KiloSwiss Posted February 10, 2015 Author Report Share Posted February 10, 2015 You did not correctly follow the installation instructions. Link to comment Share on other sites More sharing options...
Humpabry Posted February 10, 2015 Report Share Posted February 10, 2015 just wanna double check this sem _unit setSkill 0.7; if i turn to 1.0 makes ai not as good? or does it make them better? Link to comment Share on other sites More sharing options...
KiloSwiss Posted February 10, 2015 Author Report Share Posted February 10, 2015 Google "arma setSkill" Link to comment Share on other sites More sharing options...
Humpabry Posted February 10, 2015 Report Share Posted February 10, 2015 tyvm that works :) KiloSwiss 1 Link to comment Share on other sites More sharing options...
KiloSwiss Posted February 10, 2015 Author Report Share Posted February 10, 2015 I'm glad, Google works for You ;) Link to comment Share on other sites More sharing options...
Humpabry Posted February 10, 2015 Report Share Posted February 10, 2015 lol :D KiloSwiss 1 Link to comment Share on other sites More sharing options...
Fog Horn Posted February 10, 2015 Report Share Posted February 10, 2015 I'm glad, Google works for You ;) I like your signature Kilo , here is something you might add to it http://www.giyf.com/ :D KiloSwiss 1 Link to comment Share on other sites More sharing options...
machine6fd Posted February 10, 2015 Report Share Posted February 10, 2015 I like your signature Kilo , here is something you might add to it http://www.giyf.com/ :D Well... while we are derailed as hell i might as well add.... "thankful" still love you kilo! :) KiloSwiss 1 Link to comment Share on other sites More sharing options...
Calaveylon Posted February 11, 2015 Report Share Posted February 11, 2015 Can I not have the missions spawns at 10 or 15 minute intervals even if 1 is active. Link to comment Share on other sites More sharing options...
tynmanz Posted February 11, 2015 Report Share Posted February 11, 2015 Finally got around to updating, runs great and the AI are even better. Thank you! KiloSwiss 1 Link to comment Share on other sites More sharing options...
KiloSwiss Posted February 11, 2015 Author Report Share Posted February 11, 2015 Can I not have the missions spawns at 10 or 15 minute intervals even if 1 is active.initMissions.sqfSEM_MissionTimerMin = 10; SEM_MissionTimerMax = 15;Multiple missions at the same time will come with the next update.Expect it to be released this or the next WE.Greez KiloSwiss cyncrwler and lowrey 2 Link to comment Share on other sites More sharing options...
DirtySanchez Posted February 11, 2015 Report Share Posted February 11, 2015 Still gotta give ya more props Kilo, keeps getting better all the time.Keep up the great work! Link to comment Share on other sites More sharing options...
Calaveylon Posted February 11, 2015 Report Share Posted February 11, 2015 initMissions.sqf SEM_MissionTimerMin = 10; SEM_MissionTimerMax = 15; Multiple missions at the same time will come with the next update. Expect it to be released this or the next WE. Greez KiloSwiss Thank you KiloSwiss, I already changed those setting to SEM_MissionTimerMin = 5; SEM_MissionTimerMax = 10; They spawn faster on map but still not same time. Glad to hear will be added in next update. Your doing great stuff Link to comment Share on other sites More sharing options...
Moody Posted February 11, 2015 Report Share Posted February 11, 2015 Hello! I added these tings to the fn_boxLoot.sqf case 2:{ //sniper _box addItemCargoGlobal ["launch_RPG32_F", 1]; _sniper = [ ["launch_RPG32_F", "RPG32_F, RPG32_HE_F" In fn_crateLoot.sqf i added: _Sniper = [ ["launch_RPG32_F"] "RPG32_F, RPG32_HE_F"] When mission is complete, theres absolutely nothing in the lootboxes, only in weaponbox located in this "sniper nest"(was bandit camp i tested it on) Did i miss anything? Do i need to edit other stuff aswell for it to add a RPG and RPG ammo to the loot? Link to comment Share on other sites More sharing options...
