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Ghostrider-GRG

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Posts posted by Ghostrider-GRG

  1. On 12/31/2016 at 0:35 PM, viper179 said:

    Hey ghost i just checked the configs and yes those options are there i have all 3 of them turn to false but this error still pops up in the rpt

     

    <_blck_versionDate,_blck_version];


    if (blck_spawnMapAddons) then
    {
    call compile>
    2016/12/29, 19:30:46   Error position: <blck_spawnMapAddons) then
    {
    call compile>
    2016/12/29, 19:30:46   Error Undefined variable in expression: blck_spawnmapaddons
    2016/12/29, 19:30:46 File q\addons\custom_server\init\blck_init.sqf, line 9

    also here is a screen shot of that file server side in the correct file path>>>>>>>http://prntscr.com/dq3x69  

    , also im seeing that only 1 mission spawns in at a time and another one doesnt spawn in until a player clears the mission but i have this set so it should not matter they should spawn in no matter what >>>>>> http://prntscr.com/dq3wc8

    Sorry about that - please see my post below. I goofed in porting from the development server to the github.

  2. 2 hours ago, TheBigfootPlays said:

    This is the only one I see.

    
    1:15:28 Error in expression <_blck_versionDate,_blck_version];if (blck_spawnMapAddons) then{call compile> 1:15:28   Error position: <blck_spawnMapAddons) then{call compile> 
    1:15:28   Error Undefined variable in expression: blck_spawnmapaddons
    1:15:28 File q\addons\custom_server\init\blck_init.sqf, line 9
      
      

    Are; you seeing the log entries indicating that the mission timers have started? 

    Also, my apologies as it appears there is an error in custom_server\init\blck_init.sqf. The lines shown  below

    // spawn map addons to give the server time to position them before spawning in crates etc.
    if (blck_spawnMapAddons) then
    {
    	call compileFinal preprocessFileLineNumbers "\q\addons\custom_server\MapAddons\MapAddons_init.sqf";
    }else{
    	diag_log "[blckegls] Map Addons disabled";
    };
    blck_spawnMapAddons = nil;

    need to be moved below what is currently line 64:

    blck_worldSet = nil;

    I will update the github when I am back from vacation.

  3. 2 hours ago, viper179 said:

    Hey ghost i just checked the configs and yes those options are there i have all 3 of them turn to false but this error still pops up in the rpt

     

    <_blck_versionDate,_blck_version];


    if (blck_spawnMapAddons) then
    {
    call compile>
    2016/12/29, 19:30:46   Error position: <blck_spawnMapAddons) then
    {
    call compile>
    2016/12/29, 19:30:46   Error Undefined variable in expression: blck_spawnmapaddons
    2016/12/29, 19:30:46 File q\addons\custom_server\init\blck_init.sqf, line 9

    also here is a screen shot of that file server side in the correct file path>>>>>>>http://prntscr.com/dq3x69  

    , also im seeing that only 1 mission spawns in at a time and another one doesnt spawn in until a player clears the mission but i have this set so it should not matter they should spawn in no matter what >>>>>> http://prntscr.com/dq3wc8

    Thanks for the report. I'll look at this when I am back in town. For now, if you want to disable an add-on just comment out the lines that call it in blck_init.sqf.

  4. 17 hours ago, kuraskai said:

    Hey im having a huge "addweaponcargo" issue with this mod, I've tried deleting the APEX items from the mission files but missions will not spawn after i do this and i have to revert to the defualt.

