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Posts posted by Ghostrider-GRG
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On 6/4/2018 at 10:31 PM, Sneer said:
It seems to work ok even with the error, I see the HC connect.
that makes sense. That monitor was to handle the case when the HC was disconnected for some reason, I believe. I still had not been able to resolve the issues players reported with mission vehicles when the HC was connected. If you do use an HC keep an eye out for that and let me know if you observe it. The issue was that the vehicles were not unlocked when all AI were dead. I forced AI to be ejected from vehicles which solved the problem when no HC is connected. I did not get around to testing if the failure to unlock empty vehicles was still an issue when HC were connected.
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On 6/3/2018 at 10:28 AM, Sneer said:
Yes it does, same error.
For now, try setting blck_useHC = false;
That should take care of the immediate issues.
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Look for build 136 of Version 6.82 in the next few days. It will have some fixes for the various loot tables and any other bug fixes required based on feedback.
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1 minute ago, Sneer said:
Yes it does, same error.
OK Thanks
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On 6/3/2018 at 12:19 AM, Sneer said:
get this error in headless client log
0:18:20 "[blckeagls] debug mode settings:blck_debugON = false blck_debugLevel = 0"
0:18:20 "[blckeagls] Loading configurations for Non-militarized servers: blck_configs.sqf"
0:18:20 "[blckeagls] Loading Configuration Overides"
0:18:20 "[blckegls] blckegls simulation manager enabled"
0:18:20 "[blckeagls] for HC version 5-28-18 4:00 PM Build 6.81 Build 130 Loaded in 0.149002 seconds"
0:18:20 Error in expression <me - _blck_loadingStartTime];
[] spawn blck_fnc_HCmonitor;
>
0:18:20 Error position: <blck_fnc_HCmonitor;
>
0:18:20 Error Undefined variable in expression: blck_fnc_hcmonitor
0:18:20 File q\addons\custom_server\init\blck_init_HC.sqf, line 41
0:18:20 Mission id: e49f3f31bfcb7f6a48f1a755e523442b1e94f72fFixed in Build 136 which will be uploaded over the weekend.
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Version 6.82 has been released on the Master branch of the github.
Please post bug reports here or PM me if you prefer.
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21 hours ago, Tarabas said:
I didn't change that, I'm running the standard configs.
OK I will check the cause.
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Did you
15 hours ago, Tarabas said:Thank you.. Now that error in rtp is gone. Last I found is:
"[blckeagls] missionSpawner (17):: Initializing mission: _cords [23694,19248.1,0] : _markerClass RedMarker2 : _aiDifficultyLevel red _markerMissionName Bandit Camp" Error in expression <useMines = blck_useMines; _uniforms = blck_RHS_UniformsGREF; _headgear = blc> Error position: <blck_RHS_UniformsGREF; _headgear = blc> Error Undefined variable in expression: blck_rhs_uniformsgref File q\addons\custom_server\Missions\Red\redCamp.sqf, line 73
I think I know why - did you run it with the Mil Server configs ?
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11 hours ago, Tarabas said:
Tested 1.81 Experimental..
For players it seems to work fine.
In RTP it shows:
"[blckeagls] Loading Map-specific settings with worldName = altis" "[blckeagls] Altis-specific settings for Epoch loaded" "[blckeagls] Loading Mission Lists" Error in expression < }; */ blck_CUPWeapons = [ "CUP_lmg_L> Error position: <}; */ blck_CUPWeapons = [ "CUP_lmg_L> Error Missing { File q\addons\custom_server\Configs\blck_custom_config.sqf, line 220 Error in expression < }; */ blck_CUPWeapons = [ "CUP_lmg_L> Error position: <}; */ blck_CUPWeapons = [ "CUP_lmg_L> Error Missing { File q\addons\custom_server\Configs\blck_custom_config.sqf, line 220 "[blckeagls] version 5-28-18 4:00 PM Build 6.81 Build 130 Loaded in 1.072 seconds" and later: "_fnc_passToHCs:: blck_connectedHCs = [] | count _HCs = 0 | server FPS = 49.2308" "[blckeagls] missionSpawner (17):: Initializing mission: _cords [13579.3,19558.8,0] : _markerClass RedMarker1 : _aiDifficultyLevel red _markerMissionName Bandit Camp" Error in expression <useMines = blck_useMines; _uniforms = blck_RHS_UniformsGREF; _headgear = blc> Error position: <blck_RHS_UniformsGREF; _headgear = blc>
I don't use any of those in blck_custom_config defined mods
Thanks - I saw the same error last evening. I uploaded a corrected custom_server\configs\blck_custom_config.sqf to the experimental branch last evening that should fix this. Thank you for testing and for the feedback. Once I have whatever I broke in the hostage and capture missions working I will merge the experimental and main branches.
