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[Release] Casca Vehicles Convoy for any Map


Donnovan

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Is there a possibility of forcing the gunners to stay in the vehicle?  More often than not mine abandon the vehicle without firing a shot.   Other than that, this has been working great on my server.  The players love it after learning the hard way not to engage if it's next to your base.  Fun times....

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  • 3 weeks later...

hey guys thought id add my 2 cents :) the ai drivers are terrible lol, they get stuck on everything, corners included, most of the time i find the convoy has stopped somewhere apparently for no reason, also the ai dont always disembark the vehicle if i shoot out the drivers etc, once i was able to walk up to a convoy look in the back of a canvas humv and shoot the ai in their seats....... lastly the ai bomber, shoot him on exit of the car, all the ai are dead, easy win.....

 

i know this sounds harsh, i really dont intend it like that but im just pointing it out to try and help so i hope you dont take offence as i mean it merely as constructive critisism :) i actually love the idea and so do my players but its currently slightly less than functional :) when it works its great!

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Hi

 

I really like these convoys.

Tried to add stuff to them, but now they dont spawn as well as spawnpoints dont show.

I get no errors in RPT log.

 

Help Please!

 

//===========================================


//THIS VERSION IS FOR ARMA 2: ANDRE CONVOYS
//===========================================

if (isServer) then {
//=======================
//BASIC KONFIGURATION 1!
//=======================

//Vehicles: Its ok to repeate the same car with different configuration.
donn_carsConvy = [
//(0) Vehicle Unarmored Armed low Capacity
["Offroad_DSHKM_Gue",1,["150Rnd_127x107_DSHKM"]],
//(1) Vehicle Unarmored Unarmed Mediun Capacity
["UAZ_INS",3,[]],
//(2) Vehicle Unarmed Armored High Capacity
["BTR40_TK_INS_EP1"",4,[]],
//(3) Vehicle Unarmed Armored High Capacity
["GAZ_Vodnik_MedEvac",4,[]],
//(4) Vehicle Trash High Capacity
["Ural_INS",5,[]],
//(5) Civil Truck Ultra High Capacity
["UralOpen_INS",7,[]]
];

//Soldier of the Convoys (all the soldiers are the same)
donn_soldierSkin = ["TK_INS_Bonesetter_EP1","TK_CIV_Takistani01_EP1"];

//=======================
//BASIC KONFIGURATION 2!
//=======================

//CONVOY CONFIGURATION

//Time between each consecutive spawn
_timeBetweenSpawns = 160;

//Cars in each convoy (refere to donn_carsConvy)
_convoyFormation = [
[0],
[1],
[2],
[3],
[4],
[5],
[0,1],
[0,2],
[0,3],
[0,4],
[0,5],
[0,1,2],
[0,1,3],
[0,1,4],
[0,1,5],
[0,2,3],
[0,2,4],
[0,2,5],
[0,3,4],
[0,3,5],
[0,4,5],
[0,4,5],
[0,1,2,3,4,5]
];

//Crew Skill (driver, cargors and turreters)
_driverManSkill = 0.6; //Skill of the driver, from 0 to 1
_cargoMansSkill = 0.6; //Skill of the cargo ocupants, from 0 to 1
_turretMansSkill = 0.5; //Skill ot the turret operators, from 0 to 1

//SMART BOMBER MAN CONFIG - Percentage of bomberman AI in car disembarks: 0 is 0% and 1 is 100%
//Those bombermans will fight and run to the player in the first oportunity
//0.25 means 1 smart bomber each 4 vehicle disembark (1/0.25 = 4)
donn_fighterBomberManPerc = 0;
donn_fighterBomberIndicator = false;

//SMART BOMBER MAN CONFIG - Percentage of bomberman AI in car disembarks: 0 is 0% and 1 is 100%
//Those bomberman will not fight and search for a player to explode right after disembark
//0.2 means 1 runner bomber each 5 vehicle disembark (1/0.2 = 5)
donn_runnerBomberManPerc = 0;

//Others
_lootCutter = 4; //Number of loot piles in veh are divided by this number (minimum of 1 loot pile)
_showCrewNumber = true; //Show crew number on the vehicle icon on map?

