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


blckeagls

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  On 1/16/2015 at 10:16 AM, Arnomus said:

I want to edit the items in the mission box's can anyone tell me if i got the class names right im not sure what im doing wrong but the weapons dont show up in the box's at all

 

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//Variables to Edit Below

//This defines the range from center to spawn

mapRange = 12000;

//This defines center of mapRange

mapCenter = [6322,7801,0];

//Minimum distance for AI To spawn away form another AI

MinDistanceFromMission = 500;

//This defines the minimum number of AI to spawn per mission

blck_MinAI_Major = 10;

blck_MinAI_Major2 = 10;

blck_MinAI_Minor = 10;

blck_MinAI_Minor2 = 10;

//This defines the maximum number of AI to spawn per mission

blck_MaxAI_Major = 15;

blck_MaxAI_Major2 = 15;

blck_MaxAI_Minor = 15;

blck_MaxAI_Minor2 = 15;

//This defines how long after an AI dies that it's body disappears.

blck_aiCleanUpTimer = 600; // in seconds

//Spawn time between AI

blck_AISpawnTime = 600; //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",40];

_crate addMagazineCargoGlobal ["jerrycan_epoch",10];

_crate addMagazineCargoGlobal ["lighter_epoch",2];

_crate addMagazineCargoGlobal ["CircuitParts",10];

_crate addMagazineCargoGlobal ["WoodLog_EPOCH",50];

_crate addMagazineCargoGlobal ["ItemCorrugatedLg",20];

_crate addMagazineCargoGlobal ["ItemCorrugated",20];

_crate addMagazineCargoGlobal ["ItemMixOil",3];

_crate addMagazineCargoGlobal ["MortarBucket",20];

_crate addMagazineCargoGlobal ["PartPlankPack",20];

_crate addMagazineCargoGlobal ["ItemLockbox",2];

_crate addMagazineCargoGlobal ["MultiGun",2];

_crate addMagazineCargoGlobal ["Heal_EPOCH",2];

_crate addMagazineCargoGlobal ["Defib_EPOCH",1];

_crate addMagazineCargoGlobal ["Repair_EPOCH",2];

_crate addMagazineCargoGlobal ["EnergyPack",5];

_crate addMagazineCargoGlobal ["EnergyPackLg",2];

_crate addMagazineCargoGlobal ["WhiskeyNoodle",5];

_crate addMagazineCargoGlobal ["water_epoch",5];

};

blck_FillBoxes_Major2 = {

private["_crate","_Weapons","_mags","_cfgweapons","_weapon","_plx","_mag","_mags","_allweap","_box"];

_crate = _this select 0;

clearWeaponCargoGlobal _crate;

clearMagazineCargoGlobal _crate;

_crate addMagazineCargoGlobal ["ItemSodaBurst",5];

_crate addMagazineCargoGlobal ["ItemSodaRbull",5];

_crate addMagazineCargoGlobal ["ItemTuna",5];

_crate addMagazineCargoGlobal ["ItemSeaBass",5];

_crate addMagazineCargoGlobal ["ItemTrout",5];

_crate addMagazineCargoGlobal ["CookedChicken_EPOCH",5];

_crate addMagazineCargoGlobal ["CookedRabbit_EPOCH",5];

_crate addMagazineCargoGlobal ["SnakeMeat_EPOCH",5];

_crate addMagazineCargoGlobal ["CookedGoat_EPOCH",5];

_crate addMagazineCargoGlobal ["CookedSheep_EPOCH",5];

_crate addMagazineCargoGlobal ["honey_epoch",5];

_crate addMagazineCargoGlobal ["sweetcorn_epoch",5];

_crate addMagazineCargoGlobal ["scam_epoch",5];

_crate addMagazineCargoGlobal ["meatballs_epoch",5];

_crate addMagazineCargoGlobal ["sardines_epoch",5];

_crate addMagazineCargoGlobal ["FoodWalkNSons",5];

_crate addMagazineCargoGlobal ["FoodSnooter",5];

_crate addMagazineCargoGlobal ["FoodMeeps",5];

_crate addMagazineCargoGlobal ["FoodBioMeat",5];

};

blck_FillBoxes_Minor = {

private["_crate","_Weapons","_mags","_cfgweapons","_weapon","_plx","_mag","_mags","_allweap","_box"];

_crate = _this select 0;

clearWeaponCargoGlobal _crate;

clearMagazineCargoGlobal _crate;

_crate addMagazineCargoGlobal ["acc_flashlight",2];

