Drokz
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Posts posted by Drokz
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Added:
- Fox Survival Cars
- Cup Weapons
- Laws of War Vehicles
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Did you manage to make it working @Sneer?
I added the variable as @He-Man mentioned and tried two versions of marker scripts but both failed. If anyone could give me a hand id be very happy :)
Script 1:
Spoilerprivate ["_bodyCount","_marker","_name","_pos"];
while {true} do {
if (visibleMap) then {
_bodyCount = 0;
_name = name player;
{
if (_x getVariable["bodyName",""] == _name) then {
_pos = visiblePosition _x;
if (_pos select 2 >= 0) then { //Body is not hidden
_bodyCount = _bodyCount + 1;
deleteMarkerLocal format["MyBody%1",_bodyCount];
_marker = createMarkerLocal [format["MyBody%1",_bodyCount],_pos];
_marker setMarkerTypeLocal "mil_dot";
_marker setMarkerTextLocal format ["%1",_name];
_marker setMarkerColorLocal "ColorRed";
}
else
{
deleteMarkerLocal format["MyBody%1",_bodyCount];
};
};
} count allDead;
};
uiSleep 2;
};Error Message Script 1:
Spoiler8:28:20 Error in expression <er;
{
if (_x getVariable["bodyName",""] == _name) then {
_pos = visiblePosition >
8:28:20 Error position: <== _name) then {
_pos = visiblePosition >
8:28:20 Error ==: Typ Array, erwartet Zahl,Zeichenfolge,Keine Zahl,Objekt,Seite,Gruppe,Text,Config entry,Display (dialog),Control,Network Object,Team member,Task,LocationScript 2:
Spoilerwhile {true} do {
if (visibleMap) then {
{
if (!isNull _x) then {
_name = _x getVariable["bodyName","unknown"];
if (_name == name player) then {_name = "My body";};
_pPos = getPosATL _x;
_nameID = _name + str(_pPos);
if (_name == "My body") then {
deleteMarkerLocal _nameID;
_mrkr = createMarkerLocal [_nameID,_pPos];
_mrkr setMarkerTypeLocal "mil_dot";
_mrkr setMarkerTextLocal format ["%1",_name];
_mrkr setMarkerColorLocal "ColorRed";
} else {
deleteMarkerLocal _nameID;
};
};
} count allDead;
};
uiSleep 2;
};Error Message Script 2:
Spoiler8:44:44 Error in expression <riable["bodyName","unknown"];
if (_name == name player) then {_name = "My body";>
8:44:44 Error position: <== name player) then {_name = "My body";>
8:44:44 Error ==: Typ Array, erwartet Zahl,Zeichenfolge,Keine Zahl,Objekt,Seite,Gruppe,Text,Config entry,Display (dialog),Control,Network Object,Team member,Task,Location -
Epoch 1.0 will have a new built in stats counter for killing AIs and players thats saved to redis. Take a look into experimental to see how it works if its already in there. Pretty sure you can use those stats for a leveling system ;)
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Cant see there any related but you can take a look urself:
These are my mission vehicles
blck_AIPatrolVehicles = ["B_T_LSV_01_armed_F","B_T_MRAP_01_hmg_F","B_T_MRAP_01_gmg_F","O_T_MRAP_02_gmg_ghex_F","O_T_MRAP_02_hmg_ghex_F","O_T_LSV_02_armed_F","O_T_APC_Wheeled_02_rcws_ghex_F","B_T_APC_Wheeled_01_cannon_F"]; // Type of vehicle spawned to defend AI bases
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Spoiler
10:24:30 Error in expression <calMissionMarker,_coords,_mission,false,_patrolVehicles] call blck_fnc_endMissio>
10:24:30 Error position: <_patrolVehicles] call blck_fnc_endMissio>
10:24:30 Error Undefined variable in expression: _patrolvehicles
10:24:30 File q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf, line 347Just found this in my rpt when finishing a mission
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I just created another server on the map i started to play arma with and hope some players are coming to join us :)
