albandoris Posted December 29, 2014 Report Share Posted December 29, 2014 I receive a battleye kick. #96 " with uinamespace do { disableserialization; _display = _this select 0; _alpha = if (_display == finddisplay 58) then {0.15} e" Hello , is the same for me i have exactly the same kick on my server Link to comment Share on other sites More sharing options...
blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 Hey all, working some fixes. Wait until v1.3.0 During initial testing, it appeared the AI was hurting players who just logged in.. But that isn't working anymore. For BE Filters.... there shouldn't be any issues since it runs on the server... do not place the server files in the client side.... Link to comment Share on other sites More sharing options...
albandoris Posted December 29, 2014 Report Share Posted December 29, 2014 i make all you say on the instruction , on mission side i just put teh debug folder like you say , creat an init.sqf with the code you give us on server side i put blck_aiCleanUpTimer = 300; at the last line of the init of custom_server.pbo and put it on this location : epochHive/addon/ i don't know if i make a mistake but i don't think sorry for my bad english edit: i think i find what is wrong , for all have this restriction on his server , use the 0.2.5.2 mission file and not the 0.2.5.1 :D Link to comment Share on other sites More sharing options...
tylerjohnson Posted December 29, 2014 Report Share Posted December 29, 2014 Hey blckeagls, The battleye issue I originally posted I think i found it. It was something that the mod was saving into the database, possibly a skin or something. Soon as I remove the mod I still had the issue. However when I reset the database it was all fixed. It might have been a gun or a vehicle, but it definitely was something in this mod that saved into the database. I think if the weapons were reset to vanilla epoch weapons it would probably fix the issue. Keep up the good works, I look forward to the update. Just giving my input on what i found. Link to comment Share on other sites More sharing options...
blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 v1.3.0 now uploaded Link to comment Share on other sites More sharing options...
.:rmc:. Posted December 29, 2014 Report Share Posted December 29, 2014 the debug folder isn't included in the 1.3.0 download, so folks who install it for the first time, won't be able to run it? it is still called by code though... Link to comment Share on other sites More sharing options...
Paradox121 Posted December 29, 2014 Report Share Posted December 29, 2014 HELLO BLACk! My problem is the AI spawn not with the mod weapon (The spawn with vanilla weapons) what must i do?????????? Link to comment Share on other sites More sharing options...
machine6fd Posted December 29, 2014 Report Share Posted December 29, 2014 i may have missed a revision where is this file? "AIMStart.sqf" Link to comment Share on other sites More sharing options...
Paradox121 Posted December 29, 2014 Report Share Posted December 29, 2014 You talk with me? Link to comment Share on other sites More sharing options...
ilganna Posted December 29, 2014 Report Share Posted December 29, 2014 Hi blckeagls, I still have the issue with the marker not disappearing but I shot down the issue. Minor\SM1.sqf: Line 18 [] execVM "debug\remarkers75.sqf"; Should be [] execVM "debug\remmarkers75.sqf"; While debugging, I had severals error on my RPT, let's see what you can fix: AI.sqf & AI1.sqf: 1. You are using the same variables name (_ai1) for both files and this cause issues, please rename the one in AI.sqf to _ai . With this I've been able to fix a variable type error. 2. Why are you getting the first 6 characters/indexes of the _Magazine variables? Get them all: change addMagazine [_magazines select 0,5]; to addMagazine [_magazines]; My modified AI.sqf: private ["_pos","_weap","_ammo","_other","_skin","_aiGroup","_ai","_magazines","_players","_owner","_ownerOnline"]; _pos = _this select 0; _weap = _this select 1; _ammo = _this select 2; _other = _this select 3; _skin = _this select 4; _aiGroup = _this select 5; _ai = ObjNull; _skin createUnit [_pos, _aiGroup, "_ai = this", 0.7, "COLONEL"]; _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"; _magazines = getArray (configFile >> 'CfgWeapons' >> currentMuzzle _ai >> 'magazines'); diag_log format["_magazines: %1", _magazines]; _ai addMagazine [_magazines]; _ai setVariable ["AI",true,true]; _ai addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]; _ai spawn { waitUntil{!alive _this}; _x setOwner 1; sleep blck_aiCleanUpTimer; deleteVehicle _this; }; while {true} do { waitUntil {count playableunits > 0}; _players = []; { _players = _players + [_x]; } foreach playableunits; _owner = _players call BIS_fnc_selectRandom; _ai setOwner (owner _owner); _ownerOnline = true; _players = []; while {_ownerOnline} do { { _players = _players + [_x]; } foreach playableunits; if (!(_owner in _players)) then { _ownerOnline = false; }; sleep 60; }; }; spawnVehicles.sqf: You're calling a non defined variable (_veh call EPX_server_setVToken) is this necessary? I guess _veh call EPOCH_server_setVToken; already does your needs. In your code, you're using the same variables names for different missions; this is causing issues and confusion while you're debugging the code/functions. If you plan to work more on this system, please take in consideration to clean up & optimize code. Thanks! Link to comment Share on other sites More sharing options...
blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 Hi blckeagls, I still have the issue with the marker not disappearing but I shot down the issue. Minor\SM1.sqf: Line 18 [] execVM "debug\remarkers75.sqf"; Should be [] execVM "debug\remmarkers75.sqf"; BLCK: Thanks didnt notice this While debugging, I had severals error on my RPT, let's see what you can fix: AI.sqf & AI1.sqf: 1. You are using the same variables name (_ai1) for both files and this cause issues, please rename the one in AI.sqf to _ai . With this I've been able to fix a variable type error. 2. Why are you getting the first 6 characters/indexes of the _Magazine variables? Get them all: change addMagazine [_magazines select 0,5]; to addMagazine [_magazines]; BLCK: 1. These are private variables, does not matter what they are called. BLCK: 2. I get the Magazines for the weapon they are given. when they are called from the CFG they come in as an array, therefore _magazines select 0 should select the first magazine in the array. the ,5 means give 5 magazines... My modified AI.sqf: private ["_pos","_weap","_ammo","_other","_skin","_aiGroup","_ai","_magazines","_players","_owner","_ownerOnline"]; _pos = _this select 0; _weap = _this select 1; _ammo = _this select 2; _other = _this select 3; _skin = _this select 4; _aiGroup = _this select 5; _ai = ObjNull; _skin createUnit [_pos, _aiGroup, "_ai = this", 0.7, "COLONEL"]; _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"; _magazines = getArray (configFile >> 'CfgWeapons' >> currentMuzzle _ai >> 'magazines'); diag_log format["_magazines: %1", _magazines]; _ai addMagazine [_magazines]; _ai setVariable ["AI",true,true]; _ai addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]; _ai spawn { waitUntil{!alive _this}; _x setOwner 1; sleep blck_aiCleanUpTimer; deleteVehicle _this; }; while {true} do { waitUntil {count playableunits > 0}; _players = []; { _players = _players + [_x]; } foreach playableunits; _owner = _players call BIS_fnc_selectRandom; _ai setOwner (owner _owner); _ownerOnline = true; _players = []; while {_ownerOnline} do { { _players = _players + [_x]; } foreach playableunits; if (!(_owner in _players)) then { _ownerOnline = false; }; sleep 60; }; }; spawnVehicles.sqf: You're calling a non defined variable (_veh call EPX_server_setVToken) is this necessary? I guess _veh call EPOCH_server_setVToken; already does your needs. BLCK: this is left over code, I'll remove it.. In your code, you're using the same variables names for different missions; this is causing issues and confusion while you're debugging the code/functions. If you plan to work more on this system, please take in consideration to clean up & optimize code. BLCK: There are a difference between private and public variables.. Names only matter when public. Thanks! Link to comment Share on other sites More sharing options...
ilganna Posted December 29, 2014 Report Share Posted December 29, 2014 Hi, thanks for your time reading my comments, however if I leave untouched the variable _ai1 name on AI.sqf here's what happen: 16:14:02 Error in expression < = getArray (configFile >> 'CfgWeapons' >> currentMuzzle _ai1 >> 'magazines'); d> 16:14:02 Error position: <>> currentMuzzle _ai1 >> 'magazines'); d> 16:14:02 Error >>: Type Number, expected String 16:14:02 File q\addons\custom_server\AIMission\AI1.sqf, line 22 This doesn't happen if I rename the variable on AI.sqf. It seems the game doesn't understand the variable ;) Thanks Link to comment Share on other sites More sharing options...
blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 HELLO BLACk! My problem is the AI spawn not with the mod weapon (The spawn with vanilla weapons) what must i do?????????? You have to edit the custom_Server init.sqf and change the weapons you want they to spawn with Link to comment Share on other sites More sharing options...
blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 Hi, thanks for your time reading my comments, however if I leave untouched the variable _ai1 name on AI.sqf here's what happen: 16:14:02 Error in expression < = getArray (configFile >> 'CfgWeapons' >> currentMuzzle _ai1 >> 'magazines'); d> 16:14:02 Error position: <>> currentMuzzle _ai1 >> 'magazines'); d> 16:14:02 Error >>: Type Number, expected String 16:14:02 File q\addons\custom_server\AIMission\AI1.sqf, line 22 This doesn't happen if I rename the variable on AI.sqf. It seems the game doesn't understand the variable ;) Thanks That is an issue with the cfgWeapons file. That weapons didn't have a magazine defined for it. What was brought back to _magazines was a array of number, when it wanted an array of strings hence: Type Number, expected String I get this: 0:56:30 "_magazines: ["30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green_mag_Tracer"]" 0:56:30 "_magazines: ["150Rnd_762x51_Box","150Rnd_762x51_Box_Tracer"]" 0:56:30 "_magazines: []" 0:56:30 Error in expression <mat["_magazines: %1", _magazines]; _ai1 addMagazine [_magazines select 0,5]; _ai> 0:56:30 Error position: <addMagazine [_magazines select 0,5]; _ai> 0:56:30 Error Type Any, expected String 0:56:30 File q\addons\custom_server\AIMission\AI1.sqf, line 22 notice how some _magazines are in an array? and one of the magazines is empty. That is what is returned from the cfgweapons... Since there is nothing returned, there is no magazine to spawn... This code: _magazines = getArray (configFile >> 'CfgWeapons' >> currentMuzzle _ai1 >> 'magazines'); gets the magazines that will work for the current weapon of the object _ai1 Link to comment Share on other sites More sharing options...
Zalizzar Posted December 29, 2014 Report Share Posted December 29, 2014 Can you guys help me out with this error in my .rpt? Seems to be the only one i have. 9:43:15 Error Undefined variable in expression: headlessclientonline 9:43:15 File q\addons\custom_server\AIMission\spawnVehicle.sqf, line 159 9:43:15 Error in expression < call EPX_server_setVToken; waitUntil {HeadlessClientOnline}; _ai setOwner (own> 9:43:15 Error position: <HeadlessClien Link to comment Share on other sites More sharing options...
blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 Can you guys help me out with this error in my .rpt? Seems to be the only one i have. 9:43:15 Error Undefined variable in expression: headlessclientonline 9:43:15 File q\addons\custom_server\AIMission\spawnVehicle.sqf, line 159 9:43:15 Error in expression < call EPX_server_setVToken; waitUntil {HeadlessClientOnline}; _ai setOwner (own> 9:43:15 Error position: <HeadlessClien That was left over code when attempting to use headlessclients.. It has been removed in 1.3.3. Use the latest release Link to comment Share on other sites More sharing options...
Zalizzar Posted December 29, 2014 Report Share Posted December 29, 2014 Ok great :) Keep up the good work blckeagls and thanks for the help ilganna. Link to comment Share on other sites More sharing options...
Zalizzar Posted December 29, 2014 Report Share Posted December 29, 2014 I updated to 1.3.4 and im getting this 10:17:45 Error in expression <t["_magazines: %1", _magazines]; _ai1 addMagazine [(_magazines select 0),5]; > 10:17:45 Error position: <addMagazine [(_magazines select 0),5]; > 10:17:45 Error Type Any, expected String 10:17:45 File q\addons\custom_server\AIMission\AI1.sqf, line 42 I noticed ilganna modified his AI.sqf. Will that be changed in an upcoming release or is there another fix? Link to comment Share on other sites More sharing options...
blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 I updated to 1.3.4 and im getting this 10:17:45 Error in expression <t["_magazines: %1", _magazines]; _ai1 addMagazine [(_magazines select 0),5]; > 10:17:45 Error position: <addMagazine [(_magazines select 0),5]; > 10:17:45 Error Type Any, expected String 10:17:45 File q\addons\custom_server\AIMission\AI1.sqf, line 42 I noticed ilganna modified his AI.sqf. Will that be changed in an upcoming release or is there another fix? That happens in all versions.. What I posted earlier on this subject: That is an issue with the cfgWeapons file. That weapons didn't have a magazine defined for it. What was brought back to _magazines was a array of number, when it wanted an array of strings hence: Type Number, expected String I get this: 0:56:30 "_magazines: ["30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green_mag_Tracer]"0:56:30 "_magazines: ["150Rnd_762x51_Box","150Rnd_762x51_Box_Tracer]"0:56:30 "_magazines: []"0:56:30 Error in expression <mat["_magazines: %1", _magazines];_ai1 addMagazine [_magazines select 0,5];_ai>0:56:30 Error position: <addMagazine [_magazines select 0,5];_ai>0:56:30 Error Type Any, expected String0:56:30 File q\addons\custom_server\AIMission\AI1.sqf, line 22 notice how some _magazines are in an array? and one of the magazines is empty. That is what is returned from the cfgweapons... Since there is nothing returned, there is no magazine to spawn... This code: _magazines = getArray (configFile >> 'CfgWeapons' >> currentMuzzle _ai1 >> 'magazines'); gets the magazines that will work for the current weapon of the object _ai1 It's not a huge issue... There is nothing that can be done about it.. It's just how the script gets the magazine for each weapon (so you don't have to define it individually)... it accesses the cfgWeapons.hpp file in the @EPOCH config.bin.... it looks up the current weapon in there and looks for magazines that are defined for it.. if none found you will get that error... or the the unit does not have a weapon it will not find it. The error is Type Any, expected String. This is is because Type Any means it is empty. It was looking for a string, but since nothing returned you have type emtpy If you don't want to see the error just replace: //Adds 5 magazines to AI Unit _ai1 addMagazine [(_magazines select 0),5]; with: //Adds 5 magazines to AI Unit if (typeOf _magazines == "ARRAY") then { _ai1 addMagazine [(_magazines select 0),5]; }; Link to comment Share on other sites More sharing options...
Paradox121 Posted December 29, 2014 Report Share Posted December 29, 2014 HELLO BLACk! My problem is the AI spawn not with the mod weapon (The spawn with vanilla weapons) what must i do?????????? I have do this. look my INIT.sqf /* 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 = 12000; //This defines center of mapRange mapCenter = [6322,7801,0]; //Spawn time between AI blck_AISpawnTime = 300; //Time in seconds //This Defines what goes into the box; blck_FillBoxes = { private["_crate","_Weapons","_mags","_cfgweapons","_weapon","_plx","_mag","_mags","_allweap","_box"]; _crate = _this select 0; clearWeaponCargoGlobal _crate; clearMagazineCargoGlobal _crate; _crate addWeaponCargoGlobal ["arifle_mas_hk416_h", 4]; _crate addWeaponCargoGlobal ["arifle_mas_g36c_a", 3]; _crate addWeaponCargoGlobal ["arifle_mas_mk16_h", 4]; _crate addWeaponCargoGlobal ["arifle_mas_mk17_sd", 2]; _crate addWeaponCargoGlobal ["srifle_mas_sr25_h", 5]; _crate addWeaponCargoGlobal ["srifle_mas_m110_sd", 1]; _crate addWeaponCargoGlobal ["LMG_mas_Mk48_F_t", 2]; _crate addWeaponCargoGlobal ["mas_launch_RPG7_F", 1]; _crate addMagazineCargoGlobal ["30Rnd_mas_556x45_Stanag",18]; _crate addMagazineCargoGlobal ["20Rnd_mas_762x51_Stanag",9]; _crate addMagazineCargoGlobal ["100Rnd_mas_762x51_Stanag",3]; _crate addMagazineCargoGlobal ["mas_PG7V",1]; _crate addMagazineCargoGlobal ["CinderBlocks",15]; _crate addMagazineCargoGlobal ["jerrycan_epoch",10]; _crate addMagazineCargoGlobal ["lighter_epoch",2]; _crate addMagazineCargoGlobal ["CircuitParts",10]; _crate addMagazineCargoGlobal ["ItemCorrugatedLg",20]; _crate addMagazineCargoGlobal ["ItemCorrugated",20]; _crate addMagazineCargoGlobal ["ItemMixOil",3]; _crate