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Donnovan

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  1. Like
    Donnovan got a reaction from Richie in [Release] Andre Convoy Patrol   
    Main post updated with version 2.0.
  2. Like
    Donnovan reacted to Ace22 in [Release] Andre Safe Zones   
    If it was infistar kicks you were getting (as I was) it was from the ehfired checks. Checkout the infistar version Donovan posted, it will fix it.
  3. Like
    Donnovan got a reaction from ZENITHOVMAN in [Release] Andre Convoy Patrol   
    Main post updated with version 2.0.
  4. Like
    Donnovan got a reaction from cyncrwler in [Release] Andre Convoy Patrol   
    Main post updated with BE filters tweak!
  5. Like
    Donnovan got a reaction from Richie in [Release] Andre Convoy Patrol   
    Richie, i'm working in the Turret version. You want to test it before release, on a test server maybe?
  6. Like
    Donnovan reacted to Razorman in [Release] Andre Convoy Patrol   
    Ai default combat status is Blue (Neutral), Change it to Red (Combat), change the type of vehicle to an open pickup truck & Ai in the back will shoot at u as they go past, actually leaving the icons on display/map & Ai in vehicles is better after playing for a while,
    You can increase number of vehicles in each Ai convoy or whatever you please.
     
    nice script.
  7. Like
    Donnovan got a reaction from Richie in [Release] Andre Convoy Patrol   
    Nice Richie!
     
    The spawn can be in different locations, anywere you want. Also, there is no limitation in the distance between the spawn points and the road.
     
    The point _aPointNearRoad is not a spawn point. This point is were the script will begin to map roads. This point need to be near a road.
  8. Like
    Donnovan got a reaction from ZENITHOVMAN in [Release] Andre Convoy Patrol   
    ZENITHOVMAN and HackSaw_TM,

    The change on line ~570 should be, i believe:

    Form...

    _nearCascaUnits = player nearEntities ["I_Soldier_EPOCH", 100]; _nearCascaCars = player nearEntities ["B_MRAP_01_EPOCH", 100]; To...
    _nearCascaUnits = player nearEntities ["I_Soldier_EPOCH", 100]; _nearCascaCars = player nearEntities [["B_MRAP_01_EPOCH","B_Truck_01_transport_F"], 100]; I will make this automatic and remove this redundance.
    Will log all changes so you can make it on your version easily.
  9. Like
    Donnovan got a reaction from Cavadus in [Release] Andre Convoy Patrol   
    If you like my work, please consider a donation:

    $USD

    $EURO

    ANDRE CONVOY: VERSION BOMBA V2a (28 of May of 2015)
     
    INSTALLATION (BOMBA V2a):
    Unzip this file in your mission folder: https://www.dropbox.com/s/xgthgs2r44utiv9/andre_convoy_bomba_arma3_epoch_v2a.7z?dl=0
    Configure the map you is using in andre_convoy.sqf on line 70.
    See in init(example).sqf a example on how to run the script and reproduce it in your init.sqf.

    BE FILTERS:
    On scripts.txt add !"execVM \"andre_convoy.sqf\"" at the end of the line that iniciate with 7 exec.

    DONATION:
    If the script works for you as you intended, i kindly ask for a donation. Thankyou.

    NEW ON BOMBA VERSION:
    - Suicide bomber engage on player.
    - You can set bomberman frequency.
    - Bomberman don't detonate if near allies.
    - Shot the head, arms and legs of a bomberman will not make hin explode.
    - Vehicles became acessible and vulnerable when all crew die and a player enters it.
    - Reduced the number of "[] spwan {}".
    - Added configuration to reduce or increase loot quantity.
    - You can turn on/off vehicle crew number on map icons.
    - Functions created to make the main code cleaner.
    - Optimization on: code consistency & performance.
    - Better became better, in general.
     
    ADDED TO BOMBA WITH V2 VERSION:
    - Fix: you don't need to kill all convoy to liberate a vehicle, you just need to kill the vehicle crew.
    - Fix: Convoy units does not shot the bomberman anymore.
    - Code to  embark/disembark simplified and realiable, minimum complications.
    - Runner Bomber, if alive at the end of the battle, make a salute and explode if friends are not near.
     
