Eric the Viking Posted January 3, 2015 Report Share Posted January 3, 2015 Yep, I just checked again, 'custom_server.pbo' is in the @epochhive/addons folder. I don't think it matters, but I am just running this on my desktop pc, so client and server on same computer. Epoch server works fine, I can enter Altis, see loot spawns, traders, etc. I'm doing the same thing, (Start Redis.exe, Arma3server.exe & then Arma3.exe) everything in this package works as advertised (other than the RPT spamming I mentioned earlier, still happening with v2.0.2) Link to comment Share on other sites More sharing options...
Izzer Posted January 3, 2015 Report Share Posted January 3, 2015 I'm getting BE kicks for addWeaponCargo restriction #0...for the following... 02.01.2015 23:25:27: Mudbutt [ATF] (ip:port) xxxxidxxxx - #0 "srifle_EBR_SOS_F" 0:0 02.01.2015 23:35:53: BumpyLips (ip:port) xxxxidxxxx - #0 "srifle_GM6_SOS_F" 0:0 02.01.2015 23:39:48: BumpyLips (ip:port) xxxxidxxxx - #0 "arifle_TRG20_ACO_F" 0:0 Doesn't make sense, these guns are already in the addWeaponCargo.txt file... ***EDIT*** I'm assuming the reason this is happening is because of the optics? Below non of the lines contain any kind of _ACO, _SOS etc... !="srifle_(EBR|GM6|LRR|DMR_01)_F" !="arifle_(Katiba|Katiba_C|Katiba_GL|SDAR|TRG21|TRG20|TRG21_GL|Mk20|Mk20C|Mk20C_plain|Mk20_GL|Mk20_plain|Mk20_GL_plain)_F" and !="arifle_(MXC|MX|MX_GL|MXM|MXM_Black|MX_GL_Black|MX_Black|MXC_Black|MX_SW|MX_SW_Black)_F" blckeagls added the following line to his: 7 "optic_" !="optic_(Arco|Hamr|Aco|ACO_grn|Aco_smg|ACO_grn_smg|Holosight|Holosight_smg|SOS|MRCO|DMS|Yorris|MRD|LRPS|NVS|tws|tws_mg)" I'm assuming this will take care of that problem?...we shall see ***EDIT*** optic_ entry did not help Link to comment Share on other sites More sharing options...
bleeyds Posted January 3, 2015 Report Share Posted January 3, 2015 I'm doing the same thing, (Start Redis.exe, Arma3server.exe & then Arma3.exe) everything in this package works as advertised (other than the RPT spamming I mentioned earlier, still happening with v2.0.2) I am not even seeing anything in the RPT files, so odd. That is the same process I use to start. How long after server start is it before you see the missions show up? No doubt I have something configured incorrectly. I'll keep tinkering. Link to comment Share on other sites More sharing options...
1Man Posted January 3, 2015 Report Share Posted January 3, 2015 It's instant all 4 Link to comment Share on other sites More sharing options...
1Man Posted January 3, 2015 Report Share Posted January 3, 2015 The Mission works on my server perfectly but for some reason, all of the admins (including me) get a publicvariable restriction #0 when ever we try to spawn something in using the spawn menu. this didn't happen before i installed this mod. if anyone has an answer to this please help. I will try anything. Also this is the publicvariable.log 03.01.2015 07:34:36: Mayhemflee (216.49.51.35:2304) f43b4837e5fab11e7ab6167e4c0ae915 - #0 "cwhelzvg" = [106,true,<NULL-object>,"amtotbhgv"] I have no idea how to fix this. I never got this error before. Nothing to do with the script did you have this on a test server 1st if so the only file you should copy over are the mission pbo, server pbo and BE folder Link to comment Share on other sites More sharing options...
SadBoy1981 Posted January 3, 2015 Report Share Posted January 3, 2015 Reinstall 5 times, ai mission wont spawn. Use other missions, they spawn normaly Vilayer host Link to comment Share on other sites More sharing options...