//====================
//MAP CONFIGURATION
//====================

//VEHICLES SPAWN: [[vehicle spawn position],[nothing],spawn angle,spawn radius]

//TAVIANA SPAWNS
_spawns = [
[[16572,11498,0.2],[],0,15],
[[10188,18180,0.2],[],0,15],
[[6387,8593,0.2],[],0,15]

];

//=====================
//EXTRA KONFIGURATION!
//=====================

//LOOT IN VEHICLE
_loot1 = [
[["addWeaponCargoGlobal","NVGoggles",[1,2,3]]],
[["addWeaponCargoGlobal","Binocular_Vector",[1,2,3]]],
[["addWeaponCargoGlobal","Binocular",[1,2,3]]],
[["addWeaponCargoGlobal","ItemEtool",[2,4,6]]],
[["addWeaponCargoGlobal","ItemToolbox",[2,4,6]]],
[["addWeaponCargoGlobal","ItemCrowbar",[2,4,6]]],
[["addWeaponCargoGlobal","ItemMatchbox_DZE",[2,4,6]]],
[["addWeaponCargoGlobal","ItemKeyKit",[1,1,1]]],
[["addMagazineCargoGlobal","ItemBloodBag",[4,8,12]]],
[["addMagazineCargoGlobal","ItemBandage",[4,8,12]]],
[["addMagazineCargoGlobal","ItemMorphine",[4,8,12]]],
[["addMagazineCargoGlobal","ItemPainkiller",[4,8,12]]],
[["addMagazineCargoGlobal","ItemAntibiotic",[4,8,12]]],
[["addMagazineCargoGlobal","FoodCanBakedBeans",[8,10,12]]],
[["addMagazineCargoGlobal","FoodCanFrankBeans",[8,10,12]]],
[["addMagazineCargoGlobal","FoodCanPasta",[8,10,12]]],
[["addMagazineCargoGlobal","FoodCanSardines",[8,10,12]]],
[["addMagazineCargoGlobal","FoodMRE",[2,4,6]]],
[["addMagazineCargoGlobal","FoodPistachio",[2,4,6]]],
[["addMagazineCargoGlobal","FoodNutmix",[2,4,6]]],
[["addMagazineCargoGlobal","FoodbaconCooked",[2,4,6]]],
[["addMagazineCargoGlobal","FoodbeefCooked",[2,4,6]]],
[["addMagazineCargoGlobal","FoodchickenCooked",[2,4,6]]],
[["addMagazineCargoGlobal","FoodmuttonCooked",[2,4,6]]],
[["addMagazineCargoGlobal","FoodrabbitCooked",[2,4,6]]],
[["addMagazineCargoGlobal","ItemTroutCooked",[1,2,3]]],
[["addMagazineCargoGlobal","ItemSeaBassCooked",[1,2,3]]],
[["addMagazineCargoGlobal","ItemTunaCooked",[1,2,3]]],
[["addMagazineCargoGlobal","ItemWaterbottle",[8,10,12]]],
[["addMagazineCargoGlobal","ItemSodaCoke",[8,10,12]]],
[["addMagazineCargoGlobal","ItemSodaPepsi",[8,10,12]]],
[["addMagazineCargoGlobal","ItemSodaMdew",[2,4,6]]],
[["addMagazineCargoGlobal","ItemSodaOrangeSherbet",[2,4,6]]],
[["addMagazineCargoGlobal","ItemSodaRbull",[2,4,6]]]
];