_crate addMagazineCargoGlobal ["acc_pointer_IR",2];

_crate addMagazineCargoGlobal ["optic_Nightstalker",2];

_crate addMagazineCargoGlobal ["optic_SOS",2];

_crate addMagazineCargoGlobal ["optic_DMS",2];

_crate addMagazineCargoGlobal ["optic_tws_mg",2];

_crate addMagazineCargoGlobal ["muzzle_snds_H_MG",2];

_crate addMagazineCargoGlobal ["20Rnd_762x51_Mag",20];

_crate addMagazineCargoGlobal ["30Rnd_762x39_Mag",20];

_crate addMagazineCargoGlobal ["150Rnd_762x51_Box",20];

_crate addMagazineCargoGlobal ["150Rnd_762x51_Box_Tracer",20];

_crate addMagazineCargoGlobal ["30Rnd_65x39_caseless_green",20];

_crate addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag",20];

_crate addMagazineCargoGlobal ["M14_EPOCH",2];

_crate addMagazineCargoGlobal ["arifle_MX_SW_Black_F",2];

_crate addMagazineCargoGlobal ["arifle_Mk20_plain_F",2];

_crate addMagazineCargoGlobal ["arifle_Mk20C_plain_F",2];

_crate addMagazineCargoGlobal ["arifle_MX_SW_F",2];

_crate addMagazineCargoGlobal ["AKM_EPOCH",2];

};

blck_FillBoxes_Minor2 = {

private["_crate","_Weapons","_mags","_cfgweapons","_weapon","_plx","_mag","_mags","_allweap","_box"];

_crate = _this select 0;

clearWeaponCargoGlobal _crate;

clearMagazineCargoGlobal _crate;

_crate addMagazineCargoGlobal ["LMG_Mk200_F",1];

_crate addMagazineCargoGlobal ["LMG_Zafir_F",1];

_crate addMagazineCargoGlobal ["m249_EPOCH",1];

_crate addMagazineCargoGlobal ["m249Tan_EPOCH",1];

_crate addMagazineCargoGlobal ["m107_EPOCH",1];

_crate addMagazineCargoGlobal ["srifle_EBR_F",1];

_crate addMagazineCargoGlobal ["5Rnd_127x108_Mag",10];

_crate addMagazineCargoGlobal ["7Rnd_408_Mag",10];

_crate addMagazineCargoGlobal ["srifle_LRR_F",1];

_crate addMagazineCargoGlobal ["200Rnd_556x45_M249",5];

_crate addMagazineCargoGlobal ["150Rnd_762x51_Box",5];

_crate addMagazineCargoGlobal ["200Rnd_65x39_cased_Box",5];

_crate addMagazineCargoGlobal ["3Rnd_HE_Grenade_shell",10];

_crate addMagazineCargoGlobal ["Repair_EPOCH",2];

_crate addMagazineCargoGlobal ["EnergyPack",5];

_crate addMagazineCargoGlobal ["ClaymoreDirectionalMine_Remote_Mag",2];

_crate addMagazineCargoGlobal ["SatchelCharge_Remote_Mag",2];

_crate addMagazineCargoGlobal ["DemoCharge_Remote_Mag",2];

_crate addMagazineCargoGlobal ["B_Carryall_ocamo",1];

};

Yes it is easy if you look down to where you can configure what weapons the AI use half the answer is there. Use this format and it should work.

_crate addWeaponCargoGlobal ["LMG_Mk200_F",1];

 

Also your Multi tool is a weapon and the attachments for it are Items

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Here is what i have, it includes the global commands for each type. Weapon, Ammo, Backpack. Works fine for me, no errors so far.

 