Crankk123 Posted January 3, 2015 Report Share Posted January 3, 2015 @blckeagls the Ai is on the hmf offroader and shooting me good job man !!! but i dont get any damage by the hmd offrad ai still kill me but the hmg no damage Link to comment Share on other sites More sharing options...
blckeagls Posted January 3, 2015 Author Report Share Posted January 3, 2015 @blckeagls the Ai is on the hmf offroader and shooting me good job man !!! but i dont get any damage by the hmd offrad ai still kill me but the hmg no damage The issue with the offroad is, once you setOwner they wont use waypoints or get in vehicles. (It's a bug in ArmA 3 that has been reported to them) I took off the setOwner.. It will hurt everyone but Fresh Spawn and JIP players. I have another script that actually has AI on the map that roam arround (not spawn on you), but once you setOwner, they dont move anymore. and if you dont setOwner they wont hurt Fresh spawns and JIP players. Link to comment Share on other sites More sharing options...
Crankk123 Posted January 3, 2015 Report Share Posted January 3, 2015 ok thanks for the information Link to comment Share on other sites More sharing options...
Havik Posted January 3, 2015 Report Share Posted January 3, 2015 Thanks for the above, I got it working with; 3 "exec" !"execVM "\A3\Soft_F_Bootcamp\Offroad_01\scripts\randomize_colors.sqf"" Then I had another kick and fixed it with; 7 !="mpmissions\__CUR_MP.Altis\init.sqf" Now I'm getting a Script restriction #111 kick that looks like this; 31.12.2014 18:53:29: Highlander (IP:2304) GUID - #111 " with uinamespace do { disableserialization; _display = _this select 0; _alpha = if (_display == finddisplay 58) then {0.15} e" Still trying to figure this one out. I have both of these errors. I have installed this repeatedly on clean installs with no other mods and have followed the instructions to a T. I cannot get around this.. It basically revolves around the latter quote and also script restriction #25 about the randomized colors. Link to comment Share on other sites More sharing options...
spirit2990 Posted January 3, 2015 Report Share Posted January 3, 2015 Personally thank you :) You're doing a great job !! and whainting your next new I loaded on the server your missions and for now they seem to work perfectly :) Thanxxx Link to comment Share on other sites More sharing options...
Eric the Viking Posted January 3, 2015 Report Share Posted January 3, 2015 I am not even seeing anything in the RPT files, so odd. That is the same process I use to start. How long after server start is it before you see the missions show up? No doubt I have something configured incorrectly. I'll keep tinkering. Like 1Man said, they start pretty much immediately. If the RPT isn't saying anything, that could be a clue to the mod not starting at all. I also run SEM, StatusBar and a Tow/Lift script, below is my mission.pbo (epoch.Altis.pbo) init.sqf if it helps; //Tow and Lift [] execVM "R3F_LOG\init.sqf"; // Pix - Status Bar [] execVM "scripts\fn_statusBar.sqf"; //blckeagls' - AI Mission - Version 2.0.2 //If server execute this script if (isServer) then { execVM "\q\addons\custom_server\init.sqf"; //If anything but server execute this script } else { [] spawn { //This is to spawn the markers when players enter after server has started [] execVM "debug\addmarkers.sqf"; [] execVM "debug\addmarkers2.sqf"; [] execVM "debug\addmarkers75.sqf"; [] execVM "debug\addmarkers752.sqf"; //Event handler to show messages to players // this can be used for other scripts to send messages to players -- see AIM.sqf "blck_Message" addPublicVariableEventHandler {titleText[format["%1",_this select 1],"PLAIN DOWN",1];}; }; }; // KiloSwiss - Simple Epoch Missions v0.6 if(isDedicated)exitWith{}; //Everything below this line is only executed on the client (player or local host) //Wait until these variables are broadcasted to the client (usually happens before the init gets executed) waitUntil{!isNil {SEM_removeWeaponsFromDeadAI}}; waitUntil{!isNil {SEM_removeMagazinesFromDeadAI}}; //diag_log format["#SEM DEBUG: variables received: Weapons %1 - Magazines %2", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI]; fn_createMissionMarker = { private["_create","_markerPos","_markerName","_marker"]; _create = _this select 0; if(!