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Ghostrider-GRG

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Posts posted by Ghostrider-GRG

  1. I updated GMS_fnc_sm_spawnObjects.sqf so that collision checking is off which should ensure that objects are spawned exactly where you want them. The code runs without errors on my test server. I do not see anything obvious in your mission definition but have not tried to run it so may have missed something more subtle.

    There is no need to do any ATL/ASL or other conversions for positions for your objects, crates, or AI.

    I just checked a mission I use to test code and the loot crates do spawn on top of the military buildings as intended.

    I can not remember if one can spawn statics on / in buildings iwthout assigning them to a building position - will check on that tomorrow.

    I am not sure what you are trying to with the units. If you are trying to spawn them on/in buildings, the way arma works that may be challenging to achieve. One has to spawn these at specific building positions. See the code for spawning assets for examples.

     

  2. 22 minutes ago, Schalldampfer said:

    tHIS is my mission on Malden, please check it

      Reveal hidden contents

    /*
        This is a simple mission using precisely placed loot crates and infantry, static weapons and vehicle patrols.
        See the accompanying example mission in the exampleMission folder to get an idea how I laid this out.
        Note that I exported the mission using the exportAll function of M3EDEN editor.
    */
    private ["_markerLabel","_endMsg","_startMsg","_lootCounts","_crateLoot","_markerMissionName","_missionLandscapeMode","_missionLandscape",
        "_missionLootBoxes","_missionLootVehicles","_missionEmplacedWeapons","_minNoAI","_maxNoAI","_noAIGroups","_noVehiclePatrols","_noEmplacedWeapons",
        "_uniforms","_headgear","_weaponList","_sideArms","_vests","_backpacks","_weapons","_sideArms","_chanceReinforcements","_noPara","_helipatrol","_endCondition","_markerColor","_markerType","_useMines",
        "_sam1"];

    _mission = "Moray Base";  //  Included for additional documentation. Not intended to be spawned as a mission per se.
    _missionCenter = [1000,12136,-1.648];  // I pulled this from the position of the marker.
    _difficulty = "orange";  // Skill level of AI (blue, red, green etc)
    diag_log format["[blckeagls static missions] STARTED initializing middions %1 position at %2 difficulty %3",_mission,_missionCenter,_difficulty];
    _crateLoot = blck_BoxLoot_Orange;  // You can use a customized _crateLoot configuration by defining an array here. It must follow the following format shown for a hypothetical loot array called _customLootArray
        /*
        _customLootArray = 
            // Loot is grouped as [weapons],[magazines],[items] in order to be able to use the correct function to load the item into the crate later on.
            // Each item consist of the following information ["ItemName",minNum, maxNum] where min is the smallest number added and min+max is the largest number added.
            
            [  
                [// Weapons    

                    ["srifle_DMR_06_olive_F","20Rnd_762x51_Mag"]                
                ],
                [//Magazines
                    ["10Rnd_93x64_DMR_05_Mag" ,1,5]                
                ],            
                [  // Optics
                    ["optic_KHS_tan",1,3]
                ],
                [// Materials and supplies                
                    ["Exile_Item_MetalScrews",3,10]
                    //
                ],
                [//Items
                    ["Exile_Item_MountainDupe",1,3]                
                ],
                [ // Backpacks
                    ["B_OutdoorPack_tan",1,2]
                ]
        ];    
        */

    _lootCounts = blck_lootCountsOrange; // You can use a customized set of loot counts or one that is predefined but it must follow the following format:
                                      // values are: number of things from the weapons, magazines, optics, materials(cinder etc), items (food etc) and backpacks arrays to add, respectively.
                                      //  blck_lootCountsOrange = [[6,8],[24,32],[5,10],[25,35],16,1];   // Orange