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blck_FillBoxes_Minor = {


private["_crate","_Weapons","_mags","_cfgweapons","_weapon","_plx","_mag","_mags","_allweap","_box"];
_crate = _this select 0;
clearWeaponCargoGlobal _crate;
clearMagazineCargoGlobal _crate;
clearBackpackCargoGlobal _crate;
_crate addMagazineCargoGlobal ["CinderBlocks",15];
_crate addMagazineCargoGlobal ["jerrycan_epoch",2];
_crate addMagazineCargoGlobal ["lighter_epoch",1];
_crate addMagazineCargoGlobal ["CircuitParts",1];
_crate addMagazineCargoGlobal ["ItemScraps",10];
_crate addMagazineCargoGlobal ["ItemCorrugated",5];
_crate addMagazineCargoGlobal ["ItemMixOil",2];
_crate addMagazineCargoGlobal ["MortarBucket",6];
_crate addMagazineCargoGlobal ["ItemLockbox",1];
_crate addMagazineCargoGlobal ["PaintCanPur",2];
_crate addMagazineCargoGlobal ["PaintCanRed",2];
_crate addMagazineCargoGlobal ["PaintCanOra",2];
_crate addMagazineCargoGlobal ["PaintCanTeal",2];
_crate addMagazineCargoGlobal ["PaintCanYel",2];
_crate addWeaponCargoGlobal ["MultiGun",1];
_crate addWeaponCargoGlobal ["ChainSaw",1];
_crate addWeaponCargoGlobal ["Hatchet",1];
_crate addMagazineCargoGlobal ["EnergyPack",3];
_crate addBackpackCargoGlobal ["B_Carryall_oli",1];
_crate addBackpackCargoGlobal ["B_Carryall_oucamo",1];
};

 

 

        blck_FillBoxes_Major2 = {
            private["_crate","_Weapons","_mags","_cfgweapons","_weapon","_plx","_mag","_mags","_allweap","_box"];
            _crate = _this select 0;
            clearWeaponCargoGlobal _crate;
            clearMagazineCargoGlobal _crate;
            clearBackpackCargoGlobal _crate;
            _crate addWeaponCargoGlobal ["m107_EPOCH",1];
            _crate addWeaponCargoGlobal ["m249Tan_EPOCH",1];
            _crate addWeaponCargoGlobal ["M14_EPOCH",1];
            _crate addWeaponCargoGlobal ["Srifle_GM6_F",1];
            _crate addWeaponCargoGlobal ["Srifle_LRR_F",1];
            _crate addWeaponCargoGlobal ["arifle_MXM_Black_F",1];
            _crate addWeaponCargoGlobal ["Rangefinder",2];
            _crate addItemCargoGlobal ["optic_Nightstalker",1];
            _crate addItemCargoGlobal ["muzzle_snds_B",1];
            _crate addItemCargoGlobal ["optic_MRCO",1];
            _crate addItemCargoGlobal ["optic_LRPS",1];
            _crate addItemCargoGlobal ["optic_DMS",1];
            _crate addMagazineCargoGlobal ["APERSTripMine_Wire_Mag",1];
            _crate addMagazineCargoGlobal ["200Rnd_556x45_M249",3];
            _crate addMagazineCargoGlobal ["7Rnd_408_Mag",3];
            _crate addMagazineCargoGlobal ["5Rnd_127x108_APDS_Mag",2];
            _crate addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag",3];
            _crate addMagazineCargoGlobal ["5Rnd_127x108_Mag",4];
            _crate addMagazineCargoGlobal ["20Rnd_762x51_Mag",4];
            _crate addMagazineCargoGlobal ["10Rnd_762x51_Mag",4];
            _crate addBackpackCargoGlobal ["B_Carryall_ocamo",1];
            _crate addBackpackCargoGlobal ["B_Carryall_khk",1];
                                    
        };

 

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  On 1/23/2015 at 10:49 PM, steigleder said:

Hello! I put all the files , as in the tutorial , I started the server and not give any error ... I need to edit a file to run ?

 

 

I'm not quite sure what you just said but I didn't see anything wrong with your server by your statement....Care to rephrase or use google translate?

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so i have a problem when ever i add wep/ or mag or anything the missions don't load up. the server will keep loading up and run but there no markers or anything

 

here what in the init

  Quote

 

};

