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blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)


blckeagls

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//This defines the range from center to spawn
	mapRange = 5000; 
	
	//This defines center of mapRange
	mapCenter = [6322,7801,0];
	
	//Minimum distance for AI To spawn away form another AI
	MinDistanceFromMission = 500;

Set map range to 5000 and they still spawn outside the map to the west.

 

Only thing I can think of is that the map center is wrong for chernarus but I'm not sure how to find those types of coords

 

5000 works for me on chernarus..  just reduce the radius size so they don't spawn in debug

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Started right after I completed the 5th mission which was a Red one. This was a fresh install and these are files that were edited

 

init.sqf [minor changes on variables]

/*


AI Mission Compiled by blckeagls @ Zombieville.net
Code was modified by blckeagls using other peoples code. Been over a year, don't have their names anymore. Sorry =(
*/

//Variables to Edit Below

//This defines the range from center to spawn
mapRange = 8000;

//This defines center of mapRange
mapCenter = [19563.3,14463.1,0.204205];

//Minimum distance for AI To spawn away form another AI
MinDistanceFromMission = 1200;

//This defines the minimum number of AI to spawn per mission
blck_MinAI_Major = 6;
blck_MinAI_Major2 = 6;
blck_MinAI_Minor = 6;
blck_MinAI_Minor2 = 6;

//This defines the maximum number of AI to spawn per mission
blck_MaxAI_Major = 10;
blck_MaxAI_Major2 = 10;
blck_MaxAI_Minor = 10;
blck_MaxAI_Minor2 = 10;

//This defines how long after an AI dies that it's body disappears.
blck_aiCleanUpTimer = 600; // in seconds

//Spawn time between AI
blck_AISpawnTime = 30; //Time in seconds

//Defines if it should spawn 3 AI Vehicles (Armed offroad) true = yes spawn vehicles false = no do not spawn vehicles
blck_SpawnVeh_Major = true;
blck_SpawnVeh_Major2 = true;
blck_SpawnVeh_Minor = true;
blck_SpawnVeh_Minor2 = true;

//This Defines what goes into the box;
blck_FillBoxes_Major = {
private["_crate","_Weapons","_mags","_cfgweapons","_weapon","_plx","_mag","_mags","_allweap","_box"];
_crate = _this select 0;
clearWeaponCargoGlobal _crate;
clearMagazineCargoGlobal _crate;
_crate addMagazineCargoGlobal ["CinderBlocks",2];
_crate addMagazineCargoGlobal ["jerrycan_epoch",1];
_crate addMagazineCargoGlobal ["CircuitParts",1];
_crate addMagazineCargoGlobal ["WoodLog_EPOCH",8];
_crate addMagazineCargoGlobal ["ItemCorrugated",1];
_crate addMagazineCargoGlobal ["ItemMixOil",1];
_crate addMagazineCargoGlobal ["MortarBucket",1];
_crate addMagazineCargoGlobal ["PartPlankPack",4];
_crate addMagazineCargoGlobal ["EnergyPack",1];
_crate addMagazineCargoGlobal ["WhiskeyNoodle",1];
_crate addMagazineCargoGlobal ["water_epoch",4];
};
blck_FillBoxes_Major2 = {
private["_crate","_Weapons","_mags","_cfgweapons","_weapon","_plx","_mag","_mags","_allweap","_box"];
_crate = _this select 0;
clearWeaponCargoGlobal _crate;
clearMagazineCargoGlobal _crate;
_crate addMagazineCargoGlobal ["CinderBlocks",4];
_crate addMagazineCargoGlobal ["jerrycan_epoch",1];
_crate addMagazineCargoGlobal ["CircuitParts",1];
_crate addMagazineCargoGlobal ["WoodLog_EPOCH",8];
_crate addMagazineCargoGlobal ["ItemCorrugated",1];
_crate addMagazineCargoGlobal ["ItemMixOil",1];
_crate addMagazineCargoGlobal ["MortarBucket",4];
_crate addMagazineCargoGlobal ["PartPlankPack",8];
_crate addMagazineCargoGlobal ["MultiGun",1];
_crate addMagazineCargoGlobal ["Heal_EPOCH",1];
_crate addMagazineCargoGlobal ["Defib_EPOCH",1];
_crate addMagazineCargoGlobal ["Repair_EPOCH",1];
_crate addMagazineCargoGlobal ["EnergyPack",1];
_crate addMagazineCargoGlobal ["WhiskeyNoodle",1];
_crate addMagazineCargoGlobal ["water_epoch",4];
};
blck_FillBoxes_Minor = {
private["_crate","_Weapons","_mags","_cfgweapons","_weapon","_plx","_mag","_mags","_allweap","_box"];
_crate = _this select 0;
clearWeaponCargoGlobal _crate;
clearMagazineCargoGlobal _crate;
_crate addMagazineCargoGlobal ["CinderBlocks",2];
_crate addMagazineCargoGlobal ["jerrycan_epoch",1];
_crate addMagazineCargoGlobal ["CircuitParts",1];
_crate addMagazineCargoGlobal ["WoodLog_EPOCH",8];
_crate addMagazineCargoGlobal ["ItemCorrugated",1];
_crate addMagazineCargoGlobal ["ItemMixOil",1];
_crate addMagazineCargoGlobal ["MortarBucket",1];
_crate addMagazineCargoGlobal ["PartPlankPack",4];
_crate addMagazineCargoGlobal ["EnergyPack",1];
_crate addMagazineCargoGlobal ["WhiskeyNoodle",1];
_crate addMagazineCargoGlobal ["water_epoch",4];
};
blck_FillBoxes_Minor2 = {
private["_crate","_Weapons","_mags","_cfgweapons","_weapon","_plx","_mag","_mags","_allweap","_box"];
_crate = _this select 0;
clearWeaponCargoGlobal _crate;
clearMagazineCargoGlobal _crate;
_crate addMagazineCargoGlobal ["CinderBlocks",2];
_crate addMagazineCargoGlobal ["jerrycan_epoch",1];
_crate addMagazineCargoGlobal ["CircuitParts",1];
_crate addMagazineCargoGlobal ["WoodLog_EPOCH",8];
_crate addMagazineCargoGlobal ["ItemCorrugated",1];
_crate addMagazineCargoGlobal ["ItemMixOil",1];
_crate addMagazineCargoGlobal ["MortarBucket",1];
_crate addMagazineCargoGlobal ["PartPlankPack",4];
_crate addMagazineCargoGlobal ["EnergyPack",1];
_crate addMagazineCargoGlobal ["WhiskeyNoodle",1];
_crate addMagazineCargoGlobal ["water_epoch",4];
};

