emplaced weapons will be spawned at random locations around the mission using the default list of emplace weapons. _minNoAI = blck_MinAI_Red; // Modify as needed _maxNoAI = blck_MaxAI_Red; // Modify as needed. _noAIGroups = blck_AIGrps_Red; // Modify as needed _aiGroupParameters = [ [[8911.81,8227.74,12.2398],"red",2, 75], [[8931.01,8232.44,12.2314],"red",2, 75], [[8917.89,8249.4,12.2314],"red",2, 75] ]; _noVehiclePatrols = -1; // Modified as needed; can be a numberic value (e.g. 3) or range presented as [2,4] _vehiclePatrolParameters = []; //[ ["vehicleClassName",[px,py,pz] /* center of patrol area */, difficulty /* blue, red etc*/] ] // When empty vehicle patrols will be scattered randomely around the mission. // Allows you to define the location of the center of the patrol, vehicle type spawned, radius to patrol, and AI difficulty (blue, red, green etc). // If _noVehiclePatrols is less than the number of locations specified only _noVehiclePatrols patrols will be spawned. _aircraftTypes = blck_patrolHelisRed; // You can use one of the pre-defined lists in blck_configs or your own custom array. _noAirPatrols = -1; // You can use one of the pre-defined values or a custom one. acceptable values are integers (1,2,3) or a range such as [2,4]; _airPatrols = []; // Change _useMines to true/false below to enable mission-specific settings. _useMines = blck_useMines; _uniforms = blck_SkinList; // You can replace this list with a custom list of uniforms if you like. _headgear = blck_headgear; // You can replace this list with a custom list of headgear. _weapons = blck_WeaponList_Orange; // You can replace this list with a customized list of weapons, or another predifined list from blck_configs_epoch or blck_configs_exile as appropriate. #include "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnMission.sqf"; And this is what my rpt says: Reveal hidden contents 0:35:06 "[blckeagls] Functions Loaded" 0:35:06 "[blckeagls] debug mode settings:blck_debugON = false blck_debugLevel = 0" 0:35:06 "[blckeagls] Loading configurations for Non-militarized servers: blck_configs.sqf" 0:35:06 "[blckeagls] Loading Mission System using Parameters for Epoch" 0:35:06 "[blckeagls] Configurations for Epoch Loaded" 0:35:06 "[blckeagles] Running getTraderCitiesEpoch to get location of trader cities" 0:35:06 "[blckegls] Map Addons disabled" 0:35:06 "[blckeagls] Loading Map-specific information" 0:35:06 "[blckeagls] Loading Map-specific settings with worldName = panthera3" 0:35:06 "[blckeagls] Loading Mission Lists" 0:35:06 "[blckeagls] Loading Configuration Overides" 0:35:06 "[blckeagls] version 8-16-17 11:00 PM Build 6.70 Build 73 Loaded in 1.069 seconds" 0:35:06 "blckeagls] waiting for players to join ---- >>>>" 0:35:06 "[blckeagls] spawning Missions" 0:35:06 "[blckeagls] SLS:: -- >> Static Loot Spawner disabled" 0:35:06 "[blckegls] dynamic simulation manager enabled" 0:35:06 "[blckeagls] GMS_StaticMissions_init.sqf <Initializing Static Mission System>" 0:35:06 "[blckeagls] GMS_StaticMissions_Lists.sqf <Loaded>" 0:35:06 "[blckeagls] GMS_sm_init_functions.sqf <Loaded>" 0:35:07 "[blckeagls] Mission spawner started" 0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <Getting Mod Type>" 0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <mod type = Epoch>" 0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <Getting map name>" 0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <map name = panthera3>" 0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <_staticMissions = [[""Epoch"",""Panthera3"",""\q\addons\custom_server\Missions\Static\missions\FarmRaid.sqf""]]>" 0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <Spawning Mission = [""Epoch"",""Panthera3"",""\q\addons\custom_server\Missions\Static\missions\FarmRaid.sqf""]>" 0:35:09 "_sm_spawnObjects:: _objects = []" 0:35:19 "_sm_spawnAirPatrols:: _this = [[],-1,[""B_Heli_Light_01_armed_F""],[8919.82,8244.84,0],""red"",[""U_AntigonaBody"",""U_AttisBody"",""U_B_CombatUniform_mcam"",""U_B_CombatUniform_mcam_tshirt"",""U_B_CombatUniform_mcam_vest"",""U_B_CombatUniform_mcam_worn"",""U_B_CombatUniform_sgg"",""U_B_CombatUniform_sgg_tshirt"",""U_B_CombatUniform_sgg_vest"",""U_B_CombatUniform_wdl"",""U_B_CombatUniform_wdl_tshirt"",""U_B_CombatUniform_wdl_vest"",""U_B_CTRG_1"",""U_B_CTRG_2"",""U_B_CTRG_3"",""U_B_GhillieSuit"",""U_B_HeliPilotCoveralls"",""U_B_PilotCoveralls"",""U_B_SpecopsUniform_sgg"",""U_B_survival_uniform"",""U_B_Wetsuit"",""U_BG_Guerilla1_1"",""U_BG_Guerilla2_1"",""U_BG_Guerilla2_2"",""U_BG_Guerilla2_3"",""U_BG_Guerilla3_1"",""U_BG_Guerilla3_2"",""U_BG_leader"",""U_C_Commoner_shorts"",""U_C_Commoner1_1"",""U_C_Commoner1_2"",""U_C_Commoner1_3"",""U_C_Commoner2_1"",""U_C_Commoner2_2"",""U_C_Commoner2_3"",""U_C_Farmer"",""U_C_Fisherman"",""U_C_FishermanOveralls"",""U_C_HunterBody_brn"",""U_C_HunterBody_grn"",""U_C_Novak" 0:35:19 "_sm_spawnAirPatrols:: _airPatrols = []" 0:35:19 "_sm_spawnVehiclePatrols:: _vehiclePatrolSpawns = []" 0:35:22 "[blckeagls] Static Mission Spawner: Mission Farm Raid spawned" 0:35:24 "[blckeagls] GMS_StaticMissions_init.sqf <Loaded>" When i set _noVehiclePatrols = 0; in rpt this comes up: Reveal hidden contents 23:27:22 "_sm_spawnVehiclePatrols:: _vehiclePatrolSpawns = []" 23:27:22 Error in expression <0)); _currentDir = _startDir; _Arc = 360/_num; for "_i" from 1 to _num do { _cu> 23:27:22 Error position: </_num; for "_i" from 1 to _num do { _cu> The mission is spawned in with units, didnt try air or vehicle patrols. But the loot vehicle is missing. (which i really would like to be spawned in coz i liked them in the old versions of blckeagls. Also the marker is incomplete, only the grid, no text. Also not deleted when units are killed Also what i really miss are static mission spawn settings. I want them to be in the spawn array like Orange, red etc. so that they spawn after a given time and not on server startup. (TMin_FarmRaid for example within the main configs) Lootcrates should be filled when encondition is reached, but theres no endcondition able to set yet. No start end endmessage to be set yet. Beside those i really like it so far. Hope this helps Um, be patient? This is a first pass intended to get something working in place. I really do not see a value in timers for static missions personnaly. I can see some value in not spawning the buildings in until a player is near but scrapped my initial efforts to code this in the name of expediency. I reason that the dynamic simulation manager will deal with the worst of the penalties of the buildings and AI. I was biased by they way I set these up on our servers, meaning that loot crates are stuffed so that if you make it through the hail of bullets you have a chance to re-arm. Similarly, to keep it challenging, I let players sort out for themselves whether all AI are dead. I left out the end condition stuff for a few reasons - to get something that works initially , and to avoid having additional scripts running (as compared to functions). You can actually just spawn in whatever marker you want as part of the mission template and label it with whatever text you like. Adding text is not difficult and can be done using the same method employed in the dynamic mission spawner. Drokz 1 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 17, 2017 Author Report Share Posted August 17, 2017 The debug output in your .RPT is to be expected. Don't worry about that. It is left over from when I was sorting out those scripts last night. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 17, 2017 Author Report Share Posted August 17, 2017 @Drokz, Thanks for the bug report for _noVehiclePatrols = 0; I had not put much error checking etc. in there. I'll add that to the list. Link to comment Share on other sites More sharing options...