//AI WEAPONS & AMMO
_donn_weapons = [
["vil_M64","vil_75Rnd_762_39_AK47"],
["vil_M70","vil_75Rnd_762_39_AK47"],
["vil_M70B","vil_75Rnd_762_39_AK47"],
["vil_M76","vil_10Rnd_Mauser"],
["vil_M91","10Rnd_762x54_SVD"],
["vil_zastava_M84","100Rnd_762x54_PK"],
["AK_47_M","30Rnd_762x39_AK47"],
["AKS_74_U","30Rnd_545x39_AK"],
["bizon_silenced","64Rnd_9x19_SD_Bizon"],
["RPK_74","75Rnd_545x39_RPK"]
];

//=========================
//END OF KONFIGURATION
//=========================

//==============================================================================================================
//==============================================================================================================
//==============================================================================================================
//==============================================================================================================

//Avoid Vehicles to Explode when Entering it
waitUntil {sleep 2;!isNil "DZE_safeVehicle"};
_cascaVehicles = [];
{
_car = _x select 0;
if !(_car in _cascaVehicles) then {
_cascaVehicles = _cascaVehicles + [_car];
};
} forEach donn_carsConvy;
DZE_safeVehicle = DZE_safeVehicle + _cascaVehicles;

//Generate Functions
call compile preprocessFileLineNumbers "custom\andre_convoy\andre_convoy_functions.sqf";

//Find Waypoints: Automatic find street waypoints
donn_wps = [1200] call donn_find_intersections;

//Show Spawn Icons on Map / refuel Vehicles / Show convoy icons on map
donn_motor = [];
donn_units_motor = [];
[_spawns,_showCrewNumber] spawn {
//Convoy Icons on Map Iniciate variables
_showCrewNumber = _this select 1;
_add = [];
_remove = [];
_update = [];
_donn_units_motor_icon_old = [];
//Add Icon Function
_addIcon = {
_iName = _this select 0;
_iPos = _this select 1;
_iColor = _this select 2;
_iText = _this select 3;
_mark = createMarker [_iName, _iPos];
_mark setMarkerColor _iColor;
_mark setMarkerShape "Icon";
_mark setMarkerType "mil_dot";
_mark setMarkerText _iText;
};

//Spawn icons on map iniciate variables
_spawns = _this select 0;
_donn_casca_icons = [];
{_donn_casca_icons = _donn_casca_icons + [[_x select 0,"Convoy Spawn " + str (_forEachIndex + 1)]];} forEach _spawns;

//While: Spawn icons / Convoy Icons / Refuel
_sleep_a = 0;
_sleep_b = 0;
_sleep_c = 0;
while {true} do {
//Spawn Icons Add
if (_sleep_a == 0) then {
{
_mark = createMarker ["Donn_Spawn_" + str _forEachIndex, _x select 0];
_mark setMarkerShape "Icon";
_mark setMarkerText (_x select 1);
_mark setMarkerType "mil_dot";
_mark setMarkerColor "ColorPink";
} forEach _donn_casca_icons;
};

//Refual Vehicles each 180 seconds
if (_sleep_b >= 200) then {
_sleep_b = 0;{_x setFuel 1;} forEach donn_motor;
};

//Convoy Icons
{
deleteMarker vehicleVarName _x;
} forEach _remove;
{
_color = "";
if (_x isKindOf "LandVehicle") then {
if (_x getVariable ["donn_tu",false]) then {_color = "ColorRed";} else {_color = "ColorBlue";};
} else {
_color = "ColorYellow";
};
_array = [vehicleVarName _x,position _x,_color,""];
_array call _addIcon;
} forEach _add;
{
_posXY = position _x;
_marker = vehicleVarName _x;
_marker setMarkerPos (getPosATL _x);
if (_x isKindOf "LandVehicle") then {
if (_showCrewNumber) then {_marker setMarkerText str ({alive _x} count crew _x);};
};