    BOMBA V2a VERSION:
    - Fix: players consecutive disembark does not trigger bomberman spawn anymore.
  10. Like
    Donnovan got a reaction from Richie in [Release] Andre Convoy Patrol   
    Richie, estimated time is until the end of the week. Probably sooner than that.
  11. Like
    Donnovan got a reaction from 31_D!4b10 in [Release] Andre Convoy Patrol   
    If you like my work, please consider a donation:

    $USD

    $EURO

    ANDRE CONVOY: VERSION BOMBA V2a (28 of May of 2015)
     
    INSTALLATION (BOMBA V2a):
    Unzip this file in your mission folder: https://www.dropbox.com/s/xgthgs2r44utiv9/andre_convoy_bomba_arma3_epoch_v2a.7z?dl=0
    Configure the map you is using in andre_convoy.sqf on line 70.
    See in init(example).sqf a example on how to run the script and reproduce it in your init.sqf.

    BE FILTERS:
    On scripts.txt add !"execVM \"andre_convoy.sqf\"" at the end of the line that iniciate with 7 exec.

    DONATION:
    If the script works for you as you intended, i kindly ask for a donation. Thankyou.

    NEW ON BOMBA VERSION:
    - Suicide bomber engage on player.
    - You can set bomberman frequency.
    - Bomberman don't detonate if near allies.
    - Shot the head, arms and legs of a bomberman will not make hin explode.
    - Vehicles became acessible and vulnerable when all crew die and a player enters it.
    - Reduced the number of "[] spwan {}".
    - Added configuration to reduce or increase loot quantity.
    - You can turn on/off vehicle crew number on map icons.
    - Functions created to make the main code cleaner.
    - Optimization on: code consistency & performance.
    - Better became better, in general.
     
    ADDED TO BOMBA WITH V2 VERSION:
    - Fix: you don't need to kill all convoy to liberate a vehicle, you just need to kill the vehicle crew.
    - Fix: Convoy units does not shot the bomberman anymore.
    - Code to  embark/disembark simplified and realiable, minimum complications.
    - Runner Bomber, if alive at the end of the battle, make a salute and explode if friends are not near.
     
    BOMBA V2a VERSION:
    - Fix: players consecutive disembark does not trigger bomberman spawn anymore.
  12. Like
    Donnovan got a reaction from nachtmasse in [Release] Andre Convoy Patrol   
    If you like my work, please consider a donation:

    $USD

    $EURO

    ANDRE CONVOY: VERSION BOMBA V2a (28 of May of 2015)
     
    INSTALLATION (BOMBA V2a):
    Unzip this file in your mission folder: https://www.dropbox.com/s/xgthgs2r44utiv9/andre_convoy_bomba_arma3_epoch_v2a.7z?dl=0
    Configure the map you is using in andre_convoy.sqf on line 70.
    See in init(example).sqf a example on how to run the script and reproduce it in your init.sqf.

    BE FILTERS:
    On scripts.txt add !"execVM \"andre_convoy.sqf\"" at the end of the line that iniciate with 7 exec.

    DONATION:
    If the script works for you as you intended, i kindly ask for a donation. Thankyou.

    NEW ON BOMBA VERSION:
    - Suicide bomber engage on player.
    - You can set bomberman frequency.
    - Bomberman don't detonate if near allies.
    - Shot the head, arms and legs of a bomberman will not make hin explode.
    - Vehicles became acessible and vulnerable when all crew die and a player enters it.
    - Reduced the number of "[] spwan {}".
    - Added configuration to reduce or increase loot quantity.
    - You can turn on/off vehicle crew number on map icons.
    - Functions created to make the main code cleaner.
    - Optimization on: code consistency & performance.
    - Better became better, in general.
     
    ADDED TO BOMBA WITH V2 VERSION:
    - Fix: you don't need to kill all convoy to liberate a vehicle, you just need to kill the vehicle crew.
    - Fix: Convoy units does not shot the bomberman anymore.
    - Code to  embark/disembark simplified and realiable, minimum complications.
    - Runner Bomber, if alive at the end of the battle, make a salute and explode if friends are not near.
     
