blckeagls
-
Posts
182 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Posts posted by blckeagls
-
-
Let me see if this is what you are saying:
everything works until you edit the custom_server.pbo? -
Can you paste your mission folder init.sqf?
-
Recreate the issue... What exact errors are you getting?
-
Let me see if I can recreate
-
If you make an edit... you need to repack the folder into the pbo... if you want, hop onto my teamspeak: zombieville.net
-
Yep should work out fine as long as custom_server.pbo is located in @EpochHive/Addons/
-
What for a part i must set (@epochhive) ??
execVM "\q\addons\custom_server\init.sqf";
?
greez
In your server startup parameters, where it says something like -mod=@Epoch;@EpochHive make it look like this -mod=@Epoch;@EpochHive;@Blck_AIMission;
the custom_server.pbo has a prefix: \q\addons\custom_server\ thats how the server is calling the init.sqf file
==================
If you don't know how to or can't change the -mod parameter... Add the custom_server.pbo to your @EpochHive/Addons/ folder
-
You have two options:
You can delete the @Blck_AIMISSION folder and redownload it and put it back there.
or
take the custom_server.sqf file and put it in the @Epoch_Hive/addons/ folder...
then remove the @Blck_AIMISSIONS from your -mod= startup parameters...Also, yes the files can be editted.. to unpack the PBO you need PBOManager -- but you need to repack it into a PBO for changes to take place
-
Hay if i add Mod weapons (@mas -> "Ovrpoch") the the system chat say me
q\addons\custom_server\init.sqf
not found
Why??
:o
in your -mod= startup parameters is @Blck_AIMission there?
-
Yes, I do have it;
otherwise the Markers won't be drawed on map.
Waiting for the update.
Thanks!
Updated... let me know if there are any more issues..
-
thanks for the quick response blckeagls, but I'm not sure if it worked or not because the missions won't reset. how long do the missions stay active? its been 45 min lol
Testing now... Will provide file updates when complete with ai cleanup script... They only disappear when a player gets near the box it drops...
-
Hi blckeagls,
thanks for the mission system, it's working good; however I have a little issue: when I complete a mission the marker isn't cleared up...
Any fix I can apply?
Thanks!
- Michel
Do you have the Debug folder in your mission files?
I'll put the cleanup in script and re-upload files.. Wait for an update in the first post...
-
That sounds very useful. I'll look into it a bit. Thanks for your help man!
I editted it... made it more friendly to read and useful i think
-
See first post
-
Also, calling "execVM "\x\addons\a3_ai_missions\AIMission\AIM.sqf";" is super annoying so I removed it. So far so good though, rather enjoying.
There will be no acknowledgments of AI missions spawn being completed or spawned if you do that...
-
Is this configured for the Altis Map only?
It is... To fix it for Chernarus or other maps change this in the SM1 of the Major and Minor missions
_coords = [[6322,7801,0],300,12000,30,0,10,0] call BIS_fnc_findSafePos; to: Center Pos Range _coords = [[6322,7801,0],300,12000,30,0,10,0] call BIS_fnc_findSafePos; For Chernarus this should work: _coords = [[6322,7801,0],300,5000,30,0,10,0] call BIS_fnc_findSafePos;
In ver 1.2+ i added support to define these in the server init.sqf file..
-
This won't load from the init oddly. No change in loadouts. Couldn't find anything in the rpt about it either.
Due to this:
player addEventHandler ["Respawn", { if (getPlayerUID player in ["0"]) then { \\admin id
it will only happen on respawn.. Also, you need the player ID's in there...
-
Nice work Horbin! Thanks!
-
Did you update your mission.sqm to the Chernarus one?
Also, if it is dedicated, make sure you delete the epoch.Chernarus.pbo and leave only the epoch.Chernarus folder -
Thanks for the input. Could not get it to fire, nor some other variations using "Init".
Went with this approach which is working well.
In the code that creates the vehicle I add: (this runs on the server!)
