Ghostrider-GRG Posted December 28, 2017 Author Report Share Posted December 28, 2017 7 hours ago, Sneer said: I also installed build 102 Wondering though, I have two local headless clients but I see this in the server RPT. Are the headless clients working? 9:57:29 "[blckeagls] missionSpawner (17):: Initializing mission: _cords [23470.1,19118.7,0] : _markerClass BlueMarker1 : _aiDifficultyLevel blue _markerMissionName Bandit Patrol" 9:57:29 "_fnc_passToHCs:: blck_connectedHCs = [] | count _HCs = 0 | server FPS" 9:57:29 "_fnc_passToHCs:: No headless clients connected" 9:57:29 "_fnc_addDynamicUMS_Mission: _pos = [14623.9,15354.7]" 9:58:30 "_fnc_passToHCs:: blck_connectedHCs = [] | count _HCs = 0 | server FPS" 9:58:30 "_fnc_passToHCs:: No headless clients connected" 9:58:30 "_fnc_addDynamicUMS_Mission: _pos = [9276.93,9070.16]" 9:58:35 "[blckeagls UMS missions] STARTED initializing dynamic mission Mafia Pirates727697 position at [2878.04,18317.5] difficulty red" The local headless clients show this: 9:58:08 "blckHC:: headless client 3 at diag_tickTime running 49.2308 fps" and 9:58:08 "blckHC:: headless client 4 at diag_tickTime running 49.3827 fps" The HC can't connect unless you add slots for them to your mission file. Have you done that? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted December 28, 2017 Author Report Share Posted December 28, 2017 6 hours ago, Sneer said: Also getting spammed on this: 10:52:25 Error in expression <ariable["blck_DeleteAt",diag_tickTime + blck_vehicleDeleteTimer,true]; if ((dama> 10:52:25 Error position: <blck_vehicleDeleteTimer,true]; if ((dama> 10:52:25 Error Undefined variable in expression: blck_vehicledeletetimer 10:52:25 File q\addons\custom_server\Compiles\Vehicles\GMS_fnc_vehicleMonitor.sqf, line 17 10:52:25 Error in expression <ariable["blck_DeleteAt",diag_tickTime + blck_vehicleDeleteTimer,true]; if ((dama> 10:52:25 Error position: <blck_vehicleDeleteTimer,true]; if ((dama> 10:52:25 Error Undefined variable in expression: blck_vehicledeletetimer 10:52:25 File q\addons\custom_server\Compiles\Vehicles\GMS_fnc_vehicleMonitor.sqf, line 17 10:52:25 Error in expression <ariable["blck_DeleteAt",diag_tickTime + blck_vehicleDeleteTimer,true]; if ((dama> 10:52:25 Error position: <blck_vehicleDeleteTimer,true]; if ((dama> 10:52:25 Error Undefined variable in expression: blck_vehicledeletetimer 10:52:25 File q\addons\custom_server\Compiles\Vehicles\GMS_fnc_vehicleMonitor.sqf, line 17 What version are you running please? If it is build 102+, are you sure you did not accidentally comment out or change line 237 of blck_config.sqf: blck_vehicleDeleteTimer = 60*60; Thanks - Ghost Link to comment Share on other sites More sharing options...
Razor1977 Posted December 28, 2017 Report Share Posted December 28, 2017 6 hours ago, Sneer said: Also getting spammed on this: 10:52:25 Error in expression <ariable["blck_DeleteAt",diag_tickTime + blck_vehicleDeleteTimer,true]; if ((dama> 10:52:25 Error position: <blck_vehicleDeleteTimer,true]; if ((dama> 10:52:25 Error Undefined variable in expression: blck_vehicledeletetimer 10:52:25 File q\addons\custom_server\Compiles\Vehicles\GMS_fnc_vehicleMonitor.sqf, line 17 10:52:25 Error in expression <ariable["blck_DeleteAt",diag_tickTime + blck_vehicleDeleteTimer,true]; if ((dama> 10:52:25 Error position: <blck_vehicleDeleteTimer,true]; if ((dama> 10:52:25 Error Undefined variable in expression: blck_vehicledeletetimer 10:52:25 File q\addons\custom_server\Compiles\Vehicles\GMS_fnc_vehicleMonitor.sqf, line 17 10:52:25 Error in expression <ariable["blck_DeleteAt",diag_tickTime + blck_vehicleDeleteTimer,true]; if ((dama> 10:52:25 Error position: <blck_vehicleDeleteTimer,true]; if ((dama> 10:52:25 Error Undefined variable in expression: blck_vehicledeletetimer 10:52:25 File q\addons\custom_server\Compiles\Vehicles\GMS_fnc_vehicleMonitor.sqf, line 17 I have just noticed the same and was going to post also. Not had any reports of any issues in game though yet Link to comment Share on other sites More sharing options...