    Here is my addweaponcargo log.txt

    
    29.12.2016 15:04:46: aidyn millar - #0 "arifle_SPAR_01_blk_F" 2:1196 B_Carryall_mcamo
    29.12.2016 23:46:01: milli  - #0 "arifle_SPAR_01_GL_khk_F" 2:1548 B_Kitbag_mcamo
    29.12.2016 23:47:00: Zen  - #0 "H_Beret_grn" 2:2558 WeaponHolderSimulated
    29.12.2016 23:48:48: Robb  - #0 "H_Beret_brn_SF" 2:1299 Supply50
    29.12.2016 23:49:53: aidyn millar  - #0 "arifle_CTARS_blk_F" 14:16 GroundWeaponHolder
    29.12.2016 23:52:00: Zen  - #0 "H_Hat_tan" 2:2533 WeaponHolderSimulated
    29.12.2016 23:57:17: aidyn millar  - #0 "arifle_CTARS_blk_F" 19:6 GroundWeaponHolder
    30.12.2016 14:12:59: Zen - #0 "H_Booniehat_dirty" 2:966 Supply100
    30.12.2016 17:07:17: aidyn millar  - #0 "arifle_SPAR_01_GL_khk_F" 2:1287 B_Carryall_cbr
    30.12.2016 17:10:49: Zen  - #0 "arifle_SPAR_02_snd_F" 2:1355 B_Carryall_cbr
    30.12.2016 17:19:32: aidyn millar  - #0 "arifle_ARX_ghex_F" 3:5 GroundWeaponHolder
    30.12.2016 17:39:45: aidyn millar - #0 "arifle_MX_GL_khk_F" 2:1801 B_Carryall_cbr
    30.12.2016 17:41:00: Zen - #0 "H_Shemag_olive" 2:1719 WeaponHolderSimulated
    30.12.2016 17:59:18: aidyn millar  - #0 "arifle_ARX_ghex_F" 9:6 GroundWeaponHolder


    And here is my addeaponcargo.txt

    5 "" !="(V|H)_(F|)[0-9]{1,3}_EPOCH" !="(clown|pkin|wolf)_mask_epoch" !="Item(Map|GPS|Compass|Watch)" !="EpochRadio[0-9]" !="B_UavTerminal" !="(U|G|bipod|acc|muzzle|optic)_[0-9A-Z_]{1,100}" !="(NVG|Defib|Heal|Repair|Elcan(_reflex|))_EPOCH" !="(Binocular|Rangefinder|Hatchet|CrudeHatchet|WoodClub|Melee(Sledge|Maul|Rod|Sword)|ChainSaw|MultiGun|Rollins_F|Plunger)" !="(ruger_pistol|speargun|1911_pistol|akm|m14|M14Grn|m16|m16Red|m107|m107Tan|m249|m249Tan|m4a3|sr25|l85a2|l85a2_(pink|ugl))_epoch" !="SMG_(01|02)_F" !="hgun_(PDW2000|ACPC2|Rook40|P07|Pistol_heavy_0[1-2]|Pistol_Signal)_F" !="LMG_(Mk200|Zafir)_F" !="srifle_(EBR|GM6|LRR|DMR_01)_(camo_|)F" !="arifle_(Katiba|Katiba_C|Katiba_GL|SDAR|TRG21|TRG20|TRG21_GL|Mk20|Mk20C|Mk20C_plain|Mk20_GL|Mk20_plain|Mk20_GL_plain)_F" !="arifle_(MXC|MX|MX_GL|MXM|MXM_Black|MX_GL_Black|MX_Black|MXC_Black|MX_SW|MX_SW_Black)_F" !="srifle_DMR_0[2-6](_(camo|sniper|khaki|tan|multicam|woodland|spotter|blk|hex|olive)_|_)F" !="MMG_0[1-2]_(hex|tan|camo|black|sand)_F" !"CUP_((h|s)gun|(s|a)rifle|(l|s)mg)_"



    I know im missing all the apex weapons and items from my be filters but i cannot for the life of me find a post to help me with this.

     

    Sorry I never got around to updating this one. As a general guide to BE filters search for the guide on opendayz.net. I unfortunately can not pull the link at this time.