_create)then[{ //delete marker if (getMarkerColor "MissionMarker" != "")then{ //Only delete existing Marker deleteMarkerLocal "MissionMarker"; }; },{ //else create marker _markerPos = _this select 1; _markerName = _this select 2; _marker = createMarkerLocal ["MissionMarker", _markerPos]; _marker setMarkerPosLocal _markerPos; _marker setMarkerTypeLocal "hd_destroy"; _marker setMarkerTextLocal format["%1",_markerName]; _marker setMarkerColorLocal "ColorRed"; _marker setMarkerDirLocal -37; _marker setMarkerSizeLocal [0.8,0.8]; }]; }; fn_AIaddKilledEH = { if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"}; call compile format[" _this addEventHandler ['Fired',{ if(_this select 2 in %1)then{ _this select 0 addMagazines [_this select 5, 1]; }; }]; _this addEventHandler ['Killed',{ private ['_unit','_z']; _unit = _this select 0; removeBackpackGlobal _unit; {_unit removeWeaponGlobal _x}count (%1 + ['EpochRadio0','ItemMap','ItemRadio','ItemWatch','ItemCompass','ItemGPS']); {if(_x in (magazines _unit))then{_unit removeMagazines _x}}count %2; _unit spawn{ sleep 1; { _z = _x; if(_x in (getweaponcargo _z))then{deleteVehicle _z}count %1; if(_x in (getmagazinecargo _z))then{deleteVehicle _z}count %2; }forEach nearestObjects [(getPos _this), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 12]; }; }]; ", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI]; }; /* DO NOT CALL "fn_animateAI" because the sleep commands will cause errors when used in a non-scheduled environment */ fn_animateAI = { private["_group","_pos","_checkPos","_firstLoop","_nearPlayers","_doMove","_dir","_dist","_posX","_posY","_oldPos","_newPos","_z"]; _group = _this select 0; _pos = _this select 1; _checkPos = _pos; _checkPos set [2,2]; waitUntil{{owner _x == owner player}forEach units _group}; //Wait until the server gives You the ownership of the AI diag_log format["#SEM: Client taking over AI ownership at Pos %1, Distance %2", _pos, (vehicle player) distance _pos]; { _x call fn_AIaddKilledEH; _x enableAI "AUTOTARGET"; //_x enableAI "TARGET"; _x enableAI "MOVE"; _x enableAI "ANIM"; _x enableAI "FSM"; _x stop false; _x setUnitPos "Auto"; }count units _group; _group setCombatMode "YELLOW"; _group setBehaviour "COMBAT"; //"AWARE"; //waitUntil{{alive _x}count units _group < 1 || ({owner _x != owner player}forEach units _group)}; while{{alive _x}count units _group > 0 && ({owner _x == owner player}forEach units _group)}do{ _nearPlayers = _pos nearEntities [["Epoch_Man_base_F","Epoch_Female_base_F","Helicopter","Car","Motorcycle"], 1200]; //"Epoch_Man_base_F","Epoch_Female_base_F" {if(alive _x && isPlayer _x)then{ if(!(terrainIntersect [_checkPos, [(getPosATL _x) select 0, (getPosATL _x) select 1, ((getPosATL _x) select 2) + 1]]))then{ _z = _x; _group reveal _z; {if((secondaryWeapon _x) == "")then{ _x doWatch _z; _x doTarget _z; _x commandFire _z; _x suppressFor 10; }}count units _group; UIsleep (10+(random 10)); }}}forEach _nearPlayers; UIsleep 3; }; diag_log format["#SEM: AI ownership lost - Remaining AIs: %1", count units _group]; }; "GlobalHint" addPublicVariableEventHandler { private "_sound"; _sound = (_this select 1) select 0; switch(_sound)do{ case 0:{playSound "UAV_05"}; //Mission start case 1:{playSound "UAV_01"}; //Mission fail (object destroyed) case 2:{playSound "UAV_04"}; //Mission fail (time out) case 