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Version 1.81 Experimental build 130 is on the github.
AI now spawn in SDV with a wetsuit, rebreather and proper weapon.
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A while ago I piggybacked a script onto the lock picker to do that. Unfortunately I lost that a while ago. I'll think about something simple that could be tied into the custom keydown event handler that calls a server-side script using remoteExec. It should be pretty simple to do.
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I have been updating the tables of vehicles, cargo and such for our servers and thought I would share what i've done for those who might like to add or update this script for their servers.
I take no credit for this script, which was originally written by igi-pl
https://forums.bohemia.net/forums/topic/163358-igiload-script-logistical-support/
and reworked for Epoch here a while ago.
DOWNLOAD
https://github.com/Ghostrider-DbD-/IgiLoad/tree/master
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9 hours ago, Razor1977 said:
Hi.
After recent update the ai and mission crates and objects are cleaned up in seconds ignoring what's on the config and also patrol vehicle's at the mission are ignoring what's set in the config. Getting 4 vehicle's but set to 1.
Thanks in advance, Razor
Ps this is on exile server, not checked it on my epoch server yet.
Open custom_server\compiles\blck_variables.sqf.
Check that blck_debugON = false;
That usually solves these sorts of issues.
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Looks like a great addition ! I will be adding this to our server once it is sorted out.
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6 hours ago, webbie said:
First off, Fantastic Mod! Adds so much to the game and makes just leaving the house a bit frightening, lol.
Couple of easy ones.
1. How do I know what version I am running?
2. Am I able to change the marker size via GMS_fnc_spawnMarker.sqf
???
////////////////////////////////////////////
// Create Mission Markers
// by Ghostrider-GRG-
//////////////////////////////////////////
// spawn a round marker of a size and color specified in passed parametersprivate["_blck_fn_configureRoundMarker"];
private["_blck_fn_configureRoundMarker"];
_blck_fn_configureRoundMarker = {
private["_name","_pos","_color","_size","_MainMarker","_arrowMarker","_labelMarker","_labelType"];
//diag_log format["_blck_fn_configureRoundMarker: -: _this = %1", _this];
params["_name","_pos","_color","_text","_size","_labelType"];//diag_log format["_blck_fn_configureRoundMarker: _pos = %1, _color = %2, _size = %3, _name = %4, label %5",_pos, _color, _size, _name, _text];
// Do not show the marker if it is in the left upper corner
if ((_pos distance [0,0,0]) < 10) exitWith {};
_MainMarker = createMarker [_name, _pos];
_MainMarker setMarkerColor _color;
_MainMarker setMarkerShape "ELLIPSE";
_MainMarker setMarkerBrush "Grid";
_MainMarker setMarkerSize _size; //
//diag_log format["_blck_fn_configureRoundMarker: -: _labelType = %1", _labelType];
if (count toArray(_text) > 0) then
{
switch (_labelType) do {
case "arrow":
{
//diag_log "++++++++++++++--- marker label arrow detected";
_name = "label" + _name;
_textPos = [(_pos select 0) + (count toArray (_text) * 12), (_pos select 1) - (_size select 0), 0];
_arrowMarker = createMarker [_name, _textPos];
_arrowMarker setMarkerShape "Icon";
_arrowMarker setMarkerType "HD_Arrow";
_arrowMarker setMarkerColor "ColorBlack";
_arrowMarker setMarkerText _text;
//_MainMarker setMarkerDir 37;
};
case "center":
{
//diag_log "++++++++++++++--- marker label dot detected";
_name = "label" + _name;
_labelMarker = createMarker [_name, _pos];
_labelMarker setMarkerShape "Icon";
_labelMarker setMarkerType "mil_dot";
_labelMarker setMarkerColor "ColorBlack";
_labelMarker setMarkerText _text;
};
};
};
if (isNil "_labelMarker") then {_labelMarker = ""};
_labelMarker
};_blck_fn_configureIconMarker = {
private["_MainMarker"];
params["_name","_pos",["_color","ColorBlack"],["_text",""],["_icon","mil_triangle"]];
//diag_log format["_blck_fn_configureIconMarker: _name=%1; _pos=%2; _color=%3; _text=%4",_name,_pos,_color,_text];
_name = "label" + _name;
_MainMarker = createMarker [_name, _pos];
_MainMarker setMarkerShape "Icon";
_MainMarker setMarkerType _icon;
_MainMarker setMarkerColor _color;
_MainMarker setMarkerText _text;
_MainMarker
};//diag_log format["spawnMarker:: -- >> _this = %1",_this];
// _this = [[""BlueMarker"",[12524.1,18204.7,0],""Bandit Patrol"",""center"",""ColorBlue"",[""ELIPSE"",[175,175]]],""ColorBlue"",""BlueMarker""]"
params["_mArray"];
private["_marker"];
_mArray params["_missionType","_markerPos","_markerLabel","_markerLabelType","_markerColor","_markerType"];
_markerType params["_mShape","_mSize","_mBrush"];
//diag_log format["spawnMarker.sqf:: -- >> _missionType %1 | _markerPos %2 | _markerLabel %3 | _markerLabelType %4 | _markerColor %5 | _markerType %6",_missionType,_markerPos,_markerLabel,_markerLabelType,_markerColor,_markerType];if ((_markerType select 0) in ["ELIPSE","RECTANGLE"]) then // not an Icon ....