[NOX] Epoch Panthera/Winthera | Zombies | Bike | Vector
IP: 185.188.6.209:2302
Serverconfigs:
- Vector Building
- Zombies (Epoch´s Ryanzombies) , lower Spawnrate in the fields, higher rate near buildings
- Bike Crafting
- Shorter crafting and building delays
- Customized crafting and building recipes
- Groundloot and Epoch Furnishes
- Vehicle Traders and Servicepoints without Safezones
- Tradezones with vehicle stealing protection and player/vehicle godmode
- Earplugs
- Autowalk
- A few AI Vehicle Patrols
- blckeagls Mission System
- low spawnrates for high-end gear
- GPS shows map-position of you and your groupmates
- 3 Days of vehicle locktime
- Lockpick for Safes, Lockboxes and Vehicles
- Paintshop for Vehicles
- Panthera mod also includes a winthera map, means a winter version of panthera. So map will be switched into winter mode from time to time
- Vampires Vehicle Degradation (Vehicles getting slowly damaged just by use them)
- Fox Survival Vehicles
- Cup Weapons
- Apex and Laws of War Gear/Vehicles
Mods needed:
Island Panthera: https://steamcommunity.com/sharedfiles/filedetails/?id=708278910
Epochmod: https://steamcommunity.com/sharedfiles/filedetails/?id=421839251
CUP Terrains Core: https://steamcommunity.com/sharedfiles/filedetails/?id=583496184
CUP Weapons: http://steamcommunity.com/sharedfiles/filedetails/?id=497660133
Zombies and Demons: https://steamcommunity.com/sharedfiles/filedetails/?id=501966277
CBA Arma 3: https://steamcommunity.com/sharedfiles/filedetails/?id=450814997
Fox Vehicles: https://steamcommunity.com/sharedfiles/filedetails/?id=933985898
Feel free to join us and enjoy!
Everybody is welcome beside kids with a bad behavior, hackers, glitchers and dupers of course.
If you have any questions you can also visit our website: nox-epoch.de or join our discord here: https://discord.gg/84kF66J
Sincerely xDrokZ
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https://github.com/xDrokZ/Autorun-Epoch
Updated Version including an Icon for Autorun when enabled and a check for running on Hills
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This one seems to do the trick:
Spoilerif (toLower(worldName) isEqualTo "panthera3") then
{
_posTest = createVehicle ["SmokeShell",_coords,[], 0, "CAN_COLLIDE"];
_mapAngle1 = [getPos _posTest, 0] call BIS_fnc_terrainGradAngle;
_mapAngle2 = [getPos _posTest, 45] call BIS_fnc_terrainGradAngle;
_mapAngle3 = [getPos _posTest, 90] call BIS_fnc_terrainGradAngle;
deleteVehicle _posTest;
if ((_mapAngle1 <= -20) || (_mapAngle1 >= 20) || (_mapAngle2 <= -20) || (_mapAngle2 >= 20) || (_mapAngle3 <= -20) || (_mapAngle3 >= 20)) then {_FindNew = true;};
};You might want to look in that too @natoed
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Ask in Arma 2 sections again this is Arma 3. Think there are some more people able to help you out :)
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Thx was looking for things like that. I will try some and tell you if i could get it to work
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Couldnt it be done a similar way to the height check? Placing a test object and check for its rotation?
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Hills on panthera are definitely a problem. When theyre going too steep it happens the lootbox bugs in the mountain. I dont want them to spawn in tales only coz lot of the mountians have a flat area on them where i would like the missions to spawn. Is there any way to make it?
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Sounds interesting. Thanks for sharing i will defo try this!
