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The original author deleted his drop box account. I am posting these files and not claiming any credit whatsoever. Only thing I've done is added the necessary code to keep the bodies from cleaning up immediately, and I edited the vehicle/convoy arrays/and weapons. The Convoys work really well in 1061A. The only downside I've found is that the combo multiplier does not actually multiply the gold reward any more. I am not code savvy enough to make this work. So instead I made it so that there is no single bar of gold award and instead will give either a 10oz gold or a briefcase. My server uses default currency, please edit for coins accordingly. Installation: Unzip the rar below, place the folder inside the root of your mission folder. Go to init.sqf and paste this execVM "andre_convoy\andre_convoy.sqf"; like below: All done. Dropbox: AI Convoys
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.