//This defines the random weapon to spawn on the AI
blck_WeaponList_Major = [
//https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Weapons
//["WEAPON","MAGAZINE"]
["arifle_Katiba_F","30Rnd_65x39_caseless_green"],
["arifle_Mk20_ACO_F","30Rnd_556x45_Stanag"],
["arifle_Mk20_F","30Rnd_556x45_Stanag"],
["arifle_Mk20_plain_F","30Rnd_556x45_Stanag"],
["arifle_Mk20C_F","30Rnd_556x45_Stanag"],
["arifle_MX_F","30Rnd_65x39_caseless_mag"],
["arifle_MX_SW_Black_Hamr_pointer_F","100Rnd_65x39_caseless_mag_Tracer"],
["arifle_MXC_ACO_F","30Rnd_65x39_caseless_mag"],
["arifle_MXC_F","30Rnd_65x39_caseless_mag"],
["arifle_MXM_F","30Rnd_65x39_caseless_mag"],
["arifle_SDAR_F","20Rnd_556x45_UW_mag"],
["arifle_TRG20_F","30Rnd_556x45_Stanag"],
["LMG_Mk200_F","200Rnd_65x39_cased_Box"],
["SMG_01_F","30Rnd_45ACP_Mag_SMG_01"],
["srifle_DMR_01_ACO_F","10Rnd_762x51_Mag"],
["srifle_LRR_SOS_F","7Rnd_408_Mag"],
["srifle_EBR_SOS_F","20Rnd_762x51_Mag"],
["srifle_GM6_SOS_F","5Rnd_127x108_APDS_Mag"],
["srifle_EBR_ARCO_pointer_snds_F","20Rnd_762x51_Mag"],
["srifle_LRR_LRPS_F","7Rnd_408_Mag"],
["srifle_GM6_LRPS_F","5Rnd_127x108_Mag"]
];
blck_WeaponList_Major2 = [
//https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Weapons
//["WEAPON","MAGAZINE"]
["arifle_Katiba_F","30Rnd_65x39_caseless_green"],
["arifle_Mk20_ACO_F","30Rnd_556x45_Stanag"],
["arifle_Mk20_F","30Rnd_556x45_Stanag"],
["arifle_Mk20_plain_F","30Rnd_556x45_Stanag"],
["arifle_Mk20C_F","30Rnd_556x45_Stanag"],
["arifle_MX_F","30Rnd_65x39_caseless_mag"],
["arifle_MX_SW_Black_Hamr_pointer_F","100Rnd_65x39_caseless_mag_Tracer"],
["arifle_MXC_ACO_F","30Rnd_65x39_caseless_mag"],
["arifle_MXC_F","30Rnd_65x39_caseless_mag"],
["arifle_MXM_F","30Rnd_65x39_caseless_mag"],
["arifle_SDAR_F","20Rnd_556x45_UW_mag"],
["arifle_TRG20_F","30Rnd_556x45_Stanag"],
["LMG_Mk200_F","200Rnd_65x39_cased_Box"],
["SMG_01_F","30Rnd_45ACP_Mag_SMG_01"],
["srifle_DMR_01_ACO_F","10Rnd_762x51_Mag"],
["srifle_LRR_SOS_F","7Rnd_408_Mag"],
["srifle_EBR_SOS_F","20Rnd_762x51_Mag"],
["srifle_GM6_SOS_F","5Rnd_127x108_APDS_Mag"],
["srifle_EBR_ARCO_pointer_snds_F","20Rnd_762x51_Mag"],
["srifle_LRR_LRPS_F","7Rnd_408_Mag"],