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2 hours ago, natoed said:
sorry to bug you again but does this look right too you
my static mission
/* 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","_chanceReinforcements","_noPara","_helipatrol","_endCondition","_markerColor","_markerType","_useMines"]; _mission = "staticMissionRebelBase"; // Included for additional documentation. Not intended to be spawned as a mission per se. _missionCenter = [8191,3589,0]; // I pulled this from the position of the marker. _difficulty = "red"; // Skill level of AI (blue, red, green etc) _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 _lootCounts = blck_lootCountsRed; // 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 = "Rebel's Base"; //_markerType = ["ELIPSE",[200,200],"GRID"]; // An alternative would be: _markerType = ["hd_warning",[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 = "Rebel's 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_Loudspeakers_F",[8194.95,3611.47,0],0,[[0,1,0],[0,0,1]],false] ]; // 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_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 ["Box_NATO_Ammo_F",[8218.45,3598.68,0],[[0,1,0],[0,0,1]],[true,false], _crateLoot, [[1,2],[4,6],[2,6],[5,8],6,1] ], ["Box_NATO_Ammo_F",[8214.92,3591.37,0],[[0,1,0],[0,0,1]],[true,false], _crateLoot, _lootCounts], ["Box_NATO_Ammo_F",[8207.16,3589.81,0],[[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. ]; // [ ["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 = 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 = [ ["I_Mortar_01_F",[8178.25,3555.29,0],"red"], ["I_static_AT_F",[8230.72,3600.79,6.68028],"red"], ["I_HMG_01_high_F",[8228.93,3611.94,22.0192],"red"], ["I_HMG_01_high_F",[8205.62,3640.38,19.619],"red"], ["I_HMG_01_high_F",[8151.53,3546.87,21.6506],"red"], ["I_HMG_01_high_F",[8159.1,3608.99,18.9333],"red"], ["I_HMG_01_high_F",[8194.51,3546.36,18.3238],"red"] ]; // 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 = [ // [ [px, py, pz] /* position*/, "difficulty", 4 /*Number to Spawn*/, 150 /*radius of patrol*/] [[8228.93,3611.94,22.0192],"red",4, 75], [[8168.97,3562.24,0],"red",4, 75], [[8221.1,3555.49,-3.8147e-006],"red",4, 75], [[8357.19,3681.71,0.585707],"red",6, 125], [[8238.34,3634.27,8.29697e-005],"red",4, 75], [[8289.23,3696.59,-2.57492e-005],"red",4, 75] ]; _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_LSV_01_armed_F",[8358.55,3708.29,0],"red", 600], ["B_LSV_01_armed_F",[8227.63,3633.47,0],"red", 200] ]; //[ ["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 = [ ]; // Change _useMines to true/false below to enable mission-specific settings. _useMines = false; // 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. _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. #include "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnMission.sqf";
rtp log for only [blckeagls]
16:05:29 "[blckeagls] Loading version 8-17-17 8:00 PM Build 6.70 Build 74" 16:05:29 "[blckeagls] Variables Loaded" 16:05:29 "[blckeagls] Functions Loaded" 16:05:29 "[blckeagls] debug mode settings:blck_debugON = false blck_debugLevel = 0" 16:05:29 "[blckeagls] Loading configurations for Non-militarized servers: blck_configs.sqf" 16:05:29 "[blckeagls] Loading Mission System using Parameters for Epoch" 16:05:29 "[blckeagls] Configurations for Epoch Loaded" 16:05:29 "[blckeagles] Running getTraderCitiesEpoch to get location of trader cities" 16:05:29 "[blckegls] Map Addons disabled" 16:05:29 "[blckeagls] Loading Map-specific information" 16:05:29 "[blckeagls] Loading Map-specific settings with worldName = abramia" 16:05:29 "[blckeagls] abramia-specific settings for Epoch loaded" 16:05:30 "[blckeagls] Loading Mission Lists" 16:05:30 "[blckeagls] Loading Configuration Overides" 16:05:30 "[blckeagls] version 8-17-17 8:00 PM Build 6.70 Build 74 Loaded in 0.734001 seconds" 16:05:30 "blckeagls] waiting for players to join ---- >>>>" 16:05:30 "[blckeagls] spawning Missions" 16:05:30 "[blckeagls] SLS:: -- >> Static Loot Spawner disabled" 16:05:30 "[blckegls] dynamic simulation manager enabled" 16:05:30 "[blckeagls] GMS_StaticMissions_init.sqf <Initializing Static Mission System>" 16:05:30 "[blckeagls] GMS_StaticMissions_Lists.sqf <Loaded>" 16:05:30 "[blckeagls] GMS_sm_init_functions.sqf <Loaded>" 16:05:31 "[blckeagls] Mission spawner