Darihon Posted October 20, 2014 Author Report Share Posted October 20, 2014 Sure, you have the permission, but include Spodermayt in the credits too ;). Link to comment Share on other sites More sharing options...
Jim90 Posted October 25, 2014 Report Share Posted October 25, 2014 Can someone confirm that you do not get the loot if you leave the area. I've tried the v2.9 and tried it with the fixes on the previous page but I can still run away and get the loot. I've been running the original version of this on my server and its extremely popular but players have figured out to just run away and still get the loot. I've thought that having the loot spawn in a box at the bank would be a good way to do it. Does anyone out there have the knowledge to script this? Link to comment Share on other sites More sharing options...
Coco-Nuts Posted October 25, 2014 Report Share Posted October 25, 2014 Hello Jim, I have the same issue, I try to fix it. Link to comment Share on other sites More sharing options...
MrEnzO Posted October 26, 2014 Report Share Posted October 26, 2014 I've thought that having the loot spawn in a box at the bank would be a good way to do it. Does anyone out there have the knowledge to script this? This is would do it. Have a safe and the laptop/noteboke on it. It's like you going to crack the safe. Link to comment Share on other sites More sharing options...
Coco-Nuts Posted October 27, 2014 Report Share Posted October 27, 2014 Ok guys, I'm not an expert in script developpment but I worked hard to do this. So, the concept is the same but I put a Vault Storage when the robbery end. Also, during the robbery, a red arrow appear to prevent where the Vault will spawn cause the Vault is transparent. To prevent another player to start the robbery again, there is the fonction (_nearVault) to check if anyone is near of the spawned Vault. If it's true, so you can't start the robbery. As requested, I put the message that the "Bank is getting robbed" in the global Chat using "call RE" Same thing when the robbery is finished. You can see the entire of the robbery system by looking this video : I just modified the file robbank.sqf You can download it here -----------> robbank.sqf (HPG) Heavy and Dew 2 Link to comment Share on other sites More sharing options...
MG-Maximus Posted October 27, 2014 Report Share Posted October 27, 2014 Thats really clever coconuts :) Link to comment Share on other sites More sharing options...
Coco-Nuts Posted October 28, 2014 Report Share Posted October 28, 2014 Thank you MG-Maximus. I modified my Topic to add the part in RED Link to comment Share on other sites More sharing options...
ThePurificationProject Posted October 30, 2014 Report Share Posted October 30, 2014 Having issues getting this to work properly, the AI spawn fine but they do not run to the set waypoint, instead they run in a way different direction. Also, the SUV doesn't spawn even if i set the chance to 100%. Once the robbery completes my character does the animation but then nothing, not text to say weather or not the robbery was successful or not and nothing happens. Link to comment Share on other sites More sharing options...
brandonwh64 Posted October 30, 2014 Report Share Posted October 30, 2014 Having issues getting this to work properly, the AI spawn fine but they do not run to the set waypoint, instead they run in a way different direction. Also, the SUV doesn't spawn even if i set the chance to 100%. Once the robbery completes my character does the animation but then nothing, not text to say weather or not the robbery was successful or not and nothing happens. I have this same issue, I am running a single currency server with DZMS, DZAI, WAI, Action menu, admin tools, snap build, walk among the dead, AGN safe zones. Link to comment Share on other sites More sharing options...
Coco-Nuts Posted October 30, 2014 Report Share Posted October 30, 2014 Please read my topic above with the new robbank.sqf Link to comment Share on other sites More sharing options...
ThePurificationProject Posted October 31, 2014 Report Share Posted October 31, 2014 Please read my topic above with the new robbank.sqf Yeah but this doesn't solve this issue of the SUV not spawning ? Link to comment Share on other sites More sharing options...
Mig Posted November 1, 2014 Report Share Posted November 1, 2014 I confirm that the SUV does not pop, I have another problem I see the gold in the trunk but my players see nothing, no error in the rpt I use infistar. Link to comment Share on other sites More sharing options...
ThePurificationProject Posted November 3, 2014 Report Share Posted November 3, 2014 Yup, me too using infistar. Could this be done using some kind of editor script? Like could I spawn the units and tell them to enter the vehicle then export that to a .sqf? Just like i would a map edit? Link to comment Share on other sites More sharing options...