KiloSwiss Posted February 11, 2015 Author Report Share Posted February 11, 2015 #1a.Look into the .RPT for any errors You created and fix them by Yourself.And don't edit something You don't understand (see #1b.)!There is no need to edit the weapon arrays, just add the className of the weapon/magazine into the line where it gets added to the crate/box. #1b. (just to clarify)This will not work and it's wrong in so many ways (missing ", wrong format, etc.)["launch_RPG32_F"] "RPG32_F, RPG32_HE_F"]Add only ONE type of ammunition to the array and don't put the Weapons classname into its own array, strictly stick to the original format and use them as examples._array = [ ["WeaponClassName", "MagazineclassName"], ["WeaponClassName", "MagazineclassName"], ["WeaponClassName", "MagazineclassName"] ];#2. (for future support requests)Don't post only some lines of code, pack all edited files and the .RPT into one .zip and attach it to Your post as an attachment.No one-klick hosters with captcha and 120s waiting time for a 36kb file please!#3.addItemCargoGlobaladdMagazineCargoglobaladdWeaponCargoGlobaladdBackPackCargoGlobal #4.Make Sure you have the launchers as exceptions in Your addweaponcargo.txt, the magazines in Your addmagazinecargo.txt and the vehicle className of the rockets into your createVehicle.txt, otherwise Your players will get constantly kicked from Your Wasteland Server... oh wait! Is it still an EPOCH Server with all the Tanks, Attack Choppers and Rocket Launchers added? ;)Greez KiloSwiss Link to comment Share on other sites More sharing options...
Calaveylon Posted February 12, 2015 Report Share Posted February 12, 2015 Looked all over for the _unit setSkill code but could not find it Link to comment Share on other sites More sharing options...
KiloSwiss Posted February 12, 2015 Author Report Share Posted February 12, 2015 I don't like to repeat myself. Have a look at Post #889. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted February 12, 2015 Report Share Posted February 12, 2015 Mad props to you, Kilo. This is why I've never developed and released something like this. The support headaches never end. Thanks for making a great mission pack for we the community! KiloSwiss 1 Link to comment Share on other sites More sharing options...
Calaveylon Posted February 12, 2015 Report Share Posted February 12, 2015 I don't like to repeat myself. Have a look at Post #889. Thank You Link to comment Share on other sites More sharing options...
Incsy Posted February 12, 2015 Report Share Posted February 12, 2015 Hey Kilo I have looked through the files loads of times now and cannot find where i can change the ai uniform as I'd like all the ai in the same uniform as the ai i have set on Vemf and A3EAI. Just makes it easier for my players to recognize the ai as our servers PVE. Link to comment Share on other sites More sharing options...
Flashhhka Posted February 12, 2015 Report Share Posted February 12, 2015 On AI missions the soldiers dont do any damage to anybody. I dont know why. scripts.txt 7 "BIS_fnc_" !"getCfgSubClasses" !"animalBehaviour" !"guiEffectTiles_coef" !"GUImessage" !"guiEffectTiles" !"param" !"setIDCStreamFriendly" !"overviewauthor" !"diagAARrecord" !"diagKey" !"feedbackMain" !"missionHandlers" !"getServerVariable" !"missionFlow" !"initParams" !"initRespawn" !"missionTasksLocal" !"missionConversationsLocal" !"missionCon" !"preload" !"logFormat" !"recompile" !"moduleInit" !"feedback_allowPP" !"feedback_allowDeathScreen" !"feedbackInit" !"initMultiplayer" !"MP" !"displayMission" !"feedback_fatiguePP" !"respawnBase" !"dirTo" !"secondsToString" !"guiMessage_status" !"selectRespawnTemplate" !"guiMessage_defaultPositions" !"startLoadingScreen_ids" !"damageChanged" !"incapacitatedEffect" !"invRemove" !"relpos" !"inString" !"findSafePos" !"isPosBlacklisted" !"timeToString" !"distance2D" !"effectKilled" !"dynamictext" !"inAngleSector" !"