["srifle_GM6_LRPS_F","5Rnd_127x108_Mag"]
];
blck_WeaponList_Minor = [
//https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Weapons
//["WEAPON","MAGAZINE"]
["arifle_Katiba_F","30Rnd_65x39_caseless_green"],
["arifle_Mk20_ACO_F","30Rnd_556x45_Stanag"],
["arifle_Mk20_F","30Rnd_556x45_Stanag"],
["arifle_Mk20_plain_F","30Rnd_556x45_Stanag"],
["arifle_Mk20C_F","30Rnd_556x45_Stanag"],
["arifle_MX_F","30Rnd_65x39_caseless_mag"],
["arifle_MX_SW_Black_Hamr_pointer_F","100Rnd_65x39_caseless_mag_Tracer"],
["arifle_MXC_ACO_F","30Rnd_65x39_caseless_mag"],
["arifle_MXC_F","30Rnd_65x39_caseless_mag"],
["arifle_MXM_F","30Rnd_65x39_caseless_mag"],
["arifle_SDAR_F","20Rnd_556x45_UW_mag"],
["arifle_TRG20_F","30Rnd_556x45_Stanag"],
["LMG_Mk200_F","200Rnd_65x39_cased_Box"],
["SMG_01_F","30Rnd_45ACP_Mag_SMG_01"],
["srifle_DMR_01_ACO_F","10Rnd_762x51_Mag"],
["srifle_LRR_SOS_F","7Rnd_408_Mag"],
["srifle_EBR_SOS_F","20Rnd_762x51_Mag"],
["srifle_GM6_SOS_F","5Rnd_127x108_APDS_Mag"],
["srifle_EBR_ARCO_pointer_snds_F","20Rnd_762x51_Mag"],
["srifle_LRR_LRPS_F","7Rnd_408_Mag"],
["srifle_GM6_LRPS_F","5Rnd_127x108_Mag"]
];
blck_WeaponList_Minor2 = [
//https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Weapons
//["WEAPON","MAGAZINE"]
["arifle_Katiba_F","30Rnd_65x39_caseless_green"],
["arifle_Mk20_ACO_F","30Rnd_556x45_Stanag"],
["arifle_Mk20_F","30Rnd_556x45_Stanag"],
["arifle_Mk20_plain_F","30Rnd_556x45_Stanag"],
["arifle_Mk20C_F","30Rnd_556x45_Stanag"],
["arifle_MX_F","30Rnd_65x39_caseless_mag"],
["arifle_MX_SW_Black_Hamr_pointer_F","100Rnd_65x39_caseless_mag_Tracer"],
["arifle_MXC_ACO_F","30Rnd_65x39_caseless_mag"],
["arifle_MXC_F","30Rnd_65x39_caseless_mag"],
["arifle_MXM_F","30Rnd_65x39_caseless_mag"],
["arifle_SDAR_F","20Rnd_556x45_UW_mag"],
["arifle_TRG20_F","30Rnd_556x45_Stanag"],
["LMG_Mk200_F","200Rnd_65x39_cased_Box"],
["SMG_01_F","30Rnd_45ACP_Mag_SMG_01"],
["srifle_DMR_01_ACO_F","10Rnd_762x51_Mag"],
["srifle_LRR_SOS_F","7Rnd_408_Mag"],
["srifle_EBR_SOS_F","20Rnd_762x51_Mag"],
["srifle_GM6_SOS_F","5Rnd_127x108_APDS_Mag"],
["srifle_EBR_ARCO_pointer_snds_F","20Rnd_762x51_Mag"],
["srifle_LRR_LRPS_F","7Rnd_408_Mag"],
["srifle_GM6_LRPS_F","5Rnd_127x108_Mag"]
];