    _markerLabel = "";
    _markerType = ["ELIPSE",[650,500],"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 = "ColorRed";  //  This can be any valid Arma Marker Color  
    _markerMissionName = "Military Bandit Base";
    _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 = [  //  Paste appropriate lines from M3EDEN output here.
        ["Land_Mil_WiredFence_Gate_F",[834.158,11942.6,16.3405],[[0.918561,-0.395279,0],[0,0,1]],[true,true]],
        ["Land_ConcreteHedgehog_01_F",[749.959,12047.4,22.7166],[[-0.194437,0.973071,0.123801],[0.0199975,-0.122252,0.992298]],[true,true]],
        ["Land_ConcreteHedgehog_01_F",[742.612,12045.3,22.611],[[0.228712,-0.965619,-0.123574],[0.0199975,-0.122252,0.992298]],[true,true]],
        ["Land_ConcreteHedgehog_01_F",[740.211,12043.2,22.7859],[[-0.193127,0.980039,0.0471781],[0.117578,-0.0246204,0.992758]],[true,true]],
        ["Land_ConcreteHedgehog_01_F",[737.619,12041.3,23.0459],[[-0.193127,0.980039,0.0471781],[0.117578,-0.0246204,0.992758]],[true,true]],
        ["Land_ConcreteHedgehog_01_F",[701.589,12033.4,14.3761],[[0.184964,0.923165,0.336978],[-0.004809,-0.342041,0.939673]],[true,true]],
        ["Land_ConcreteHedgehog_01_F",[710.573,12032.8,14.2822],[[-0.194451,0.919485,0.341667],[-0.0159977,-0.351242,0.936148]],[true,true]],
        ["Land_ConcreteHedgehog_01_F",[714.196,12032.3,15.5528],[[-0.194476,0.980907,0],[0,0,1]],[true,true]],
        ["Land_Wreck_AFV_Wheeled_01_F",[711.907,12037.5,16.278],[[0,1,0],[0,0,1]],[true,false]],
        ["Land_ConcreteHedgehog_01_F",[735.076,12040.1,22.799],[[-0.193541,0.981078,0.00528031],[-0.0979276,-0.0246732,0.994888]],[true,true]],
        ["Land_ConcreteHedgehog_01_F",[717.69,12032.4,17.4861],[[-0.181061,0.982225,0.0494975],[-0.364961,-0.113841,0.924037]],[true,true]],
        ["Land_ConcreteHedgehog_01_F",[1071.07,11960.8,24.6905],[[-0.193586,0.981048,-0.00838371],[-0.0955606,-0.0103504,0.99537]],[true,true]],
        ["Land_ConcreteHedgehog_01_F",[1073.12,11958.3,24.8612],[[-0.193586,0.981048,-0.00838371],[-0.0955606,-0.0103504,0.99537]],[true,true]],
        ["Land_ConcreteHedgehog_01_F",[1077.19,11952.7,25.1157],[[-0.194108,0.980979,-0.00175132],[-0.0614837,-0.0103841,0.998054]],[true,true]],
        ["Land_ConcreteHedgehog_01_F",[1069.42,11963.7,25.0481],[[-0.193586,0.945266,0.262673],[-0.0955606,-0.284632,0.953862]],[true,true]],
        ["Land_ConcreteHedgehog_01_F",[1082.55,11943.2,26.1246],[[-0.194108,0.974498,-0.112589],[-0.0614837,0.102461,0.992835]],[true,true]],
        ["Land_ConcreteHedgehog_01_F",[1086.87,11940.7,26.6348],[[-0.194108,0.974498,-0.112589],[-0.0614837,0.102461,0.992835]],[true,true]],
        ["Land_Wreck_LT_01_F",[1078.29,11946.3,25.5502],[[-0.790435,0.602084,-0.11273],[-0.0702259,0.0937502,0.993116]],[true,false]],
        ["Land_Wreck_Slammer_hull_F",[1076.86,11976.1,26.6644],[[0.994824,0.0975787,0.0283445],[0.00320178,-0.308912,0.951085]],[true,false]],
        ["Land_ConcreteHedgehog_01_F",[937.485,12056.2,20.7981],[[0.741106,-0.596337,-0.308456],[0.294354,-0.124322,0.947576]],[true,true]],
        ["Land_ConcreteHedgehog_01_F",[934.383,12057.2,21.8766],[[-0.855923,-0.475371,0.203515],[0.294354,-0.124322,0.947576]],[true,true]],
        ["Land_Cargo_Patrol_V4_F",[665.105,12137.8,28.92],[[-0.00639512,0.99998,0],[0,0,1]],[true,false]],
        ["Land_BagBunker_01_small_green_F",[670.531,12090.7,28.92],[[-0.0913288,0.995821,0],[0,0,1]],[true,false]],
        ["Land_BagBunker_01_small_green_F",[737.346,12049.1,23.2479],[[-0.262462,0.96494,-0.0019039],[-0.0979276,-0.0246732,0.994888]],[true,false]],
        ["Land_BagBunker_01_small_green_F",[984.11,12072.4,37.9571],[[-0.132464,0.990032,0.0478569],[-0.0511329,-0.0550436,0.997174]],[true,false]],
        ["Land_Razorwire_F",[1007.44,12069.2,38.51],[[0.094067,-0.995566,0],[0,0,1]],[true,true]],
        ["Land_Razorwire_F",[1008.6,12058.9,38.0225],[[-0.260879,0.958127,0.118041],[0,-0.122275,0.992496]],[true,true]],
        ["Land_BagBunker_01_small_green_F",[1095.95,11973.3,25.9754],[[0.797443,0.603159,-0.0168355],[0.031983,-0.0143901,0.999385]],[true,false]],
        ["Land_HBarrier_01_tower_green_F",[1290.18,12201.7,28.93],[[-0.0741564,-0.997247,0],[0,0,1]],[true,false]],
        ["Land_HBarrier_01_tower_green_F",[1293.17,12326.2,28.93],[[0.0640011,-0.99795,0],[0,0,1]],[true,false]],
        ["Land_BagBunker_01_small_green_F",[1023.16,12365.3,28.9016],[[-0.0415478,-0.999105,0.00796191],[-0.00077204,0.00800089,0.999968]],[true,false]],
        ["Land_BagBunker_01_small_green_F",[558.216,12329.3,28.92],[[0.67067,-0.741756,0],[0,0,1]],[true,false]],
        ["Land_BagBunker_01_small_green_F",[625.747,12172.2,28.8612],[[0.992705,-0.118852,0.020279],[-0.0231931,-0.0231868,0.999462]],[true,false]],
        ["Land_BagBunker_01_small_green_F",[1174.97,11916.9,43.2129],[[0.253066,0.967401,-0.0096679],[-0.0686373,0.0279213,0.997251]],[true,false]],
        ["Land_Radar_ruins_F",[1348.15,11883.3,66.7136],[[0.97611,0.217279,0],[0,0,1]],[true,false]],
        ["Land_BagBunker_01_small_green_F",[1187.11,12078.2,29.1944],[[0.581048,0.813568,-0.0221277],[0,0.0271882,0.99963]],[true,false]],
        ["Land_Barracks_01_camo_F",[842.293,12187.8,28.93],[[-0.188368,0.982099,0],[0,0,1]],[true,false]],
        ["Land_MedicalTent_01_tropic_closed_F",[860.757,12141.6,28.93],[[-0.235213,0.971944,0],[0,0,1]],[true,true]],
        ["Land_Cargo_HQ_V4_F",[893.359,12197,28.93],[[-0.983086,-0.183144,0],[0,0,1]],[true,false]],
        ["Land_Cargo_Tower_V4_F",[933.912,12207.8,28.93],[[0.194981,-0.980807,0],[0,0,1]],[true,false]],