} forEach _update;
_donn_units_motor_icon = [];
_vehIcon = [];
{
_veh = vehicle _x;
_assigned = assignedVehicle _x;
if (_veh != _x) then {
if !(_veh in _vehIcon) then {
_vehIcon = _vehIcon + [_veh];
_donn_units_motor_icon = _donn_units_motor_icon + [_veh];
};
} else {
_donn_units_motor_icon = _donn_units_motor_icon + [_x];
};
if !(_assigned in _vehIcon) then {
_vehIcon = _vehIcon + [_assigned];
_donn_units_motor_icon = _donn_units_motor_icon + [_assigned];
};
} forEach donn_units_motor;
if (_sleep_c >= 20) then {
_add = _donn_units_motor_icon;
_remove = _donn_units_motor_icon_old;
_donn_units_motor_icon_old = _donn_units_motor_icon;
_sleep_c = 0;
} else {
_add = _donn_units_motor_icon - _donn_units_motor_icon_old;
_remove = _donn_units_motor_icon_old - _donn_units_motor_icon;
_update = _donn_units_motor_icon - _add;
_donn_units_motor_icon_old = _donn_units_motor_icon;
};

//Sleep Divisor of all
_sleepTime = 2.5;
sleep _sleepTime;
_sleep_a = _sleep_a + _sleepTime;
_sleep_b = _sleep_b + _sleepTime;
_sleep_c = _sleep_c + _sleepTime;

//Spawn Icons Remove
if (_sleep_a == 15) then {
_sleep_a = 0;
{deleteMarker ("Donn_Spawn_" + str _forEachIndex);} forEach _donn_casca_icons;
};
};
};

//Safe Sleep
sleep 10;

//Spawn Casca Units/Cars
for "_cs" from 1 to (count _convoyFormation) do {
diag_log ("[CASCA CONVOY] Initialized Spawn! " + str _cs);

//Inicialization
_spawn = _spawns select ((_cs + ((count _spawns)-1)) mod (count _spawns));
_origin = _spawn select 0;
_rad = _spawn select 3;
_rosa_group = createGroup EAST;
_convoy = _convoyFormation select (_cs-1);
_behaviorSafe = "CARELESS";
_speed = "NORMAL";
_qtd = count _convoy;
_cars = [];
{
_cars = _cars + [donn_carsConvy select _x];
} forEach _convoy;
for "_n" from 1 to _qtd do {
private ["_firstDriver"];

//Spawn Car
_car = _cars select (_n - 1);
_motor = createVehicle [_car select 0,_origin,[],_rad,"NONE"];
_motor allowDamage false;
_motor setVehicleVarName ("CASCA_CAR_" + str _cs + "_" + str _n);
_motor setVariable ["ObjectID","1",true];
_motor setVariable ["ObjectUID","1",true];
_motor setVariable ["car_group",_rosa_group,false];
_motor removeAllEventHandlers "HandleDamage";
_motor addEventHandler ["HandleDamage",{_this call donn_casca_veh_HD}];
_motor setDir (_spawn select 2);
_motor setFuel 1;
donn_motor = donn_motor + [_motor];
_motor addEventHandler ["GetIn",{_this call donn_casca_getIn;}];
_motor addEventHandler ["GetOut",{_this call donn_casca_getOut;}];

//Add Vehicle Ammo
_ammos = _car select 2;
if (count _ammos > 0) then {
[_ammos,_motor,"add"] call donn_cascar_tuAmmo;
_motor setVariable ["donn_tu",true,true];
};

//count Crew
_driverCount = 1;
_turreterCount = count _ammos;
_cargorsCount = _car select 1;
_crewCount = _driverCount + _turreterCount + _cargorsCount;

//Put Loot in the Car
clearWeaponCargoGlobal _motor;
clearMagazineCargoGlobal _motor;
{
{call compile format ["_motor %1 ['%2',%3];",_x select 0,_x select 1,_x select 2 select ((_qtd - 1) min 2)];} forEach _x;
} forEach ([_loot1,ceil (_crewCount/_lootCutter)] call donn_selectLoot);

