He-Man Posted April 4, 2017 Report Share Posted April 4, 2017 I will double check it tomorrow and give you some feedback! Link to comment Share on other sites More sharing options...
He-Man Posted April 5, 2017 Report Share Posted April 5, 2017 @Sneer, I have double checked it now. For me, it works with the actual files without any problems / errors. The only I have changed is: Spoiler SEM_TimerStart = 1; // Minutes to start first Mission. SEM_MissionTimerMin = 1; // Minimum minutes between missions. SEM_MissionTimerMax = 1.5; // Maximum minutes between missions. SEM_dynamicMissions = [ ["convoySupply", "Supply Convoy", 1, 100, 0, true], ["convoyRepair", "Repair Convoy", 1, 100, 1, true], ["convoyStrider", "Strider Convoy", 1, 100, 2, true], ["convoyWeapon", "Weapon Convoy", 1, 100, 3, true] //NO COMMA AT THE LAST LINE! ]; To start and restart the missions faster and not have to wait to long for testing. It was also not needed to change the execvm to call ... So I am really wondering, why it is not working for you. Okay, the dynamic missions are not finished and the behaviour is more then boring / uncontrolled. But this is only in beta and will stay there, I think. My intention was not to create a new Mission-System, but make thie static missions run plug'n'play and fix some things (marker / loot ...) Link to comment Share on other sites More sharing options...
Sneer Posted April 6, 2017 Report Share Posted April 6, 2017 I don't know, it just doesn't run with out the change you specified. I'm using 0.5.0.0740 running on Linux. I just updated it last week. No issues with anything else. Strange. Link to comment Share on other sites More sharing options...
zxbutchxz Posted April 7, 2017 Report Share Posted April 7, 2017 Hi He-Men. In the compositions for the "Bandit Camp" missions there are static automatic turrets (I_HMG_01_A_F), but they are not active and do not react to anything. But if they are dismantled and reassembled, the turrets begin to work and attack the players. How can you make them active with the start of the mission? Link to comment Share on other sites More sharing options...
He-Man Posted April 7, 2017 Report Share Posted April 7, 2017 Hehe, never noticed (known) this. I have searched and tried a bit... This could work: ["I_HMG_01_A_F",[-9.03711,5.17773,0.00170755],359.754,1,0,"_grp = creategroup [resistance,true];_driver = _grp createUnit ['I_UAV_AI', getpos _this, [], 0, 'CAN_COLLIDE'];_driver moveInGunner _this"], zxbutchxz and natoed 2 Link to comment Share on other sites More sharing options...
zxbutchxz Posted April 7, 2017 Report Share Posted April 7, 2017 3 hours ago, He-Man said: Hehe, never noticed (known) this. I have searched and tried a bit... This could work: ["I_HMG_01_A_F",[-9.03711,5.17773,0.00170755],359.754,1,0,"_grp = creategroup [resistance,true];_driver = _grp createUnit ['I_UAV_AI', getpos _this, [], 0, 'CAN_COLLIDE'];_driver moveInGunner _this"], With these parameters, the turrets disappear. If I add _this call EPOCH_server_setVToken ; ["I_HMG_01_A_F",[-9.03711,5.17773,0.00170755],359.754,1,0,"_this call EPOCH_server_setVToken;_grp = creategroup [resistance,true];_driver = _grp createUnit ['I_UAV_AI', getpos _this, [], 0, 'CAN_COLLIDE'];_driver moveInGunner _this"], then the turrets do not disappear, but they do not work at all, even after the disassembling - reassembling. It's strange, but now the turrets have stopped working after reassembling. If I spawn "I_HMG_01_A_F" from the infistar, then the turret works after reassembly. Probably parameter _this call EPOCH_server_setVToken affects the work of the turret. Link to comment Share on other sites More sharing options...