        ["Land_IRMaskingCover_01_F",[1105.32,11984.9,25.0106],[[-0.533796,0.845255,-0.0245929],[0.0726073,0.0747898,0.994552]],[true,true]],
        ["Land_IRMaskingCover_02_F",[660.714,12172.4,28.92],[[-0.999999,-0.00157164,0],[0,0,1]],[true,true]],
        ["CamoNet_ghex_F",[846.268,12138.8,28.93],[[0.273548,-0.961858,0],[0,0,1]],[true,true]],
        ["CamoNet_ghex_big_F",[893.96,12149.7,28.93],[[0.253695,-0.967284,0],[0,0,1]],[true,true]],
        ["CamoNet_ghex_big_F",[920.83,12155.1,28.93],[[0.242721,-0.970096,0],[0,0,1]],[true,true]],
        ["CamoNet_ghex_big_F",[956.561,12165,28.93],[[0.245788,-0.969324,0],[0,0,1]],[true,true]],
        ["Land_Cargo_House_V4_F",[864.469,12189.2,28.93],[[-0.168189,0.985755,0],[0,0,1]],[true,false]],
        ["Land_ReservoirTank_01_military_F",[996.427,12173.8,28.9176],[[-0.961648,-0.274288,0],[0,0,1]],[true,true]],
        ["Land_Ammobox_rounds_F",[845.605,12140,28.93],[[0.334173,0.942512,0],[0,0,1]],[true,true]],
        ["Land_PaperBox_open_full_F",[845.909,12138,28.93],[[0.970666,0.24043,0],[0,0,1]],[true,true]],
        ["Land_ScrapHeap_1_F",[841.919,12138.7,28.93],[[-0.312583,0.94989,0],[0,0,1]],[true,true]],
        ["WaterPump_01_forest_F",[850.485,12140.6,28.93],[[0.280069,-0.95998,0],[0,0,1]],[true,false]],
        ["Land_PressureWasher_01_F",[849.022,12139.3,28.93],[[-0.301699,0.953403,0],[0,0,1]],[true,true]],
        ["Land_DieselGroundPowerUnit_01_F",[843.96,12139.3,28.93],[[-0.228409,0.973565,0],[0,0,1]],[true,true]],
        ["Land_DeckTractor_01_F",[888.814,12149.5,28.93],[[-0.264098,0.964496,0],[0,0,1]],[true,true]],
        ["Land_DeckTractor_01_F",[891.488,12150.2,28.93],[[-0.214031,0.976827,0],[0,0,1]],[true,true]],
        ["Land_Research_HQ_ruins_F",[912.582,12203.2,28.93],[[0.0840134,-0.996465,0],[0,0,1]],[true,false]],
        ["Land_Cargo_House_V1_ruins_F",[878.443,12192.9,28.93],[[-0.182387,0.983227,0],[0,0,1]],[true,false]],
        ["Land_Cargo_House_V1_ruins_F",[871.323,12191.5,28.93],[[-0.182387,0.983227,0],[0,0,1]],[true,false]],
        ["Land_Wreck_Heli_Attack_01_F",[871.457,12200.5,28.93],[[-0.682801,0.730604,0],[0,0,1]],[true,false]],
        ["Land_HistoricalPlaneWreck_03_F",[1044.85,12430.8,18.1648],[[-0.836009,0.539903,-0.0979435],[0.0583006,0.264885,0.962516]],[true,false]],
        ["Land_Wreck_Plane_Transport_01_F",[1340.16,11863.7,61.9681],[[-0.648538,-0.391176,-0.652977],[-0.368098,-0.589696,0.718862]],[true,false]],
        ["Land_Wreck_AFV_Wheeled_01_F",[960.551,12167,28.93],[[0.378352,-0.925662,0],[0,0,1]],[true,false]],
        [selectRandom ["B_MBT_01_TUSK_F","O_MBT_02_cannon_F","I_MBT_03_cannon_F"],[955.813,12166.8,28.93],[[-0.301934,0.953329,0],[0,0,1]],[true,true]],
        ["Land_Excavator_01_abandoned_F",[783.76,12126.9,28.92],[[0.116099,0.993238,0],[0,0,1]],[true,true]],
        ["Land_Bulldozer_01_abandoned_F",[777.828,12125.6,28.92],[[-0.110528,-0.993873,0],[0,0,1]],[true,true]],
        ["Land_Bulldozer_01_abandoned_F",[894.832,12151.5,28.93],[[0.275692,-0.961246,0],[0,0,1]],[true,true]],
        ["Land_Wreck_MBT_04_F",[922.204,12157.8,28.93],[[0.471929,-0.881637,0],[0,0,1]],[true,false]],
        ["Land_TankEngine_01_used_F",[916.035,12155.5,28.93],[[0.383707,-0.923455,0],[0,0,1]],[true,true]],
        ["Land_TankRoadWheels_01_single_F",[918.732,12154.9,28.93],[[0.282349,0.959312,0],[0,0,1]],[true,true]],
        ["Land_TankRoadWheels_01_single_F",[918.098,12155.2,28.93],[[0.282349,0.959312,0],[0,0,1]],[true,true]],
        ["Land_TankRoadWheels_01_single_F",[919.096,12155.8,28.93],[[0.282349,0.959312,0],[0,0,1]],[true,true]],
        ["Land_TankSprocketWheels_01_single_F",[918.157,12156.6,28.93],[[0.800816,0.598911,0],[0,0,1]],[true,true]],
        ["Land_TankTracks_01_long_F",[918.096,12157.6,28.93],[[0.99148,-0.130259,0],[0,0,1]],[true,true]],
        ["Land_TankTracks_01_short_F",[920.808,12154.4,28.93],[[-0.403461,0.914997,0],[0,0,1]],[true,true]],
        ["Land_TorqueWrench_01_F",[920.065,12155.2,28.93],[[-0.861061,0.508502,0],[0,0,1]],[true,true]],
        ["Land_ScrapHeap_1_F",[950.028,12166.4,28.93],[[-0.949695,-0.313175,0],[0,0,1]],[true,true]],
        ["Land_ScrapHeap_1_F",[952.118,12163.5,28.93],[[-0.295423,0.955366,0],[0,0,1]],[true,true]],
        ["Land_TankTracks_01_long_F",[919.368,12152.1,28.93],[[-0.711257,-0.702932,0],[0,0,1]],[true,true]],
        ["Land_BoreSighter_01_F",[920.107,12154.9,28.93],[[-0.893399,0.449264,0],[0,0,1]],[true,true]],
        ["Land_Laptop_02_unfolded_F",[920.817,12157.9,30.3394],[[0.917139,0.385559,0.100994],[-0.155744,0.113439,0.981262]],[true,true]],
        ["Land_PaperBox_open_full_F",[918.538,12153.4,28.93],[[-0.257237,0.966348,0],[0,0,1]],[true,true]],
        ["I_Plane_Fighter_04_F",[703.674,12121.5,29.399],[[-0.00781606,0.999969,0],[0,0,1]],[true,true]],
        ["I_Heli_light_03_unarmed_F",[693.012,12123.5,29.399],[[0,1,0],[0,0,1]],[true,true]],
        ["I_LT_01_scout_F",[660.567,12171.7,28.92],[[-0.000255911,-1,0],[0,0,1]],[true,true]],
        ["I_LT_01_cannon_F",[1104.52,11985.2,25.0357],[[-0.874517,-0.47467,0.0995391],[0.0726073,0.0747898,0.994552]],[true,true]],
        ["FlexibleTank_01_forest_F",[775.97,12114.6,28.92],[[0,1,0],[0,0,1]],[true,true]],
        ["Land_Pod_Heli_Transport_04_fuel_F",[795.091,12135.6,28.9261],[[-0.0116368,0.999932,-8.03559e-006],[-0.000690534,0,1]],[true,true]],
        ["B_Slingload_01_Fuel_F",[803.609,12137.4,28.93],[[0.999942,0.0107728,0],[0,0,1]],[true,true]]
    ]; // list of objects to spawn as landscape using output from M3EDEN editor.