Sneer Posted December 29, 2017 Report Share Posted December 29, 2017 2 hours ago, Ghostrider-GRG said: The HC can't connect unless you add slots for them to your mission file. Have you done that? Yes I have. If I disconnect the client I get this below so I guess its working but this must be incorrect "_fnc_passToHCs:: blck_connectedHCs = [] | count _HCs = 0 | server FPS" 19:56:33 NetServer: cannot find channel #949286560, users.card=2 19:56:33 Message not sent - error 0, message ID = ffffffff, to 949286560 (HC2) 19:56:33 NetServer: cannot find channel #949286560, users.card=2 19:56:33 Message not sent - error 0, message ID = ffffffff, to 949286560 (HC2) 19:56:33 NetServer: cannot find channel #949286560, users.card=2 19:56:33 Message not sent - error 0, message ID = ffffffff, to 949286560 (HC2) 19:56:33 "_fnc_onPlayerDisconnected triggered with _name = headlessclient and _owner = 4" 19:56:33 "_fnc_onPlayerDisconnected: a headless client disconnected, time to deal with the damage" 19:56:33 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group B Alpha 1-1" 19:56:33 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 1-1" 19:56:33 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 1-2" 19:56:33 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 1-3" 19:56:33 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 1-4" Link to comment Share on other sites More sharing options...
Sneer Posted December 29, 2017 Report Share Posted December 29, 2017 2 hours ago, Ghostrider-GRG said: What version are you running please? If it is build 102+, are you sure you did not accidentally comment out or change line 237 of blck_config.sqf: blck_vehicleDeleteTimer = 60*60; Thanks - Ghost I'm running 102. I have the default: I don't have that line in blck_config.sqf Link to comment Share on other sites More sharing options...
Sneer Posted December 29, 2017 Report Share Posted December 29, 2017 I added the line, seems ok now. Its missing in the download from git. Razor1977 1 Link to comment Share on other sites More sharing options...
Razor1977 Posted December 29, 2017 Report Share Posted December 29, 2017 I added the line too last night as it wasnt in the file and the rpt is looking good now Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted January 4, 2018 Author Report Share Posted January 4, 2018 I updated the github to add the missing line. Thanks for reporting the problem. Sneer, Razor1977 and natoed 3 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted January 7, 2018 Author Report Share Posted January 7, 2018 I updated the Github to Ver 1.78 Build 106 which has some additional bug fixes and refinements related to how MPKilled and MPHit events are handled for vehicles and AI. Sneer, natoed and Razor1977 3 Link to comment Share on other sites More sharing options...
Razor1977 Posted January 16, 2018 Report Share Posted January 16, 2018 HI, I dont seem to get any AI at the Mafia fishermen missions, should there be any in the water or around the mission. Thanks in advance Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted January 17, 2018 Author Report Share Posted January 17, 2018 3 hours ago, Razor1977 said: HI, I dont seem to get any AI at the Mafia fishermen missions, should there be any in the water or around the mission. Thanks in advance I'll add an issue on the github. At least on other person reported this. Should not be a difficult fix. Razor1977 1 Link to comment Share on other sites More sharing options...
Razor1977 Posted January 17, 2018 Report Share Posted January 17, 2018 Ok thank you very much, great work on the addon. Link to comment Share on other sites More sharing options...
Razor1977 Posted January 17, 2018 Report Share Posted January 17, 2018 Just noticed you made some changes a few days ago on the github, i am behind on my version. Will add those today. Cheers Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted January 17, 2018 Author Report Share Posted January 17, 2018 4 hours ago, Razor1977 said: Just noticed you made some changes a few days ago on the github, i am behind on my version. Will add those today. Cheers Yes, there were a few bugs in the latest builds. I have been behind the curve with the holiday and all and not posting here when I make updates other than to change the build as appropriate. Razor1977 and natoed 2 Link to comment Share on other sites More sharing options...
Sneer Posted January 17, 2018 Report Share Posted January 17, 2018 The mafia fisherman are there they spawn on the boat wreck then jump in the water, If you wait long enough they swim toward shore and lobe grenades and shoot at you. Its pretty funny. I notice the helis just sit in the air the whole time doing a mission and don't seem to bother even if I shoot at them. Not sure what's going on there. Razor1977 1 Link to comment Share on other sites More sharing options...