{
switch (_missionType) do {
// params["_missionType","_pos","_text","_labelType","_color","_type","_size","_brush"];
// Type Size Brush
default {_marker = [_missionType,_markerPos,_markerColor,_markerLabel, _mSize,_markerLabelType,_mShape,_mBrush] call _blck_fn_configureRoundMarker;};
};
};
if !((_markerType select 0) in ["ELIPSE","RECTANGLE"]) then
{ // Deal with case of an icon
// params["_name","_pos",["_color","ColorBlack"],["_text",""],["_icon","mil_triangle"]];
_marker = [_missionType,_markerPos, _markerColor,_markerLabel,_markerType select 0] call _blck_fn_configureIconMarker;
};
//diag_log format["spawnMarker complete script with _marker = %1",_marker];
if (isNil "_marker") then {_marker = ""};
_marker
THANKS!
To change the marker size just change the values where they are defined in each file describing missions. Alternatively, ifyou want all markers the same size you can set the size in GMS_fnc_spawnMarker.
The version / build are logged in your server.rpt. The location of the file depends a bit on how your server is set up. On Epoch servers it is usually stored in the SC folder. A new file is generated after each restart (thank goodness for that - thank you Bohemia).
You can also directly check the build in the custom_folder\init folder - just look for a file called build.sqf.
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3 hours ago, Razor1977 said:
Hi all. I have been using this on epoch and its been fine, so I thought I would try it on exile, all seems ok but the AI are losing their uniforms and weapons on death, even if they are not killed by a vehicle. Is anybody else using this on exile?
thanks
It works fine on exile servers for me - did you add uniforms from a mod?
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From your SC directory send the most recent file named arma3serverXXXXXX.RPT (where the xxxxxx's correspond to a time-stamp).
From your computer's %appdata%\local\arma3 folder send arma3XXXXXX.RPT.
are you using the install guide from DirtySanchez?
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On 3/10/2018 at 5:19 PM, natoed said:
custom_server\Configs\blck_configs_epoch.sqf
line 52
blck_AIPatrolVehicles = ["I_G_Offroad_01_armed_F","I_mas_cars_UAZ_M2","I_mas_cars_LR_soft_M2","B_LSV_01_armed_F"]; // Type of vehicle spawned to defend AI bases
heli
custom_server\Configs\blck_configs.sqf
from line 136
/////////////////////////////// // Heli Patrol Heli Types // Armed Helis ////////////////////////////// _blck_littleBirds = ["B_Heli_Light_01_armed_F"]; // AH-9 Pawnee (WEST) _blck_armed_hellcats = ["I_Heli_light_03_F"]; _blck_armed_orcas = ["O_Heli_Light_02_F","O_Heli_Light_02_v2_F"]; _blck_armed_ghosthawks = ["B_mas_UH60M","B_mas_CH_47F","I_mas_MI8","B_mas_UH1Y_UNA_F"]; //_blck_armed_ghosthawks = ["B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"]; _blck_armed_hurons = ["B_Heli_Transport_03_F","B_Heli_Transport_03_black_F"]; _blck_armed_attackHelis = ["B_Heli_Attack_01_F"]; _blck_armed_heavyAttackHelis = ["O_Heli_Attack_02_F","O_Heli_Attack_02_black_F"]; _blck_fighters = [ "O_Plane_CAS_02_F", // /ti-199 Neophron (CAS) "I_Plane_Fighter_03_AA_F", // A-143 Buzzard (AA) "I_Plane_Fighter_04_F", // A-149 Gryphon "B_Plane_CAS_01_F", // A-164 Wipeout (CAS) "B_Plane_Fighter_01_F" // F/A-181 Black Wasp II ]; blck_blacklisted_heli_ammo = ["24Rnd_missiles","24Rnd_PG_missiles","12Rnd_PG_missiles","2Rnd_LG_scalpel","6Rnd_LG_scalpel","8Rnd_LG_scalpel","M_Scalpel_AT ","14Rnd_80mm_rockets","38Rnd_80mm_rockets"]; blck_blacklisted_heli_weapons = ["missiles_SCALPEL","missiles_titan","rockets_Skyfire","missiles_DAGR","missiles_DAR"];
and
from line 159
