Xatu Posted January 30, 2015 Report Share Posted January 30, 2015 Hey i host a Taviana Server and try to get the Bots on Sektor B I did this : // AI Group Count per City // Default is 3 Groups VEMFGroupCnt = 6; // Enable Timeout? // In false waits forever VEMFTimeout = false; // Blacklist Zone Array -- missions will not spawn in these areas // format: [[x,y,z],radius] // Ex: [[06325,07807,0],300] //Starry Sobor VEMFBlacklistZones = [ [[6803,7344,344],17000], [[24429.4,1339.08,39.757],300] _townArr = nearestLocations [_cntr, ["NameCityCapital","NameCity","NameVillage"], 30000]; But the Mission don´t come :( My RPT https://www.dropbox....-30-47.rpt?dl=0 Xatu Link to comment Share on other sites More sharing options...
TheVampire Posted January 30, 2015 Author Report Share Posted January 30, 2015 On 1/30/2015 at 9:18 PM, Xatu said: Hey i host a Taviana Server and try to get the Bots on Sektor B I did this : // AI Group Count per City // Default is 3 Groups VEMFGroupCnt = 6; // Enable Timeout? // In false waits forever VEMFTimeout = false; // Blacklist Zone Array -- missions will not spawn in these areas // format: [[x,y,z],radius] // Ex: [[06325,07807,0],300] //Starry Sobor VEMFBlacklistZones = [ [[6803,7344,344],17000], [[24429.4,1339.08,39.757],300] _townArr = nearestLocations [_cntr, ["NameCityCapital","NameCity","NameVillage"], 30000]; But the Mission don´t come :( My RPT https://www.dropbox....-30-47.rpt?dl=0 Xatu My guess would be all those other errors. Link to comment Share on other sites More sharing options...
Xatu Posted January 30, 2015 Report Share Posted January 30, 2015 Vemf with Standard setting works Perfect Link to comment Share on other sites More sharing options...
TheVampire Posted January 30, 2015 Author Report Share Posted January 30, 2015 On 1/30/2015 at 10:18 PM, Xatu said: Vemf with Standard setting works Perfect Can you post your config to pastebin? Link to comment Share on other sites More sharing options...
Xatu Posted January 30, 2015 Report Share Posted January 30, 2015 Debug is true for searching issues. I tested on and off http://pastebin.com/ue5tYWjp Link to comment Share on other sites More sharing options...
TheVampire Posted January 31, 2015 Author Report Share Posted January 31, 2015 It should be running just fine, but it looks like I forgot to add the blacklist check to town finding. I'll have it fixed for the next version. Link to comment Share on other sites More sharing options...
itsatrap Posted February 1, 2015 Report Share Posted February 1, 2015 Check your github :) Link to comment Share on other sites More sharing options...
Totto005 Posted February 1, 2015 Report Share Posted February 1, 2015 Hallo.Ich want to let the Ai spawn at a certain position . but how Link to comment Share on other sites More sharing options...
TheVampire Posted February 1, 2015 Author Report Share Posted February 1, 2015 On 2/1/2015 at 2:57 PM, Totto005 said: Hallo.Ich want to let the Ai spawn at a certain position . but how The code for that won't be done until the next update. Link to comment Share on other sites More sharing options...
Totto005 Posted February 1, 2015 Report Share Posted February 1, 2015 On 2/1/2015 at 4:33 PM, TheVampire said: The code for that won't be done until the next update. Nice ...when the update comes in about Link to comment Share on other sites More sharing options...
GH-SQ-DELTA Posted February 2, 2015 Report Share Posted February 2, 2015 Hey Mates, I try to reconfig my Crates, but i have a Probelm. 4 Example into the crate spawn list i add 2 Weapons like "m4a3" and maybe "m249" what ever... if the crate spawns, there are 2 "m4a3" and 5 "m249" in there, where can i set, that every item spawn only one time so if i add 1 "m4A3" and 2 "Magazines" only this 3 items spawn ??? I want add a lot of Wepaons from @mas with about 5-10 Magazines per Weapon, but ever only 1 Weapon. Thx 4 help. regards, DELTA Link to comment Share on other sites More sharing options...
Humpabry Posted February 2, 2015 Report Share Posted February 2, 2015 On 2/1/2015 at 4:33 PM, TheVampire said: The code for that won't be done until the next update. next update custom spawns mr vampire? Link to comment Share on other sites More sharing options...