blck_AIItemList = [
//https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Items
//["ITME","COUNT"]
["HandGrenade",3],
["FirstAidKit",2],
["Medikit",2],
["ToolKit",2]
];

//This defines the skin list
blck_SkinList = [
//https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Equipment
"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_BasicBody",
"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_Journalist",
"U_C_Novak",
"U_C_Poloshirt_blue",
"U_C_Poloshirt_burgundy",
"U_C_Poloshirt_redwhite",
"U_C_Poloshirt_salmon",
"U_C_Poloshirt_stripped",
"U_C_Poloshirt_tricolour",
"U_C_Poor_1",
"U_C_Poor_2",
"U_C_Poor_shorts_1",
"U_C_Poor_shorts_2",
"U_C_PriestBody",
"U_C_Scavenger_1",
"U_C_Scavenger_2",
"U_C_Scientist",
"U_C_ShirtSurfer_shorts",
"U_C_TeeSurfer_shorts_1",
"U_C_TeeSurfer_shorts_2",
"U_C_WorkerCoveralls",
"U_C_WorkerOveralls",
"U_Competitor",
"U_I_CombatUniform",
"U_I_CombatUniform_shortsleeve",
"U_I_CombatUniform_tshirt",
"U_I_G_resistanceLeader_F",
"U_I_G_Story_Protagonist_F",
"U_I_GhillieSuit",
"U_I_HeliPilotCoveralls",
"U_I_OfficerUniform",
"U_I_pilotCoveralls",
"U_I_Wetsuit",
"U_IG_Guerilla1_1",
"U_IG_Guerilla2_1",
"U_IG_Guerilla2_2",
"U_IG_Guerilla2_3",
"U_IG_Guerilla3_1",
"U_IG_Guerilla3_2",
"U_IG_leader",
"U_IG_Menelaos",
"U_KerryBody",
"U_MillerBody",
"U_NikosAgedBody",
"U_NikosBody",
"U_O_CombatUniform_ocamo",
"U_O_CombatUniform_oucamo",
"U_O_GhillieSuit",
"U_O_OfficerUniform_ocamo",
"U_O_PilotCoveralls",
"U_O_SpecopsUniform_blk",
"U_O_SpecopsUniform_ocamo",
"U_O_Wetsuit",
"U_OG_Guerilla1_1",
"U_OG_Guerilla2_1",
"U_OG_Guerilla2_2",
"U_OG_Guerilla2_3",
"U_OG_Guerilla3_1",
"U_OG_Guerilla3_2",
"U_OG_leader",
"U_OI_Scientist",
"U_OrestesBody",
"U_Rangemaster"
];


//Do Not Edit Below Here

[] spawn {
//sets Mission Variables
MissionGo = 0;
MissionGoMinor = 0;
AllMissionCoords = [];
//Execute Mission Scripts
[] execVM "\q\addons\custom_server\AIMission\Major\SM1.sqf"; //Starts major mission system
[] execVM "\q\addons\custom_server\AIMission\Minor\SM1.sqf"; //Starts minor mission system
[] execVM "\q\addons\custom_server\AIMission\Major2\SM1.sqf"; //Starts major mission system
[] execVM "\q\addons\custom_server\AIMission\Minor2\SM1.sqf"; //Starts minor mission system
};

 

spawnvehicle.sqf [removed 2 of the 3 armed vehiles, its reported that the driver also controls the gun which is a problem]

//Debug information


diag_log format["SpawnVehicles _this: %1",_this];

//Gets position information from spawnai1.sqf
_pos = _this select 0;

//Creates a group for Vehicles
_aiGroup = createGroup RESISTANCE;
_ai = ObjNull;

//Finds a safe positon in area to spawn
_safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos;

//Spawns 1 AI Unit
"i_g_soldier_unarmed_f" createUnit [_safepos, _aiGroup, "_ai = this", 0.1, "PRIVATE"];
removeBackpackGlobal _ai;
removeAllItemsWithMagazines _ai;
_ai setVariable["LASTLOGOUT_EPOCH",1000000000000];
_ai setVariable["LAST_CHECK",1000000000000];
_ai enableAI "TARGET";
_ai enableAI "AUTOTARGET";
_ai enableAI "MOVE";
_ai enableAI "ANIM";
_ai enableAI "FSM";
_ai allowDammage true;
_ai setCombatMode "RED";
_ai setBehaviour "COMBAT";
_ai setVariable ["AI",true,true];
_ai spawn {
private ["_ai1","_players","_thisplayer","_owner","_ownerOnline"];
_ai1 = _this;
while {true} do {
_players = [];
{
if (isPlayer _x) then {
_thisplayer = _x;
_players = _players + [_thisplayer];
};
} foreach playableunits;
if (count _players > 0) then {
_owner = _players call BIS_fnc_selectRandom;
_ai1 setOwner (owner _owner);
_ownerOnline = true;
while {_ownerOnline} do {
_players = [];
{
if (isPlayer _x) then {
_thisplayer = _x;
_players = _players + [_thisplayer];
};
} foreach playableunits;
if (!(_owner in _players)) then {
_ownerOnline = false;
};
sleep 60;
};
};
};
};