addMagazineCargoGlobal ["MortarBucket",8]; _crate addMagazineCargoGlobal ["MultiGun",2]; _crate addMagazineCargoGlobal ["Heal_EPOCH",2]; _crate addMagazineCargoGlobal ["EnergyPack",5]; _crate addMagazineCargoGlobal ["EnergyPackLg",2]; _crate addMagazineCargoGlobal ["WhiskeyNoodle",5]; _crate addMagazineCargoGlobal ["water_epoch",5]; }; //This defines the random weapon to spawn on the AI blck_WeaponList = [ "arifle_mas_g36c_h", "LMG_mas_Mk48_F", "LMG_mas_pkm_F", "mas_launch_RPG7_F", "arifle_mas_g36c_h" ]; //This defines the skin list blck_SkinList = [ "O_G_Soldier_F", "O_G_Soldier_lite_F", "O_G_Soldier_SL_F", "O_G_Soldier_TL_F", "O_G_Soldier_AR_F", "O_G_medic_F", "O_G_Soldier_exp_F", "O_G_Soldier_GL_F", "O_G_Soldier_M_F", "O_G_Soldier_LAT_F", "O_G_Soldier_A_F", "O_G_officer_F", "O_officer_F", "O_Soldier_02_F", "O_Soldier_F", "O_Soldier_lite_F", "O_Soldier_GL_F", "O_Soldier_AR_F", "O_Soldier_SL_F", "O_Soldier_TL_FO_soldier_M_F", "O_Soldier_LAT_F", "O_medic_F", "O_soldier_repair_F", "O_soldier_exp_F", "O_helipilot_F", "O_engineer_F", "O_soldier_PG_F", "O_Story_Colonel_F", "O_Story_CEO_F", "O_soldier_UAV_F", "O_diver_F", "O_spotter_F", "O_sniper_F", "O_recon_F", "O_recon_M_F", "O_recon_LAT_F", "O_recon_exp_F", "O_recon_JTAC_F", "O_recon_TL_F", "O_Soldier_AAR_F", "O_Soldier_AAT_F", "O_Soldier_AAA_F", "O_support_MG_F", "O_support_GMG_F", "O_support_Mort_F", "O_support_AMG_F", "O_support_AMort_F", "O_soldierU_F", "O_soldierU_AR_F", "O_soldierU_AAR_F", "O_soldierU_LAT_F", "O_soldierU_TL_FO_SoldierU_SL_F", "O_soldierU_medic_F", "O_engineer_U_F", "O_soldierU_M_F", "O_soldierU_A_F", "O_SoldierU_GL_F" ]; //This defines the minimum number of AI to spawn per mission blck_MinAI = 8; //This defines the maximum number of AI to spawn per mission blck_MaxAI = 19; //This defines how long after an AI dies that it's body disappears. blck_aiCleanUpTimer = 600; // in seconds //Do Not Edit Below Here [] spawn { MissionGo = 0; MissionGoMinor = 0; [] 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 }; Link to comment Share on other sites More sharing options...
Zalizzar Posted December 29, 2014 Report Share Posted December 29, 2014 That worked :) but heres another for ya lol 11:01:03 Error position: <HeadlessClientOnline}; _ai setOwner (own> 11:01:03 Error Undefined variable in expression: headlessclientonline 11:01:03 File q\addons\custom_server\AIMission\spawnVehicle.sqf, line 159 11:01:03 Error in expression < call EPX_server_setVToken; waitUntil {HeadlessClientOnline}; _ai setOwner (own> Link to comment Share on other sites More sharing options...
Paradox121 Posted December 29, 2014 Report Share Posted December 29, 2014 But the dont spawn with this weapon, they spawn with the A3 vanilla weapons Link to comment Share on other sites More sharing options...
AztecGhost Posted December 29, 2014 Report Share Posted December 29, 2014 Hey blckeagls I get kicked here: 29.12.2014 09:48:48: [sOWG] Aztec (24.15.252.186:2304) xxxxxxxxxxxxxxxxxxxxxxxx - #41 "Marker = createMarker ["MainMarker", Ccoords]; _MainMarker setMarkerColor "ColorGreen"; _MainMarker setMarkerShape "ELLIPSE"; _M" This is on your latest version. Update: I had to add BE filters for ever sqf file in debug (yikes!) Now I get kicked for addweaponcargo restriction 0. Here is the log file: 29.12.2014 10:51:12: [sOWG] Aztec (24.15.252.186:2304) xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx - #0 "srifle_GM6_SOS_F" 0:0 I added a be filter in addweaponcargo.txt file: !="srifle_GM6_SOS_F" checking to see if this fixes it. Link to comment Share on other sites More sharing options...
Zalizzar Posted December 29, 2014 Report Share Posted December 29, 2014 oops :) Link to comment Share on other sites More sharing options...
blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 That worked :) but heres another for ya lol 11:01:03 Error position: <HeadlessClientOnline}; _ai setOwner (own> 11:01:03 Error Undefined variable in expression: headlessclientonline 11:01:03 File q\addons\custom_server\AIMission\spawnVehicle.sqf, line 159 11:01:03 Error in expression < call EPX_server_setVToken; waitUntil {HeadlessClientOnline}; _ai setOwner (own> Update to newest version to remove this... Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now