//Spawn Soldiers
_gunnerPos = 0;
for "_y" from 1 to _crewCount do {

//Create Soldier
_skin = donn_soldierSkin call BIS_fnc_selectRandom;
_unit = _rosa_group createUnit [_skin,[50,50,50],[],50,"PRIVATE"];
_unit setVehicleVarName ("CASCA_AI_" + str _cs + "_" + str _n + "_" + str _y);
[_unit] joinSilent _rosa_group;
_unit addEventHandler ["Killed",{_this call donn_cleanUnit;}];
_unit addEventHandler ["HandleDamage",{_this call donn_casca_unit_HD}];
donn_units_motor = donn_units_motor + [_unit];
_unit disableAi "TARGET";
_unit disableAi "AUTOTARGET";

//Give Soldier Weapon and Ammo
removeAllWeapons _unit;
{_unit removeMagazine _x} forEach magazines _unit;
_weap_mag = _donn_weapons call BIS_fnc_selectRandom;
_weapon = _weap_mag select 0;
_magazine = _weap_mag select 1;
_unit addWeapon _weapon;
_unit selectWeapon _weapon;
for "_pa" from 1 to 8 do {
_unit addMagazine _magazine;
};

//Put AI in the car
if (_y == 1) then {
//Driver
_unit assignAsDriver _motor;
_unit moveInDriver _motor;
_unit setSkill _driverManSkill;
};
if (_y > 1 && _y <= 1 + _turreterCount) then {
//Turreters
_unit assignAsGunner _motor;
_unit moveInTurret [_motor,[_gunnerPos]];
_unit setSkill _turretMansSkill;
_gunnerPos = _gunnerPos + 1;
};
if (_y > 1 + _turreterCount) then {
//Cargors
_unit assignAsCargo _motor;
_unit moveInCargo _motor;
_unit setSkill _cargoMansSkill;
};
};
_rosa_group setCombatMode "BLUE";
_rosa_group setBehaviour _behaviorSafe;
_rosa_group setVariable ["donn_pshot",false,false];
_rosa_group setVariable ["donn_inWar",false,false];
{_x allowFleeing 0} forEach units _rosa_group;
{[_x] allowGetIn true;sleep 0.2;} forEach units _rosa_group;
{[_x] orderGetIn true;sleep 0.2;} forEach units _rosa_group;
};

//Make Units leave or Embark car
[_rosa_group,_behaviorSafe] spawn {
_rosa_group = _this select 0;
_behaviorSafe = _this select 1;
_noHurtTime = 0;
_tm = 1;
_targetOff = true;
while {!isNil "_rosa_group"} do {
_newHurt = _rosa_group getVariable ["donn_pshot",false];
if (isNil "_newHurt") then {_newHurt = false;};
if (_newHurt) then {
_noHurtTime = 0;
_rosa_group setVariable ["donn_pshot",false,false];
if (_targetOff) then {
_targetOff = false;
_rosa_group setVariable ["donn_inWar",true,false];
{_x enableAi "TARGET";sleep 0.025;} forEach units _rosa_group;
{_x enableAi "AUTOTARGET";sleep 0.025;} forEach units _rosa_group;
sleep 0.5;
_rosa_group setBehaviour "COMBAT";
_rosa_group setCombatMode "RED";
sleep 0.5;
_turreters = [];
{if ((assignedVehicleRole _x) select 0 == "Turret") then {_turreters = _turreters + [_x];};} forEach units _rosa_group;
_leaveToFight = (units _rosa_group) - _turreters;
{[_x] orderGetIn false;sleep 0.05;} forEach _leaveToFight;
{[_x] allowGetIn false;sleep 0.05;} forEach _leaveToFight;
_tm = 15;
};
} else {
_noHurtTime = _noHurtTime + _tm;
if (_noHurtTime > 120) then {
_noDangerFell = true;
{if (_rosa_group knowsAbout _x > 0) exitWith {_noDangerFell = false;};} forEach playableUnits;
if (_noDangerFell) then {
_targetOff = true;
_rosa_group setVariable ["donn_inWar",false,false];
{_x disableAi "TARGET";} forEach units _rosa_group;
{_x disableAi "AUTOTARGET";} forEach units _rosa_group;
sleep 1;
_rosa_group setBehaviour _behaviorSafe;
_rosa_group setCombatMode "BLUE";
sleep 2;
{[_x] allowGetIn true;sleep 0.2;} forEach units _rosa_group;
{[_x] orderGetIn true;sleep 0.2;} forEach units _rosa_group;
_tm = 1;
};
};
};
sleep _tm;
};
};