    _missionLootBoxes = [  //  Paste appropriate lines from M3EDEN editor output here, then add the appropriate lootArray
        ["Box_FIA_Wps_F"    ,ASLToATL [891.759,12196.2,29.5317],[[0.982816,0.18459,0],  [0,0,1]],[true,false], blck_BoxLoot_Orange, blck_lootCountsBlue],//HQ
        ["Box_FIA_Support_F",ASLToATL [936.521,12210.9,44.2946],[[0.174085,-0.984731,0],[0,0,1]],[true,false], blck_BoxLoot_Orange, blck_lootCountsBlue],//BTower
        ["Box_FIA_Support_F",ASLToATL [665.412,12136.6,33.264], [[0.999923,0.0123981,0],[0,0,1]],[true,false], blck_BoxLoot_Green,  blck_lootCountsBlue]//STower
        
        // [["box_classname1",_customLootArray1,[px,py,pz],...,_customLootArray1],["box_classname2",,[px2,py2,pz2],...,_customLootArray2]
        //  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
        //[selectRandom blck_crateTypes,[22917.4,16763,6.30803],[[0,1,0],[0,0,1]],[true,false], _crateLoot, [[1,2],[4,6],[2,6],[5,8],6,1] ],
        //[selectRandom blck_crateTypes,[22893,16766.8,6.31652],[[0,1,0],[0,0,1]],[true,false], _crateLoot, _lootCounts],
        //  0               1                        2                  3             4           5 
        //[selectRandom blck_crateTypes,[22904.8,16742.5,6.30195],[[0,1,0],[0,0,1]],[true,false], _crateLoot, _lootCounts]
    ];  // 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.

    _missionLootVehicles = [  // Paste appropriate lines from the output of M3EDEN Editor here and add the loot crate type and loot counts at the end of each entry as shown in the example below.
                              // Many vehicles have less inventory capacity than crates so you may have to modify _lootcounts to avoid having stuff spawned all over the ground.
        //    [selectRandom ["B_MBT_01_TUSK_F","O_MBT_02_cannon_F","I_MBT_03_cannon_F"],ASLToATL [955.813,12166.8,28.93],[[-0.301934,0.953329,0],[0,0,1]],[true,true],blck_BoxLoot_Blue,blck_lootCountsBlue]

        //["Exile_Car_Van_Box_Guerilla02",[22896.8,16790.1,3.18987],[[0,1,0],[0,0,1]],[true,false], _crateLoot, [[1,2],[4,6],[2,6],[5,8],6,1]],
        //["Exile_Car_Van_Fuel_Guerilla02",[22919,16782.7,3.18132],[[0,1,0],[0.00129187,0,0.999999]],[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 = 15;//blck_SpawnEmplaced_Red; // Modified as needed; can be a numberic value (e.g. 3) or range presented as [2,4]
    //format: _noEmplacedWeapons  = [2,3]; // a range of values
    // or _noEmplacedWeapons = 3; // a constant number of emplaced weps per misison
    // Note that this value is ignored if you define static weapon positions and types in the array below.
    _missionEmplacedWeapons = [

    //    ["B_SAM_System_01_F",ASLToATL [936.136,12212.2,46.8194],"orange",0,0],
        ["I_GMG_01_high_F",ASLToATL   [928.803,12207.8,46.8195],"orange",0,0],
        ["I_GMG_01_high_F",ASLToATL   [937.381,12203.9,46.8195],"orange",0,0],
        ["I_GMG_01_high_F",ASLToATL   [1174.87,11916.8,43.21],"red",0,0],
        ["I_HMG_01_high_F",ASLToATL   [983.966,12071.9,37.9567],"red",0,0],
        ["I_HMG_01_high_F",ASLToATL   [736.753,12049.1,23.2008],"red",0,0],
        ["I_HMG_01_high_F",ASLToATL   [626.141,12172.5,28.89],"red",0,0],
        ["I_HMG_01_high_F",ASLToATL   [1023.43,12365.7,28.9032],"red",0,0],
        ["I_HMG_01_high_F",ASLToATL   [1293.45,12328.1,31.71],"red",0,0],
        ["I_HMG_01_high_F",ASLToATL   [1187.02,12078.6,29.1738],"red",0,0],
        ["I_HMG_01_high_F",ASLToATL   [1095.7,11973.3,25.9748],"red",0,0],
        ["I_HMG_01_high_F",ASLToATL   [1290.63,12203.6,31.71],"red",0,0],
        ["I_HMG_01_high_F",ASLToATL   [558.615,12329.5,28.92],"red",0,0],
        ["I_HMG_01_high_F",ASLToATL   [670.483,12090.2,28.92],"red",0,0],
        ["I_HMG_01_high_F",ASLToATL   [937.418,12213,41.907],"orange",0,0]
    ];                                 // 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; note that these values are ignored of you specify AI patrols in the array below.
    _aiGroupParameters = [
        [ASLToATL [770.99377,12139.563,28.92    ],"red",   [4,5],100,0],
        [ASLToATL [905.7099, 12174.291,28.93    ],"orange",[4,6],150,0],
        [ASLToATL [1141.5754,12117.667,28.912399],"red",   [4,5],100,0],
        [ASLToATL [1116.0555,11969.291,25.399176],"blue",  [2,3],50 ,0],
        [ASLToATL [737.35638,12061.843,24.729149],"blue",  [2,3],50 ,0],
        [ASLToATL [999.75293,12364.189,28.920177],"green", [3,4],100,0],
        [ASLToATL [543.51318,12316.768,28.45693 ],"green", [3,4],100,0],
        [ASLToATL [1277.7485,12343.749,27.331442],"green", [3,4],50 ,0]