(uinamespace getvariable 'BIS_fnc_initDisplay')" 7 "BIS_fnc_dynamictext" !", 0, 1, 5, 2, 0, 1] spawn bis_fnc_dynamictext;" !", 0, 0.4, 5, 2, 0, 2] spawn bis_fnc_dynamictext;" !"snil '_fnc_scriptName') then {_fnc_scriptName}" 7 forceRespawn 7 moveIn !="_gunner moveInGunner _weapon;" !="\"A3\functions_f\Misc\fn_moveIn.sqf\"" !="\"A3\functions_f\arrays\fn_removeIndex.sqf\"" !="player moveInAny _vehicle;\nEPOCH_antiWallCount = EPOCH_antiWallCount + 1;" !="[\"I_UAV_AI\", position _unit, [], 0, \"CAN_COLLIDE\"];\n_driver moveInAny _unit;" 7 attachTo !"EP_light attachTo [player];" !"_bomb attachTo [_unit, [0,0,0],\"Pelvis\"];" !"_dogHolder attachTo [_dog, [-0.2,1.2,0.7]];" !"EPOCH_staticTarget attachTo[player];" !"EPOCH_target attachTo[player];" 7 enableCollisionWith 7 hideObject !="_dogHolder hideobject true;" !="_dogHolder hideobject false;" 7 setFriend 7 setAmmo 7 setvelocity !="_bolt setPosATL _pos;\n_bolt setVelocity [0, 0, -10];" !="EPOCH_target setvelocitytransformation" !="_currentTarget setVelocity [0,0,-0.01];" !="_head setVelocity [random 2,random 2,10];" !="_vel = velocity this; _dir = getDir player; this setVelocity[(_vel select 0)+(sin _dir * 2),(_vel select 1)+(cos _dir * 2),(_vel select 2)];" !"setVectorUp (_Gvel call BIS_fnc_unitVector)" !"setVelocity _Gvel" 7 RscDebugConsole_watch 7 enableFatigue 7 setUnitRecoilCoefficient 7 allMissionObjects 7 callExtension 7 showCommandingMenu 7 assignAs 7 playableunits !"{getplayeruid _x == _ownerVar} count playableunits" !="lbSetData[21500, _index, netId _x];\n} forEach(playableUnits - [player]); !="FPS: %1 | PLAYERS: %2 | DAMAGE: %3 | KRYPTO: %4 | HUNGER: %5 | THIRST: %6 | SOILED: %7 | GRIDREF: %8", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, EPOCH_playerSoiled, mapGridPosition player, _counter"" !"{getplayeruid _x == _ownerVar} count playableunits" !="lbSetData[21500, _index, netId _x];\n} forEach(playableUnits - [player]);" !"[_4,_3,_clr];" 7 allUnits !="{_x allowFleeing 0} forEach allUnits;" !="EPOCH_ESPMAP_TARGETS = allUnits + vehicles;" 7 allowDamage !="player allowDamage true;vehicle player allowDamage true;" !="player allowDamage true;vehicle player allowDamage true;" allowDamage !="if(!isPlayer _x)then{_x allowDamage" 7 exec !="7 setMarker !="Local" 1 createMarker !="createMarkerLocal [format[\"SEM_MissionMarker" 7 assignItem 1 forceAddUniform 7 removeAllMPEventHandlers 7 setDamage !="_sapper setDamage 1;\n_sBomb setDamage 1;" 7 setDammage 7 displaySetEventHandler 7 ctrlSetEventHandler !"BIS_fnc_guiMessage_status" 7 addMPEventHandler 7 addEventHandler !"displayAddEventHandler" !"ctrlAddEventHandler" !"FiredNear" !"EpeContactStart" !"InventoryClosed" !"GetOut" !"InventoryOpened" !"local" !"Respawn" !"Put" !"Take" !"Fired" !"Killed" !" [\"PostReset\",{BIS_EnginePPReset = true;} ];" !"_logic addeventhandler [\n\"local\"" 7 displayAddEventHandler !"[_display] call _fnc_animate;" !"tVersion select 4) == \"Development\") then" !"_display displayaddeventhandler\n[\n\"mousemoving\"," !"(findDisplay 46) displayAddEventHandler [\"KeyDown\",\"true\"];" !"