stonXer Posted February 22, 2015 Report Share Posted February 22, 2015 nice work, great addition to the server :) Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted February 23, 2015 Report Share Posted February 23, 2015 I was just on my server. There was a marker for the supply box and it hadn't been cleared yet when a second helicopter came and dropped another box somewhere else. Should another helicopter come if the last supply box wasn't found yet? If so, could we get an option to make it so the timer for the chopper won't begin if there's an unfound supply box? Link to comment Share on other sites More sharing options...
tdavison Posted February 23, 2015 Author Report Share Posted February 23, 2015 I was just on my server. There was a marker for the supply box and it hadn't been cleared yet when a second helicopter came and dropped another box somewhere else. Should another helicopter come if the last supply box wasn't found yet? If so, could we get an option to make it so the timer for the chopper won't begin if there's an unfound supply box? I'll have to test that more - but on my public server, a new helicopter doesn't come out until the supply crate has been triggered by a player, or its time expired. Been running since 10AM and never missed a beat as far as timers go. Did you modify any of the timers? Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted February 23, 2015 Report Share Posted February 23, 2015 I'll have to test that more - but on my public server, a new helicopter doesn't come out until the supply crate has been triggered by a player, or its time expired. Been running since 10AM and never missed a beat as far as timers go. Did you modify any of the timers? Nope, haven't modified any timers. Maybe the timer ran out but the marker didn't disappear? Link to comment Share on other sites More sharing options...
Moody Posted February 23, 2015 Report Share Posted February 23, 2015 OMG! After seeing this Post i feel like an idiot with my release... :ph34r: Will test this out! ;) You shouldnt, i love to be able to customize so many crates and call them in myself. Its USEFUL in so MANY WAYS! Keep it up @Salutesh ! Link to comment Share on other sites More sharing options...
Moody Posted February 23, 2015 Report Share Posted February 23, 2015 When im here, this scripts marker bugs almost everytime. Very often a marker is not set on the location of drop(with radius difference ofc). Also the marker doesnt go away from time to time. Anyone know a fix for this? Link to comment Share on other sites More sharing options...
tdavison Posted February 23, 2015 Author Report Share Posted February 23, 2015 When im here, this scripts marker bugs almost everytime. Very often a marker is not set on the location of drop(with radius difference ofc). Also the marker doesnt go away from time to time. Anyone know a fix for this? What map are you using this on? Link to comment Share on other sites More sharing options...
Moody Posted February 23, 2015 Report Share Posted February 23, 2015 Altis:) Link to comment Share on other sites More sharing options...
tdavison Posted February 24, 2015 Author Report Share Posted February 24, 2015 Altis:) I can't reproduce your issues - I played from 10am - midnight last weekend, and had no problems whatsoever with the markers. I did update to v1.0b which helped with marker variance due to the crate drifting while in flight. Everything else worked the way it was scripted. Link to comment Share on other sites More sharing options...
Metalfoundry Posted February 24, 2015 Report Share Posted February 24, 2015 Nice script dude! How to do it, if I want the script to start only, if more than 10 players are on the map? Link to comment Share on other sites More sharing options...
tdavison Posted February 24, 2015 Author Report Share Posted February 24, 2015 Nice script dude! How to do it, if I want the script to start only, if more than 10 players are on the map? I had this on a previous page) not tested: if (isServer) then { if (count playableUnits > 10) then { //call mission [] ExecVM "\SDROP\init.sqf"; }; }; Link to comment Share on other sites More sharing options...
Moody Posted February 24, 2015 Report Share Posted February 24, 2015 Latest Release: v1.0b (releases can be downloaded here: https://github.com/tdavison70/Helicopter-Supply-Drop/releases) Link doesnt work, 404 Page doesnt exsist. Nothing more complicated than removing the ) from the URL in the end. Just a heads up :p Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted February 24, 2015 Report Share Posted February 24, 2015 Link doesnt work, 404 Page doesnt exsist. Nothing more complicated than removing the ) from the URL in the end. Just a heads up :P https://github.com/tdavison70/Helicopter-Supply-Drop/releases The link you posted had an extra ) at the end. Link to comment Share on other sites More sharing options...
tdavison Posted February 24, 2015 Author Report Share Posted February 24, 2015 https://github.com/tdavison70/Helicopter-Supply-Drop/releases The link you posted had an extra ) at the end. Thanks, fixed it. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted February 26, 2015 Report Share Posted February 26, 2015 I have a user telling me that the supply drops started appearing about one a minute today. I'm not home so i can't look into it but i thought I'd mention it. Link to comment Share on other sites More sharing options...
tdavison Posted February 27, 2015 Author Report Share Posted February 27, 2015 I have a user telling me that the supply drops started appearing about one a minute today. I'm not home so i can't look into it but i thought I'd mention it. Can you find out if this just starting happening randomly? Was it after a fresh restart? How many players were on? etc. I used diag_TickTime to aid in the timing of drops... but that might not have been the best choice (although it has worked perfectly - I added a bunch of diag logs to tell me when the drops start/stop etc). Unfortunately, my public test server has had really low populations, so I cannot test effectively on a high-population server. Sorry for so many questions, I don't have a good test harness to work with. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted February 27, 2015 Report Share Posted February 27, 2015 I just logged onto my server after getting home from work and found 12 supply crates. They are dropping about every 3 - 5 minutes. There were 5 players on and the server's been running about 3 hours. Link to comment Share on other sites More sharing options...