    BOMBA V2a VERSION:
    - Fix: players consecutive disembark does not trigger bomberman spawn anymore.
  13. Like
    Donnovan got a reaction from CharlesDarwin in [Release] Casca Vehicles Convoy for any Map   
    At the end of the week i will make a big update here. Including my version of multiple loot. thankyou for the help and ideas!
  14. Like
    Donnovan got a reaction from CharlesDarwin in [Release] Casca Vehicles Convoy for any Map   
    To make the vehicles enterable, remove this code from the script:
    _motor addEventHandler ["GetIn",{ _motor = _this select 0; _player = _this select 2; if (_player in playableUnits) then { _player action ['getOut', _motor]; }; }];
  15. Like
    Donnovan got a reaction from SideShowFreak in [Release] Casca Vehicles Convoy for any Map   
    To make the vehicles enterable, remove this code from the script:
    _motor addEventHandler ["GetIn",{ _motor = _this select 0; _player = _this select 2; if (_player in playableUnits) then { _player action ['getOut', _motor]; }; }];
  16. Like
    Donnovan got a reaction from mimmosan in [Release] Casca Vehicles Convoy for any Map   
    CASCA ANDRE CONVOYS - TAKELONG V1a:
    V1a ON 01 of September of 2015
     
    NEW ON TAKELONG V1:
    New Skill Settings:
    _generalSkill = 0.6; //All skills, except ain skill, for all AI _driverManAin = 0.8; //Ain of the driver, from 0 to 1 _cargoMansAin = 0.5; //Ain of the cargo ocupants, from 0 to 1 _turretMansAin = 0.3; //Ain ot the turret operators, from 0 to 1 New Icon settings:
    _showMapIcons = true; //Show spawn, convoy and AI icons on map? _showMapIconsOnlyWhenNotInWar = true; //Hide convoy icons when they enter in war, so the fight is not spoted. _showCrewNumber = true; //Show crew number on the vehicle icon on map? (runner bombers don't count as vehicle crew)   Special reward in coins (Zupa coins) or gold (normal Epoch): _useCoinsReward = false; //Special kill (main char kill or combo kill) reward in gold or coins? Use false to gold / true to coins. _coinRewards = [650,4000,650]; //Special Reward Array: _xxxxxRewards = [kill reward,son of general kill reward,extra for each combo kill]; _goldRewards = [["ItemSilverBar",0],["ItemGoldBar10oz",1],["ItemGoldBar",1]]; //Special Reward Array: _xxxxxRewards = [kill reward,son of general kill reward,extra for each combo kill]; Combo kill is when you kill more 2 AI in the space of 15 seconds. The level of the combo increase if you keep killing in less than 15 seconds (Combo Level 1, Combo Level 2, Combo Leve 3, and so on). While the combo kill reward in coins goes direct to the player wallet, in gold, it goes in the AI dead body.   Humanity Gain Settings: donn_humanityGainForKill = 65; //How much humnity to gain for each AI kill?   //Bellow this value you is in the Bandit Way so donn_humanityGainForKill will subtract to your humanity //Above this value you is in the Hero Way so donn_humanityGainForKill will add to your humanity donn_humanityZeroScale = 2500;   Other Settings: _donn_delete_body_time = 2400; //Time in seconds to delete a dead AI body donn_aiCarVulnerable = false;  //false or 0 is INVUNERABLE true or 1 is VULNERABLE  
    NEW ON TAKELONG V1a:
    Bidirectional Humanity: Fixed bandit (or on the bandit way) players getting positive humanity from AI kill.
    NEW ON TAKELONG V1b:
    Coin rewards: Fixed coins rewards not happening due to a typo.
    Manual fix if you have V1a: Inside andre_convoy.sqf change the configuration setting from _coinsRewards = [650,4000,650]; to _coinRewards = [650,4000,650];
     
    If it works for you consider a donation. Thankyou.

    $USD
    $EURO

     
    INSTALATION: TAKELONG V1b

    Unzip this file into your mission folder: https://www.dropbox.com/s/wd4dyodm7prnu4d/arma2_epoch_andre_convoy_takelong_v1b.7z?dl=0
    Look at init(example).sqf to see how to run Andre Convoy, and reproduce it in your init.sqf.
    No BE filters tweak needed.
     