//Spawns 1 AI Unit
_ai1 = ObjNull;
_safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos;
"i_g_soldier_unarmed_f" createUnit [_safepos, _aiGroup, "_ai1 = this", 0.1, "PRIVATE"];
removeBackpackGlobal _ai1;
removeAllItemsWithMagazines _ai1;
_ai1 setVariable["LASTLOGOUT_EPOCH",1000000000000];
_ai1 setVariable["LAST_CHECK",1000000000000];
_ai1 enableAI "TARGET";
_ai1 enableAI "AUTOTARGET";
_ai1 enableAI "MOVE";
_ai1 enableAI "ANIM";
_ai1 enableAI "FSM";
_ai1 allowDammage true;
_ai1 setCombatMode "RED";
_ai1 setBehaviour "COMBAT";
_ai1 setVariable ["AI",true,true];
_ai1 spawn {
private ["_ai1","_players","_thisplayer","_owner","_ownerOnline"];
_ai1 = _this;
while {true} do {
_players = [];
{
if (isPlayer _x) then {
_thisplayer = _x;
_players = _players + [_thisplayer];
};
} foreach playableunits;
if (count _players > 0) then {
_owner = _players call BIS_fnc_selectRandom;
_ai1 setOwner (owner _owner);
_ownerOnline = true;
while {_ownerOnline} do {
_players = [];
{
if (isPlayer _x) then {
_thisplayer = _x;
_players = _players + [_thisplayer];
};
} foreach playableunits;
if (!(_owner in _players)) then {
_ownerOnline = false;
};
sleep 60;
};
};
};
};

//Spawns 1 AI Unit
_ai2 = ObjNull;
_safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos;
"i_g_soldier_unarmed_f" createUnit [_safepos, _aiGroup, "_ai2 = this", 0.1, "PRIVATE"];
removeBackpackGlobal _ai2;
removeAllItemsWithMagazines _ai2;
_ai2 setVariable["LASTLOGOUT_EPOCH",1000000000000];
_ai2 setVariable["LAST_CHECK",1000000000000];
_ai2 enableAI "TARGET";
_ai2 enableAI "AUTOTARGET";
_ai2 enableAI "MOVE";
_ai2 enableAI "ANIM";
_ai2 enableAI "FSM";
_ai2 allowDammage true;
_ai2 setCombatMode "RED";
_ai2 setBehaviour "COMBAT";
_ai2 setVariable ["AI",true,true];
_ai2 spawn {
private ["_ai1","_players","_thisplayer","_owner","_ownerOnline"];
_ai1 = _this;
while {true} do {
_players = [];
{
if (isPlayer _x) then {
_thisplayer = _x;
_players = _players + [_thisplayer];
};
} foreach playableunits;
if (count _players > 0) then {
_owner = _players call BIS_fnc_selectRandom;
_ai1 setOwner (owner _owner);
_ownerOnline = true;
while {_ownerOnline} do {
_players = [];
{
if (isPlayer _x) then {
_thisplayer = _x;
_players = _players + [_thisplayer];
};
} foreach playableunits;
if (!(_owner in _players)) then {
_ownerOnline = false;
};
sleep 60;
};
};
};
};

//Spawns 1 AI Unit
_ai3 = ObjNull;
_safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos;
"i_g_soldier_unarmed_f" createUnit [_safepos, _aiGroup, "_ai3 = this", 0.1, "PRIVATE"];
removeBackpackGlobal _ai3;
removeAllItemsWithMagazines _ai3;
_ai3 setVariable["LASTLOGOUT_EPOCH",1000000000000];
_ai3 setVariable["LAST_CHECK",1000000000000];
_ai3 enableAI "TARGET";
_ai3 enableAI "AUTOTARGET";
_ai3 enableAI "MOVE";
_ai3 enableAI "ANIM";
_ai3 enableAI "FSM";
_ai3 allowDammage true;
_ai3 setCombatMode "RED";
_ai3 setBehaviour "COMBAT";
_ai3 setVariable ["AI",true,true];
_ai3 spawn {
private ["_ai1","_players","_thisplayer","_owner","_ownerOnline"];
_ai1 = _this;
while {true} do {
_players = [];
{
if (isPlayer _x) then {
_thisplayer = _x;
_players = _players + [_thisplayer];
};
} foreach playableunits;
if (count _players > 0) then {
_owner = _players call BIS_fnc_selectRandom;
_ai1 setOwner (owner _owner);
_ownerOnline = true;
while {_ownerOnline} do {
_players = [];
{
if (isPlayer _x) then {
_thisplayer = _x;
_players = _players + [_thisplayer];
};
} foreach playableunits;
if (!(_owner in _players)) then {
_ownerOnline = false;
};
sleep 60;
};
};
};
};

