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Donnovan got a reaction from OzzY_MG in updating to current server build
I use Notepad++ compare plugin.
Epoch BE filters are really complicated for a so simple MP mission file. How do server execute code on the client? Because BE filters obviously are for that code.
If BE filters are updated to reflect changes, you will need to re-do it.
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Donnovan got a reaction from Gr8 in Code to Unstuck a Land Vehicle
My idea is to spawn a code for each car you want to use unstuck monitorement.
For who? For vehicles drived by bots.
When? When they get stuck.
How often? Not rarely they get stuck.
Why they get stuck? Because they ar bad drivers when they are not in a very simple situation.
//_car is the AI vehicle _car spawn { _car = _this; while {true} do { _count = 0; _needFix = false; while {isEngineOn _car} do { _carLaterPos = position _car; sleep 5; if (_car distance _carLaterPos < 1) then { _count = _count + 1; } else { _count = 0; }; if (_count == 10) exitWith {_needFix = true;}; }; if {_needFix} then { _nearRoads = []; _radMult = 1; while {count _nearRoads < 5} do { _nearRoads = (position _car) nearRoads (_radMult * 30); _radMult = _radMult + 1; }; _roadToMove = _nearRoads call BIS_fnc_selectRandom; _car setPos (position _roadToMove); _car setDir getDir _roadtoMove; }; sleep 5; }; }; When the car dont move for more than 50 seconds with the engine on, the code will find near roads and teleport the car to that road.
Any other way to do that without a spawn for each car?
Its just open for any idea. Thankyou in advance.
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Donnovan reacted to outlander in [Release] Casca Vehicles Convoy for any Map
Tried the Andre Convoy, getting some errors;
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Donnovan reacted to hakimos00 in [Release] Andre Convoy Patrol
Hi, thx for the script good job
installed the new version in my server its work without problem for the moment
i tell u if i have any pb :)
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Donnovan got a reaction from Buck0 in [Release] Casca Vehicles Convoy for any Map
[script removed due to be outdated] -
Donnovan reacted to Thug in [Release] Banko Mat - Chernarus Mission
That made all AI, lotto box, AI with lights not spawn in.
UPDATE; I got it, i went up to where the z1 was and cancealled them out.
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Donnovan reacted to Thug in [Release] Banko Mat - Chernarus Mission
Donnovan
Thanks again
the guys on the server really like it.
Thug
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Donnovan got a reaction from Dew in zombie_agent.fsm client rpt error.
Lordgeorge,
I was about to open a topic about that and found yours :)
The "correct" way to see a FSM file is using FSM editor that comes with BI Tools, but i believe you can add two lines using any txt editor to fix the RPT error:
name = "Chase"; init = /*%FSM<STATEINIT""">*/"_timeN = time;" \n "_isAlive = alive _agent;" \n "if (time - _entityTime > 20) then {" \n " _isSomeone = ({(isPlayer _x) and (alive _x) and (_agent distance _x < 200)} count playableUnits) > 0;" \n " _entityTime = time;" \n "};" \n "" \n "if (speed _agent < 0.1) then {_countr = _countr + 1} else {_countr = 0};" \n "" \n "if !(isNil ""_target"") then {;" \n " _targetPos = getPosATL _target;" \n "" \n "//Move to target" \n " _agent moveTo _targetPos;" \n " _agent forceSpeed _runSpeed;" \n "" \n " if (isPlayer _target) then {" \n " if (_losCheck == 5) then {" \n " _losCheck = 0;" \n " _cantSee = [_agent,_target] call dayz_losCheck;" \n " };" \n " } else {" \n " if (_agent distance _target < 3) then {" \n " _cantSee = true;" \n " };" \n " };" \n "};" \n ""/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; The new lines are:1) before " _targetPos = getPosATL _target;" \n:
"if !(isNil ""_target"") then {;" \n2) before ""/*%FSM</STATEINIT""">*/;:
"};" \nSince you sayd this happens when zombie hits the player, _target is suposed to be not null, i believe. But i not investigated this.
Then you need a custom compile\wild_spawnZombies.sqf and compile\zombie_generate.sqf and change the FSM call on it to your modified FSM file.
I believe it's that, and i'm not sure if it worth.
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Donnovan reacted to maca134 in Some people do not understand what "freely available" means
Here is my advice:
Stay out of other peoples business, if BIS have issue, then they will take it up with them. If you dont like it, dont play there or start your own server.
These hate threads are getting tiresome!
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Donnovan got a reaction from ZENITHOVMAN in [Release] Andre Convoy Patrol
I want to say thankyou to the 2 new donations.
Thankyou for your generosity! This renew my compromisse with all you guys!
I'm working in something bigger, but i feel each time more confident to release my progress here.
Good play!