        // [ [px, py, pz] /* position*/, "difficulty", 4 /*Number to Spawn*/, 150 /*radius of patrol*/, 0 /*spawn time*/]
    ];

    _noVehiclePatrols = blck_SpawnVeh_Red; // Modified as needed; can be a numberic value (e.g. 3) or range presented as [2,4]; 
                                            //  Note that this value is ignored if you define vehicle patrols in the array below.
    _vehiclePatrolParameters = [
        //["B_G_Offroad_01_armed_F",[22819.4,16929.5,3.17413],"green",600,0],
        //["B_G_Offroad_01_armed_F",[22809.5,16699.2,0],"blue",600,10]    
    ];                             //[ ["vehicleClassName",[px,py,pz] /* center of patrol area */, difficulty /* blue, red etc*/, patrol radius] ]
                                // When this array is 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).

    _aircraftTypes = blck_patrolHelisRed;  //  You can use one of the pre-defined lists in blck_configs or your own custom array.
    _noAirPatrols =    blck_noPatrolHelisRed; // 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]; 
                                            //  Note: this value is ignored if you specify air patrols in the array below.
    _airPatrols = [
        //["Exile_Chopper_Huey_Armed_Green",[22923.4,16953,3.19],"red",1000,900]//,
        //[selectRandom _aircraftTypes,[22830.2,16618.1,11.4549],"blue",1000,60]
    ];
    //  Change _useMines to true/false below to enable mission-specific settings.
    _useMines  = false; //blck_useMines;  // Set to false if you have vehicles patrolling nearby.
    _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.
    _vests     = blck_vests;     // You can replace this list with a custom list of vests.
    _backpacks = blck_backpacks; // You can replace this list with a custom list of backpacks.
    _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.
    _sideArms  = blck_pistols;    // You can replace this list with a custom list of sidearms.

    #include "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_initializeMission.sqf"; 

    diag_log format["[blckeagls static missions] COMPLETED initializing middions %1 position at %2 difficulty %3",_mission,_missionCenter,_difficulty];
     

     

    do you have this as a file on dropbox? i'll look over the weekend.

  3. On 7/25/2018 at 12:19 PM, Schalldampfer said:

    I found another bug, erlated to static mission crates:
    There are unclosed #ifdef in GMS_fnc_sm_spawnLootContainers.sqf , which prevent whole the code to execute (without error in *.rpt)

      Reveal hidden contents

    /*
        by Ghostrider [GRG]

        --------------------------
        License
        --------------------------
        All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.

       http://creativecommons.org/licenses/by-nc-sa/4.0/  
    */
    #include "\q\addons\custom_server\Configs\blck_defines.hpp";

    params["_objects","_coords"];
    private["_object"];

    if !(_objects isEqualTo []) exitWith
    {  //  Spawn loot crates where specified in _objects using the information for loot parameters provided for each location.
        {
            #ifdef blck_debugMode
            if (blck_debugLevel > 2) then
            {
                diag_log format["_fnc_sm_spawnLootContainers (21):->  _x = %1",_x];
            };
            _crate = [_x select 1, _x select 0] call blck_fnc_spawnCrate;
            [_crate, _x select 4, _x select 5] call blck_fnc_fillBoxes;
        } forEach _objects;
    };

    // In the case where no loot crate parameters are defined in _objects just spawn 1 at the center of the mission.
    if (_objects isEqualTo []) then
    {
        #ifdef blck_debugMode
        if (blck_debugLevel > 2) then
        {
            diag_log format["_fnc_sm_spawnLootContainers: _this = %1",_this];
            diag_log format["_fnc_sm_spawnLootContainers: _coords = %1",_coords];
        };
        _crateType = selectRandom blck_crateTypes;
        _crate = [_coords,_crateType] call blck_fnc_spawnCrate;
        [_crate,blck_BoxLoot_Red,blck_lootCountsGreen] call blck_fnc_fillBoxes;
    };

    I had to remove it to spawn crates

     

    other bugs:

    _missionLootVehicles in static mission is deleted when players get in.

     

    another rpt spam 

    and

      Reveal hidden contents

    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80

     

    the system is too complex, configs and functions are scatterd everywhere...even in a simple mission

    Missing #endif added - thanks for reporting.

    As far as the errors in the .RPT, did you change or add static units/vehicle/etc in the default mission ? Did you run another mission?

  4. 19 hours ago, Schalldampfer said:

    I found another bug, erlated to static mission crates:
    There are unclosed #ifdef in GMS_fnc_sm_spawnLootContainers.sqf , which prevent whole the code to execute (without error in *.rpt)

      Hide contents

    /*
        by Ghostrider [GRG]

        --------------------------
        License
        --------------------------
        All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.

       http://creativecommons.org/licenses/by-nc-sa/4.0/  
    */
    #include "\q\addons\custom_server\Configs\blck_defines.hpp";

    params["_objects","_coords"];
    private["_object"];

    if !(_objects isEqualTo []) exitWith
    {  //  Spawn loot crates where specified in _objects using the information for loot parameters provided for each location.
        {
            #ifdef blck_debugMode
            if (blck_debugLevel > 2) then
            {
                diag_log format["_fnc_sm_spawnLootContainers (21):->  _x = %1",_x];
            };
            _crate = [_x select 1, _x select 0] call blck_fnc_spawnCrate;
            [_crate, _x select 4, _x select 5] call blck_fnc_fillBoxes;
        } forEach _objects;
    };