tdavison Posted February 27, 2015 Author Report Share Posted February 27, 2015 I just logged onto my server after getting home from work and found 12 supply crates. They are dropping about every 3 - 5 minutes. There were 5 players on and the server's been running about 3 hours. Was it a fresh install, or has it been running fine until today? Very weird that it is not cleaning up those crates if no one gets within the range to activate victory conditions. The only thing I can consider at this point is that the diag_tickTime is tied to individual players which is causing the timers some havoc. I'll try to test on this some more - I may have to use serverTime or some other timer to que off of. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted February 27, 2015 Report Share Posted February 27, 2015 Was it a fresh install, or has it been running fine until today? Very weird that it is not cleaning up those crates if no one gets within the range to activate victory conditions. The only thing I can consider at this point is that the diag_tickTime is tied to individual players which is causing the timers some havoc. I'll try to test on this some more - I may have to use serverTime or some other timer to que off of. The server runs in 4 hour restarts. At 12:53 EST someone posted about the supply drops going crazy. This was about 7 hours later that I logged on, so it persisted across restarts. I was on the server for about a 1/2 an hour and saw the helicopters appearing every 3 - 5 minutes myself. Link to comment Share on other sites More sharing options...
tdavison Posted February 27, 2015 Author Report Share Posted February 27, 2015 The server runs in 4 hour restarts. At 12:53 EST someone posted about the supply drops going crazy. This was about 7 hours later that I logged on, so it persisted across restarts. I was on the server for about a 1/2 an hour and saw the helicopters appearing every 3 - 5 minutes myself. I plan on getting a different server today and will start with vanilla EPOCH and only my mission for testing. I should have an updated version by end of weekend. I plan to update the timers, and do some additional crate cleanup (currently crate will not get de-spawned if a player gets within range of it/loots it). Thanks for letting me know about the issues. computermancer 1 Link to comment Share on other sites More sharing options...
tdavison Posted March 1, 2015 Author Report Share Posted March 1, 2015 V1.0b Hotfix added to my github: https://github.com/tdavison70/Helicopter-Supply-Drop/releases Below are the changes: Moved all functions to separate file and compile on init Replaced sleep command with uiSleep for performance issues Crates get cleaned up whether they are found or not Better handling for timers Hopefully, the timer issue is fixed. Below is an excerpt from my RPT files this weekend which show them working. I apologize if anyone has issues. You can see it sending choppers out about every 20 minutes, and crates get deleted now. You can set SDROP_Debug = false; if you don't want entries added to your RPT file. 16:59:55 [SDROP]: Starting Supply Drop Mission Framework. 17:14:58 [SDROP]: Helicopter spawned, and moving to WP 17:19:11 [SDROP]: Crate landed. Starting Crate de-spawn timer 17:49:11 [SDROP]: No players found the crate. Deleted crate 18:04:17 [SDROP]: Helicopter spawned, and moving to WP 18:06:55 [SDROP]: Crate landed. Starting Crate de-spawn timer 18:49:04 [SDROP]: Player found crate. Crate Deleted after timeout. Restarting new drop. 19:04:05 [SDROP]: Helicopter spawned, and moving to WP 19:08:41 [SDROP]: Crate landed. Starting Crate de-spawn timer 19:38:41 [SDROP]: No players found the crate. Deleted crate 19:53:44 [SDROP]: Helicopter spawned, and moving to WP 19:59:45 [SDROP]: Crate landed. Starting Crate de-spawn timer 20:29:45 [SDROP]: No players found the crate. Deleted crate 20:44:48 [SDROP]: Helicopter spawned, and moving to WP unrealPANDA, computermancer and Darth_Rogue 3 Link to comment Share on other sites More sharing options...
Brett13of9 Posted March 2, 2015 Report Share Posted March 2, 2015 hi whats the chances of a version of this that has 4 or 5 Ai that parachute down with the box ? Link to comment Share on other sites More sharing options...
tdavison Posted March 2, 2015 Author Report Share Posted March 2, 2015 hi whats the chances of a version of this that has 4 or 5 Ai that parachute down with the box ? I planned on working on an AI version of this in the future. Can't say how fast it will be available, but I do plan to work on it. Link to comment Share on other sites More sharing options...
Brett13of9 Posted March 3, 2015 Report Share Posted March 3, 2015 cool n1 m8 thanks for letting me no I will keep a eye out Link to comment Share on other sites More sharing options...
computermancer Posted March 4, 2015 Report Share Posted March 4, 2015 Hey I keep having issues with the chemlights and smoke not working. I think they are being removed too early or something Link to comment Share on other sites More sharing options...
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