(findDisplay 46) displayAddEventHandler [\"KeyDown\",\"_this call EPOCH_KeyDown\"];" !"_display displayaddeventhandler [\"unload\",\"uinamespace setvariable ['BIS_fnc_guiMess" !="findDisplay -1337 displayAddEventHandler ['Unload'" 7 ctrlAddEventHandler !"rCfg >> \"refreshDelay\");" !" [\n\"draw\"," !" [\"buttonclick\"," !="(uiNamespace getVariable 'ESP_map') ctrlAddEventHandler['Draw', '_esp_targets = EPOCH_ESPMAP_TARGETS;" !"lbselchanged" 7 removeAllEventHandlers !="ctrlRemoveAllEventHandlers" !="_vehicle removeAllEventHandlers \"GetOut\";" 7 removeAllMissionEventHandlers 7 ctrlRemoveAllEventHandlers !="(uiNamespace getVariable 'ESP_map') ctrlRemoveAllEventHandlers 'Draw';" 7 removeEventHandler !="displayRemoveEventHandler" !="player removeEventHandler ['Fired', 0];" !"_currentTarget removeEventHandler[\"EpeContactStart\", _onContactEH]" !" [_adminVar,objnull];\npublicvariable _adminVar;\nplayer removeeventhandler [\"respawn\",_respawn];" 7 displayRemoveEventHandler !"BIS_fnc_guiMessage_status" 7 switchCamera 7 remoteControl !"fn_moduleRemoteControl.sqf" 7 drawIcon3D !="drawIcon3D[\"\x\addons\a3_epoch_code\Data\Member.paa\",_color,_pos,1,1,0,_text,1,0.025,\"PuristaMedium\"];\n}forEach EPOCH_ESP_TARGETS;" !"drawIcon3D[format[\"\x\addons\a3_epoch_code\Data\UI\loading_bar_%1.paa\",_stability],_color,(getPosATL EPOCH_stabilityTarget),5,5,0,\"\",1,0.05,\"PuristaMedium\"];" !"drawIcon3D[format[\"\x\addons\a3_epoch_code\Data\UI\loading_bar_%1.paa\",_num],_color,_pos,4,4,0,\"\",1,0.05,\"PuristaMedium\"];" !"EPOCH_drawIcon3dStability" !"EPOCH_drawIcon3d" !"if (_condition) then {\ndrawIcon3D [_icon, _color, _position, _sizeX, _sizeY, _angle, _text," !="drawIcon3D['',_clr,_eyepos,0,0,45,_txt,0,_size];" 7 drawLine3D !"{\nfor [{_i = 1}, {_i < count _x}, {_i = _i + 1}] do {\ndrawLine3D [_x select (_i - 1), _x select _i, ((BIS_tracedShooter getVari" 7 ctrlCreate 7 ctrlDelete 7 ctrlClassName 7 ctrlModel 7 ctrlModelDirection 7 ctrlModelSide 7 ctrlModelUp 7 ctrlSetDirection 7 ctrlSetModel 7 deleteVehicleCrew !="[\"A3\functions_f\MP\fn_deleteVehicleCrew.sqf\",\".sqf\",0,false,false,false,\"A3\",\"MP\",\"deleteVehicleCrew\"]" 7 loadFile 7 selectPlayer !="selectPlayer _playerObject;" 7 setGroupIconsVisible 7 setGroupIconsSelectable 7 setGroupIconParams 7 addGroupIcon 7 EPOCH_whitelist 7 EPOCH_defaultVars_SEPXVar 7 EPOCH_group_upgrade_lvl_SVar 7 EPOCH_GROUP_Delete_PVS !="EPOCH_GROUP_Delete_PVS = [player,Epoch_personalToken];" 7 Dayz_GUI_R 7 dayz_originalPlayer 7 zZombie_Base 7 GodMode 7 shazbot 7 _typeofHookMonky 7 _allocMemory !"_allocMemory2" 7 _d3d9multipliervariable 7 _runASM 7 _addGFX_hookD3D9eventhandler 7 _BEhookBYPASSBOB 7 JJMMEE_INIT_MENU I hope you can help me whats wrong with this. And another thing... somehow the when a bandit camp spawns there is no walls, and loot, only the soldiers. This happened after when I added satchel to the crateloot.sqf /* [_box] call fn_crateLoadout; == Random loadout is selected [_box, 3] call fn_crateLoadout; == Loadout 3 is selected Original loadouts by drsubo Edited into a function by KiloSwiss ToDo for v0.3 Create different loadouts/loot for each Crate (see comments) */ private ["_crate","_loadout","_ran","_rifles","_riflesGL","_LMGs","_rifleOptics","_SMGs","_smgOptics","_DMRs","_Sniper","_sniperOptics","_paintCans","_BuildingComponents","_BuildingKits"]; _crate = _this select 0; if(count _this > 1)then[{_loadout = _this select 1},{_loadout = ceil(random 4)}]; _crate call SEM_fnc_emptyGear; _rifles = [ ["akm_EPOCH", "30Rnd_762x39_Mag"], ["m16_EPOCH", "30Rnd_556x45_Stanag_Tracer_Yellow"], ["m16Red_EPOCH", "30Rnd_556x45_Stanag_Tracer_Green"], ["m4a3_EPOCH", "30Rnd_556x45_Stanag_Tracer_Red"], ["Arifle_Katiba_C_F", "30Rnd_65x39_caseless_green_mag_Tracer"], ["Arifle_Mk20_F", "30Rnd_556x45_Stanag_Tracer_Red"], ["Arifle_Mk20C_F", "30Rnd_556x45_Stanag_Tracer_Green"], ["Arifle_Mk20C_plain_F", "30Rnd_556x45_Stanag_Tracer_Red"], ["Arifle_Mk20_plain_F", "30Rnd_556x45_Stanag_Tracer_Red"], ["Arifle_MXC_F", "30Rnd_65x39_caseless_mag_Tracer"], ["Arifle_MXC_Black_F", "30Rnd_65x39_caseless_mag_Tracer"], ["Arifle_MX_F", "30Rnd_65x39_caseless_mag_Tracer"], ["Arifle_MX_Black_F", "30Rnd_65x39_caseless_mag_Tracer"], ["Arifle_SDAR_F", "30Rnd_556x45_Stanag_Tracer_Red"], ["Arifle_TRG21_F", "30Rnd_556x45_Stanag_Tracer_Green"], ["Arifle_TRG20_F", "30Rnd_556x45_Stanag_Tracer_Yellow"] ]; _riflesGL = [ ["Arifle_Katiba_GL_F", "30Rnd_65x39_caseless_green_mag_Tracer"], ["Arifle_Mk20_GL_F", "30Rnd_556x45_Stanag_Tracer_Yellow"], ["Arifle_Mk20_GL_plain_F", "30Rnd_556x45_Stanag_Tracer_Yellow"], ["Arifle_MX_GL_F", "30Rnd_65x39_caseless_mag_Tracer"], ["Arifle_MX_GL_Black_F", "30Rnd_65x39_caseless_mag_Tracer"], ["Arifle_TRG21_GL_F", "30Rnd_556x45_Stanag_Tracer_Green"] ]; _LMGs = [ ["m249_EPOCH", "200Rnd_556x45_M249"], ["m249Tan_EPOCH", "200Rnd_556x45_M249"], ["LMG_Mk200_F", "200Rnd_65x39_cased_Box_Tracer"], ["Arifle_MX_SW_F", "100Rnd_65x39_caseless_mag_Tracer"], ["Arifle_MX_SW_Black_F", "100Rnd_65x39_caseless_mag_Tracer"], ["LMG_Zafir_F", "150Rnd_762x51_Box_Tracer"] ]; _rifleOptics = ["optic_Aco","optic_ACO_grn","optic_Holosight"]; //"optic_Hamr","optic_Arco" _SMGs = [ ["SMG_02_F", "30Rnd_9x21_Mag"], ["SMG_01_F", "30Rnd_45ACP_Mag_SMG_01"], ["Hgun_PDW2000_F", "30Rnd_9x21_Mag"] ]; _smgOptics = ["optic_Aco_smg","optic_ACO_grn_smg","optic_Holosight_smg"]; _DMRs = [ ["M14_EPOCH", "20Rnd_762x51_Mag"], ["M14Grn_EPOCH", "20Rnd_762x51_Mag"], ["srifle_EBR_F", "20Rnd_762x51_Mag"], ["srifle_DMR_01_F", "10Rnd_762x51_Mag"], ["arifle_MXM_F", "30Rnd_65x39_caseless_mag_Tracer"], ["arifle_MXM_Black_F", "30Rnd_65x39_caseless_mag_Tracer"] ]; _Sniper = [ ["m107_EPOCH", "5Rnd_127x108_Mag"], ["m107Tan_EPOCH", "5Rnd_127x108_Mag"], ["Srifle_GM6_F", "5Rnd_127x108_Mag"], ["Srifle_LRR_F", "7Rnd_408_Mag"] ]; _sniperOptics = ["optic_Nightstalker", "optic_SOS", "optic_LRPS", "optic_DMS"]; // Building loot from http://epochmod.com/forum/index.php?/topic/30788-list-of-a3-epoch-loot-classnames/ _paintCans = ["PaintCanBlk","PaintCanBlu","PaintCanBrn","PaintCanGrn","PaintCanOra","PaintCanPur","PaintCanRed","PaintCanTeal","PaintCanYel"]; _BuildingComponents1 = ["CinderBlocks","MortarBucket","ItemScraps","WoodLog_EPOCH","ItemKiloHemp","Pelt_EPOCH"]; _BuildingComponents2 = ["ItemCorrugated","ItemCorrugatedLg","CircuitParts","PartPlankPack"]; _BuildingKits = ["KitStudWall","KitWoodFloor","KitWoodStairs","KitWoodRamp","KitFirePlace","KitTiPi","KitShelf","KitFoundation","JackKit","KitPlotPole","KitCinderWall"]; switch(_loadout)do{ case 0:{ //base building material private["_objArr","_objType"]; _crate addItemCargoGlobal ["FAK", ceil(random 5)]; _crate addBackpackCargoGlobal ["B_Carryall_khk", 2]; _objArr = _paintCans; for "_i" from 2 to 4 step 1 do { _objType = _objArr select (random (count _objArr -1)); _objArr = _objArr - [_objType]; _crate additemcargoGlobal [_objType, ceil(random _i)]; }; _objArr = _BuildingComponents1; for "_i" from 7 to 11 step 2 do { _objType = _objArr select (random (count _objArr -1)); _objArr = _objArr - [_objType]; _crate