blck_FillBoxes_Minor = {
private["_crate","_Weapons","_mags","_cfgweapons","_weapon","_plx","_mag","_mags","_allweap","_box"];
_crate = _this select 0;
clearWeaponCargoGlobal _crate;
clearMagazineCargoGlobal _crate;
_crate addWeaponCargoGlobal ["Srifle_LRR_F",1];
_crate addWeaponCargoGlobal ["Srifle_GM6_F",1];
_crate addWeaponCargoGlobal ["arifle_MXM_Black_F"1];
_crate addWeaponCargoGlobal ["srifle_DMR_01_ACO_F"1];
_crate addWeaponCargoGlobal ["srifle_EBR_F",1];
_crate addWeaponCargoGlobal ["Arifle_TRG21",1];
_crate addWeaponCargoGlobal ["Arifle_SDAR_F",1];
_crate addWeaponCargoGlobal ["Arifle_MX_F",1];
_crate addWeaponCargoGlobal ["Arifle_Mk20_F",1];
_crate addWeaponCargoGlobal ["TRG-20_F",1];
_crate addWeaponCargoGlobal ["arifle_MX_ACO_F",1];
_crate addWeaponCargoGlobal ["MultiGun",2];
_crate addWeaponCargoGlobal ["arifle_MX_Black_F",1];
_crate addWeaponCargoGlobal ["arifle_MX_F",1];
_crate addWeaponCargoGlobal ["arifle_MX_SW_Black_F",1];
_crate addWeaponCargoGlobal ["arifle_MXC_F",1];
_crate addWeaponCargoGlobal ["LMG_Mk200_F",1];
_crate addWeaponCargoGlobal ["LMG_Zafir_F",1];
_crate addWeaponCargoGlobal ["SMG_01_ACO_F",1];
_crate addWeaponCargoGlobal ["SMG_02_ACO_F",1];
};
blck_FillBoxes_Minor2 = {
private["_crate","_Weapons","_mags","_cfgweapons","_weapon","_plx","_mag","_mags","_allweap","_box"];
_crate = _this select 0;
clearWeaponCargoGlobal _crate;
clearMagazineCargoGlobal _crate;
_crate addMagazineCargoGlobal ["30Rnd_65x39_caseless_green_mag_Tracer",5]
_crate addMagazineCargoGlobal ["7Rnd_408_Mag",5];
_crate addMagazineCargoGlobal ["20Rnd_762x51_Mag",5];
_crate addMagazineCargoGlobal ["5Rnd_127x108_APDS_Mag",5];
_crate addMagazineCargoGlobal ["10Rnd_762x51_Mag",5];
_crate addMagazineCargoGlobal ["30Rnd_9x21_Mag",5];
_crate addMagazineCargoGlobal ["30Rnd_45ACP_Mag_SMG_01_tracer_green",5];
_crate addMagazineCargoGlobal ["150Rnd_762x51_Box_Tracer",5];
_crate addMagazineCargoGlobal ["200Rnd_65x39_cased_Box_Tracer",5];
_crate addMagazineCargoGlobal ["30Rnd_556x45_Stanag_Tracer_Yellow",5];
_crate addMagazineCargoGlobal ["30Rnd_556x45_Stanag_Tracer_Green",5];
_crate addMagazineCargoGlobal ["30Rnd_556x45_Stanag_Tracer_Red",5];
_crate addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag_Tracer",10];
_crate addMagazineCargoGlobal ["100Rnd_65x39_caseless_mag_Tracer",5];
_crate addAttachmentCargoGlobal ["muzzle_snds_H",1];
_crate addAttachmentCargoGlobal ["muzzle_snds_acp",1];
_crate addAttachmentCargoGlobal ["muzzle_snds_L",1];
_crate addAttachmentCargoGlobal ["muzzle_snds_M",1];
_crate addAttachmentCargoGlobal ["muzzle_snds_B",1];
_crate addAttachmentCargoGlobal ["muzzle_snds_H_MG",1];
_crate addAttachmentCargoGlobal ["optic_Arco",1];
_crate addAttachmentCargoGlobal ["optic_SOS",1];
_crate addAttachmentCargoGlobal ["acc_flashlight",1];
_crate addAttachmentCargoGlobal ["acc_pointer_IR",1];
_crate addAttachmentCargoGlobal ["optic_DMS",1];
_crate addAttachmentCargoGlobal ["optic_LRPS",1];
_crate addAttachmentCargoGlobal ["optic_Nightstalker",1];
_crate addAttachmentCargoGlobal ["optic_tws",1];
_crate addAttachmentCargoGlobal ["Binocular",1];
_crate addAttachmentCargoGlobal ["Rangefinder",1];
_crate addAttachmentCargoGlobal ["NVGoggles",1];
_crate addItemCargoGlobal ["FirstAidKit",10];
_crate addAttachmentCargoGlobal ["Laserdesignator",1];
_crate addAttachmentCargoGlobal ["B_UavTerminal",1];
_crate addAttachmentCargoGlobal ["O_UavTerminal",1];
_crate addAttachmentCargoGlobal ["I_UavTerminal",1];
};
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Hi ! First, thank you for your great script !

 

I've been using it on my server and I made a few modifications that solves a couple of problems.

 

More precisely, I found why the AI was not behaving normally.

 

It had to do with the fact that you were calling setcombatmode "RED"; on a unit instead of a group. (https://community.bistudio.com/wiki/setCombatMode). Thanks to Mister T for his script "Roaming AI in towns". That's where I got the hint from.