Spodermayt Posted November 4, 2014 Report Share Posted November 4, 2014 Hello everyone, as you may have noticed atleast i have not been very active here in epochmod. Sorry for that, have had a lot of school stuff and i lost interest in scripting for a while. I promise to re-make the whole script, make it simpler and more enjoyable to read and edit. So you guys will get new AI and fixes, so if the player leaves the area it fails etc. Please reply to this message if you have any bugs, i will fix them as good as i can. Sorry for being inactive for so long. Link to comment Share on other sites More sharing options...
OsirisCRO Posted November 6, 2014 Report Share Posted November 6, 2014 i've managed to add the script in, didn't break the server (yay) but for some reason i stared at the notebook for a while and nothing popped up. *EDIT* got it to work but there is no vault that pops up. i do believe i read somewhere this script is for gold coin currency so i'm guessing i have to wait for survival servers to edit the .dll necessary to make single currency work before this mission works properly? *EDIT EDIT* works like a charm now. my mistake was that i put the first line of code in the wrong place in the init.sqf and then realized i may have made the same error in the selfactions area as well. good work guys :) Link to comment Share on other sites More sharing options...
(HPG) Heavy Posted December 14, 2014 Report Share Posted December 14, 2014 Ok guys, I'm not very good in script developpment but I worked hard to do this. So, the concept is the same but I put a Vault Storage when the robbery end. Also, during the robbery, a red arrow appear to prevent where the Vault will spawn cause the Vault is transparent. To prevent another player to start the robbery again, there is the fonction (_nearVault) to check if anyone is near of the spawned Vault. If it's true, so you can't start the robbery. As requested, I put the message that the "Bank is getting robbed" in the global Chat using "call RE" Same thing when the robbery is finished. You can see the entire of the robbery system by looking this video : I just modified the file robbank.sqf You can download it here -----------> robbank.sqf Coco, your sqf did the trick so thank you very much. I tweaked it a lil to fit my needs but so far everything works and the script finishes...of course minus the SUV spawning in. I'm curious, to delete the left over AI when the safe disappears, could you use the following?... deleteVehicle _ObjVault; deleteVehicle _aiGroup; <<<--- or something similar? Link to comment Share on other sites More sharing options...
Coco-Nuts Posted December 14, 2014 Report Share Posted December 14, 2014 Coco, your sqf did the trick so thank you very much. I tweaked it a lil to fit my needs but so far everything works and the script finishes...of course minus the SUV spawning in. I'm curious, to delete the left over AI when the safe disappears, could you use the following?... deleteVehicle _ObjVault; deleteVehicle _aiGroup; <<<--- or something similar? You're welcome Heavy :) Try deleteGroup _aigroup; Link to comment Share on other sites More sharing options...
(HPG) Heavy Posted December 15, 2014 Report Share Posted December 15, 2014 You're welcome Heavy :) Try deleteGroup _aigroup; Will do Coco, thanks for the suggestion! :) Link to comment Share on other sites More sharing options...
(HPG) Heavy Posted December 15, 2014 Report Share Posted December 15, 2014 I tried the following..... deleteGroup _aigroup; deleteGroup _aiGroup; deleteGroup _unitGroup; deleteUnit _aiGroup; so far no luck, safe disappears, but AI do not, and the diag_log "[bank Robbery] Ended"; message doesn't appear anywhere in the RPT log. I'll grind it. Link to comment Share on other sites More sharing options...
redrum.fk Posted January 3, 2015 Report Share Posted January 3, 2015 With new infistar after someone robs bank it says remExField titletext and boots player anyone have this problem? Link to comment Share on other sites More sharing options...
physbo Posted January 9, 2015 Report Share Posted January 9, 2015 im having that problem as well Link to comment Share on other sites More sharing options...