3:{playsound "UAV_03"}; //Mission success }; hint parseText format["%1", (_this select 1) select 1] }; if(!isNil "GlobalMissionMarker")then{GlobalMissionMarker call fn_createMissionMarker}; "GlobalMissionMarker" addPublicVariableEventHandler {_this select 1 call fn_createMissionMarker}; if(!isNil "takeAIownership")then{takeAIownership call fn_animateAI}; "takeAIownership" addPublicVariableEventHandler {_this select 1 spawn fn_animateAI}; //DO NOT CALL! if(toLower worldName in ["chernarus","chernarus_summer"])then{ ([4654.62,9593.63,0] nearestObject 145259) setDamage 1; ([4654.62,9593.63,0] nearestObject 145260) setDamage 1; }; //Fix for something, find out ;) I've added a few //comments to help you identify which parts are which. 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pasimard Posted January 3, 2015 Report Share Posted January 3, 2015 Hi, is there any ways to make the AI missions spawn more often on my server ? Thanks in advance. Link to comment Share on other sites More sharing options...
prue420 Posted January 4, 2015 Report Share Posted January 4, 2015 Sorry if the question has already been answered but i just updated the missions and now the Armed trucks don't disappear after a restart is there a fix? Link to comment Share on other sites More sharing options...
1Man Posted January 4, 2015 Report Share Posted January 4, 2015 Hi, is there any ways to make the AI missions spawn more often on my server ? Thanks in advance. Right now 4 spawn at the same time once completed it spawns another immediately in a different location Link to comment Share on other sites More sharing options...
bleeyds Posted January 4, 2015 Report Share Posted January 4, 2015 Like 1Man said, they start pretty much immediately. If the RPT isn't saying anything, that could be a clue to the mod not starting at all. I also run SEM, StatusBar and a Tow/Lift script, below is my mission.pbo (epoch.Altis.pbo) init.sqf if it helps; //Tow and Lift [] execVM "R3F_LOG\init.sqf"; // Pix - Status Bar [] execVM "scripts\fn_statusBar.sqf"; //blckeagls' - AI Mission - Version 2.0.2 //If server execute this script if (isServer) then { execVM "\q\addons\custom_server\init.sqf"; //If anything but server execute this script } else { [] spawn { //This is to spawn the markers when players enter after server has started [] execVM "debug\addmarkers.sqf"; [] execVM "debug\addmarkers2.sqf"; [] execVM "debug\addmarkers75.sqf"; [] execVM "debug\addmarkers752.sqf"; //Event handler to show messages to players // this can be used for other scripts to send messages to players -- see AIM.sqf "blck_Message" addPublicVariableEventHandler {titleText[format["%1",_this select 1],"PLAIN DOWN",1];}; }; }; // KiloSwiss - Simple Epoch Missions v0.6 if(isDedicated)exitWith{}; //Everything below this line is only executed on the client (player or local host) //Wait until these variables are broadcasted to the client (usually happens before the init gets executed) waitUntil{!isNil {SEM_removeWeaponsFromDeadAI}}; waitUntil{!isNil {SEM_removeMagazinesFromDeadAI}}; //diag_log format["#SEM DEBUG: variables received: Weapons %1 - Magazines %2", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI]; fn_createMissionMarker = { private["_create","_markerPos","_markerName","_marker"]; _create = _this select 0; if(!