additemcargoGlobal [_objType, ceil(random _i)]; }; _objArr = _BuildingComponents2; for "_i" from 4 to 5 step 1 do { _objType = _objArr select (random (count _objArr -1)); _objArr = _objArr - [_objType]; _crate additemcargoGlobal [_objType, ceil(random _i)]; }; _objArr = _BuildingKits; for "_i" from 1 to 2 step 1 do { _objType = _objArr select (random (count _objArr -1)); _objArr = _objArr - [_objType]; _crate additemcargoGlobal [_objType, ceil(random _i)]; }; }; case 1:{ //random crap _opt = _rifleOptics select (random (count _rifleOptics -1)); _crate additemcargoGlobal [_opt, 2]; _crate addWeaponCargoGlobal ["speargun_epoch", 1]; _crate addMagazineCargoGlobal ["spear_magazine", 30]; _crate additemcargoGlobal ["ItemCompass", 1]; _crate additemcargoGlobal ["FoodBioMeat", 5]; _crate additemcargoGlobal ["FoodMeeps", 1]; _crate additemcargoGlobal ["sardines_epoch", 3]; _crate additemcargoGlobal ["meatballs_epoch", 2]; _crate additemcargoGlobal ["ItemTunaCooked", 3]; _crate additemcargoGlobal ["ItemSodaRbull", 1]; _crate additemcargoGlobal ["ItemSodaPurple", 2]; _crate additemcargoGlobal ["ItemSodaMocha", 1]; _crate additemcargoGlobal ["ItemSodaBurst", 2]; _crate additemcargoGlobal ["WhiskeyNoodle", 1]; _crate additemcargoGlobal ["Towelette", 7]; _crate additemcargoGlobal ["ColdPack", 2]; _crate additemcargoGlobal ["ItemCoolerE", 2]; _crate additemcargoGlobal ["CircuitParts", 5]; _crate additemcargoGlobal ["PartPlankPack", 2]; _crate additemcargoGlobal ["MortarBucket", 1]; _crate additemcargoGlobal ["CinderBlocks", 4]; _crate additemcargoGlobal ["FAK", 3]; _crate additemcargoGlobal ["ItemKiloHemp", 2]; _crate additemcargoGlobal ["ItemRuby", 1]; _crate additemcargoGlobal ["Pelt_EPOCH", 3]; _crate additemcargoGlobal ["HeatPack", 3]; _crate additemcargoGlobal ["ItemSodaOrangeSherbet", 2]; //_crate additemcargoGlobal ["optic_ACO_grn", 1]; _crate additemcargoGlobal ["U_O_Wetsuit", 1]; _crate addbackpackcargoGlobal ["smallbackpack_pink_epoch", 1]; }; case 2:{ //random crap 2 _opt = _rifleOptics select (random (count _rifleOptics -1)); _crate additemcargoGlobal [_opt, 2]; _crate addWeaponCargoGlobal ["MultiGun", 1]; _crate addMagazineCargoGlobal ["EnergyPack", 5]; _crate additemcargoGlobal ["Defib_EPOCH", 2]; _crate additemcargoGlobal ["Heal_EPOCH", 1]; _crate additemcargoGlobal ["Repair_EPOCH", 2]; _crate additemcargoGlobal ["Binocular", 2]; _crate additemcargoGlobal ["FAK", 4]; _crate additemcargoGlobal ["FoodSnooter", 2]; _crate additemcargoGlobal ["FoodWalkNSons", 3]; _crate additemcargoGlobal ["scam_epoch", 2]; _crate additemcargoGlobal ["sweetcorn_epoch", 4]; _crate additemcargoGlobal ["ItemTroutCooked", 1]; _crate additemcargoGlobal ["ItemSeaBassCooked", 2]; _crate additemcargoGlobal ["Towelette", 4]; _crate additemcargoGlobal ["HeatPack", 2]; _crate additemcargoGlobal ["ColdPack", 1]; _crate additemcargoGlobal ["ItemKiloHemp", 3]; _crate additemcargoGlobal ["ItemCoolerE", 1]; _crate additemcargoGlobal ["CircuitParts", 3]; _crate additemcargoGlobal ["PartPlankPack", 7]; _crate additemcargoGlobal ["MortarBucket", 2]; _crate additemcargoGlobal ["CinderBlocks", 3]; _crate additemcargoGlobal ["muzzle_snds_H", 1]; _crate additemcargoGlobal ["muzzle_snds_L", 1]; _crate additemcargoGlobal ["VehicleRepair", 1]; _crate additemcargoGlobal ["U_O_CombatUniform_ocamo", 1]; _crate addbackpackcargoGlobal ["smallbackpack_red_epoch", 1]; }; case 3:{ //good loot + SMGs + rifle magazines _wpn = _SMGs select (random (count _SMGs -1)); _opt = _smgOptics select (random (count _smgOptics -1)); _crate addWeaponCargoGlobal [(_wpn select 0), 3]; _crate addMagazineCargoGlobal [(_wpn select 1), 16]; _crate additemcargoGlobal [_opt, 3]; _crate additemcargoGlobal ["Binocular", 4]; _crate additemcargoGlobal ["FAK", 5]; _crate additemcargoGlobal ["muzzle_snds_B", 1]; _crate additemcargoGlobal ["ItemSilverBar", 3]; _crate additemcargoGlobal ["Pelt_EPOCH", 2]; //_crate additemcargoGlobal ["ChainSaw", 1]; _crate additemcargoGlobal ["ItemMixOil", 1]; _crate additemcargoGlobal ["ItemGPS", 1]; _crate addbackpackcargoGlobal ["smallbackpack_teal_epoch", 1]; }; case 4:{ //good loot + basic weapons + rifle magazines _wpn = _rifles select (random (count _rifles -1)); _crate addWeaponCargoGlobal [(_wpn select 0), 2]; _crate addMagazineCargoGlobal [(_wpn select 1), 8]; _crate addWeaponCargoGlobal ["Rollins_F", 1]; _crate addMagazineCargoGlobal ["5Rnd_rollins_mag", 6]; _crate additemcargoGlobal ["NVG_EPOCH", 1]; _crate additemcargoGlobal ["ItemGPS", 2]; _crate additemcargoGlobal ["ItemGoldBar", 2]; _crate additemcargoGlobal ["Rangefinder", 2]; _crate additemcargoGlobal ["FAK", 3]; _crate additemcargoGlobal ["muzzle_snds_B", 1]; _crate additemcargoGlobal ["Pelt_EPOCH", 2]; //_crate additemcargoGlobal ["ChainSaw", 1]; _crate additemcargoGlobal ["ItemMixOil", 2]; _crate additemcargoGlobal ["jerrycan_epoch", 2]; _crate addbackpackcargoGlobal ["smallbackpack_green_epoch", 1]; }; case 5:{ //good loot + higher tier weapons + usefull attachments _wpn = _DMRs select (random (count _DMRs -1)); _crate addWeaponCargoGlobal [(_wpn select 0), 2]; _crate addMagazineCargoGlobal [(_wpn select 1), 12]; _wpn = _rifles select (random (count _rifles -1)); _crate addWeaponCargoGlobal [(_wpn select 0), 2]; _crate addMagazineCargoGlobal [(_wpn select 1), 12]; _crate additemcargoGlobal ["optic_Hamr", 2]; _crate additemcargoGlobal ["optic_Nightstalker", 1]; _crate additemcargoGlobal ["NVG_EPOCH", 1]; _crate additemcargoGlobal ["ItemGPS", 2]; _crate additemcargoGlobal ["ItemGoldBar10oz", 2]; _crate additemcargoGlobal ["Rangefinder", 1]; _crate additemcargoGlobal ["VehicleRepair", 1]; _crate additemcargoGlobal ["FAK", 6]; _crate additemcargoGlobal ["sweetcorn_epoch", 2]; _crate additemcargoGlobal ["ItemSodaRbull", 1]; _crate additemcargoGlobal ["Pelt_EPOCH", 2]; _crate additemcargoGlobal ["ItemKiloHemp", 5]; _crate additemcargoGlobal ["Towelette", 4]; _crate addbackpackcargoGlobal ["B_Carryall_cbr", 1]; }; case 6:{ //excellent + high tier weapons + good attachments _wpn = _LMGs select (random (count _LMGs -1)); _crate addWeaponCargoGlobal [(_wpn select 0), 1]; _crate addMagazineCargoGlobal [(_wpn select 1), 5]; _wpn = _riflesGL select (random (count _riflesGL -1)); _crate addWeaponCargoGlobal [(_wpn select 0), 2]; _crate addMagazineCargoGlobal [(_wpn select 1), 12]; _crate addMagazineCargoGlobal ["1Rnd_HE_Grenade_shell", 10]; _crate additemcargoGlobal ["optic_Hamr", 2]; _crate additemcargoGlobal ["optic_Arco", 2]; _crate addWeaponCargoGlobal ["MultiGun", 1]; _crate additemcargoGlobal ["ItemGoldBar10oz", 1]; _crate additemcargoGlobal ["ItemSilverBar", 2]; _crate addMagazineCargoGlobal ["EnergyPack", 4]; _crate additemcargoGlobal ["NVG_EPOCH", 2]; _crate additemcargoGlobal ["ItemGPS", 2]; _crate additemcargoGlobal ["Rangefinder", 1]; _crate additemcargoGlobal ["FAK", 9]; _crate additemcargoGlobal ["Repair_EPOCH", 1]; _crate additemcargoGlobal ["Defib_EPOCH", 1]; _crate additemcargoGlobal ["Heal_EPOCH", 2]; _crate additemcargoGlobal ["jerrycan_epoch", 