blckeagls Posted January 2, 2015 Author Report Share Posted January 2, 2015 //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 Link to comment Share on other sites More sharing options...
1Man Posted January 2, 2015 Report Share Posted January 2, 2015 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 Link to comment Share on other sites More sharing options...
blckeagls Posted January 2, 2015 Author Report Share Posted January 2, 2015 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 Link to comment Share on other sites More sharing options...
1Man Posted January 2, 2015 Report Share Posted January 2, 2015 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])}; };> Link to comment Share on other sites More sharing options...
blckeagls Posted January 2, 2015 Author Report Share Posted January 2, 2015 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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piyrez Posted January 2, 2015 Report Share Posted January 2, 2015 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. Link to comment Share on other sites More sharing options...
blckeagls Posted January 2, 2015 Author Report Share Posted January 2, 2015 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? Link to comment Share on other sites More sharing options...
piyrez Posted January 2, 2015 Report Share Posted January 2, 2015 I am probably not using your latest revision. I'll take a look at a later time. Are you only rewarding players via the mission box now? Link to comment Share on other sites More sharing options...
1Man Posted January 2, 2015 Report Share Posted January 2, 2015 Same init as listed before and just the dev anti hack. I will try out your suggestion tomorrow Link to comment Share on other sites More sharing options...
Eric the Viking Posted January 2, 2015 Report Share Posted January 2, 2015 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])}; };> Link to comment Share on other sites More sharing options...
piyrez Posted January 2, 2015 Report Share Posted January 2, 2015 Updated to the latest version but now the AI spawning with the Vehicles no longer patrol the area. They are just spawning outside of them standing there. Link to comment Share on other sites More sharing options...
Paradox121 Posted January 2, 2015 Report Share Posted January 2, 2015 How can i change the AI Skills? ??? Link to comment Share on other sites More sharing options...
ranger_joe Posted January 2, 2015 Report Share Posted January 2, 2015 Having the same issue as Piyrez, the AI's are just basically standing there, i can literally walk up to the loot crate and they just stay there especially the guys on top of the trucks they never move or shoot Link to comment Share on other sites More sharing options...
FrenzyFire000 Posted January 2, 2015 Report Share Posted January 2, 2015 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. Link to comment Share on other sites More sharing options...
itsatrap Posted January 2, 2015 Report Share Posted January 2, 2015 is it possible to get the BE filters. just the onces that been changed Link to comment Share on other sites More sharing options...
Paradox121 Posted January 2, 2015 Report Share Posted January 2, 2015 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])}; };> Link to comment Share on other sites More sharing options...
blckeagls Posted January 2, 2015 Author Report Share Posted January 2, 2015 How can i change the AI Skills? ??? In the AI.sqf and AI1.sqf this code: "i_g_soldier_unarmed_f" createUnit [[_pos1,_pos2,_pos3], _aiGroup, "_ai1 = this", 1, "COLONEL]; after "_ai1 = this" , 1.0 = Hardest 0.5 = Middle 0.1 = Easiest Link to comment Share on other sites More sharing options...
blckeagls Posted January 2, 2015 Author Report Share Posted January 2, 2015 Having the same issue as Piyrez, the AI's are just basically standing there, i can literally walk up to the loot crate and they just stay there especially the guys on top of the trucks they never move or shoot Fixed in V2.0.1 Link to comment Share on other sites More sharing options...
Crankk123 Posted January 2, 2015 Report Share Posted January 2, 2015 Hallo Guys i have fixed my problem but now the map markers are a bit buggy http://cloud-2.steampowered.com/ugc/553146966106903961/06EC2894E4EBD7BE13695B201EAC4611FF09F771/ what can i do?? Link to comment Share on other sites More sharing options...
machine6fd Posted January 2, 2015 Report Share Posted January 2, 2015 change the maprange to 5000 instead of 12000 Link to comment Share on other sites More sharing options...
Crankk123 Posted January 2, 2015 Report Share Posted January 2, 2015 sry but where must i edit this? Link to comment Share on other sites More sharing options...
machine6fd Posted January 2, 2015 Report Share Posted January 2, 2015 sry but where must i edit this? I'm sorry i should have said which file. blck AI Mission v2.0.1\@EpochHive\Addons\custom_server\init.sqf Line 9 : mapRange = 12000; Change to: mapRange = 5000; Then repack pbo Link to comment Share on other sites More sharing options...
Crankk123 Posted January 2, 2015 Report Share Posted January 2, 2015 Many Thanks one thing how can i change the vehicle number atm 3 armed offraod it is to much and there are ai with no guns Link to comment Share on other sites More sharing options...
machine6fd Posted January 2, 2015 Report Share Posted January 2, 2015 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. Link to comment Share on other sites More sharing options...
Crankk123 Posted January 2, 2015 Report Share Posted January 2, 2015 k thanks but i saw that no ai is on the hmg offroad the stay behind the offroader not on the hmg Link to comment Share on other sites More sharing options...
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