started" "starting _fnc_mainThread with time = 37.314" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <Getting Mod Type>" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <mod type = Epoch>" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <Getting map name>" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <map name = abramia>" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <_staticMissions = [[""Epoch"",""abramia"",""\q\addons\custom_server\Missions\Static\staticMissionRebelBase.sqf""]]>" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <Spawning Mission = [""Epoch"",""abramia"",""\q\addons\custom_server\Missions\Static\staticMissionRebelBase.sqf""]>" 16:05:33 Warning Message: Script \q\addons\custom_server\Missions\Static\staticMissionRebelBase.sqf not found 16:05:48 "[blckeagls] GMS_StaticMissions_init.sqf <Loaded>" 16:09:32 "_missionSpawner (18):: _allowReinforcements = true" 16:09:32 "[blckeagls] missionSpawner (17):: Initializing mission: _cords [2399.04,8184.75,0] : _markerClass BlueMarker1 : _aiDifficultyLevel blue _markerMissionName Bandit Patrol" 16:10:32 "_missionSpawner (18):: _allowReinforcements = true" 16:10:32 "[blckeagls] missionSpawner (17):: Initializing mission: _cords [1212.27,5029.47,0] : _markerClass RedMarker1 : _aiDifficultyLevel red _markerMissionName Bandit Camp"
my static mission doesn't load, I can't see what I could of missed.
any pointers would be great
cheers
natoed
Your path is wrong. I had that too when i just copied one of the examples in same folder. So change path to missions/static/missions or move the missionfile one folder back
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Thx Brian ;)
https://github.com/xDrokZ/Autorun-Epoch
This one also does the trick. Its all inside the custom keydown.
NOTE: I was told this one will not work with infistar
- natoed and Brian Soanes
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- 1
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So i´ve tried the static missions but they dont work correctly for me.
Here is the mission i created
Spoiler/*
This is a simple mission using randomly placed AI infantry, static weapons and vehicle patrols.
Please see staticMissionExample2.sqf for a more complete overview of how to configure static missions.
*/
private ["_markerLabel","_endMsg","_startMsg","_lootCounts","_crateLoot","_markerMissionName","_missionLandscapeMode","_missionLandscape",
"_missionLootBoxes","_missionLootVehicles","_missionEmplacedWeapons","_minNoAI","_maxNoAI","_noAIGroups","_noVehiclePatrols","_noEmplacedWeapons",
"_uniforms","_headgear","_chanceReinforcements","_noPara","_helipatrol","_endCondition","_markerColor","_markerType","_useMines"];_mission = "Farm Raid";
_missionCenter = [8919.816,8244.838,0]; // I pulled this from the position of the marker.
_difficulty = "red"; // Skill level of AI (blue, red, green etc)
_crateLoot = blck_BoxLoot_Blue;
_lootCounts = blck_lootCountsBlue;_markerLabel = "";
_markerType = ["ELIPSE",[200,200],"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 = "ColorBlue"; // This can be any valid Arma Marker Color
_markerMissionName = "Farm Raid";
_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 = [
]; // list of objects to spawn as landscape
_missionLootBoxes = [
["Box_FIA_Ammo_F",[8919.15,8242.74,12.23],[[0,1,0],[0,0,1]],[true,false], _crateLoot, _lootCounts]
]; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
// 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.
//
// [["box_classname1",_customLootArray1,[px,py,pz],["box_classname2",_customLootArray2,[px2,py2,pz2]]
// 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_missionLootVehicles = [
["O_LSV_02_unarmed_black_F",[8923.46,8243.78,12.23],[[-0.708639,0.705572,0],[0,0,1]],[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 = -1;
_missionEmplacedWeapons = []; // 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
_aiGroupParameters = [
[[8911.81,8227.74,12.2398],"red",2, 75],
[[8931.01,8232.44,12.2314],"red",2, 75],
[[8917.89,8249.4,12.2314],"red",2, 75]
];_noVehiclePatrols = -1; // Modified as needed; can be a numberic value (e.g. 3) or range presented as [2,4]
_vehiclePatrolParameters = [];
//[ ["vehicleClassName",[px,py,pz] /* center of patrol area */, difficulty /* blue, red etc*/] ]
// When 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).