_veh addEventHandler ["GetIn", { _vehobj = _this select 0; _vehseat = _this select 1; _owner = _this select 2; _idowner = owner _owner; TEMPVEHICLE = true; _idowner publicVariableClient "TEMPVEHICLE"; }];
Then in my "is a player" portion of my 'Init.sqf' I have the following:
"TEMPVEHICLE" addPublicVariableEventHandler { systemChat "Warning! This vehicle will disappear on server restart!"; };
This seems to be more eloquent than my code... nice work
-
Thanks for responding blckeagls but the "playableUnits" code is only really useful for the server itself. What I'm trying to do is more along the lines of scripting a local sqf to run on clients. So far, I'm just putting it into the initPlayerLocal.sqf but I haven't exactly tested the effects that revive or respawn have on the loop script.
You could use a publicVariableHandler... Have the server tell the players when to execute it...
Generally, you shouldn't have the clients spawn anything. I use addPublicVariableEventHandler to have client request stuff from the server..
////////////////////////////////// ////In Mission Code for client//// ////////////////////////////////// ExecuteMission = { _Object = [1234,5678]; //Define an object or location waitUntil {(player distance _Object) < 100}; //Waits until player is within 100m of object or location serverMissionRequest = ["AIMISSION",true]; //Assigns variable to serverMissionRequest (true to add mission) publicVariableServer "serverMissionRequest"; //Sends the variable "serverMissionRequest" to the server waitUntil {(player distance _Object) > 200}; //Waits until player is 200m away from object or location serverMissionRequest = ["AIMISSION",false]; //Assigns variable to serverMissionRequest (false to remove mission) publicVariableServer "serverMissionRequest"; //Sends the variable "serverMissionRequest" to the server call ExecuteMission; //Executes this code again }; call ExecuteMission; //Spawns when player enters server player addEventHandler ["Respawn", {call ExecuteMission}]; //When player respawns, it executes ExecuteMission player addEventHandler ["Revive", {call ExecuteMission}]; //When player is revived, it executes ExecuteMission (Not sure if "Revive" is valid, need to test) ////////////////////////////// ////////In server code//////// ////////////////////////////// SpawnMission = { //_this = Variable passed from player [PlayerObject,["AIMISSION",1]] _player = _this select 0; //Will be the player object _arrayFromPlayer = _this select 1; //Will be ["AIMISSION",true] or ["AIMISSION",false] _String = _arrayFromPlayer select 0; //Will be "AIMISSION" _Value = _arrayFromPlayer select 1; // Will be true or false _playerPos = getPos _player; //Gets the players position if (_Value) then { //If _Value = true execute SpawnMissions.sqf, if false execute RemoveMission.sqf [_player,_playerPos,_String] exeVM "SpawnMission.sqf"; // Code to spawn mission with passing the player,their position,the string } else { [_player,_playerPos,_String] exeVM "RemoveMission.sqf"; // Code to remove mission with passing the player,their position,the string }; }; "serverMissionRequest" addPublicVariableEventHandler {_this call SpawnMission}; //When serverMissionRequest is received from a player, it executes "SpawnMission"
-
Well for one, you need to get Towing/Lifting implemented.
Zombies in cities? Interested in seeing how you managed that? You using the generic sandbox zombies off armaholic?
Thanks for towing/lifting.. Towing/Lifting has been added.
I used Shaun's Simple Zombie script and editted it... I posted it on AI Missions on how I did it.. but it has yet to be approved...
-
Can someone plz help me? I`m new to Arma3 Servers. Where in scripts.txt i have to put this?
thx
You should be able to add it to the bottom of your scripts.txt
I believe it should be: 7 !="mpmissions\__CUR_MP.Altis\init.sqf"
For some reason I dont get kicks for this and I didnt update BE filters
-
13:54:42 Error position: <_owner in _players)) then {
_ownerOnline>3:54:42 Error Undefined variable in expression: _owner
13:54:42 File q\addons\custom_server\AIMission\AI1.sqf, line 40
13:54:42 Error in expression < + [_x];
} foreach playableunits;
if (!(_owner in _players)) then {
_ownerOnline>
This is the result i get on rpt, any ideas?
Did you use the newest PBO?
or use my code in another script?
make sure the variables are listed in the private ["_var1","_var2"] etc...
blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)
in AI Missions
Posted
How to unpack: https://www.dropbox.com/s/m0g37pjwc3bk2zh/unpack.PNG?dl=0
How to pack: https://www.dropbox.com/s/akbuq2cj5840buy/pack.PNG?dl=0