    // In the case where no loot crate parameters are defined in _objects just spawn 1 at the center of the mission.
    if (_objects isEqualTo []) then
    {
        #ifdef blck_debugMode
        if (blck_debugLevel > 2) then
        {
            diag_log format["_fnc_sm_spawnLootContainers: _this = %1",_this];
            diag_log format["_fnc_sm_spawnLootContainers: _coords = %1",_coords];
        };
        _crateType = selectRandom blck_crateTypes;
        _crate = [_coords,_crateType] call blck_fnc_spawnCrate;
        [_crate,blck_BoxLoot_Red,blck_lootCountsGreen] call blck_fnc_fillBoxes;
    };

    I had to remove it to spawn crates

     

    other bugs:

    _missionLootVehicles in static mission is deleted when players get in.

     

    another rpt spam 

    and

      Reveal hidden contents

    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80
    19:37:38 Error in expression <)];
    _element set[2,0];
    blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
    19:37:38   Error Zero divisor
    19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80

     

    the system is too complex, configs and functions are scatterd everywhere...even in a simple mission

    Thanks for reporting - I will look into the issues and push changes to the github after confirming.

  5. 2 hours ago, Schalldampfer said:


    please stop forcing

    with new unknown confing files

     

    I've got too many complex and annoying comment-outs and new files without description

    Not sure what you are referring to. The defaults for non-mil servers are:

        //Set to -1 to disable. Values of 2 or more force the mission spawner to spawn copies of that mission - this feature is not recommended because you may run out of available groups.
        blck_enableOrangeMissions = 1;  
        blck_enableGreenMissions = 1;
        blck_enableRedMissions = 2;
        blck_enableBlueMissions = 2;
        blck_numberUnderwaterDynamicMissions = 3; 

    And all overrides in blck_custom_config are commented out by default.

  6. 22 hours ago, megaz said:

    Hi Guys as topic: is there a way to add a vanilla map (im using Australia) into the editor with all the map editions from Epoch loaded  - Not just the plain Australia map, ie with the epoch traders and buildings that have been added.

    I want to use the traders buildings but add a few other bits that i will then load from the server side ?

    thanks

    MegaZ

    Yes, with a bit of scripting it could be done but would entail some work. You would have to take the props from server side, include them in a class in description.ext from which you could pull them when you are ready to spawn stuff, and add in a script that runswhen the client is initialized to spawn those objects on the client - you could pull the code from epoch_server. Then, you would need to use an landmarks on the map to orient yourself as you put down extra props. I have done it for other mods successfully but its a bit of a chore.

  7. On 6/29/2018 at 2:20 AM, Donnovan said:

    I read words from Dwarden saying that in a group of Arma 3 units, each unit have it own brain.

    So if instead of creating X groups of Y units i create X*Y alone AI units i will be using more CPU resources?

    For Arma 2 this is true (i will be using more CPU resources) since the entire group have only one brain and not one brain per unit. But for Arma 3, i think the use of resources is the same.

    Anyone is able to confirm?

    Thankyou!

    Yes, each AI runs its own brain, and I guess each group. As Grahame pointed out, also remember that at the present time, Arma 3 limits you to 288 groups per side, and Arma 2 to 144 groups per side. for Arma 3, unless you run something insane you should never reach the 288 group cap. You will know if you did because createGroup will start returning grpNull. I used to put checks in blckealgs to test for that condition but removed them since the increase in the cap on groups per side. Note also that you can manage the server resources dedicated to groups or AI by either poling each group for nearby players and disabling simulation when no players are near or by using dynamic simulation manager build into Arma 3. Also note that the simulation managers do show some delay in activating Ai so build in a safety factor when doing this.

  8. On 7/14/2018 at 11:25 PM, Schalldampfer said:

    In Malden, missions spawn around traders.
    Line 18 of Compile\Functions\GMS_fnc_getTraderCitesEpoch.sqf , which check marker name, add

    "west","east"

    to fix it.

    Please note that the locations of the markers in the mission file in mission.sqm to not necessarily corespond to the location of the trader cites. Thiese are defined for each map in epoch_server_config.pbo. The locations of Epoch trader cities is now pulled directly from the server configs. Let me know if this issue is resolved.

  9. 9 minutes ago, Irkutsk38 said:

    Hey.  Explain how to complete the Rescue Hostage mission?  After killing all the bots, when you approach the hostage, no message is issued.  The server is Exile, there are no errors in the error log.

    We have the same issue and I do not know if it is an infiSTAR think or a limitation of Exile's method for adding actions. you have to look around carefully to pick up the action. The last time I successfully did so I looked at the guys feet. I should probably look into using the exile hook for the client scheduler if I can figure out how that works. Have you tried Epoch? Its a great mod as well.

  10. On 7/17/2018 at 3:17 PM, megaz said:

    Hi Guys trying to add this but getting this error:

      Hide contents
    
    
    20:13:14 Error in expression <e 1 "q\addons\traderATMs\init.sqf"
    
    
    private["_atms"];
    
    
    _atms = [
    
    
    [[24403.>
    
    
    20:13:14   Error position: <
    
    
    private["_atms"];
    
    
    _atms = [
    
    
    [[24403.>
    
    
    20:13:14   Error Invalid number in expression
    
    
    20:13:14 File q\addons\traderATMs\init.sqf, line 6
    
    
    20:13:14 Error in expression <e 1 "q\addons\traderATMs\init.sqf"

    this is the code just added new coords

      Hide contents

    /*
    Add ATMs to Altis traders
    Author: Narines
    v 1.1
    Optimized following the recommendations of Kroenen. 
    */
    private["_atms"];
     _atms = [
         [[24403.1, 13954.7], 248],
         [[23181.2, 19779.6], 56], 
         [[37159.2, 20244.9], 86],
         [[4071.08, 19456.9], 86],
         [[30855.4, 9634.7], 86],
         [[19032, 33977.2], 86]
     ];
     
     {
        private ["_atm"];
        _atm = createVehicle ["Land_Atm_01_F", _x select 0, [], 0, "CAN_COLLIDE"];
        
            _atm setDir (_x select 1);
            _atm setPos (_x select 0);
        
    } foreach _atms; 

    any help would be great thanks

    MegaZ

    I did a little testing. The script itself seems to work fine but you picked up a special character somewhere. You might want to check positions of those ATMs. Below is a little script you can use to see where stuff spawns which you can run in the editor.