2]; _crate addMagazineCargoGlobal ["SatchelCharge_Remote_Mag", 1]; _crate addbackpackcargoGlobal ["B_Carryall_cbr", 1]; }; case 7:{ //DMRs, AR and Chainsaw _wpn = _DMRs select (random (count _DMRs -1)); _crate addWeaponCargoGlobal [(_wpn select 0), 1]; _crate addMagazineCargoGlobal [(_wpn select 1), 12]; _wpn = _DMRs select (random (count _DMRs -1)); _crate addWeaponCargoGlobal [(_wpn select 0), 1]; _crate addMagazineCargoGlobal [(_wpn select 1), 12]; _wpn = _riflesGL select (random (count _riflesGL -1)); _crate addWeaponCargoGlobal [(_wpn select 0), 2]; _crate addMagazineCargoGlobal [(_wpn select 1), 20]; _crate addMagazineCargoGlobal ["1Rnd_HE_Grenade_shell", 10]; _crate additemcargoGlobal [_sniperOptics select (random (count _sniperOptics -1)), 1]; _crate additemcargoGlobal [_sniperOptics select (random (count _sniperOptics -1)), 1]; _crate additemcargoGlobal ["NVG_EPOCH", 2]; _crate additemcargoGlobal ["ItemGPS", 2]; _crate additemcargoGlobal ["Rangefinder", 2]; _crate additemcargoGlobal ["FAK", 8]; _crate additemcargoGlobal ["CinderBlocks", 3]; _crate additemcargoGlobal ["ChainSaw", 1]; _crate additemcargoGlobal ["ItemMixOil", 2]; _crate additemcargoGlobal ["jerrycan_epoch", 2]; _crate additemcargoGlobal ["EnergyPackLg", 4]; _crate additemcargoGlobal ["MortarBucket", 6]; //_crate additemcargoGlobal ["ItemCorrugated", 6]; _crate addbackpackcargoGlobal ["B_Carryall_cbr", 1]; _crate addMagazineCargoGlobal ["SatchelCharge_Remote_Mag", 2]; }; }; Link to comment Share on other sites More sharing options...
Havoc302 Posted February 12, 2015 Report Share Posted February 12, 2015 OMG Flashhhka use a f'n spoiler! [ spoiler ] at the start [ / spoiler ] at the end! KiloSwiss 1 Link to comment Share on other sites More sharing options...
Leigham Posted February 12, 2015 Report Share Posted February 12, 2015 Kilo, im trying to add a couple options to your config for if the server admins want the vehicle to stay after respawn would i do an If { Else{ statement edit something like this ? if(SEM_SAVEVehicle)then{ _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]; //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; }else{ _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]; //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; }; Link to comment Share on other sites More sharing options...
KiloSwiss Posted February 12, 2015 Author Report Share Posted February 12, 2015 Convoys in ArmA are a real pain in the lower back! That AI driving, drives me crazy. I took my ArmA2 Convoy script and tried to improve it, but only made it worse. Now I need some sleep, will finish all the new scripts and missions in the upcoming days. @Flashhhka Install the latest updates to Your server -> And don't edit something You don't understand! Read the .RPT Logfile, check it for any syntax errors and fix them by Yourself. @Leigham I don't know exactly how you want to add it, so I can't give you a precise answer, but I will implement such an option with the next update, You can then copy'n'paste or at least look how it's done. btw. I will also move the config file outside the sem.pbo to provide better access. Greez KiloSwiss Link to comment Share on other sites More sharing options...
Leigham Posted February 13, 2015 Report Share Posted February 13, 2015 ok kilo i think i have it working :D just a few missions to do and restarts to test KiloSwiss 1 Link to comment Share on other sites More sharing options...
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