//Make Convoy Route
[_spawn select 0,_rosa_group,_speed,donn_wps] call donn_makeroute;

//Sleep Before Next Spawn
sleep _timeBetweenSpawns;
};
};

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I'm not sure if this is working for me. How do I know if it's working?  I don't think I installed this correctly. I really want to though, because it looks awesome.

 

I put execVM "andre_convoy\andre_convoy.sqf"; in my init.sqf file.

 

like this?

if (!isDedicated) then {
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";  

 

execVM "andre_convoy\andre_convoy.sqf";

 

And put andre_convoy folder into the root of my mission folder?

 

I also set _CUF = false;

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Caveman,

 

Try to make it like that:

 

execVM "andre_convoy\andre_convoy.sqf";

if (!isDedicated) then {

    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";

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love this script.  only issues i have is "sometimes" the AIs will just stand  there and do nothing. wont even angage dont matter how close you get or shoot them.

 

second thing is the vehicle from the convoys take no damage from the mines in WAI.  I've seen players clear convoys, take the vehicles and drive over AIs at missions and not get blown up. working on trying to prevent that lol

 

other than that it is a amazing script.  i think its the mission the community likes the most.

 

thx

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imcompatible vehicle spawn 

 

2015-08-12 09:52:49 HiveExt: [information] HiveExt Axe Cop Edition v2
2015-08-12 09:52:50 Database: [information] Connected to MySQL database localhost:3306/winchesterz client ver: 5.5.28 server ver: 5.5.32
2015-08-12 09:52:51 Database: [information] Connected to MySQL database localhost:3306/winchesterz client ver: 5.5.28 server ver: 5.5.32
2015-08-12 09:52:51 HiveExt: [information] Method: 302 Params: 11:
2015-08-12 09:52:51 HiveExt: [information] Result: ["ObjectStreamStart",0,"c8220ecac7171048d1d69af058e7e759"]
2015-08-12 09:53:10 HiveExt: [information] Method: 307 Params: 
2015-08-12 09:53:10 HiveExt: [information] Result: ["PASS",[2015,8,12,5,53]]
2015-08-12 09:53:10 game start
 
 
 
rpt file 
 
 9:52:38 "infiSTAR.de - _randvar1: PV_djwro2i"
 9:52:38 "infiSTAR.de - _randvar2: PV_2rpyxjm"
 9:52:38 "infiSTAR.de - _randvar3: PV_mryacxe"
 9:52:38 "infiSTAR.de - _randvar4: PV_uniwycn"
 9:52:38 "infiSTAR.de - _randvar5: PV_tseh3jb"
 9:52:38 "infiSTAR.de - _randvar6: PV_dt1vq1s"
 9:52:38 "infiSTAR.de - _randvar13: PV_wtngufl"
 9:52:38 "infiSTAR.de - _randvar19: PV_ozoqfp1"
 9:52:38 "infiSTAR.de - _randvar26: PV_wpnf2lg"
 9:52:38 "infiSTAR.de - _randvar27: PV_3bvglkb"
 9:52:38 "infiSTAR.de - _randvar27a: PV_cwrpwfn"
 9:52:38 "infiSTAR.de - _randvar28: PV_uqilcnt"
 9:52:38 "infiSTAR.de - infiSTAR_DLL_PATH: "
 9:52:38 "infiSTAR.de - AntiHack LOADED!"
 9:52:38 "infiSTAR.de - CREATING AdminMenu"
 9:52:38 "infiSTAR.de - ADDING PublicVariableEventHandlers"
 9:52:38 "infiSTAR.de - AntiHack FULLY LOADED"
 9:52:39 Error in expression < ["ObjectID","1",true];
 