_create)then[{ //delete marker if (getMarkerColor "MissionMarker" != "")then{ //Only delete existing Marker deleteMarkerLocal "MissionMarker"; }; },{ //else create marker _markerPos = _this select 1; _markerName = _this select 2; _marker = createMarkerLocal ["MissionMarker", _markerPos]; _marker setMarkerPosLocal _markerPos; _marker setMarkerTypeLocal "hd_destroy"; _marker setMarkerTextLocal format["%1",_markerName]; _marker setMarkerColorLocal "ColorRed"; _marker setMarkerDirLocal -37; _marker setMarkerSizeLocal [0.8,0.8]; }]; }; fn_AIaddKilledEH = { if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"}; call compile format[" _this addEventHandler ['Fired',{ if(_this select 2 in %1)then{ _this select 0 addMagazines [_this select 5, 1]; }; }]; _this addEventHandler ['Killed',{ private ['_unit','_z']; _unit = _this select 0; removeBackpackGlobal _unit; {_unit removeWeaponGlobal _x}count (%1 + ['EpochRadio0','ItemMap','ItemRadio','ItemWatch','ItemCompass','ItemGPS']); {if(_x in (magazines _unit))then{_unit removeMagazines _x}}count %2; _unit spawn{ sleep 1; { _z = _x; if(_x in (getweaponcargo _z))then{deleteVehicle _z}count %1; if(_x in (getmagazinecargo _z))then{deleteVehicle _z}count %2; }forEach nearestObjects [(getPos _this), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 12]; }; }]; ", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI]; }; /* DO NOT CALL "fn_animateAI" because the sleep commands will cause errors when used in a non-scheduled environment */ fn_animateAI = { private["_group","_pos","_checkPos","_firstLoop","_nearPlayers","_doMove","_dir","_dist","_posX","_posY","_oldPos","_newPos","_z"]; _group = _this select 0; _pos = _this select 1; _checkPos = _pos; _checkPos set [2,2]; waitUntil{{owner _x == owner player}forEach units _group}; //Wait until the server gives You the ownership of the AI diag_log format["#SEM: Client taking over AI ownership at Pos %1, Distance %2", _pos, (vehicle player) distance _pos]; { _x call fn_AIaddKilledEH; _x enableAI "AUTOTARGET"; //_x enableAI "TARGET"; _x enableAI "MOVE"; _x enableAI "ANIM"; _x enableAI "FSM"; _x stop false; _x setUnitPos "Auto"; }count units _group; _group setCombatMode "YELLOW"; _group setBehaviour "COMBAT"; //"AWARE"; //waitUntil{{alive _x}count units _group < 1 || ({owner _x != owner player}forEach units _group)}; while{{alive _x}count units _group > 0 && ({owner _x == owner player}forEach units _group)}do{ _nearPlayers = _pos nearEntities [["Epoch_Man_base_F","Epoch_Female_base_F","Helicopter","Car","Motorcycle"], 1200]; //"Epoch_Man_base_F","Epoch_Female_base_F" {if(alive _x && isPlayer _x)then{ if(!(terrainIntersect [_checkPos, [(getPosATL _x) select 0, (getPosATL _x) select 1, ((getPosATL _x) select 2) + 1]]))then{ _z = _x; _group reveal _z; {if((secondaryWeapon _x) == "")then{ _x doWatch _z; _x doTarget _z; _x commandFire _z; _x suppressFor 10; }}count units _group; UIsleep (10+(random 10)); }}}forEach _nearPlayers; UIsleep 3; }; diag_log format["#SEM: AI ownership lost - Remaining AIs: %1", count units _group]; }; "GlobalHint" addPublicVariableEventHandler { private "_sound"; _sound = (_this select 1) select 0; switch(_sound)do{ case 0:{playSound "UAV_05"}; //Mission start case 1:{playSound "UAV_01"}; //Mission fail (object destroyed) case 2:{playSound "UAV_04"}; //Mission fail (time out) case 3:{playsound "UAV_03"}; //Mission success }; hint parseText format["%1", (_this select 1) select 1] }; if(!isNil "GlobalMissionMarker")then{GlobalMissionMarker call fn_createMissionMarker}; "GlobalMissionMarker" addPublicVariableEventHandler {_this select 1 call fn_createMissionMarker}; if(!isNil "takeAIownership")then{takeAIownership call fn_animateAI}; "takeAIownership" addPublicVariableEventHandler {_this select 1 spawn fn_animateAI}; //DO NOT CALL! if(toLower worldName in ["chernarus","chernarus_summer"])then{ ([4654.62,9593.63,0] nearestObject 145259) setDamage 1; ([4654.62,9593.63,0] nearestObject 145260) setDamage 1; }; //Fix for something, find out ;) I've added a few //comments to help you identify which parts are which. Thanks! It finally clicked, I had to repackage the .pbo file with blckeagls' files. Totally new to this, so I am sure that is apparent to everyone else, ha! Appreciate the help, everything is working now. Link to comment Share on other sites More sharing options...