He-Man Posted April 7, 2017 Report Share Posted April 7, 2017 Put the setvtoken at the end. I will explain you later why. Im on my Couch ;) Link to comment Share on other sites More sharing options...
zxbutchxz Posted April 7, 2017 Report Share Posted April 7, 2017 No, it does not work. If you install a turret in the editor and set the parameter to put the vehicles with the crew, then the turret works immediately, but disappears if you approach it by 270 meters. Spoiler class Item1182 { dataType="Group"; side="Independent"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={24065.549,3.1914389,18827.516}; angles[]={0,4.1060095,0}; }; side="Independent"; flags=6; class Attributes { }; id=12618; type="I_UAV_AI"; }; }; class Attributes { }; class CrewLinks { class LinkIDProvider { nextID=1; }; class Links { items=1; class Item0 { linkID=0; item0=12618; item1=12617; class CustomData { role=2; turretPath[]={0}; }; }; }; }; id=12616; }; class Item1183 { dataType="Object"; class PositionInfo { position[]={24065.549,4.3223877,18827.465}; angles[]={0,4.1060095,0}; }; side="Independent"; flags=6; class Attributes { dynamicSimulation=1; }; id=12617; type="I_HMG_01_A_F"; class CustomAttributes { class Attribute0 { property="allowDamage"; expression="_this allowdamage _value;"; class Value { class data { class type { type[]= { "BOOL" }; }; value=0; }; }; }; nAttributes=1; }; }; This is the code for installing the turret with the crew. Link to comment Share on other sites More sharing options...
He-Man Posted April 7, 2017 Report Share Posted April 7, 2017 With at the End, I mean this: Spoiler ["I_HMG_01_A_F",[-9.03711,5.17773,0.00170755],359.754,1,0,"_grp = creategroup [resistance,true];_driver = _grp createUnit ['I_UAV_AI', getpos _this, [], 0, 'CAN_COLLIDE'];_driver moveInGunner _this;_this call EPOCH_server_setVToken"], Okay, forget it. It is not working. I will test a bit... Link to comment Share on other sites More sharing options...
He-Man Posted April 7, 2017 Report Share Posted April 7, 2017 Okay, now I think I have it... Spoiler ["I_HMG_01_A_F",[-9.03711,5.17773,0.00170755],359.754,1,0,"_this call EPOCH_server_setVToken;_grp = creategroup [resistance,true];_driver = _grp createUnit ['I_UAV_AI', getpos _this, [], 0, 'CAN_COLLIDE'];_driver moveInAny _this"], Link to comment Share on other sites More sharing options...
zxbutchxz Posted April 8, 2017 Report Share Posted April 8, 2017 9 hours ago, He-Man said: Okay, now I think I have it... Reveal hidden contents ["I_HMG_01_A_F",[-9.03711,5.17773,0.00170755],359.754,1,0,"_this call EPOCH_server_setVToken;_grp = creategroup [resistance,true];_driver = _grp createUnit ['I_UAV_AI', getpos _this, [], 0, 'CAN_COLLIDE'];_driver moveInAny _this"], Turrets still do not attack the players - neither immediately, nor after their reassembly, but on the map they look active. Link to comment Share on other sites More sharing options...
He-Man Posted April 8, 2017 Report Share Posted April 8, 2017 No time to try it atm, but the Simulation was disabled (also for the Vehicles in Dynamic Missions, so they stand still). https://github.com/Ignatz-HeMan/SEM/commit/df7fe3d813fd6bf3f53dcb8a0358339c8dfbae3e zxbutchxz 1 Link to comment Share on other sites More sharing options...
zxbutchxz Posted April 9, 2017 Report Share Posted April 9, 2017 14 hours ago, He-Man said: No time to try it atm, but the Simulation was disabled (also for the Vehicles in Dynamic Missions, so they stand still). https://github.com/Ignatz-HeMan/SEM/commit/df7fe3d813fd6bf3f53dcb8a0358339c8dfbae3e Yes! It works perfectly! Many thanks. Link to comment Share on other sites More sharing options...
zxbutchxz Posted April 12, 2017 Report Share Posted April 12, 2017 An interesting detail was noticed: the convoy reaches a certain point of the route and begins to move in the opposite direction. The marker remains in the place where the convoy started moving in the opposite direction. For this reason, players often can not complete the mission. Link to comment Share on other sites More sharing options...