    You can delete that BE filter or modify it to add the exceptions. To add the exceptions you need to take those errors and modify the filter. Note that BE may not recognize the updated filters until your server restarts (some BE add ons do update your BE filters on the fly). To start, change the 5 at the start of the line to a 1 so that BE logs the errors but does not kick. For each error modify the appropriate exception. As an example, for the "arifle_ARX_ghex_F" kick change

    !="arifle_(Katiba|Katiba_C|Katiba_GL|SDAR|TRG21|TRG20|TRG21_GL|Mk20|Mk20C|Mk20C_plain|Mk20_GL|Mk20_plain|Mk20_GL_plain)_F"

    to

    !="arifle_(ARX_ghex|Katiba|Katiba_C|Katiba_GL|SDAR|TRG21|TRG20|TRG21_GL|Mk20|Mk20C|Mk20C_plain|Mk20_GL|Mk20_plain|Mk20_GL_plain)_F"

  5. 11 hours ago, Meyson said:

    Another problem: Sometimes I go on a mission to crash the game, and all players! Noticed and Altice

    We are running this mission system on 5 servers at the moment (1 epoch) and they have been rock stable. I would:

    1) try running your sever with no other mods (CUP, Zombies, TRYK, etc).

    2) verify your installation of arma3server and

    3) read your .RPT file for the server for clues.

    You might also upload the crash dump files generated when the server crashed to Bohemia to help them improve the stability of the server going forward.

  6. 9 hours ago, viper179 said:

    Hey ghost im getting this in the rpt server side, also missions r not spawning in just down loaded the new build 3 times still doing it.   

     

    2016/12/29, 19:30:46 Error in expression <_blck_versionDate,_blck_version];


    if (blck_spawnMapAddons) then
    {
    call compile>
    2016/12/29, 19:30:46   Error position: <blck_spawnMapAddons) then
    {
    call compile>
    2016/12/29, 19:30:46   Error Undefined variable in expression: blck_spawnmapaddons
    2016/12/29, 19:30:46 File q\addons\custom_server\init\blck_init.sqf, line 9

    My guess is you did not download the updated config files. Please check yours to be sure that the updated version is being used. It should contain new entries for lines 10-24 as follows:

    Spoiler
    /*
      Configuration for Addons that support the overall Mission system.
      These are a module to spawn map addons generated with the Eden Editor
      And a moduel to spawn static loot crates at specific location
      A time acceleration module.
      */
       
      blck_spawnMapAddons = false; // When true map addons will be spawned based on parameters define in custum_server\MapAddons\MapAddons_init.sqf
      blck_spawnStaticLootCrates = false; // When true, static loot crates will be spawned and loaded with loot as specified in custom_server\SLS\SLS_init_Epoch.sqf (or its exile equivalent).
       
      // Note that you can define map-specific variants in custom_server\configs\blck_custom_config.sqf
      blck_timeAcceleration = true; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below.
      blck_timeAccelerationDay = 1; // Daytime time accelearation
      blck_timeAccelerationDusk = 3; // Dawn/dusk time accelearation
      blck_timeAccelerationNight = 6; // Nighttim time acceleration

     

  7. 2 hours ago, viper179 said:

    Ok wil give that a go and also on a side note where do i change the players health and hunger , thirst etc located at so they quit spawning with 30% health every time.

    There was a post on this a few months back under Discussion or Feedback. Google that issue or search the \epoch_config folder using one of the many grep programs if you would like to identify the file directly.

  8. 6 hours ago, viper179 said:

    Also no matter what skill level i set the ai too and there spot distance, and also there known attackers distance they never fire upon the players until you are about 250 meters or less every time, i have tested this with all 4 of the ai missions on the map what needs to be changed or do i need to edit the arma 3 server side profile. Also i see this in the config but i thought the max you could go for any of the skill array settings was 1.0 ie max >>>>>>>>>>>>>>>>>>>>>>>blck_AIIntelligence = [0.5, 1, 2, 4];  

    if you want to up the AI difficulty start in the GMS_fnc_spawnUnit.sqf script and look for skill; increase this from 0.7 to 1. Set all skill domains to 1. The AI still may need  one or two rounds fired at them or a vehicle passing nearby to rile them up but in my experience even with the default settings I have provided at the Orange level they first on pretty much anything within several hundred meters. Put in a few static grenade launchers if you want a demonstration of how far out they detect players. The intelligence setting is adapted from WAI. I never looked at the actual code in Arma to see how that variable was applied to AI behavior. I am not sure whether 4 is actually higher than 1. The distance parameter that goes along with that variable does have an effect as it determines the radius within which nearby AI are alerted to an enemy's location.