Razor1977 Posted January 17, 2018 Report Share Posted January 17, 2018 will keep an eye for them :) Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted January 20, 2018 Author Report Share Posted January 20, 2018 Version 6.79 Build 109 is on the github and contains: 1) a fix for the issues with the underwater missions. 2) a fix for the case in which players vehicles were damaged incorrectly for AI kills using vehicle-mounted guns when all checks for illegal kills were off. All you need to change is the file \custom_server\Missions\UMS\dynamicMissions\default.sqf. and \custom_server\Compiles\Units\GMS_fnc_processIlleagalAIKills.sqf Cheers - Ghost Razor1977, natoed and Tarabas 2 1 Link to comment Share on other sites More sharing options...
Tarabas Posted January 20, 2018 Report Share Posted January 20, 2018 :) added the new version... spawned well but: https://ibb.co/cXBcrwhttps://ibb.co/cAo1Jb That only happend twice.. all other vehicles spawned in the water how they should- And how to take loot from crates underwater ? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted January 29, 2018 Author Report Share Posted January 29, 2018 On 1/20/2018 at 10:56 AM, Tarabas said: :) added the new version... spawned well but: https://ibb.co/cXBcrwhttps://ibb.co/cAo1Jb That only happend twice.. all other vehicles spawned in the water how they should- And how to take loot from crates underwater ? For Epoch, to load crates you will need to configure R3F or IgiLoad to load them onto an SDV. I have not gotten around to that. I will make some adjustments to the setup of the dynamic mission on the github to reduce the chances of that sort of thing occurring. I have a dev branch going and am posting updates to it. version 1.79 Current Build 109. Tarabas and natoed 1 1 Link to comment Share on other sites More sharing options...
Sneer Posted January 29, 2018 Report Share Posted January 29, 2018 The loot always seems to be in the rubber boat, the crate just signals the mission completion with a smoke. No need to go underwater. : ) Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted January 29, 2018 Author Report Share Posted January 29, 2018 8 hours ago, Sneer said: The loot always seems to be in the rubber boat, the crate just signals the mission completion with a smoke. No need to go underwater. : ) There is also loot in the crate if you can get it to the surface. Link to comment Share on other sites More sharing options...
SvenStrikesBack Posted February 1, 2018 Report Share Posted February 1, 2018 Ever since installing this mod, for some reason the time acceleration is all jacked up. I set the blck_useTimeAcceleration = false in any place I could find it, but the settings from epochconfig.hpp just don't seem to take over. It also seems like the time starts off according to the basic epoch config, then slows down as soon as the first mission is spawned. Lastly, setting the blck_useTimeAcceleration = true seems to have no effect. Any ideas? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 2, 2018 Author Report Share Posted February 2, 2018 20 hours ago, SvenStrikesBack said: Ever since installing this mod, for some reason the time acceleration is all jacked up. I set the blck_useTimeAcceleration = false in any place I could find it, but the settings from epochconfig.hpp just don't seem to take over. It also seems like the time starts off according to the basic epoch config, then slows down as soon as the first mission is spawned. Lastly, setting the blck_useTimeAcceleration = true seems to have no effect. Any ideas? I am not sure what is going on. Are you re-packing the custom_server.pbo after making those changes? Link to comment Share on other sites More sharing options...
natoed Posted February 2, 2018 Report Share Posted February 2, 2018 On 2/1/2018 at 5:05 PM, SvenStrikesBack said: Ever since installing this mod, for some reason the time acceleration is all jacked up. I set the blck_useTimeAcceleration = false in any place I could find it, but the settings from epochconfig.hpp just don't seem to take over. It also seems like the time starts off according to the basic epoch config, then slows down as soon as the first mission is spawned. Lastly, setting the blck_useTimeAcceleration = true seems to have no effect. Any ideas? I solved this by setting blck_useTimeAcceleration to the same values as that set in my epochconfig.hpp custom_server\Configs\blck_configs.sqf // Note that you can define map-specific variants in custom_server\configs\blck_custom_config.sqf blck_useTimeAcceleration = true; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below. blck_timeAccelerationDay = 2; // Daytime time accelearation blck_timeAccelerationDusk = 2; // Dawn/dusk time accelearation blck_timeAccelerationNight = 2; // Nighttim time acceleration hope this helps natoed Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 3, 2018 Author Report Share Posted February 3, 2018 On 2/1/2018 at 2:05 AM, SvenStrikesBack said: Ever since installing this mod, for some reason the time acceleration is all jacked up. I set the blck_useTimeAcceleration = false in any place I could find it, but the settings from epochconfig.hpp just don't seem to take over. It also seems like the time starts off according to the basic epoch config, then slows down as soon as the first mission is spawned. Lastly, setting the blck_useTimeAcceleration = true seems to have no effect. Any ideas? I just pushed a fix for this issue to the github on branch Version 6.79 Build 110. Sorry for the inconvenience. Link to comment Share on other sites More sharing options...