Dwarfer Posted January 4, 2015 Report Share Posted January 4, 2015 Hi, Just wondering is anyone else i having problems with servers crashing ?. If i disable the mission the crash stops. re enable they come back. Crash is something like ======================================================= ------------------------------------------------------- Exception code: C00000FD STACK_OVERFLOW at 712A1015 Link to comment Share on other sites More sharing options...
1Man Posted January 4, 2015 Report Share Posted January 4, 2015 Hi, Just wondering is anyone else i having problems with servers crashing ?. If i disable the mission the crash stops. re enable they come back. Crash is something like ======================================================= ------------------------------------------------------- Exception code: C00000FD STACK_OVERFLOW at 712A1015 I did get one yesterday after about 2 hours running but thought it was just arma 3 Link to comment Share on other sites More sharing options...
Dwarfer Posted January 4, 2015 Report Share Posted January 4, 2015 Hardened, I am 98% sure its due to the missions. I am going to try and slow the spawns down to see if its something todo with spawning to many at once. Also one of my members thinks its happens when you take a certain loot of the AI bodies. Still working that angle ! Link to comment Share on other sites More sharing options...
cyncrwler Posted January 4, 2015 Report Share Posted January 4, 2015 Still getting spammed in the RPT, this time it was 2 green missions in a row, 1st 200m away no issue in RPT then 2nd was 400m started right after that. 21:08:48 Bad conversion: array 21:08:48 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> 21:08:48 Error position: };> 21:08:48 Error 0 elements provided, 3 expected 21:08:48 File q\addons\custom_server\AIMission\AI1.sqf, line 91 21:08:48 Bad conversion: array 21:08:48 Bad conversion: array 21:08:48 Bad conversion: array 21:08:48 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> 21:08:48 Error position: };> 21:08:48 Error 0 elements provided, 3 expected 21:08:48 File q\addons\custom_server\AIMission\AI1.sqf, line 91 21:08:48 Error in expression _nearEntities = count (_ai1 nearEntities [["MAN"],1000]); { if (isP> 21:08:48 Error position: { if (isP> 21:08:48 Error 0 elements provided, 3 expected 21:08:48 File q\addons\custom_server\AIMission\AI1.sqf, line 78 21:08:48 Bad conversion: array 21:08:48 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> 21:08:48 Error position: };> 21:08:48 Error 0 elements provided, 3 expected 21:08:48 File q\addons\custom_server\AIMission\AI1.sqf, line 91 21:08:48 Bad conversion: array 21:08:48 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> 1Man did you ever get this resolved? I did the suggested changes, but then wouldn't take damage from AI until I died first. So I just changed back to this } foreach (_ai1 nearEntities [["MAN"],1000]); and am getting the rpt spammed again, although I do take damage now. Link to comment Share on other sites More sharing options...
Dwarfer Posted January 4, 2015 Report Share Posted January 4, 2015 cyncrwler, I am having the same issue as well 1.6gb before crashing. :-( I wonder if this is what is crashing the server as its spamming loads ! Link to comment Share on other sites More sharing options...
MisterT Posted January 4, 2015 Report Share Posted January 4, 2015 Im getting the same issue as Cyncrwler and Dwarfer };> 7:55:18 Error 0 elements provided, 3 expected 7:55:18 File q\addons\custom_server\AIMission\AI1.sqf, line 91 7:55:18 Bad conversion: array 7:55:18 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> Link to comment Share on other sites More sharing options...