ElricMelnibone Posted February 2, 2015 Report Share Posted February 2, 2015 On our server I added a mission failure message for towns that timeout: if (!_wait) exitWith { diag_log text format ["[VEMF]: DynTownInv: Post failure message."]; _msg = format ["%1's village elder was executed.", (_canTown select 0)]; _msg = [_msg,"MISSION FAILED!"]; _alert = [_msg] call VEMFBroadcast; diag_log text format ["[VEMF]: DynTownInv: Mission Ended for Timeout."]; VEMFTownInvaded = nil; }; Link to comment Share on other sites More sharing options...
ElricMelnibone Posted February 2, 2015 Report Share Posted February 2, 2015 Having a problem where a group of people in a vehicle only the owner/driver is getting the mission messages. Looking at: VFunctions.sqf _curRad = 0; _send = false; // Find a Radio to Broadcast To while {true} do { { if ((_eRads select _curRad) in (assignedItems _x)) exitWith { _send = true; }; if (_forEachIndex == ((count _allUnits)-1)) then { _curRad = _curRad + 1; }; } forEach _allUnits; if (_send) exitWith {}; if (_curRad > ((count _eRads)-1)) exitWith { /* No Radios */ }; }; if (_send) then { { if ((_eRads select _curRad) in (assignedItems _x)) then { VEMFChatMsg = _msg; (owner (vehicle _x)) publicVariableClient "VEMFChatMsg"; _sent = true; }; } forEach _allUnits; } else { _sent = false; }; --------------------------- VEMFChatMsg = _msg; (owner (vehicle _x)) publicVariableClient "VEMFChatMsg"; Is there another way to handle the send so all players in a vehicle will get the message? Link to comment Share on other sites More sharing options...
horbin Posted February 2, 2015 Report Share Posted February 2, 2015 Add the GetIn EH to the server code that generates the vehicle. (this EH has to run on the server because it uses 'idowner' Add the PVEH to the code that initializes the mod for your clients. _veh addEventHandler ["GetIn", { _owner = _this select 2; _idowner = owner _owner; TEMPVEHICLE = true; idowner publicVariableClient "TEMPVEHICLE"; }]; "TEMPVEHICLE" addPublicVariableEventHandler { systemChat "Warning! This vehicle will disappear on server restart!"; }; Link to comment Share on other sites More sharing options...
RonSwanson Posted February 2, 2015 Report Share Posted February 2, 2015 I am trying to increase the amount of custom loot the create will spawn - seems to pics them at random thats fine i would just like to make it pick more. also works amazingly! Link to comment Share on other sites More sharing options...
Lost_Noob Posted February 3, 2015 Report Share Posted February 3, 2015 I've tried to set increased crate loot number, which didn't work - and the missions didn't notify or in most cases...AI/Missions didn't spawn? So reset to default and it worked... I've also got this random issue where some players see the Mission start message top right of screen. But some hear it but don't see it...other players see it but don't hear it...? Also there is nothing in the RPT to show an error. And also noticing the instead of the 12 AI that used to spawn...it's now anywhere between 3 and 9 AI? EDIT: Just done a mission with a few players - 8 total AI kills. Cannot find anymore and the mission is not completed. Town was Neochori Link to comment Share on other sites More sharing options...
Lost_Noob Posted February 3, 2015 Report Share Posted February 3, 2015 just re-installed and sometimes no notification of mission...but AI numbers have returned to normal. Link to comment Share on other sites More sharing options...