natoed Posted August 21, 2017 Report Share Posted August 21, 2017 @Ghostrider-DbD- Hey dude, I'm having some issues, pretty sure its related to Isla Abramia map add the world data to where its needs to be (i think) did I miss any.... GMS_fnc_findWorld.sqf case "abramia":{ diag_log "[blckeagls] abramia-specific settings for Epoch loaded"; blck_mapCenter = [5217,5216,0]; blck_mapRange = 10240; // 16384 size given by SEM in rpt log vs icebreaker's 10240 }; blck_configs_epoch.sqf switch (toLower(worldName)) do { case "abramia": { blck_locationBlackList append [ //Add location as [[xpos,ypos,0],minimumDistance], // Note that there should not be a comma after the last item in this table [3677,5407,1000], // Northern Trader [8801,388,500], // Southern Trader [9294,6269,1500], // Infected Zone ExileZ 2.0 Epoch Edition [5217,5216,1500], // map center...ish [3969.92,7393.06,800], // aliens [4658.97,4208.78,400], // Mt Rooker [3908.15,7904.96,400], // Mt Cristallo [3907.81,6714.75,400], // G2 Peak [4433.47,7355.67,400], // Mt Spidee [4880.17,4902.39,400], // Hayden Peak [2816.59,8701.81,400], // Robber Peak [2833.59,1654.24,400] // Mt Ferro, ]; }; Rpt log looks great til the first mission tries to spawn then it throws the below for me, with nothing else after that 18:47:11 Error in expression <_HeliCrashSites; { if ( ((_x select 0) distance2D _coords) < (_x select 1)) exi> 18:47:11 Error position: <distance2D _coords) < (_x select 1)) exi> 18:47:11 Error distance2d: Type Number, expected Array,Object 18:47:11 File q\addons\custom_server\Compiles\Functions\GMS_fnc_findSafePosn.sqf, line 25 Like I said its gotta be the map, I have tried without blacklisted locations no differents Got any ideas what could be causing my issue. cheers natoed Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 21, 2017 Author Report Share Posted August 21, 2017 2 hours ago, natoed said: @Ghostrider-DbD- Hey dude, I'm having some issues, pretty sure its related to Isla Abramia map add the world data to where its needs to be (i think) did I miss any.... GMS_fnc_findWorld.sqf case "abramia":{ diag_log "[blckeagls] abramia-specific settings for Epoch loaded"; blck_mapCenter = [5217,5216,0]; blck_mapRange = 10240; // 16384 size given by SEM in rpt log vs icebreaker's 10240 }; blck_configs_epoch.sqf switch (toLower(worldName)) do { case "abramia": { blck_locationBlackList append [ //Add location as [[xpos,ypos,0],minimumDistance], // Note that there should not be a comma after the last item in this table [3677,5407,1000], // Northern Trader [8801,388,500], // Southern Trader [9294,6269,1500], // Infected Zone ExileZ 2.0 Epoch Edition [5217,5216,1500], // map center...ish [3969.92,7393.06,800], // aliens [4658.97,4208.78,400], // Mt Rooker [3908.15,7904.96,400], // Mt Cristallo [3907.81,6714.75,400], // G2 Peak [4433.47,7355.67,400], // Mt Spidee [4880.17,4902.39,400], // Hayden Peak [2816.59,8701.81,400], // Robber Peak [2833.59,1654.24,400] // Mt Ferro, ]; }; Rpt log looks great til the first mission tries to spawn then it throws the below for me, with nothing else after that 18:47:11 Error in expression <_HeliCrashSites; { if ( ((_x select 0) distance2D _coords) < (_x select 1)) exi> 18:47:11 Error position: <distance2D _coords) < (_x select 1)) exi> 18:47:11 Error distance2d: Type Number, expected Array,Object 18:47:11 File q\addons\custom_server\Compiles\Functions\GMS_fnc_findSafePosn.sqf, line 25 Like I said its gotta be the map, I have tried without blacklisted locations no differents Got any ideas what could be causing my issue. cheers natoed What you have done looks OK and I am not sure where the error is. To start, does the default blcekagls run? It should as there is a set of default setting. Second, Have you put in changes one by one, meaning modified _findWorld then tested, then added the positions you want to exclude? Third, please share the entire _findWorld.sqf. and .RPT, preferably using links to a dropbox or something like that. Link to comment Share on other sites More sharing options...