Jim90 Posted January 9, 2015 Report Share Posted January 9, 2015 With new infistar after someone robs bank it says remExField titletext and boots player anyone have this problem? Which version of bank robbery are you running? What map / mod is your server? What version of infistar are you running? What does your AdminLog.txt have for an entery? I'm running customised versions of this mod on Chernarus/Epoch 1.0.5.1 and Chernarus/OverPoch 1.0.5.1, and have had to fix different issues on each. Link to comment Share on other sites More sharing options...
JohnnyBravo666 Posted January 25, 2015 Report Share Posted January 25, 2015 I've got same problem. Chernarus Overpoch Infistar Version V340A And below is what I got in my RPT file when it happened. 17:12:07 "infiSTAR.de Log: Blackhawk (76561198151556108) | remExField TitleText: An Ikea delivery has been hijacked by bandits, take over the convoy and the building supplies are yours!" 17:12:07 "["PVAHR_0_ajfscle_23213",["Blackhawk","76561198151556108","HLOG",[114,101,109,69,120,70,105,101,108,100,32,84,105,116,108,101,84,101,120,116,58,32,65,110,32,73,107,101,97,32,100,101,108,105,118,101,114,121,32,104,97,115,32,98,101,101,110,32,104,105,106,97,99,107,101,100,32,98,121,32,98,97,110,100,105,116,115,44,32,116,97,107,101,32,111,118,101,114,32,116,104,101,32,99,111,110,118,111,121,32,97,110,100,32,116,104,101,32,98,117,105,108,100,105,110,103,32,115,117,112,112,108,105,101,115,32,97,114,101,32,121,111,117,114,115,33]]]" 17:12:07 "infiSTAR.de PlayerDisconnected: _uid: 76561198151556108 _name: Blackhawk" 17:12:07 "get: STRING (76561198151556108), sent: STRING (76561198151556108)" 17:12:07 "DISCONNECT: Blackhawk (76561198151556108) Object: B 1-1-C:1 (Blackhawk) REMOTE, _characterID: 613 at loc [1165.31,11474.1,0.228027]" 17:12:07 No player found for channel 990871616 - message ignored 17:12:07 No player found for channel 990871616 - message ignored 17:12:07 Client: Remote object 5:40 not found 17:12:07 Client: Remote object 5:45 not found Link to comment Share on other sites More sharing options...
(HPG) Heavy Posted January 26, 2015 Report Share Posted January 26, 2015 I had to revert to an older AH for it to work. I'm sure it will get worked out sooner or later. The reason for my post is to ultimately give back, as the kind Mr. Coco-Nutz did earlier. I love this script and wanted to make everything work as it should. I take zero credit for anything other than grinding it out and doing a bit of configs. All credits go to the original devs/owners of; bank robbery script, axeman for his AI bus route script, and Coco-Nuts for his awesome rewrite. I have this running on four servers; (3) Cherno, (1) Tavi, and have zero issues with it. If needed, adjust your AH, BE filters and/or hacker cleanup accordingly and be sure to adjust coordinates to work on your server. I moved the bank from its original location of Novy Sober to Zelenogorsk (next to the market) and added a few buildings and objects to fill things in. I also did further tweaks that resolved the issue with AI running off or "going to the right". Most AI will surround the bank, a few do post up further out from the other AI. The SUV spawns just South of Zelenogorsk (about 125 meters) and drives to the front of bank. Below is what I came up with for the spawning in the vehicle using a mash of code. I'm planning on adding an ogg that will play some sort of message like "Come out with your pants down and your hands up!" or something comical when the police/SUV arrives. diag_log text format["Bank Robbery: Spawning