 

I also changed how spawnVehicle is called to make sure that the AI controlling the vehicles are in the same group than the other AIs. This way, they strat chasing the player if he hits any other target.

 

I thought I would share this with the community so here is the link for the updated "custom_server.pbo" file.

 

https://dl.dropboxusercontent.com/u/63143678/custom_server.zip

 

Here is, in more details, the modifications I made (I added comments starting with //NARINES// for every modification I made):

AI.sqf (same with AI1.sqf)

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spawnVehicle.sqf

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spawnai.sqf (same with spawnai1.sqf)

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  On 1/19/2015 at 12:45 PM, teamcrisiz said:

pretty missions, but pretty bug also too!

 

- lock unlock problems

 

- sell problems

Same problem here with the map vehicles being inaccessible after about 30 minutes into a server start.  The vehicles will be there and if no one has interacted with them before the 25-30 minute mark you will be able to get into the vehicle but thats it.  Once in you cant get out, move, start engine, etc.  Going to lobby and coming back in puts you outside the vehicle but if you try to delete the vehicle with admin tools a "object does not exist" message appears.

 

This is a good mission add on but with vehicles getting bugged after 25 minutes or so we cant run on the server  :(

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  On 1/25/2015 at 5:53 PM, krom said:

Same problem here with the map vehicles being inaccessible after about 30 minutes into a server start.  The vehicles will be there and if no one has interacted with them before the 25-30 minute mark you will be able to get into the vehicle but thats it.  Once in you cant get out, move, start engine, etc.  Going to lobby and coming back in puts you outside the vehicle but if you try to delete the vehicle with admin tools a "object does not exist" message appears.

 

This is a good mission add on but with vehicles getting bugged after 25 minutes or so we cant run on the server  :(

 

I don't have this problem. I even made tests on my local server where I kill AI, get vehicle, lock vehicle, delog, restart server, relog and wait for 1h before interacting with it. Still working fine.

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Nice it all works'

Thinking of a change it up... maybe the AI could be dino's or dogs

I could get my hunting party on.

I play off line (lan) with dedicated server setup, not worried about battleye or hacks.

 

by the way to keep AI on Chernarus map.

Edit custom.server.pbo

 

mapRange = 6000;

mapCenter =[6000,7000,0];

MinDistanceFromMission = 500;

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Please help 

this is my init.sqf from MPMissions

and is giving me battleey script restriction #0

 

//Everything below this line is only executed on the client (player or local host)
 
SEM_client_createMissionMarker = { private ["_create","_markerTimeout","_markerPos","_markerID","_markerA","_markerB"];
_create = _this select 0;
 
//Create Marker
if(_create)then[{
 
_markerPos = _this select 1;
_markerID = _this select 2;
 
_markerA = createMarkerLocal [format["SEM_MissionMarkerA_%1", _markerID], _markerPos];
_markerB = createMarkerLocal [format["SEM_MissionMarkerB_%1", _markerID], _markerPos];
 
{ _x setMarkerShapeLocal "ELLIPSE"; _x setMarkerSizeLocal [350,350];
_x setMarkerPosLocal _markerPos}forEach [_markerA,_markerB];
 
_markerA setMarkerBrushLocal "Cross";
_markerA setMarkerColorLocal "ColorYellow";
 
_markerB setMarkerBrushLocal "Border";
_markerB setMarkerColorLocal "ColorRed";
 
},{ //else delete marker
 
_this spawn { private ["_markerTimeout","_markerID"];
_markerTimeout = _this select 1;
_markerID = _this select 2;
 
if(_markerTimeout > 0)then{
format["SEM_MissionMarkerB_%1", _markerID] setMarkerColorLocal "ColorGreen";
sleep _markerTimeout;
};
 
if (getMarkerColor format["SEM_MissionMarkerA_%1", _markerID] != "")then{ //Only delete existing Marker
deleteMarkerLocal format["SEM_MissionMarkerA_%1", _markerID];
deleteMarkerLocal format["SEM_MissionMarkerB_%1", _markerID];
};
};
}];
};
 
if(!isNil "SEM_globalMissionMarker")then{SEM_globalMissionMarker call SEM_client_createMissionMarker};
"SEM_globalMissionMarker" addPublicVariableEventHandler {_this select 1 call SEM_client_createMissionMarker};
 
"SEM_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];
};
 