  9. 2 hours ago, Meyson said:

    Does not work on namalske help customize

    Please do a fresh install and follow the install directions closely. If you give me more information about what is not working I might be able to point you in the right direction for troubleshooting. It works fine on our Namalsk sever. Map specs for namalsk are custom_server\compiles\functions\GMS_fnc_findWorld.sqf. 

  10. 5 hours ago, Brian Soanes said:

    it was always false :) 

    Just using blck_useDynamic = true;

    Still does

     Arm_A_3_12_24_2016_09_34_08_01.jpg

    Client rpt

    
    9:34:06 "[blckClient] blck_Message = [""showScore"",[25,"""",2],""""]"
     9:34:06 "blck_Message ====]  Paremeters = _this = [""showScore"",[25,"""",2],""""]"
     9:34:06 "blck_Message ====]  Paremeters _event showScore  _message [25,"""",2] paramter #3 "
     9:34:06 "blck_Message ====] _message isEqualTo  [25,"""",2]"

    That's strange and I can see how it would be quite annoying. Is there any chance that you changed something lower down in blck_client.sqf accidentally ?  My guess is that when the client receives the showScore notification it is not calling fn_killScoreNotification, or that that function was modified accidentally.  I suggest that you start with a clean blck_client.sqf and go from there.

     

    Unfortunately I will be away until Jan 2 and will not be providing much in the way of support, and nothing as far as updates, until I return. but I have started work to add additional settings by which you can determine which of the messages are broadcast when an AI is killed. I know that with a busy server these probably consume some network resources.

     

     

  11. On 12/18/2016 at 4:55 PM, Biz said:

    arlighty I see what I can do, I learning as a go so I thought I would ask. :) ty for getting back to me

    All the code you need is already in the mod. I will be uploading v6.50 in which this feature has been enabled once I do a stress test tonight. At one point the mission system was hanging because the max number of allowable groups had been spawned. I just want to be sure this issue was resolved before releasing this update.

  12. Just now, Biz said:

    arlighty I see what I can do, I learning as a go so I thought I would ask. :) ty for getting back to me

    No problem. I wrote code for what you are considering but removed it because at the time there were mysterious glitches that I now know are due to failure in Epoch to delete all empty groups. Most of the backbone needed to run multiple instances is there - just needs to be tested and troubleshooted. I would consider running WAI and SEM in addition, or setting up some AI strongholds as alternatives. Note that VEMFr also has some mission capabilities.

  13. 4 hours ago, Biz said:

    Ok I got a question if reading this correct 

    If I want more then one of these missions spawning on the map I change the value to lets say 3  or 2 and will spawn more then one mission.

    If that is the chase then, I did that well none of the missions spawn and waited for 20mins. to see if it will.

    //Set to -1 to disable. Values of 2 or more force the mission spawner to spawn copies of that mission.
        blck_enableOrangeMissions = 2;  
        blck_enableGreenMissions = 2;
        blck_enableRedMissions = 3;
        blck_enableBlueMissions = 3;
        blck_enableHunterMissions = 1;
        blck_enableScoutsMissions = 1;

     

     

    Increasing the number there will not increase the number of instances of particular mission. The current method of coding is only set up to spawn one instance of a mission. I would have to look at the code to see if multiple instances of an Orange mission, for example, would be problematic with the current mission spawner. In the past, there were some global variables what were overwritten causing major issues. You would have to modify the way the missions are added to the que in custom_server\init\blck_init.sqf.

  14. On 8/11/2015 at 6:49 AM, Ghostrider-DbD- said:

     

    I found a typo in the code for spawning AI. I will test a fix over the next 1-2 days.

     

    I will look into the problem with weapons after that.

     

    I checked the timers for cleanup of live AI and composition objects and that all looks OK. I will do testing on a test server tonight.

    The current method of coding is only set up to spawn one instance of a mission. I would have to look at the code to see if multiple instances of an Orange mission, for example, would be problematic with the current mission spawner. In the past, there were some global variables what were overwritten causing major issues. You would have to modify the way the missions are added to the que in custom_server\init\blck_init.sqf.

     

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