Sneer Posted June 16, 2017 Report Share Posted June 16, 2017 On 4/4/2017 at 0:45 PM, He-Man said: Hmm can't find any problems. You can try: init: Reveal hidden contents _handle = execVM "sem\sem_config.sqf"; waitUntil {isNull _handle}; _null = call compile preprocessfilelinenumbers "sem\sem_config.sqf"; sem_config: Reveal hidden contents ... /* DO NOT EDIT BELOW THIS LINE *//**/SEM_config_loaded = true;/**/ true I looked at this again and got it working, the missions spawn now. I added what you put above but also needed to change sem\scripts\fn_missionController.sqf line:87 _runningMission = [_missionPos, _randomMission, _runningMissionID, _missionType] spawn compile preprocessFileLineNumbers format["%1%2.sqf", _missionPath, _randomMission select 0]; So if anyone is running linux you need to run like this. He-Man 1 Link to comment Share on other sites More sharing options...
truemc Posted July 2, 2017 Report Share Posted July 2, 2017 Hi please how to create static mission? Link to comment Share on other sites More sharing options...
natoed Posted January 1, 2018 Report Share Posted January 1, 2018 RPT errors since the last arma 3 update, I'm unable to sort them myself, thou the static missions spawn fine, the convey missions at time just fail due to the below error Error Foreign error: Unknown enum value: "NO_COLLIDE" rpt errors "#SEM: Start dynamic mission 5: ""Supply Convoy"" from position [8116.41,11593.6,0] to [2754.84,5271.09,0]." 10:31:52 Error in expression <s + 10; (count _spawnPos > 0) }; _veh = createVehicle[_veh, _spawnPos, [], 0, "N> 10:31:52 Error position: <createVehicle[_veh, _spawnPos, [], 0, "N> 10:31:52 Error Foreign error: Unknown enum value: "NO_COLLIDE" 10:31:52 File sem\scripts\fn_spawnVehicle.sqf [SEM_fnc_spawnVehicle], line 16 10:31:52 Duplicate HitPoint name 'HitTurret' in 'I_mas_cars_Ural' 10:31:52 Duplicate HitPoint name 'HitGun' in 'I_mas_cars_Ural' 10:31:52 Error in expression <s + 10; (count _spawnPos > 0) }; _veh = createVehicle[_veh, _spawnPos, [], 0, "N> 10:31:52 Error position: <createVehicle[_veh, _spawnPos, [], 0, "N> 10:31:52 Error Foreign error: Unknown enum value: "NO_COLLIDE" 10:31:52 File sem\scripts\fn_spawnVehicle.sqf [SEM_fnc_spawnVehicle], line 16 10:31:52 Error in expression <s + 10; (count _spawnPos > 0) }; _veh = createVehicle[_veh, _spawnPos, [], 0, "N> 10:31:52 Error position: <createVehicle[_veh, _spawnPos, [], 0, "N> 10:31:52 Error Foreign error: Unknown enum value: "NO_COLLIDE" 10:31:52 File sem\scripts\fn_spawnVehicle.sqf [SEM_fnc_spawnVehicle], line 16 10:31:53 "#SEM: Spawned 6 units at position [8116.41,11593.6,0]" 10:32:10 "SEM DEBUG: Convoy Vehicles TopSpeeds: [130,80,95] - Selected lowest: 80" has anybody got a fix.... cheers natoed Link to comment Share on other sites More sharing options...
Grahame Posted January 1, 2018 Report Share Posted January 1, 2018 Replacing line 16 in sem/scripts/fn_spawnVehicle.sqf with: _veh = createVehicle[_veh, _spawnPos, [], 0, "NONE"]; should get rid of the enum error. Note that the same should be done for the createUnit line in fn_spawnAI.sqf Razor1977 and natoed 2 Link to comment Share on other sites More sharing options...
natoed Posted January 1, 2018 Report Share Posted January 1, 2018 10 hours ago, Grahame said: Replacing line 16 in sem/scripts/fn_spawnVehicle.sqf with: _veh = createVehicle[_veh, _spawnPos, [], 0, "NONE"]; should get rid of the enum error. Note that the same should be done for the createUnit line in fn_spawnAI.sqf @Grahame spot on mate thx again Link to comment Share on other sites More sharing options...
bibi8667 Posted February 5, 2019 Report Share Posted February 5, 2019 hey, i am trying to found some new IA mission because roaming vehicul has too many bug, i try your PBO He-man server is running for 15 minutes and only one static and one dynamic mission ... https://pastebin.com/jYRy21Zu Link to comment Share on other sites More sharing options...
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