// If _noVehiclePatrols is less than the number of locations specified only _noVehiclePatrols patrols will be spawned._aircraftTypes = blck_patrolHelisRed; // You can use one of the pre-defined lists in blck_configs or your own custom array.
_noAirPatrols = -1; // 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];
_airPatrols = [];// Change _useMines to true/false below to enable mission-specific settings.
_useMines = blck_useMines;
_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.
_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.#include "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnMission.sqf";
And this is what my rpt says:
Spoiler0:35:06 "[blckeagls] Functions Loaded"
0:35:06 "[blckeagls] debug mode settings:blck_debugON = false blck_debugLevel = 0"
0:35:06 "[blckeagls] Loading configurations for Non-militarized servers: blck_configs.sqf"
0:35:06 "[blckeagls] Loading Mission System using Parameters for Epoch"
0:35:06 "[blckeagls] Configurations for Epoch Loaded"
0:35:06 "[blckeagles] Running getTraderCitiesEpoch to get location of trader cities"
0:35:06 "[blckegls] Map Addons disabled"
0:35:06 "[blckeagls] Loading Map-specific information"
0:35:06 "[blckeagls] Loading Map-specific settings with worldName = panthera3"
0:35:06 "[blckeagls] Loading Mission Lists"
0:35:06 "[blckeagls] Loading Configuration Overides"
0:35:06 "[blckeagls] version 8-16-17 11:00 PM Build 6.70 Build 73 Loaded in 1.069 seconds"
0:35:06 "blckeagls] waiting for players to join ---- >>>>"
0:35:06 "[blckeagls] spawning Missions"
0:35:06 "[blckeagls] SLS:: -- >> Static Loot Spawner disabled"
0:35:06 "[blckegls] dynamic simulation manager enabled"
0:35:06 "[blckeagls] GMS_StaticMissions_init.sqf <Initializing Static Mission System>"
0:35:06 "[blckeagls] GMS_StaticMissions_Lists.sqf <Loaded>"
0:35:06 "[blckeagls] GMS_sm_init_functions.sqf <Loaded>"
0:35:07 "[blckeagls] Mission spawner started"
0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <Getting Mod Type>"
0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <mod type = Epoch>"
0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <Getting map name>"
0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <map name = panthera3>"
0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <_staticMissions = [[""Epoch"",""Panthera3"",""\q\addons\custom_server\Missions\Static\missions\FarmRaid.sqf""]]>"
0:35:09 "[blckeagls] GMS_StaticMissions_init.sqf <Spawning Mission = [""Epoch"",""Panthera3"",""\q\addons\custom_server\Missions\Static\missions\FarmRaid.sqf""]>"
0:35:09 "_sm_spawnObjects:: _objects = []"
0:35:19 "_sm_spawnAirPatrols:: _this = [[],-1,[""B_Heli_Light_01_armed_F""],[8919.82,8244.84,0],""red"",[""U_AntigonaBody"",""U_AttisBody"",""U_B_CombatUniform_mcam"",""U_B_CombatUniform_mcam_tshirt"",""U_B_CombatUniform_mcam_vest"",""U_B_CombatUniform_mcam_worn"",""U_B_CombatUniform_sgg"",""U_B_CombatUniform_sgg_tshirt"",""U_B_CombatUniform_sgg_vest"",""U_B_CombatUniform_wdl"",""U_B_CombatUniform_wdl_tshirt"",""U_B_CombatUniform_wdl_vest"",""U_B_CTRG_1"",""U_B_CTRG_2"",""U_B_CTRG_3"",""U_B_GhillieSuit"",""U_B_HeliPilotCoveralls"",""U_B_PilotCoveralls"",""U_B_SpecopsUniform_sgg"",""U_B_survival_uniform"",""U_B_Wetsuit"",""U_BG_Guerilla1_1"",""U_BG_Guerilla2_1"",""U_BG_Guerilla2_2"",""U_BG_Guerilla2_3"",""U_BG_Guerilla3_1"",""U_BG_Guerilla3_2"",""U_BG_leader"",""U_C_Commoner_shorts"",""U_C_Commoner1_1"",""U_C_Commoner1_2"",""U_C_Commoner1_3"",""U_C_Commoner2_1"",""U_C_Commoner2_2"",""U_C_Commoner2_3"",""U_C_Farmer"",""U_C_Fisherman"",""U_C_FishermanOveralls"",""U_C_HunterBody_brn"",""U_C_HunterBody_grn"",""U_C_Novak"
0:35:19 "_sm_spawnAirPatrols:: _airPatrols = []"
0:35:19 "_sm_spawnVehiclePatrols:: _vehiclePatrolSpawns = []"
0:35:22 "[blckeagls] Static Mission Spawner: Mission Farm Raid spawned"
0:35:24 "[blckeagls] GMS_StaticMissions_init.sqf <Loaded>"When i set _noVehiclePatrols = 0; in rpt this comes up:
Spoiler23:27:22 "_sm_spawnVehiclePatrols:: _vehiclePatrolSpawns = []"
23:27:22 Error in expression <0));
_currentDir = _startDir;
_Arc = 360/_num;for "_i" from 1 to _num do
{
_cu>
23:27:22 Error position: </_num;for "_i" from 1 to _num do
{
_cu>The mission is spawned in with units, didnt try air or vehicle patrols. But the loot vehicle is missing. (which i really would like to be spawned in coz i liked them in the old versions of blckeagls.