 
};
};
};
 
if (ChernarusMap)then{
 
execVM "\z\addons\da>
 9:52:39   Error position: <ChernarusMap)then{
 
execVM "\z\addons\da>
 9:52:39   Error Undefined variable in expression: chernarusmap
 9:52:39 File z\addons\dayz_server\init\server_functions.sqf, line 516
 9:52:39 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle_overpoch.sqf not found
 9:52:39 "Res3tting B!S effects..."
 9:52:40 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
 9:52:49 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
 9:52:49 WMOD v1.1.0: loading...
 9:52:49 Error in expression <iable "spawnChoice") < 1} do {
AT_SPAWN
if (!dialog) then {cutText ["","BLACK OU>
 9:52:49   Error position: <if (!dialog) then {cutText ["","BLACK OU>
 9:52:49   Error Missing ;
 9:52:49 File mpmissions\__cur_mp.Chernarus\scripts\spawn\spawn.sqf, line 112
 9:52:49 Error in expression <iable "spawnChoice") < 1} do {
AT_SPAWN
if (!dialog) then {cutText ["","BLACK OU>
 9:52:49   Error position: <if (!dialog) then {cutText ["","BLACK OU>
 9:52:49   Error Missing ;
 9:52:49 File mpmissions\__cur_mp.Chernarus\scripts\spawn\spawn.sqf, line 112
 9:52:49 "[Random_Weed_Farm]: waiting for BIS_fnc_findSafePos"
 9:52:49 "[Random_Weed_Farm]: Function loaded ... Server Building 5 Weed Farm(s)"
 9:52:49 "[Random_Weed_Farm]: Found Location for a farm (128004) [12808.1,14904.9] with 5 plants"
 9:52:49 "[Random_Weed_Farm]: Found Location for a farm (136001) [13651.4,15206.6] with 4 plants"
 9:52:49 "[Random_Weed_Farm]: Found Location for a farm (072011) [7295.9,14194.5] with 9 plants"
 9:52:49 "[Random_Weed_Farm]: Found Location for a farm (040069) [4063.27,8378.48] with 9 plants"
 9:52:49 "[Random_Weed_Farm]: Found Location for a farm (051077) [5140.2,7621.98] with 6 plants"
 9:52:49 "[Random_Weed_Farm]: Weed Farm(s) Done ... Broadcasting locations for clients"
 9:52:49 "HIVE: Starting"
 9:52:49 "HIVE: trying to get objects"
 9:52:51 "HIVE: found 0 objects"
 9:52:51 "HIVE: Commence Object Streaming..."
 9:52:51 "HIVE: got 0 Epoch Objects and 0 Vehicles"
 9:52:51 "HIVE: Spawning # of Vehicles: 300"
 9:52:52 "HIVE: Spawning # of Debris: 500"
 9:52:52 "HIVE: Spawning # of Ammo Boxes: 3"
 9:52:52 "HIVE: Spawning # of Veins: 50"
 9:52:52 "Total Number of spawn locations 5"
 9:52:52 "[DZAI] Initializing DZAI version 2.1.0 Release Build 7122014 using base path z\addons\dayz_server\DZAI."
 9:52:52 "[DZAI] Reading DZAI configuration file."
 9:52:52 "[DZAI] DZAI configuration file loaded."
 9:52:52 "[DZAI] Compiling DZAI functions."
 9:52:52 "[DZAI] DZAI functions compiled."
 9:52:52 "[DZAI] Epoch classnames loaded."
 9:52:52 "[DZAI] DZAI settings: Debug Level: 0. DebugMarkers: false. WorldName: chernarus. ModName: epoch. DZAI_dynamicWeaponList: true. VerifyTables: true."
 9:52:52 "[DZAI] AI spawn settings: Static: true. Dynamic: false. Air: true. Land: true."
 9:52:52 "[DZAI] AI settings: DZAI_findKiller: true. DZAI_useHealthSystem: true. DZAI_weaponNoise: true. DZAI_zombieEnemy: true."
 9:52:52 "[DZAI] DZAI loading completed in 0.365005 seconds."
 9:52:52 Error in expression <Dedicated) exitWith { }; 
 