"SEM_vehDamage" addPublicVariableEventHandler { private ["_vk","_vP","_s"];
_vk = _this select 1;
_vP = vehicle player;
if(!local _vk)exitWith{};
if(_vk != _vP)exitWith{};
_s = [ "MOTOR","karoserie","palivo","glass1","glass2","glass3","door1","door2","door3","door4",
"wheel_1_1_steering","wheel_2_1_steering","wheel_1_2_steering","wheel_2_2_steering",
"wheel_1_3_steering","wheel_2_3_steering","wheel_1_4_steering","wheel_2_4_steering"];
{_vk setHit [_x,(_vk getHit _x)+(.2+(random .15))]}count _s;
};
 
 
[] spawn { /* This is the advertisement. If You don't like it, remove it */
waitUntil{vehicle player == player && time > 120 && !isNil "SEM_version"};
systemChat format["Welcome to EPOCH survivor %2", str(toUpper worldName), name player];
systemChat format["This server is running %1 v%2", str "Simple Epoch Missions", SEM_version];
}; /* End of advertisement */ 
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  On 1/25/2015 at 6:29 PM, Narines said:

I don't have this problem. I even made tests on my local server where I kill AI, get vehicle, lock vehicle, delog, restart server, relog and wait for 1h before interacting with it. Still working fine.

We did an upgrade on both ou test and production box yesterday to the latest Epoch Server, Infi*, MAS, AiA, etc and (knock on wood) all is running well.  Vehicles are not bugging out after 25-30 minutes and technicals, with the exception of 1 each restart, are deleting after restart.  So we have this running in parallel with VEMF and things are clipping along well.

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  On 1/27/2015 at 1:57 PM, doomdpanic said:

hello

 

does anyone know why the standard arma3 weapons and such i put in the crate wont spawn ?

the ammo spawns but no weapons for some reason 

We need a little more info than that. How exactly did you add them...addItemCargo addWeaponCargo or addMagazineCargo?

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Hello Where exactly to overwrite coordenate for Chernarus map. 

Is the instructions for all the foldes SM1 . MAjor/MAjor2/Minor/Minor2?

This is the script please help 

 

private ["_coords","_MainMarker","_wait","_crate"];
 
//Find a safe position on map to spawn marker and AI units
_FindNewPosition = false;
_coords = [mapCenter,300,mapRange,30,0,10,0] call BIS_fnc_findSafePos;
{
if ((_x distance _coords) < MinDistanceFromMission) then {
_FindNewPosition = true;
};
} foreach AllMissionCoords;
if (_FindNewPosition) exitWith {[] execVM "\q\addons\custom_server\AIMission\Major\SM1.sqf"};
AllMissionCoords = AllMissionCoords + [_coords];
 
//Sleeps specifed ammount in init.sqf
sleep blck_AISpawnTime;
 
//Sends message to all players about the AI Mission
["AI mission has spawned! Check your map for the location!"] execVM "\q\addons\custom_server\AIMission\AIM.sqf";
 
//Sets public variable for all units to see mapmarker
Ccoords = _coords;
publicVariable "Ccoords";
[] execVM "debug\addmarkers.sqf";
 
//Crates the crate
_crate = objNull;
_crate = createVehicle ["Box_NATO_Wps_F",[(_coords select 0) - 3, _coords select 1,0],[], 0, "CAN_COLLIDE"];
 
//Sets variables (not sure if needed but left just incase so cleanup doesnt happen
_crate setVariable ["Mission",1,true];
_crate setVariable ["ObjectID","1",true];
_crate setVariable ["permaLoot",true,true];
 
//Fills the crate with items
[_crate] call blck_FillBoxes_Major;
 
//Spawns the AI
[_coords,blck_MinAI_Major,blck_MaxAI_Major,blck_WeaponList_Major,blck_SpawnVeh_Major] execVM "\q\addons\custom_server\AIMission\spawnai.sqf";
 
//Waits until player gets near the _crate to end mission
waitUntil{{isPlayer _x && _x distance _crate < 10  } count playableunits > 0};
 
//Announces that the mission is complete
["The AI Mission is under survivor control!"] execVM "\q\addons\custom_server\AIMission\AIM.sqf";
 
//Remove AI Mission Position Tracker
AllMissionCoords = AllMissionCoords - [_coords];
 
//Removes the markers
[] execVM "debug\remmarkers.sqf";
MissionGo = 0;
Ccoords = 0;
publicVariable "Ccoords";
 
//Spawns mission again
[] execVM "\q\addons\custom_server\AIMission\major\SM1.sqf";
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