Also the marker is incomplete, only the grid, no text. Also not deleted when units are killed
Also what i really miss are static mission spawn settings.
I want them to be in the spawn array like Orange, red etc. so that they spawn after a given time and not on server startup. (TMin_FarmRaid for example within the main configs)
Lootcrates should be filled when encondition is reached, but theres no endcondition able to set yet.
No start end endmessage to be set yet.
Beside those i really like it so far.
Hope this helps
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Cool great to hear :) cant wait to try latest build tho thx for your work and sharing it. Really appreciate that!
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Finally! :) Will check them out later. What about the remain unit thing on map? that possible? ^^
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@thomashirt in custom_server/configs/blck_configs.sqf line 106 change blck_cleanupCompositionTimer = 1200; to your tastes for the base and blck_bodyCleanUpTimer = 1200; for bodies in line 281
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Just now, salival said:
@DrokzI couldn't find the heliCrash.sqf from the OP, but I grabbed the heliCrash.pbo linked by @natoed I've tested this on my A2 server just the nearestObjects check and the while loop by its self and not the full script though, not on an A3 server but I don't see why it wouldnt work.
Please let me know if there's any issues.
//#################################################
//### UKGZ 2016 by rvg?! & TheStainlessSteelRat ###
//#################################################rms_crashsite_amount = [8,15]; // Amount of crashsites
rms_crashsite_loot_amount = [2,5]; // Amount of lootpiles close to each crashsite
_minDistance = 200; // Minimum distance from other wrecks as defined in the array rms_wrecks.rms_wrecks = ["Land_Wreck_BMP2_F","Land_Wreck_BRDM2_F","Land_Wreck_HMMWV_F","Land_Wreck_Skodovka_F","Land_Wreck_CarDismantled_F","Land_Wreck_Truck_F","Land_Wreck_Car2_F",
"Land_Wreck_Car_F","Land_Wreck_Car3_F","Land_Wreck_Hunter_F","Land_Wreck_Offroad_F","Land_Wreck_Offroad2_F","Land_Wreck_UAZ_F","Land_Wreck_Truck_dropside_F",
"Land_Wreck_Van_F","Land_Wreck_Heli_Attack_01_F"];rms_guns = ["ruger_pistol_epoch","ruger_pistol_epoch_snds_F","ruger_pistol_epoch_pointer_F","1911_pistol_epoch","hgun_ACPC2_F","hgun_ACPC2_snds_F","hgun_P07_F",
"hgun_P07_snds_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_01_snds_F","hgun_Pistol_heavy_01_MRD_F","hgun_Pistol_heavy_02_F","hgun_Pistol_heavy_02_Yorris_F",
"hgun_Rook40_F","hgun_Rook40_snds_F","hgun_Pistol_Signal_F","hgun_P07_khk_F","hgun_Pistol_01_F","Hatchet","CrudeHatchet","MultiGun",