AI SUV"]; private ["_suvUnit","_suvDir","_suvWPZ","_unitPos","_rndLOut","_aiLoadout","_aiWep","_aiAmmo","_suv","_suvGroup","_suvSpawnPos", "_suvWPradius","_suvWPIndex","_suvFirstWP","_suvWP","_suvWayPoints","_suvDriver","_suvLogicGroup","_suvLogicCenter"]; _suvUnit = objNull; _suvGroup = createGroup EAST; _suvSpawnPos = [2482.06,4963.01,0]; _unitPos = [2481.95,1967.35,0]; _suvDir = 52.8202; _suvWPradius = 2; _suvDriver = objNull; createCenter EAST; EAST setFriend [WEST,0]; EAST setFriend [RESISTANCE,1]; _suvWPZ = 0; _suvWPIndex = 2; _suvFirstWP = [2548.85,5033.12, _suvWPZ]; //first way point for vehicle _suvWP = _suvGroup addWaypoint [_suvFirstWP, _suvWPradius, _suvWPIndex]; _suvWP setWaypointType "MOVE"; /* for multiple way points */ /* //_suvWPIndex = _suvWPIndex +1; //_suvWP = _suvGroup addWaypoint [_x, _suvWPradius, _suvWPIndex]; //_suvWP setWaypointType "MOVE"; //_suvWP = _suvGroup addWaypoint [_suvFirstWP, _suvWPradius, _suvWPIndex +1]; //_suvWP setWaypointType "MOVE"; //_suvWayPoints = [0,0, _suvWPZ]; */ _suv = "ArmoredSUV_PMC_DZ" createVehicle _suvSpawnPos; _suv setDir _suvDir; _suv setPos getPos _suv; _suv setVariable ["ObjectID", [_suvDir, getPos _suv] call dayz_objectUID2, true]; _suv setVariable ["Sarge", 1, true]; _suv setFuel 1; _suv engineOn true; _suv setVehicleAmmo 1; _suv allowCrewInImmobile true; _suv lock true; _suv allowDammage true; PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_suv]; [_suv,"ArmoredSUV_PMC_DZ"] spawn server_updateObject; for [{ x=0 },{ x <2 },{ x = x + 1; }] do { _rndLOut=floor(random 3); _aiLoadout= switch (_rndLOut) do { case 0: {["Mk_48_DZ","100Rnd_762x51_M240"]}; case 1: {["M4A1_HWS_GL_SD_CAMO","30Rnd_556x45_StanagSD","1Rnd_HE_M203","1Rnd_Smoke_M203"]}; case 2: {["M4A3_RCO_GL_EP1","100Rnd_556x45_BetaCMag","1Rnd_HE_M203","1Rnd_Smoke_M203"]}; }; "Policeman" createUnit [_unitpos, _suvGroup, "_suvUnit=this;",0.6,"COLONEL"]; _suvUnit enableAI "TARGET"; _suvUnit enableAI "AUTOTARGET"; _suvUnit enableAI "MOVE"; _suvUnit enableAI "ANIM"; _suvUnit enableAI "FSM"; _suvUnit setCombatMode "RED"; _suvUnit setBehaviour "AWARE"; removeAllWeapons _suvUnit; _aiWep = _aiLoadout select 0; _aiAmmo = _aiLoadout select 1; _suvUnit addWeapon _aiWep; _suvUnit addMagazine _aiAmmo; _suvUnit addMagazine _aiAmmo; _suvUnit addMagazine _aiAmmo; _suvUnit addMagazine _aiAmmo; _suvUnit setSkill ["aimingAccuracy",0.8]; _suvUnit setSkill ["aimingShake",1]; _suvUnit setSkill ["aimingSpeed",1]; _suvUnit setSkill ["endurance",1]; _suvUnit setSkill ["spotDistance",0.4]; _suvUnit setSkill ["spotTime",1]; _suvUnit setSkill ["courage",1]; _suvUnit setSkill ["reloadSpeed",1]; _suvUnit setSkill ["commanding",1]; _suvUnit setSkill ["general",1]; if (x==1) then { _suvUnit assignAsGunner _suv; _suvUnit moveInGunner _suv; }else{ _suvGroup selectLeader _suvUnit; _suvDriver = _suvUnit; sleep 1; _suvUnit assignAsDriver _suv; _suvUnit moveInDriver _suv; }; }; diag_log text format["Bank Robbery: AI SUV spawned in"]; Link to comment Share on other sites More sharing options...
THEbookie Posted January 26, 2015 Report Share Posted January 26, 2015 Not really to bothered about the suv but the a.i are so retarded there's almost no point in having them. Is there some area I'm missing like on dzms where you can edit how to make them less dumb? I mean if they are not shooting you they are shooting each other and if that's not enough, you can pretty much walk up to them, start talking shit to them and then kill em. I mean as much as its funny to watch lol Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now