Dwarfer Posted January 4, 2015 Report Share Posted January 4, 2015 Not sure if this helps but here is a log with some of the dialog turned back on. You can see where it starts to go nuts ! Mine is line 92 as i put 1 extra debug line in. 17:57:28 "Nearplayers: [b Alpha 1-1:1 ([DMR]Dwarfer) REMOTE]" 17:57:28 "_ai1 R Alpha 2-3:14 REMOTE Owner: 3" 17:57:28 "_nearEntities: 5" 17:57:28 "Nearplayers: [b Alpha 1-1:1 ([DMR]Dwarfer) REMOTE]" 17:57:28 "_ai1 R Alpha 2-3:5 REMOTE Owner: 3" 17:57:28 "_nearEntities: 5" 17:57:28 "Nearplayers: [b Alpha 1-1:1 ([DMR]Dwarfer) REMOTE]" 17:57:28 "_ai1 R Alpha 2-3:8 REMOTE Owner: 3" 17:57:28 "_nearEntities: 5" 17:57:28 "Nearplayers: [b Alpha 1-1:1 ([DMR]Dwarfer) REMOTE]" 17:57:28 "_ai1 R Alpha 2-3:7 REMOTE Owner: 3" 17:57:28 "_nearEntities: 5" 17:57:28 "Nearplayers: [b Alpha 1-1:1 ([DMR]Dwarfer) REMOTE]" 17:57:28 "_ai1 R Alpha 2-3:9 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-3:1 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-3:3 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-3:2 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-3:6 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-3:4 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-3:7 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-3:8 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-1:8 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-1:6 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-1:7 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-1:9 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-1:1 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-1:3 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-1:2 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-1:4 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-1:5 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-3:11 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-3:14 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-3:10 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-3:13 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-3:9 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-3:12 REMOTE Owner: 3" 17:57:32 "_nearEntities: 4" 17:57:32 "Nearplayers: []" 17:57:32 "_ai1 R Alpha 2-3:5 REMOTE Owner: 3" 17:58:54 "SKN AdminRequest [105,[14947.3,16695.3,0],B Alpha 1-1:1 ([DMR]Dwarfer) REMOTE,"bngngs"]" 17:58:57 "SKN AdminRequest [105,[14956,16654.3,0],B Alpha 1-1:1 ([DMR]Dwarfer) REMOTE,"bngngs"]" 17:58:59 "SKN AdminRequest [105,[14981.3,16597.8,0],B Alpha 1-1:1 ([DMR]Dwarfer) REMOTE,"bngngs"]" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-3:1 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-3:3 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-3:2 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-3:6 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-3:4 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-3:7 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-3:8 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-1:8 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-1:6 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-1:7 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-1:9 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-1:1 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-1:3 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-1:2 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-1:4 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-1:5 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-3:11 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-3:13 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-3:14 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-3:10 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-3:12 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-3:9 REMOTE Owner: 3" 17:59:12 "_nearEntities: 5" 17:59:12 "Nearplayers: []" 17:59:12 "_ai1 R Alpha 2-3:5 REMOTE Owner: 3" 17:59:19 Bad conversion: array 17:59:19 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> 17:59:19 Error position: };> 17:59:19 Error 0 elements provided, 3 expected 17:59:19 File q\addons\custom_server\AIMission\AI1.sqf, line 92 17:59:19 Bad conversion: array 17:59:19 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> 17:59:19 Error position: };> 17:59:19 Error 0 elements provided, 3 expected 17:59:19 File q\addons\custom_server\AIMission\AI1.sqf, line 92 Link to comment Share on other sites More sharing options...
1Man Posted January 4, 2015 Report Share Posted January 4, 2015 I have reported this numerous times and provided alot of info but have not heard anything back. Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted January 4, 2015 Report Share Posted January 4, 2015 shame I cant use this script, BE filters just don't work for me, #42, then #3, then #2, then #37 on and on and on as i fix them more pop up :( Link to comment Share on other sites More sharing options...
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