TheVampire Posted February 3, 2015 Author Report Share Posted February 3, 2015 On 2/2/2015 at 3:09 AM, GH-SQ-DELTA said: Hey Mates, I try to reconfig my Crates, but i have a Probelm. 4 Example into the crate spawn list i add 2 Weapons like "m4a3" and maybe "m249" what ever... if the crate spawns, there are 2 "m4a3" and 5 "m249" in there, where can i set, that every item spawn only one time so if i add 1 "m4A3" and 2 "Magazines" only this 3 items spawn ??? I want add a lot of Wepaons from @mas with about 5-10 Magazines per Weapon, but ever only 1 Weapon. Thx 4 help. regards, DELTA You would have to modify the code to check if the weapon is already in the crate. On 2/2/2015 at 7:05 PM, Humpabry said: next update custom spawns mr vampire? There will be support for spawns in the next update not attached to a town. On 2/2/2015 at 9:33 PM, ElricMelnibone said: Having a problem where a group of people in a vehicle only the owner/driver is getting the mission messages. Looking at: VFunctions.sqf _curRad = 0; _send = false; // Find a Radio to Broadcast To while {true} do { { if ((_eRads select _curRad) in (assignedItems _x)) exitWith { _send = true; }; if (_forEachIndex == ((count _allUnits)-1)) then { _curRad = _curRad + 1; }; } forEach _allUnits; if (_send) exitWith {}; if (_curRad > ((count _eRads)-1)) exitWith { /* No Radios */ }; }; if (_send) then { { if ((_eRads select _curRad) in (assignedItems _x)) then { VEMFChatMsg = _msg; (owner (vehicle _x)) publicVariableClient "VEMFChatMsg"; _sent = true; }; } forEach _allUnits; } else { _sent = false; }; --------------------------- VEMFChatMsg = _msg; (owner (vehicle _x)) publicVariableClient "VEMFChatMsg"; Is there another way to handle the send so all players in a vehicle will get the message? There isn't a way to avoid this right now. vehicle _x returns the truck, and owner returns the driver. On 2/2/2015 at 10:13 PM, horbin said: Add the GetIn EH to the server code that generates the vehicle. (this EH has to run on the server because it uses 'idowner' Add the PVEH to the code that initializes the mod for your clients. _veh addEventHandler ["GetIn", { _owner = _this select 2; _idowner = owner _owner; TEMPVEHICLE = true; idowner publicVariableClient "TEMPVEHICLE"; }]; "TEMPVEHICLE" addPublicVariableEventHandler { systemChat "Warning! This vehicle will disappear on server restart!"; }; There isn't a reason to add this yet as there are no vehicle missions yet. In the next update when vehicles get added this is already added. Link to comment Share on other sites More sharing options...
GH-SQ-DELTA Posted February 3, 2015 Report Share Posted February 3, 2015 On 2/3/2015 at 5:59 PM, TheVampire said: You would have to modify the code to check if the weapon is already in the crate. THX 4 help, but i think i cant handle that. i dont know how it works :lol: :unsure: :wacko: :blink: Link to comment Share on other sites More sharing options...
Metalfoundry Posted February 3, 2015 Report Share Posted February 3, 2015 When will the new mission be ready? :-) Link to comment Share on other sites More sharing options...
horbin Posted February 3, 2015 Report Share Posted February 3, 2015 _listObjectsInVehicle = (vehicle _x) crew; if (_send) then { { if ((_eRads select _curRad) in (assignedItems _x)) then { VEMFChatMsg = _msg; { (owner _x) publicVariableClient "VEMFChatMsg"; _sent = true; } crew (vehicle _x); }; } forEach _allUnits; This might do it. 'crew' should return everyone inside the vehicle. Or remove the 'vehicle' from (vehicle _x) if (_send) then { { if ((_eRads select _curRad) in (assignedItems _x)) then { VEMFChatMsg = _msg; (owner _x) publicVariableClient "VEMFChatMsg"; _sent = true; }; } forEach _allUnits; unless it is intended that only the driver of a vehicle should hear a message...... or maybe I am just confused as to why (vehicle _x) is being used in the original code. Link to comment Share on other sites More sharing options...
TheVampire Posted February 3, 2015 Author Report Share Posted February 3, 2015 On 2/3/2015 at 8:32 PM, horbin said: _listObjectsInVehicle = (vehicle _x) crew; if (_send) then { { if ((_eRads select _curRad) in (assignedItems _x)) then { VEMFChatMsg = _msg; { (owner _x) publicVariableClient "VEMFChatMsg"; _sent = true; } crew (vehicle _x); }; } forEach _allUnits; This might do it. 'crew' should return everyone inside the vehicle. Or remove the 'vehicle' from (vehicle _x) if (_send) then { { if ((_eRads select _curRad) in (assignedItems _x)) then { VEMFChatMsg = _msg; (owner _x) publicVariableClient "VEMFChatMsg"; _sent = true; }; } forEach _allUnits; unless it is intended that only the driver of a vehicle should hear a message...... or maybe I am just confused as to why (vehicle _x) is being used in the original code. I'm fairly certain owner needs an object, and giving it a unit would make it fail. I'll change the code in a new version to check its a man or use the crew command. Link to comment Share on other sites More sharing options...
horbin Posted February 4, 2015 Report Share Posted February 4, 2015 Units are objects. The sticker comes when you work with 'groups', those are a different data type. But to date, I have found that units, players, vehicles, are all base type 'objects' and any function that works on an object works on players, untis, vehicles, etc.... groups, waypoints, triggers, etc are different, unless you come up with a mechanism to typecast them... Link to comment Share on other sites More sharing options...
Highlander Posted February 4, 2015 Report Share Posted February 4, 2015 @ Vampire In the towns of Dorida and Zaros the crate still spawns in a building and blows up. Have the latest version running. was testing it out this morning. Link to comment Share on other sites More sharing options...
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