"arifle_Mk20_F","arifle_Mk20_plain_F","arifle_Mk20C_F","arifle_Mk20C_plain_F","arifle_Mk20_GL_F","arifle_Mk20_GL_plain_F","arifle_Mk20C_ACO_F","arifle_Mk20C_ACO_pointer_F",
"arifle_Mk20_pointer_F","arifle_Mk20_Holo_F","arifle_Mk20_ACO_F","arifle_Mk20_ACO_pointer_F","arifle_Mk20_MRCO_F","arifle_Mk20_MRCO_plain_F","arifle_Mk20_MRCO_pointer_F",
"arifle_Mk20_GL_MRCO_pointer_F","arifle_Mk20_GL_ACO_F","arifle_SDAR_F","arifle_TRG21_F","arifle_TRG20_F","arifle_TRG21_GL_F","arifle_TRG20_Holo_F","arifle_TRG20_ACO_pointer_F",
"arifle_TRG20_ACO_Flash_F","arifle_TRG20_ACO_F","arifle_TRG21_ACO_pointer_F","arifle_TRG21_ARCO_pointer_F","arifle_TRG21_MRCO_F","arifle_TRG21_GL_MRCO_F",
"arifle_TRG21_GL_ACO_pointer_F","hgun_PDW2000_F","hgun_PDW2000_snds_F","hgun_PDW2000_Holo_F","hgun_PDW2000_Holo_snds_F","SMG_01_F","SMG_01_Holo_F","SMG_01_Holo_pointer_snds_F",
"SMG_01_ACO_F","SMG_02_F","SMG_02_ACO_F","SMG_02_ARCO_pointg_F","m4a3_EPOCH","m16_EPOCH","m16Red_EPOCH","m249_EPOCH","m249Tan_EPOCH","LMG_03_F","arifle_AKS_F","arifle_CTAR_blk_F",
"arifle_CTAR_hex_F","arifle_CTAR_ghex_F","arifle_CTAR_GL_blk_F","arifle_CTAR_GL_hex_F","arifle_CTAR_GL_ghex_F","arifle_CTAR_blk_ACO_Pointer_F","arifle_CTAR_blk_Pointer_F",
"arifle_CTAR_blk_ACO_F","arifle_CTAR_GL_blk_ACO_F","arifle_CTAR_blk_ARCO_Pointer_F","arifle_CTAR_blk_ACO_Pointer_Snds_F","arifle_CTAR_GL_blk_ACO_Pointer_Snds_F","arifle_CTAR_blk_ARCO_Pointer_Snds_F",
"arifle_CTAR_blk_ARCO_F","arifle_CTARS_blk_F","arifle_CTARS_hex_F","arifle_CTARS_ghex_F","arifle_CTARS_blk_Pointer_F","arifle_SPAR_01_blk_F","arifle_SPAR_01_khk_F",
"arifle_SPAR_01_snd_F","arifle_SPAR_01_GL_blk_F","arifle_SPAR_01_GL_khk_F","arifle_SPAR_01_GL_snd_F","arifle_SPAR_02_blk_F","arifle_SPAR_02_khk_F","arifle_SPAR_02_snd_F",
"SMG_05_F","ChainSaw","ChainSawB","ChainSawG","ChainSawP","ChainSawR","l85a2_epoch","l85a2_ris_epoch","l85a2_ris_ng_epoch","l85a2_pink_epoch","l85a2_ugl_epoch",
"LMG_Mk200_F","LMG_Mk200_MRCO_F","LMG_Mk200_pointer_F","arifle_Katiba_F","arifle_Katiba_C_F","arifle_Katiba_GL_F","arifle_Katiba_C_ACO_pointer_F","arifle_Katiba_C_ACO_F",
"arifle_Katiba_ACO_F","arifle_Katiba_pointer_F","arifle_Katiba_ACO_pointer_F","arifle_Katiba_ARCO_F","arifle_Katiba_ARCO_pointer_F","arifle_Katiba_GL_ACO_F",
"arifle_Katiba_GL_ARCO_pointer_F","arifle_Katiba_GL_ACO_pointer_F","arifle_Katiba_GL_Nstalker_pointer_F","arifle_Katiba_GL_ACO_pointer_snds_F",
"arifle_Katiba_C_ACO_pointer_snds_F","arifle_Katiba_ACO_pointer_snds_F","arifle_Katiba_ARCO_pointer_snds_F","arifle_MXC_F","arifle_MX_F","arifle_MX_GL_F",
"arifle_MX_SW_F","arifle_MXM_F","arifle_MX_pointer_F","arifle_MX_Holo_pointer_F","arifle_MX_Hamr_pointer_F","arifle_MX_ACO_pointer_F","arifle_MX_ACO_F",