    Spoiler

    systemChat format["Spawning ATMs at %1",diag_tickTime];

    private _exisitingATMs = nearestObjects[[10000,10000,0],["Land_Atm_01_F"],20000];
    systemChat format["_exisitingATMs = %1",_exisitingATMs];
    if (!(_exisitingATMs isEqualTo []) && typename _exisitingATMs isEqualTo "ARRAY") then
    {
        systemChat "Deleting existing ATMs";
        {
            deleteVehicle _x;
        }forEach nearestObjects[[10000,10000,0],["Land_Atm_01_F"],20000];
    };
    systemChat "Deleting Map Markers";
    {
        systemChat format["Deleting Marker %1",_x];
        deleteMarker _x;
    }forEach allMapMarkers;
    uisleep 3;
    diag_log format["Spawning ATMs at %1",diag_tickTime];
    {
        systemChat format["_x = %1 index = %2",_x];
        private _atm = createVehicle ["Land_Atm_01_F",[0,0,0], [], 0, "CAN_COLLIDE"];
         
        _atm setDir (_x select 1);
        _atm setPos (_x select 0);
        _mrkrName = format["atm%1",_forEachIndex];
        systemChat _mrkrName;
        uisleep 1;
        private _mrkr = createMarker[_mrkrName,_x select 0];
        _mrkr setMarkerColor "ColorRed";
        _mrkr setMarkerType "mil_dot";
        systemChat format["Created marker %1",_mrkr];
        
    } forEach [
         [[24403.1, 13954.7],248],
         [[23181.2, 19779.6],56],
         [[37159.2, 20244.9],86],
         [[4071.08, 19456.9],86],
         [[30855.4, 9634.7],86],
         [[19032, 33977.2],86]
    ];
    systemChat "ATMs spawned";

    It is a really minor point, but for this application you can use count instead of forEach as you do not need the _forEachIndex except for debugging.

    I hope this is helpful.

  11. 5 hours ago, Sneer said:

    no nothing in the logs, I noticed you have some maps defined in GMS_fnc_findWorld.sqf but nothing about Malden.

    What does debug do that would allow the missions to run but not when its disabled?

    Depending on which version you pull the blck_custom_configs.sqf from it may define  parameters for numbers of missions of each class (blue, red, green etc). I will check my files for Malden and update the github accordingly. When it hangs, a critical script that can't complete execution is usually to blame. arma error checking is improving with every release but still misses some issues. I should have something for you by the end of the weekend.

  12. That is a very nice approach. I use one in which I place markers in the editor where I want the spawns then pull them using the script below.

     

    _clipboard = "";
    {
        private _marker = _x;
        systemChat _marker;
        _markerInfo = format["%1, %2%3",getMarkerPos _marker, markerText _marker,endl];
        systemChat _markerInfo;
        _clipBoard = _clipBoard + _markerInfo;
        uiSleep 1;
    }forEach allMapMarkers;
    copyToClipboard _clipBoard;

     

     

     

  13. On 12/17/2014 at 5:20 PM, blckeagls said:

    I have compiled some code from multiple authors and edited them.  Most of this being from Arma 2, since I have been running this script for over a year, I don't remember the authors.

     

    Thanks to GhostRider for taking this and improving it.  You can see his improvements on his GitHub: https://github.com/G...v-2.0.2-updated

     

     

    Current Version Number: 2.0.2

     

    AI Features:
    4 AI Missions (Each Different Color)

    Each mission individually configurable
    New Improved AI setOwner to enable JIP and new spawn damage
    4 Crates at each mission (You can edit each one individually)

    Variable amount of AI at each location, you can choose the range. (Default 5-15)

     

     

    If anyone has any other cool ideas they would like me to make..  Personal Message me...  I'll work on them and post them on forum when completed if I like them...

     

    NOTE: DO NOT USE CUSTOM @MOD FOLDERS, WILL PREVENT SERVER FROM SHOWING ON LAUNCHERS(Like A3LAUNCHER)

     

    Instructions:

    1. Download the attached files.

    2. Add custom_server.pbo in your @EpochHive/Addons/ folder.

    3. In your Mission Folder or PBO , if you have an init.sqf go to step 5.

    4. Create a file called "init.sqf" in your mission folder or PBO (init.sqf provided in .zip)

    5. Add the following Lines:

    
    //If server execute this script
    if (isServer) then {
    	execVM "\q\addons\custom_server\init.sqf";
    //If anything but server execute this script
    } else {
    	[] spawn {
    		//This is to spawn the markers when players enter after server has started
    		[] execVM "debug\addmarkers.sqf";
    		[] execVM "debug\addmarkers2.sqf";
    		[] execVM "debug\addmarkers75.sqf";
    		[] execVM "debug\addmarkers752.sqf";
    		//Event handler to show messages to players // this can be used for other scripts to send messages to players -- see AIM.sqf
    		"blck_Message" addPublicVariableEventHandler {titleText[format["%1",_this select 1],"PLAIN DOWN",1];};
    	};
    }; 

    6. Unzip the mission.zip file and add the debug folder into your mission folder or PBO. (init.sqf is provided only needed if step 6 was not completed)

     

    You are complete!  Enjoy!
     

     

    ATTACHED IN THE ZIP ARE THE BE FILTERS THAT I AM USING..  IF THEY DON'T WORK FOR YOU, NOT SURE WHY.  Due to too many people having different BE Filters issues, I will not provide BE Filter Support.  Use mine if you have issues (make a backup of your old ones in case of further issues)

     

     

    AI Damaging players was configured by the following code added to the end of the AI.sqf and AI1.sqf files.