     
    INFISTAR USERS:
    If your infiStar have this option:
    /*  EXPERIMENTAL CU FIX   */ _CUF = true; /* true or false */ /* *experimental* - will transfer serverside units (including mission AI) to clientside */ You need to turn it off setting _CUF to false, or AI will not work.
  17. Like
    Donnovan reacted to Richie in Restart - Rollback and Vehicle Repair   
    Change the values in Redis.conf
     

    save 900 1 save 300 10 save 60 1000  
    900 1 means it will save after 900 seconds if there have been 1 change
    300 10 means it will save after 300 seconds if there have been 10 changes
  18. Like
    Donnovan got a reaction from CharlesDarwin in [Release] Casca Vehicles Convoy for any Map   
    Fixed spawn icons just appearing on the map after all cascas vehicles spawn. Now the spawn icons appear at the begining!
  19. Like
    Donnovan reacted to KillKillKill in [Release] Banko Mat - Chernarus Mission   
    I am running it server side. Mpmissions root put it it inside init.sqf. I will change it to  server_functions.sqf and see if that fixes it. Thanks to everyone.
  20. Like
    Donnovan got a reaction from ElDubya in Multi Mission DZMS - n Major and m Minor Missions   
    ElDubya,
     
    In DZMSInit.sqf, search for this line:

    if (_x distance _coords < 700) then { You will find it two times, one time for the Major missions and another for the Minor missions.
     
    The distance to spawn bots in this case is 700 meters, you can change 700 to wathever you want.
  21. Like
    Donnovan got a reaction from 31_D!4b10 in [Release] Casca Vehicles Convoy for any Map   
    @ ElDubya,

    Thanks for the tutorial!

    @ CharlesDarwin,

    ElDubya tutorial is nice. Try it please!

    @ All,

    The only problem left is that, i believe, DZMS makes AI and zombies enemyes, so the convoy can stop because of zombies.

    If this happens, you can try to fix by making Zombies and AI friends with those lines:
     

    //Bots Friend to Zombies EAST setFriend [CIVILIAN,1]; CIVILIAN setFriend [EAST,1]; You must run this command on the server and it can be run at the end of the server file init/server_functions.sqf.
    Some other script may also run this command, so if its not working, may be some other AI script is changing it.
  22. Like
    Donnovan got a reaction from CharlesDarwin in [Release] Casca Vehicles Convoy for any Map   
    @smokingred,
     
    You can change those arrays, on the Extra Konfiguration Section:
    //Simple loot, for car 1 of convoys with 1 car and for car 1 and 2 with convoys with 2 or 3 cars //[command to add loot,the item to add as loot,[quantity of the item when in a convoy with 1 vehicle,2 vehicles,3 vehicles]] _loot1 = [ ["addWeaponCargoGlobal","NVGoggles",[3,4,5]], ["addWeaponCargoGlobal","ItemEtool",[3,4,5]], ["addWeaponCargoGlobal","Binocular_Vector",[2,3,4]], ["addMagazineCargoGlobal","ItemBloodBag",[8,12,16]], ["addMagazineCargoGlobal","PartEngine",[5,7,9]], ["addMagazineCargoGlobal","ItemBandage",[20,25,30]], ["addMagazineCargoGlobal","HandGrenade_West",[6,10,14]], ["addMagazineCargoGlobal","ItemBriefcase100oz",[1,1,2]], ["addMagazineCargoGlobal","ItemBriefcase100oz",[1,1,1]] ]; //High loot, for car 3 of convoys with 3 cars //[command to add loot,the item to add as loot,[quantity of the item when in a convoy with 1 vehicle,2 vehicles,3 vehicles]] _loot2 = [ ["addMagazineCargoGlobal","ItemBriefcase100oz",[1,2,3]], ["addMagazineCargoGlobal","ItemBriefcase100oz",[1,1,2]], ["addMagazineCargoGlobal","ItemBriefcase100oz",[1,1,2]] ];
  23. Like
    Donnovan got a reaction from 31_D!4b10 in [Release] Casca Vehicles Convoy for any Map   
    New version of the main script (item 5 of the instructions):
     
    Changes:
     
    Better AI in/out vehicles.
    Some new cool smart code.
    NO TURRET VEHICLES ANYMORE, since they are a lot over powered.
     
    *** UPDATED ON THE FIRST POST! ***
  24. Like
    Donnovan got a reaction from 31_D!4b10 in [Release] Casca Vehicles Convoy for any Map   
    LunatikCH,
     
    ["addWeaponCargoGlobal","NVGoggles",[3,4,5]]
     
    If the vehicle is set to have this loot (NVGoogles) it will have a quantity of 3 is its alone, 4 if its in a 2 cars convoy and 5 if its in a 3 cars convoy.
  25. Like
    Donnovan got a reaction from CharlesDarwin in [Release] Casca Vehicles Convoy for any Map   
    Here a image of the waypoints:
     

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