//Spawns 1 AI Unit
_ai4 = ObjNull;
_safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos;
"i_g_soldier_unarmed_f" createUnit [_safepos, _aiGroup, "_ai4 = this", 0.1, "PRIVATE"];
removeBackpackGlobal _ai4;
removeAllItemsWithMagazines _ai4;
_ai4 setVariable["LASTLOGOUT_EPOCH",1000000000000];
_ai4 setVariable["LAST_CHECK",1000000000000];
_ai4 enableAI "TARGET";
_ai4 enableAI "AUTOTARGET";
_ai4 enableAI "MOVE";
_ai4 enableAI "ANIM";
_ai4 enableAI "FSM";
_ai4 allowDammage true;
_ai4 setCombatMode "RED";
_ai4 setBehaviour "COMBAT";
_ai4 setVariable ["AI",true,true];
_ai4 spawn {
private ["_ai1","_players","_thisplayer","_owner","_ownerOnline"];
_ai1 = _this;
while {true} do {
_players = [];
{
if (isPlayer _x) then {
_thisplayer = _x;
_players = _players + [_thisplayer];
};
} foreach playableunits;
if (count _players > 0) then {
_owner = _players call BIS_fnc_selectRandom;
_ai1 setOwner (owner _owner);
_ownerOnline = true;
while {_ownerOnline} do {
_players = [];
{
if (isPlayer _x) then {
_thisplayer = _x;
_players = _players + [_thisplayer];
};
} foreach playableunits;
if (!(_owner in _players)) then {
_ownerOnline = false;
};
sleep 60;
};
};
};
};

//Spawns 1 AI Unit
_ai5 = ObjNull;
_safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos;
"i_g_soldier_unarmed_f" createUnit [_safepos, _aiGroup, "_ai5 = this", 0.1, "PRIVATE"];
removeBackpackGlobal _ai5;
removeAllItemsWithMagazines _ai5;
_ai5 setVariable["LASTLOGOUT_EPOCH",1000000000000];
_ai5 setVariable["LAST_CHECK",1000000000000];
_ai5 enableAI "TARGET";
_ai5 enableAI "AUTOTARGET";
_ai5 enableAI "MOVE";
_ai5 enableAI "ANIM";
_ai5 enableAI "FSM";
_ai5 allowDammage true;
_ai5 setCombatMode "RED";
_ai5 setBehaviour "COMBAT";
_ai5 setVariable ["AI",true,true];
_ai5 spawn {
private ["_ai1","_players","_thisplayer","_owner","_ownerOnline"];
_ai1 = _this;
while {true} do {
_players = [];
{
if (isPlayer _x) then {
_thisplayer = _x;
_players = _players + [_thisplayer];
};
} foreach playableunits;
if (count _players > 0) then {
_owner = _players call BIS_fnc_selectRandom;
_ai1 setOwner (owner _owner);
_ownerOnline = true;
while {_ownerOnline} do {
_players = [];
{
if (isPlayer _x) then {
_thisplayer = _x;
_players = _players + [_thisplayer];
};
} foreach playableunits;
if (!(_owner in _players)) then {
_ownerOnline = false;
};
sleep 60;
};
};
};
};

//Spawns a AI Vehicle
_safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos;
_veh = ObjNull;
_veh = createVehicle["B_G_Offroad_01_armed_F", _safepos, [], 0, "NONE"];
_veh setVariable["LASTLOGOUT_EPOCH",1000000000000];
_veh setVariable["LAST_CHECK",1000000000000];
//Moves 2 AI units into vehicle
_ai moveInAny _veh;
_ai1 moveInAny _veh;
//So Vehicle doesnt despawn
EPOCH_VehicleSlotsLimit = EPOCH_VehicleSlotsLimit + 1;
EPOCH_VehicleSlots pushBack str(EPOCH_VehicleSlotsLimit);
_slot = EPOCH_VehicleSlots select 0;
_veh setVariable ['VEHICLE_SLOT',_slot,true];
EPOCH_VehicleSlots = EPOCH_VehicleSlots - [_slot];
EPOCH_VehicleSlotCount = count EPOCH_VehicleSlots;
publicVariable 'EPOCH_VehicleSlotCount';
_veh call EPOCH_server_setVToken;
//Creates vehicle inventory
clearWeaponCargoGlobal _veh;
clearMagazineCargoGlobal _veh;
clearBackpackCargoGlobal _veh;
clearItemCargoGlobal _veh;

 

