flyxdvd Posted January 9, 2015 Report Share Posted January 9, 2015 Hello, im using this mission script from blackeagls. I like to edit/code some stuff in since i study game-development(early years) i like to experiment with code etc. Im trying to add that vehicle's despawn when the mission is finished it works atm, but not for the first time mission spawned. example: restarting server, going to the mission and clear it, i get the mission like "mission has been cleared by survivors" but the vehicles don't despawn/deleted. the mission then re-spawns for a second time and when i clear it i get "mission has been cleared by survivors" and deletes the vehicle's. so the main problem is why the first mission doesn't delete the vehicles. i edited a total of 2 files and added 1 files so here they are: the SM1.sqf private ["_coords","_MainMarker","_wait","_crate]; //set variable //Find a safe position on map to spawn marker and AI units _FindNewPosition = false; _coords = [mapCenter,300,mapRange,30,0,10,0] call BIS_fnc_findSafePos; { if ((_x distance _coords) < MinDistanceFromMission) then { _FindNewPosition = true; }; } foreach AllMissionCoords; if (_FindNewPosition) exitWith {[] execVM "\q\addons\custom_server\AIMission\Major\SM1.sqf"}; AllMissionCoords = AllMissionCoords + [_coords]; //Sleeps specifed ammount in init.sqf sleep blck_AISpawnTime; //Sends message to all players about the AI Mission ["Rebels are gathering! Check your map for the location!"] execVM "\q\addons\custom_server\AIMission\AIM.sqf"; //Sets public variable for all units to see mapmarker Ccoords = _coords; publicVariable "Ccoords"; [] execVM "debug\addmarkers.sqf"; //Crates the crate _crate = objNull; _crate = createVehicle ["Box_NATO_Wps_F",[(_coords select 0) - 3, _coords select 1,0],[], 0, "CAN_COLLIDE"]; //Sets variables (not sure if needed but left just incase so cleanup doesnt happen _crate setVariable ["Mission",1,true]; _crate setVariable ["ObjectID","1",true]; _crate setVariable ["permaLoot",true,true]; //Fills the crate with items [_crate] call blck_FillBoxes_Major; //Spawns the AI [_coords,blck_MinAI_Major,blck_MaxAI_Major,blck_WeaponList_Major,blck_SpawnVeh_Major] execVM "\q\addons\custom_server\AIMission\spawnai.sqf"; //Waits until player gets near the _crate to end mission waitUntil{{isPlayer _x && _x distance _crate < 10 } count playableunits > 0}; //Announces that the mission is complete ["The Rebel Gathering has settled down!"] execVM "\q\addons\custom_server\AIMission\AIM.sqf"; //Remove AI Mission Position Tracker AllMissionCoords = AllMissionCoords - [_coords]; //Removes the markers [] execVM "debug\remmarkers.sqf"; MissionGo = 0; Ccoords = 0; publicVariable "Ccoords"; //the delete vehicle exec [] execVM "\q\addons\custom_server\AIMission\delveh1.sqf"; //Spawns mission again [] execVM "\q\addons\custom_server\AIMission\major\SM1.sqf"; the spawnVehicle.sqf //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 "O_G_Soldier_SL_F" createUnit [_safepos, _aiGroup, "_ai = this", 0.1, "PRIVATE"]; removeBackpackGlobal _ai; removeAllItemsWithMagazines _ai; _ai setVariable["LASTLOGOUT_EPOCH",1000000000000]; _ai setVariable["LAST_CHECK",1000000000000]; _ai setVehicleVarName "ai1"; ai1 = _ai;\\gave the ai's a name to delete it with. so with the rest. _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]; //Spawns 1 AI Unit _ai1 = ObjNull; _safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos; "O_G_Soldier_SL_F" createUnit [_safepos, _aiGroup, "_ai1 = this", 0.1, "PRIVATE"]; removeBackpackGlobal _ai1; removeAllItemsWithMagazines _ai1; _ai1 setVariable["LASTLOGOUT_EPOCH",1000000000000]; _ai1 setVariable["LAST_CHECK",1000000000000]; _ai1 setVehicleVarName "ai2"; ai2 = _ai1; _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]; //Spawns 1 AI Unit _ai2 = ObjNull; _safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos; "O_G_Soldier_SL_F" createUnit [_safepos, _aiGroup, "_ai2 = this", 0.1, "PRIVATE"]; removeBackpackGlobal _ai2; removeAllItemsWithMagazines _ai2; _ai2 setVariable["LASTLOGOUT_EPOCH",1000000000000]; _ai2 setVariable["LAST_CHECK",1000000000000]; _ai2 setVehicleVarName "ai3"; ai3 = _ai2; _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]; //Spawns 1 AI Unit _ai3 = ObjNull; _safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos; "O_G_Soldier_SL_F" createUnit [_safepos, _aiGroup, "_ai3 = this", 0.1, "PRIVATE"]; removeBackpackGlobal _ai3; removeAllItemsWithMagazines _ai3; _ai3 setVariable["LASTLOGOUT_EPOCH",1000000000000]; _ai3 setVariable["LAST_CHECK",1000000000000]; _ai3 setVehicleVarName "ai4"; ai4 = _ai3; _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]; //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]; _veh setVehicleVarName "veh1"; veh1 = _veh; \\gave the vehicle a name so i can delete it. did this with both of em. //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; _safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos; _veh2 = ObjNull; _veh2 = createVehicle["B_G_Offroad_01_armed_F", _safepos, [], 0, "NONE"]; _veh2 setVariable["LASTLOGOUT_EPOCH",1000000000000]; _veh2 setVariable["LAST_CHECK",1000000000000]; _veh2 setVehicleVarName "veh2"; veh2 = _veh2; _ai2 moveInAny _veh2; _ai3 moveInAny _veh2; EPOCH_VehicleSlotsLimit = EPOCH_VehicleSlotsLimit + 1; EPOCH_VehicleSlots pushBack str(EPOCH_VehicleSlotsLimit); _slot = EPOCH_VehicleSlots select 0; _veh2 setVariable ['VEHICLE_SLOT',_slot,true]; EPOCH_VehicleSlots = EPOCH_VehicleSlots - [_slot]; EPOCH_VehicleSlotCount = count EPOCH_VehicleSlots; publicVariable 'EPOCH_VehicleSlotCount'; _veh2 call EPOCH_server_setVToken; clearWeaponCargoGlobal _veh2; clearMagazineCargoGlobal _veh2; clearBackpackCargoGlobal _veh2; clearItemCargoGlobal _veh2; delveh1.sqf is the delete vehicle type of script which is called at the end of the mission. { _x action ["Eject", veh1]; } forEach crew veh1; deleteVehicle veh1; deleteVehicle ai1; deleteVehicle ai2; { _x action ["Eject", veh2]; } forEach crew veh2; deleteVehicle veh2; deleteVehicle ai3; deleteVehicle ai4; Any help would be greatly appreciated ^^ kind regards, Flyx Link to comment Share on other sites More sharing options...
nedfox Posted January 9, 2015 Report Share Posted January 9, 2015 http://epochmod.com/forum/index.php?/forum/69-scripts/ Link to comment Share on other sites More sharing options...
flyxdvd Posted January 9, 2015 Author Report Share Posted January 9, 2015 i guess you ment to say its in the wrong section? would be nice ;P sorry Tricks 1 Link to comment Share on other sites More sharing options...
Tricks Posted January 10, 2015 Report Share Posted January 10, 2015 Love when people are so polite like that.... Link to comment Share on other sites More sharing options...
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