"arifle_MX_GL_ACO_F","arifle_MX_GL_ACO_pointer_F","arifle_MX_GL_Hamr_pointer_F","arifle_MXC_Holo_F","arifle_MXC_Holo_pointer_F","arifle_MX_SW_pointer_F",
"arifle_MX_SW_Hamr_pointer_F","arifle_MXM_Hamr_pointer_F","arifle_MXC_ACO_F","arifle_MXC_Holo_pointer_snds_F","arifle_MXC_SOS_point_snds_F",
"arifle_MXC_ACO_pointer_snds_F","arifle_MXC_ACO_pointer_F","arifle_MX_ACO_pointer_snds_F","arifle_MX_RCO_pointer_snds_F","arifle_MX_GL_Holo_pointer_snds_F",
"arifle_MXM_SOS_pointer_F","arifle_MXM_RCO_pointer_snds_F","arifle_MXM_DMS_F","arifle_MXC_Black_F","arifle_MX_Black_F","arifle_MX_GL_Black_F",
"arifle_MX_SW_Black_F","arifle_MXM_Black_F","arifle_MX_GL_Black_Hamr_pointer_F","arifle_MX_Black_Hamr_pointer_F","arifle_MX_SW_Black_Hamr_pointer_F",
"LMG_Mk200_LP_BI_F","LMG_Mk200_BI_F"];fn_rnd_num = {
_low = _this select 0;
_high = _this select 1;
_calc = _high - _low;
_rnd_num = round(random _calc) + _low;_rnd_num
};
_size = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize");
rms_mapcenter_pos = [_size/2,_size/2,0];
_crash_amount = rms_crashsite_amount call fn_rnd_num;
_i = 0;
while {_i <= _crash_amount} do {
_validPos = true;
_crashpos = [rms_mapcenter_pos, 100, 15000,15,0,30,0] call BIS_fnc_findSafePos;
if (count (nearestObjects [_crashpos,rms_wrecks, _minDistance]) > 0) then {_validPos = false;uiSleep 0.5;};
if (_validPos) then {
_i = _i + 1;_loot_amount = rms_crashsite_loot_amount call fn_rnd_num;
rms_wrecks call BIS_fnc_arrayshuffle;
_crashObj = rms_wrecks call BIS_fnc_SelectRandom;
_crashObj_final = _crashObj createVehicle _crashpos;
_fire = "test_EmptyObjectForFireBig" createVehicle _crashpos;
_fire attachto [_crashObj_final, [0,0,-1]];
_crashObj_final setVariable ["LAST_CHECK", (diag_tickTime + 14400)];
for "_crashloot" from 1 to _loot_amount do {
_lootpos = [_crashpos,2,10,0,0,30,0] call BIS_fnc_findSafePos;
_crate0 = createVehicle ["groundWeaponHolder", _lootpos, [], 0, "can_collide"];
rms_guns call BIS_fnc_arrayshuffle;
_lootObj = rms_guns call BIS_fnc_SelectRandom;
_ammo = getarray(configFile >> "cfgWeapons" >> _lootObj >> "magazines" );
_crate0 addItemCargoGlobal [_lootobj, 1];
_crate0 addItemCargoGlobal [_ammo select 0, 3];
_crate0 setVariable ["LAST_CHECK", (diag_tickTime + 14400)];
};
diag_log format ["[RMS] Crashsite at %1 with %2 lootpiles ",_crashpos,_loot_amount];
};
};Yea thats the one i use. So even better. Thx ill give it a try!
[CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
in AI Missions
Posted
Did you check the installation file?
https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/blob/master/INSTALLATION.txt