Over 1.2 million lines in the RPT generated from this error

RPT

};>


22:58:05 Error 0 elements provided, 3 expected
22:58:05 File q\addons\custom_server\AIMission\AI1.sqf, line 91
22:58:05 Bad conversion: array
22:58:05 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
22:58:05 Error position: };>
22:58:05 Error 0 elements provided, 3 expected
22:58:05 File q\addons\custom_server\AIMission\AI1.sqf, line 91
22:58:05 Bad conversion: array
22:58:05 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
22:58:05 Error position: };>
22:58:05 Error 0 elements provided, 3 expected
22:58:05 File q\addons\custom_server\AIMission\AI1.sqf, line 91
22:58:05 Bad conversion: array
22:58:05 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
22:58:05 Error position: };>
22:58:05 Error 0 elements provided, 3 expected
22:58:05 File q\addons\custom_server\AIMission\AI1.sqf, line 91
22:58:05 Bad conversion: array
22:58:05 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
22:58:05 Error position: };>
22:58:05 Error 0 elements provided, 3 expected
22:58:05 File q\addons\custom_server\AIMission\AI1.sqf, line 91
22:58:05 Bad conversion: array
22:58:05 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
22:58:05 Error position: };>
22:58:05 Error 0 elements provided, 3 expected
22:58:05 File q\addons\custom_server\AIMission\AI1.sqf, line 91
22:58:05 Bad conversion: array
22:58:05 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
22:58:05 Error position: };>
22:58:05 Error 0 elements provided, 3 expected
22:58:05 File q\addons\custom_server\AIMission\AI1.sqf, line 91
22:58:05 Bad conversion: array
22:58:05 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
22:58:05 Error position: };>
22:58:05 Error 0 elements provided, 3 expected
22:58:05 File q\addons\custom_server\AIMission\AI1.sqf, line 91
22:58:05 Bad conversion: array
22:58:05 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
22:58:05 Error position: };>
22:58:05 Error 0 elements provided, 3 expected
22:58:05 File q\addons\custom_server\AIMission\AI1.sqf, line 91

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OK  put it into the PBO itself and they work

Only problem now is that All 4 missions spawn outside the Chernarus Map area,  and I used the files from the Chernarus.Epoch folder in the download.

Also, all 4 missions are spawned instantly on restart,  and if I clear a mission it spawns somewhere else... instantly.

in the custom_Server.pbo...  find init.sqf 

inside this file are variables you can change to edit the spawn distance and respawn time

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OK so the only changes I made this round were in the init, copied the original spawnvehicles.sqf back into the pbo repacked and 20 mins into this session same errors started coming up again.

 

RPT

23:31:34 Bad conversion: array


23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Bad conversion: array
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Error in expression _nearEntities = count (_ai1 nearEntities [["MAN"],1000]);

{
if (isP>
23:31:34 Error position:
{
if (isP>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 78
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>

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OK so the only changes I made this round were in the init, copied the original spawnvehicles.sqf back into the pbo repacked and 20 mins into this session same errors started coming up again.

 

RPT

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Bad conversion: array

23:31:34 Bad conversion: array

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Error in expression _nearEntities = count (_ai1 nearEntities [["MAN"],1000]);

{

if (isP>

23:31:34 Error position:

{

if (isP>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 78

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

23:31:34 Error position: };>

23:31:34 Error 0 elements provided, 3 expected

23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91

23:31:34 Bad conversion: array

23:31:34 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

That stumps me..  I checked the vanilla files where this is called in AI1.sqf and it matches exactly what I have running on my server without any errors...  

Is anyone else getting this?

Can you provide the changes you put in the init.sqf?

==========

Can you also do this:

in the ai1.sqf file

change:
//Prevents players from having AI God Mode
while {true} do {
	_players = [];
	_nearEntities = count (_ai1 nearEntities [["MAN"],1000]);
	//diag_log format["_nearEntities: %1",_nearEntities];  //Used for testing
	{
		if (isPlayer _x) then {
		 _players = _players + [_x];
		};
	} foreach (_ai1 nearEntities [["MAN"],1000]);
	//diag_log format["Nearplayers: %1",_players]; //Used for testing
	if ((count _players) > 0) then {
		_owner = _players call BIS_fnc_selectRandom;
		_ai1 setOwner (owner _owner);
	};
	//diag_log format["_ai1 %2 Owner: %1",owner _ai1, _ai1]; //Used for testing
	waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};

to:


//Prevents players from having AI God Mode
while {true} do {
	_players = [];
	_nearEntities = count (_ai1 nearEntities [["MAN"],1000]);
	//diag_log format["_nearEntities: %1",_nearEntities];  //Used for testing
	{
		if (isPlayer _x) then {
		 _players = _players + [_x];
		};
	} foreach _nearEntities;
	//diag_log format["Nearplayers: %1",_players]; //Used for testing
	if ((count _players) > 0) then {
		_owner = _players call BIS_fnc_selectRandom;
		_ai1 setOwner (owner _owner);
	};
	//diag_log format["_ai1 %2 Owner: %1",owner _ai1, _ai1]; //Used for testing
	waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};