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Donnovan got a reaction from cyncrwler in [Release] Andre Convoy Patrol
https://www.youtube.com/watch?v=gsbeKNYpoWM
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Donnovan got a reaction from Gen0cide in [Release] Andre Convoy Patrol
I'm creating a universal Way Point finder that work in all cases. What this mean? One universal script! There is no need anymore for _aPointNearRoad, now the script uses the spawn points to find roads. See some statistics of the new way point finder bellow, from the rpt log: ALTIS: [ANDRE CONVOY] All Roads: 34623 [ANDRE CONVOY] Time to find Bad Roads: 10.604 [ANDRE CONVOY] Bad Roads: [] [ANDRE CONVOY] Bad Roads Quantity: 0 [ANDRE CONVOY] Time to find all continent roads: 9.059 [ANDRE CONVOY] Time to select way points: 2.121 [ANDRE CONVOY] Initialized Spawn! 1 BORNHOLM: [ANDRE CONVOY] All Roads: 66546 [ANDRE CONVOY] Time to find Bad Roads: 15.687 [ANDRE CONVOY] Bad Roads: [1737859: ,1793960: ,1745880: ,1752571: ,1787092: ] [ANDRE CONVOY] Bad Roads Quantity: 5 [ANDRE CONVOY] Time to find all continent roads: 21.34 [ANDRE CONVOY] Time to select way points: 8.982 [ANDRE CONVOY] Initialized Spawn! 1 PERFORMANCE INPACT: 1 - Number of road segments: If the road segments are too smal or the number of streets is too big, this can lead to a great number of road segments, slowing the waypoint finder process. 2 - Bad Roads: A road segment A is bad if its connected to a road segment B but this road segment B is not connected to road segment A. As an example: Bornhold have 5 bad roads.
One is enough to invalidate the process. Other maps can have bad roads, Chernarus, a BI map, also had then, so a check is necessary.
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Donnovan reacted to ROGGOR in [Release] Andre Convoy Patrol
Thanks to both of ya, It works like a charm so far, bugtesting while using of c :)
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Donnovan got a reaction from ROGGOR in [Release] Andre Convoy Patrol
ROGGOS,
The Altis version is configurable to other maps. You can use Richie map configuration for Chernarus, above.
The Bornholm version is just for Bornholm because the way point finder take ages to work in it (Bornholm have a high amount os streets and streets interconnections) and his special version make use of a new and less generic way point finder.
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Donnovan got a reaction from mgm in [Release] Andre Safe Zones
Next change, thanks to Ace(11+11). He gave me the function for that: Avoid vehicles to be stolen by rope.
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Donnovan reacted to ROGGOR in [Release] Andre Convoy Patrol
Hi,
Is there a Chernarus script as well ?
Found only Altis and Bornholm.
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Donnovan reacted to Richie in [Release] Andre Convoy Patrol
My Chernarus locations :
//VEHICLES SPAWN: [[vehicle spawn position],[nothing],spawn angle,spawn radius] _spawns = [ [[2296.2019,15313.032,0.1],[],152,15], [[9732.4609,13466.489,0.1],[],184,15], [[13361.161,5430.0034,0.1],[],269,15], [[33.576424,1589.0095,0.1],[],82,15] ]; //========== A POINT ON THE MAP NEAR A ROAD =========== //The script will find a road near this point and map //all the roads connected to it, creating way points //in the points where roads intersect //===================================================== _aPointNearRoad = [664.32379,13738.374,0]; -
Donnovan reacted to axeman in Performance is awful
So every player that has joined before the first sapper appears will get the pause. hmm, so is a JIP issue triggered by the sapper spawn, it clearly points at the sapper being the cause. Will get the new code in for full testing as soon as I can.
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Donnovan reacted to drsubo in [Release] Andre Convoy Patrol
So I have triple checked that _aPointNearRoad is set on road and every point I set is legit but it still wont work on Bornholm. Is there certain type of road I have to have my _aPointNearRoad set by since Bornholm uses diff. roads? Im not sure what else would be causing this not to work?
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Donnovan reacted to drsubo in [Release] Andre Convoy Patrol
so anyone got this working on Bornholm? What ever I do I cant get the AI to spawn. I set my own points and it wont work. If I put the sqf in as it is on this page with the spawn points for altis, the ai will spawn but the points are in the ocean. Why is it that my spawn points wont work? Thanks
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Donnovan reacted to ZENITHOVMAN in [Release] Andre Convoy Patrol
Just like Richie said ^^
Keep em coming! :D
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Donnovan reacted to Richie in [Release] Andre Convoy Patrol
Fucking love it :d
I think this is in my top 3 of favorite scripts, it adds so much, players have to chase them, lay in wait to ambush them and it's so easy to customise it, it's perfect.