    
    //Prevents players from having AI God Mode
    while {true} do {
    	_players = [];
    	_nearEntities = count (_ai1 nearEntities [["MAN"],1000]);
    	//diag_log format["_nearEntities: %1",_nearEntities];  //Used for testing
    	{
    		if (isPlayer _x) then {
    		 _players = _players + [_x];
    		};
    	} foreach (_ai1 nearEntities [["MAN"],1000]);
    	//diag_log format["Nearplayers: %1",_players]; //Used for testing
    	if ((count _players) > 0) then {
    		_owner = _players call BIS_fnc_selectRandom;
    		_ai1 setOwner (owner _owner);
    	};
    	//diag_log format["_ai1 %2 Owner: %1",owner _ai1, _ai1]; //Used for testing
    	waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
    };

    AI Cleanup was completed by adding the following:

    
    _ai1 spawn {
    	waitUntil{!alive _this};
    	_this setOwner 1;
    	sleep blck_aiCleanUpTimer;
    	deleteVehicle _this;
    };
    • FILES CAN BE EDITTED. to edit the server files, you need to unpack the custom_server.pbo with PBOMANAGER...  then once your done editting repack the PBO.
    • To edit I would suggest using Notepad++ and the SQF Addon from Armaholics
    • The PBOManager can be downloaded from Armaholics as well

    Change Notes:

    2.0.1 > 2.0.2

    Minor Fixes

     

    2.0.0 > 2.0.1

    Fixed the issue with the AI not getting inside vehicles

     

    1.3.4 > 2.0.0

    You can customize the look, number of AI, AI Weapons at each mission individually (see init.sqf in the server files).

    Provided my BE Filters..

    Changed the way the AI get weapons and magazines (Now specifed in server init.sqf as  ["Weapon","Magazine"] )

    Changed how the AI get their owner to provide player damage.

    Removed all items from AI before adding new items to prevent providing items you dont want..

    Added a section to add FirstAid Packs and other items...

    Added function to make sure AI Missions are a certain distance from each other (Default in init.sqf:  MinDistanceFromMission = 500;)

     

    1.3.3 > 1.3.4

    Added setOwner script to the AI in spawnvehicles.sqf

     

    1.3.2 > 1.3.3

    Commented code to help understand what is happening better

    Removes some Headless Client testing code

     

    1.3.1 > 1.3.2

    Fixed issue where Minor/SM1.sqf wouldn't remove marker (Thanks to ilganna)

    Removed unnecessary code from spawnvehicles.sqf

     

    1.3.0 > 1.3.1

    Added the debug folder to zip file

     

    1.2.0 > 1.3.0
    Updated code for setOwner
    Added removeBackpackGlobal for AI (Some would spawn with unwanted items) to remove the backpacks

    Fixed issue where specified weapons wouldn't be given to AI, rather default weapons.

     

    blck AI Mission v2.0.2.zip

    Would it be possible for a moderator to set the title for this to [closed] or [inactive] to reduce confusion on the part of those trying to download blckeagls?

  14. 3 hours ago, Sneer said:

    Tried the latest version, missions don't spawn, getting errors in rpt.

      Hide contents

    15:16:22 "[blckeagls] Loading configurations for Non-militarized servers: blck_configs.sqf"
    15:16:22 "[blckeagls] Loading Mission System using Parameters for Epoch"
    15:16:22 Error in expression <,["ItemSeaBass",1,3],["ItemTrout",1,3],
    ],
    [
    ["B_AssaultPack_dgtl",0,2],["B_Ass>
    15:16:22   Error position: <],
    [
    ["B_AssaultPack_dgtl",0,2],["B_Ass>
    15:16:22   Error Missing [
    15:16:22 File q\addons\custom_server\Configs\blck_configs_epoch.sqf, line 936
    15:16:22 Error in expression <,["ItemSeaBass",1,3],["ItemTrout",1,3],
    ],
    [
    ["B_AssaultPack_dgtl",0,2],["B_Ass>
    15:16:22   Error position: <],
    [
    ["B_AssaultPack_dgtl",0,2],["B_Ass>
    15:16:22   Error Missing [
    15:16:22 File q\addons\custom_server\Configs\blck_configs_epoch.sqf, line 936
    15:16:22 Error in expression <_epoch",1,2]
    ]
    ];

    blck_BoxLoot_Blue =
    [
    [
    ["MultiGun","EnergyPackLg"],
    ["arifl>
    15:16:22   Error position: <[
    [
    ["MultiGun","EnergyPackLg"],
    ["arifl>
    15:16:22   Error Generic error in expression
    15:16:22 File q\addons\custom_server\Configs\blck_configs_epoch.sqf, line 823

     

     

    I will download and test the version on the github and verify that everything is functioning.

  15. I am now finalizing Version 6.84. It is available on the Master branch. A changelog is shown below. There may still be some tweaking needed so I am holding off on changing the post on the first page of this thread.

     

    6.84
    Added Option to load weapons, pistols, uniforms, headgear, vests and backpacks from CfgPricing or the Arsenal Pricing and exclude items above a certain price
        Add details on configs for enabling this and setting the maximum price
        NOTE: this function overides any loadouts you specify in blck_config.sqf etc.
        
    Added functions to despawn static patrols invehicles on on foot when no players are nearby. This tracks the number of infantry alive in a group and respawns only the number alive when the group was despawned.

    Added: Static units will now be spawned with gear specific to difficulty level (blue, red, green, orange) as specified in blck_config.sqf etc.

    Changed: Hostage missions redesigned to reduce chances of AI being glitched into containers and of mission objects flying about when spawned in.
    Fixed: Collisions between objects at missions caused issues.
    Fixed: Attempted a fix to reduce the chance that AI will spawn inside or under objects like rocks or containers.
    Fixed: Captive missions now complete properly.
    Fixed: Hostage missions now complete properly.

  16. I think they are ready but they are dependent on having the latest client file in your mission PBO. The will not complete unless a certain number of AI at the mission are killed. I was messing with them a little to make them tolerant of the fact that AI sometimes glitch into those huge containers. I'll be interested to know if you have success in completing them with this additional information.

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