 

The RPT says the error is in these two spaces:

while {true} do {
	_players = [];
	_nearEntities = count (_ai1 nearEntities [["MAN"],1000]);  //HERE -- IS ERROR
	{
		if (isPlayer _x) then {
		 _players = _players + [_x];
		};
	} foreach (_ai1 nearEntities [["MAN"],1000]);
	if ((count _players) > 0) then {
		_owner = _players call BIS_fnc_selectRandom;
		_ai1 setOwner (owner _owner);
	};
	waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};  //HERE -- IS ERROR
};

Are you running any Anti-Hack that isnt allowing the nearEntities command?

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blckeagls, have you been able to sort out a custom configuration for what is on the AI?  We've found that backpacks from the AI spawning in can "sometimes" dupe the items they originally had in them.  Occasionally overwriting what players have now placed inside of those backpacks.

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blckeagls, have you been able to sort out a custom configuration for what is on the AI?  We've found that backpacks from the AI spawning in can "sometimes" dupe the items they originally had in them.  Occasionally overwriting what players have now placed inside of those backpacks.

In the latest version, I added:

 

removeBackpackGlobal _ai1;
removeAllItemsWithMagazines  _ai1;

this should remove all backpacks and items from each AI.....  Are you using the latest version?

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1Man I have the same error. At first I thought it was something my buddy did wrong on the install.

 

I'm having the same problem - the missions work fine, AI are there and working as are the vehicles are there too but the armasever RPT file is spammed by:

 

};>

16:05:01   Error 0 elements provided, 3 expected

16:05:01 File q\addons\custom_server\AIMission\AI1.sqf, line 91

16:05:01 Bad conversion: array

16:05:01 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

16:05:01   Error position: <nearEntities [["MAN"],1000])};

};>

16:05:01   Error 0 elements provided, 3 expected

16:05:01 File q\addons\custom_server\AIMission\AI1.sqf, line 91

16:05:01 Bad conversion: array

16:05:01 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

16:05:01   Error position: <nearEntities [["MAN"],1000])};

};>

16:05:01   Error 0 elements provided, 3 expected

16:05:01 File q\addons\custom_server\AIMission\AI1.sqf, line 91

16:05:01 Bad conversion: array

16:05:01 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

16:05:01   Error position: <nearEntities [["MAN"],1000])};

};>

16:05:01   Error 0 elements provided, 3 expected

16:05:01 File q\addons\custom_server\AIMission\AI1.sqf, line 91

16:05:01 Bad conversion: array

16:05:01 Error in expression <

waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};

};>

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help me error

14:50:14 ManagerConfig()
14:50:14 Error when creating WIC imaging factory:
    Error: 0x80040154
14:50:14 Splash window: Empty image - unable to draw the splash window
14:50:14 Splash window: Empty image - unable to draw the splash window
14:50:14 Splash window: Empty image - unable to draw the splash window

bump, I get this as well.

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I have a big problem see RTP (Only once mission spawn)

};>
16:05:01   Error 0 elements provided, 3 expected
16:05:01 File q\addons\custom_server\AIMission\AI1.sqf, line 91
16:05:01 Bad conversion: array
16:05:01 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
16:05:01   Error position: <nearEntities [["MAN"],1000])};
};>
16:05:01   Error 0 elements provided, 3 expected
16:05:01 File q\addons\custom_server\AIMission\AI1.sqf, line 91
16:05:01 Bad conversion: array
16:05:01 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
16:05:01   Error position: <nearEntities [["MAN"],1000])};
};>
16:05:01   Error 0 elements provided, 3 expected
16:05:01 File q\addons\custom_server\AIMission\AI1.sqf, line 91
16:05:01 Bad conversion: array
16:05:01 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
16:05:01   Error position: <nearEntities [["MAN"],1000])};
};>
16:05:01   Error 0 elements provided, 3 expected
16:05:01 File q\addons\custom_server\AIMission\AI1.sqf, line 91
16:05:01 Bad conversion: array
16:05:01 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
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Also in the init file you have 

	//Defines if it should spawn 3 AI Vehicles (Armed offroad)   true = yes spawn vehicles     false = no do not spawn vehicles
	blck_SpawnVeh_Major = true;
	blck_SpawnVeh_Major2 = true;
	blck_SpawnVeh_Minor = true;
	blck_SpawnVeh_Minor2 = true;

You can change if it spawns a vehicle or not. However to edit the number for them you need to goto here: spawnVehicle.sqf and edit the 6 AI and 3 Vehicles that spawn. 

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