/////////////////////////////// // Heli Patrol Settings /////////////////////////////// blck_chanceHeliPatrolBlue = 0; //[0 - 1] Set to 0 to deactivate and 1 to always have a heli spawn over the mission center and patrol the mission area. // The chance of paratroops dropping from the heli is defined by blck_chancePara(Blue|Red|Green|Orange) above. // Recommend setting the change = 1 if you wish to spawn multiple helis at a mission. blck_patrolHelisBlue = _blck_armed_ghosthawks; blck_noPatrolHelisBlue = 0; blck_chanceHeliPatrolRed = 0.1; // 0.4; blck_patrolHelisRed = _blck_armed_ghosthawks; blck_noPatrolHelisRed = 1; blck_chanceHeliPatrolGreen = 0.2; blck_patrolHelisGreen = _blck_armed_ghosthawks; blck_noPatrolHelisGreen = 1; blck_chanceHeliPatrolOrange = 0.3; blck_patrolHelisOrange = _blck_armed_ghosthawks; blck_noPatrolHelisOrange = 1;
static Weapons
custom_server\Configs\blck_configs.sqf
from line 228
blck_useStatic = true; // When true, AI will man static weapons spawned 20-30 meters from the mission center. These are very effective against most vehicles blck_killEmptyStaticWeapons = true; // When true, static weapons will have damage set to 1 when the AI manning them is killed. blck_staticWeapons = ["B_HMG_01_high_F","I_mas_DSHKM_AAF","I_mas_KORD_high_AAF","I_mas_M2StaticMG_AAF","I_static_AT_F"/*,"O_static_AT_F"*/]; // [0.50 cal, grenade launcher, AT Launcher] //////////////////// // Mission Static Weapon Settings //////////////////// // Defines how many static weapons to spawn. Set this to -1 to disable spawning blck_SpawnEmplaced_Orange = [2,4]; // Number of static weapons at Orange Missions blck_SpawnEmplaced_Green = [1,3]; // Number of static weapons at Green Missions blck_SpawnEmplaced_Blue = 0; // Number of static weapons at Blue Missions blck_SpawnEmplaced_Red = [1,2];; // Number of static weapons at Red Missions
hope it helps
natoed
i lose my way around in the custom_server.pbo from time to time lol
from build 118 on check in the mod-specific config for the definition for vehicles for each level of mission. These are listed right at the top of that config file.
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On 3/10/2018 at 6:49 PM, AHITMAN said:
still no answer for my previous question i see...anyways thanks.
You have not given me much information to go on. Could you describe the problem in detail please including what mod (epoch or exile) and what you have done to troubleshoot so far?
I have not had any trouble accessing crates. remember that loot may not be loaded until mission completion depending on how you set things up.
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2 hours ago, AHITMAN said:
Hey guys, first of all nice mission system. thanks for updating it. secondly i want know how i can make it so that you can get 1 gun from the AI's killed and thirdly whenever i finish a mission and go to the lootbox i cant even interact with it to see what i won as my reward for killing the AI in the mission system. using lates version of Epoch with your latest version V 6.80 build 118
Has anyone else had these issues?Did you change anything in the configs?
Does anything show in your server .rpt file?
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2 hours ago, Tarabas said:
Thank you very much @Ghostrider-GRG
I just saw now you even sent it back to me with my configs.
Edit:
Tested...works fine, now without titans
Great support !
Glad that worked out. You are running build 118 which is now on the main branch on the github.
[CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
in AI Missions
Posted
Build 136 is on the github and includes a few bug-fixes for Version 1.82.
Version 1.84 will add optional config-based AI loadout and config-based lists of items to add to loot chests.
There will be optional blacklists for each category of item.