while {count AllowedVehiclesList > 0} do {
 
_index = >
 9:52:52   Error position: <AllowedVehiclesList > 0} do {
 
_index = >
 9:52:52   Error Undefined variable in expression: allowedvehicleslist
 9:52:52 File z\addons\dayz_server\init\server_functions.sqf, line 256
 9:52:52 Error in expression <esList resize _lastIndex;
};
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CASCA ANDRE CONVOYS - TAKELONG V1:
V1 ON 16 of August of 2015
 
NEW ON TAKELONG V1:

 

New Skill Settings:

_generalSkill = 0.6; //All skills, except ain skill, for all AI
_driverManAin = 0.8; //Ain of the driver, from 0 to 1
_cargoMansAin = 0.5; //Ain of the cargo ocupants, from 0 to 1
_turretMansAin = 0.3; //Ain ot the turret operators, from 0 to 1

 

New Icon settings:

_showMapIcons = true; //Show spawn, convoy and AI icons on map?
_showMapIconsOnlyWhenNotInWar = true; //Hide convoy icons when they enter in war, so the fight is not spoted.
_showCrewNumber = true; //Show crew number on the vehicle icon on map? (runner bombers don't count as vehicle crew)
 
Special reward in coins (Zupa coins) or gold (normal Epoch):
_useCoinsReward = false; //Special kill (main char kill or combo kill) reward in gold or coins? Use false to gold / true to coins.
_coinsRewards = [650,4000,650]; //Special Reward Array: _xxxxxRewards = [kill reward,son of general kill reward,extra for each combo kill];
_goldRewards = [["ItemSilverBar",0],["ItemGoldBar10oz",1],["ItemGoldBar",1]]; //Special Reward Array: _xxxxxRewards = [kill reward,son of general kill reward,extra for each combo kill];
 
Combo kill is when you kill more 2 AI in the space of 15 seconds. The level of the combo increase if you keep killing in less than 15 seconds (Combo Level 1, Combo Level 2, Combo Leve 3, and so on).
While the combo kill reward in coins goes direct to the player wallet, in gold, it goes in the AI dead body.
 
Humanity Gain Settings:
donn_humanityGainForKill = 65; //How much humnity to gain for each AI kill?
 
//Bellow this value you is in the Bandit Way so donn_humanityGainForKill will subtract to your humanity
//Above this value you is in the Hero Way so donn_humanityGainForKill will add to your humanity
donn_humanityZeroScale = 2500;
 
Other Settings:
_donn_delete_body_time = 2400; //Time in seconds to delete a dead AI body
donn_aiCarVulnerable = false; //false or 0 is INVUNERABLE true or 1 is VULNERABLE
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tried the new version (thnx), bandits humanity acutally didnt work correctly , humanity gain went down , changed bit ot the code in andre_convoy_functions.sqf see how it goes

 

    //Humanity Gain / Loss
    _humanity = _player getVariable ["humanity",0];
    _humGain = donn_humanityGainForKill;
    _humGainDir = 1;if (_humanity < donn_humanityZeroScale) then {_humGainDir = -1;};
    _humGain = _humGain * _humGainDir;
    _player setVariable ["humanity",(_humanity + _humGain),true];

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