Donnovan Posted April 11, 2015 Report Share Posted April 11, 2015 If you like my work, please consider a donation: $USD $EUROANDRE CONVOY: VERSION BOMBA V2a (28 of May of 2015) INSTALLATION (BOMBA V2a): Unzip this file in your mission folder: https://www.dropbox.com/s/xgthgs2r44utiv9/andre_convoy_bomba_arma3_epoch_v2a.7z?dl=0 Configure the map you is using in andre_convoy.sqf on line 70. See in init(example).sqf a example on how to run the script and reproduce it in your init.sqf.BE FILTERS: On scripts.txt add !"execVM \"andre_convoy.sqf\"" at the end of the line that iniciate with 7 exec.DONATION: If the script works for you as you intended, i kindly ask for a donation. Thankyou.NEW ON BOMBA VERSION: - Suicide bomber engage on player. - You can set bomberman frequency. - Bomberman don't detonate if near allies. - Shot the head, arms and legs of a bomberman will not make hin explode. - Vehicles became acessible and vulnerable when all crew die and a player enters it. - Reduced the number of "[] spwan {}". - Added configuration to reduce or increase loot quantity. - You can turn on/off vehicle crew number on map icons. - Functions created to make the main code cleaner. - Optimization on: code consistency & performance. - Better became better, in general. ADDED TO BOMBA WITH V2 VERSION: - Fix: you don't need to kill all convoy to liberate a vehicle, you just need to kill the vehicle crew. - Fix: Convoy units does not shot the bomberman anymore. - Code to embark/disembark simplified and realiable, minimum complications. - Runner Bomber, if alive at the end of the battle, make a salute and explode if friends are not near. BOMBA V2a VERSION: - Fix: players consecutive disembark does not trigger bomberman spawn anymore. 31_D!4b10, __FLYERS__, Gr8 and 5 others 8 Link to comment Share on other sites More sharing options...
Totto005 Posted April 12, 2015 Report Share Posted April 12, 2015 you can edit for Taviana and Panthera ? Link to comment Share on other sites More sharing options...
Razorman Posted April 12, 2015 Report Share Posted April 12, 2015 Interesting script, works fine, couple questions. Why dont convoy vehicles stop when they see a player? They just keep driving past atm. How do you remove those annoying map icons showing spawn locations & actual convoys driving around? Thanks Link to comment Share on other sites More sharing options...
Player1 Posted April 12, 2015 Report Share Posted April 12, 2015 6:20:52 Error Type Number, expected String 6:20:52 File mpmissions\__cur_mp.Altis\custom\andre_convoy.sqf, line 281 6:20:52 Error in expression <= _x; for "_a" from 1 to 10 do { _motor addMagazineTurret [_ammo,[_forEachIndex]> 6:20:52 Error position: 6:20:52 Error Type Number, expected String 6:20:52 File mpmissions\__cur_mp.Altis\custom\andre_convoy.sqf, line 281 6:20:52 Error in expression <= _x; for "_a" from 1 to 10 do { _motor addMagazineTurret [_ammo,[_forEachIndex]> 6:20:52 Error position: 6:20:52 Error Type Number, expected String 6:20:52 File mpmissions\__cur_mp.Altis\custom\andre_convoy.sqf, line 281 Error in Expression 6:20:52 Error position: <_turretMansSkill; _gunnerPos = _gunnerPo> 6:20:52 Error Undefined variable in expression: _turretmansskill 6:20:52 File mpmissions\__cur_mp.Altis\custom\andre_convoy.sqf, line 326 Hey, thanks this is from my test Server. I edit the Mrap to Gunner Offroader they dont shoot on Players, look only arround and drive away ?! Link to comment Share on other sites More sharing options...
Donnovan Posted April 12, 2015 Author Report Share Posted April 12, 2015 Razorman, i see you have not tried that much to stop then, right? What you did? Can you think in something?To then stop you need to offers some risk. Link to comment Share on other sites More sharing options...
Razorman Posted April 12, 2015 Report Share Posted April 12, 2015 Ai default combat status is Blue (Neutral), Change it to Red (Combat), change the type of vehicle to an open pickup truck & Ai in the back will shoot at u as they go past, actually leaving the icons on display/map & Ai in vehicles is better after playing for a while, You can increase number of vehicles in each Ai convoy or whatever you please. nice script. Donnovan 1 Link to comment Share on other sites More sharing options...
snep Posted April 12, 2015 Report Share Posted April 12, 2015 Hey, very nice script thx for share ! EDIT :: Battleye Kicked me not more... i dont know why, i try to found my mistace.... // But if i shot on the Convoy i get kicket by Battleye // Player USERNAME kicked off by BattlEye: SetVariable Restriction #0 // I dont know what i must modify in BE Filters, // can you help? Link to comment Share on other sites More sharing options...
Donnovan Posted April 12, 2015 Author Report Share Posted April 12, 2015 Razorman, you don't need to change the script to make the bots exit the vehicle.Just shot in the vehicle(s) direction, from a distance less than 100 meters. This will make the convoy stop 80 meters away from you (or any other player that have shot), then the bots will leave the vehicle and prey you.To make then give up, go 300 meters away from then or hide until their knowledge about you lower enough.If you go 300 meters away, they will still search for you for some time. Link to comment Share on other sites More sharing options...
Donnovan Posted April 12, 2015 Author Report Share Posted April 12, 2015 ZENITHOVMAN,It's all working ok? Link to comment Share on other sites More sharing options...
snep Posted April 12, 2015 Report Share Posted April 12, 2015 so now after TESTING again and again... Player USERNAME kicked off by BattlEye: SetVariable Restriction #0 if i shot in the near of the convoy... so i neet help to modify my BE Filters... (maybe becourse im around les 100 meters... so that the convoy will stop..) Link to comment Share on other sites More sharing options...
HackSaW_TM Posted April 12, 2015 Report Share Posted April 12, 2015 this script work for Chernarus map? or do i need to modify anything? Link to comment Share on other sites More sharing options...
snep Posted April 12, 2015 Report Share Posted April 12, 2015 this script work for Chernarus map? or do i need to modify anything? Yes it works... you must only set the spawn coordinates... read the sgf file ;) Link to comment Share on other sites More sharing options...
HackSaW_TM Posted April 12, 2015 Report Share Posted April 12, 2015 Yes it works... you must only set the spawn coordinates... read the sgf file ;) have you mod it? possible to get the coords that you putted? pls Link to comment Share on other sites More sharing options...
snep Posted April 12, 2015 Report Share Posted April 12, 2015 so now after TESTING again and again... Player USERNAME kicked off by BattlEye: SetVariable Restriction #0 if i shot in the near of the convoy... so i neet help to modify my BE Filters... (maybe becourse im around les 100 meters... so that the convoy will stop..) and the convoy dont want stop.. i try that with my teamm8... have you mod it? possible to get the coords that you putted? pls i dont have cherno.. so its on you to get you favorite coordinates and include it at this lines... //Vehicle Spawns [[vehicle spawn position],[nothing],spawn angle,spawn radius] _spawns = [ [[10648,15920,0.2],[],174,15], [[16514,15674,0.2],[],20,15], [[21484,7850,0.2],[],108,15] ]; //A point on the map near a main road _aPointNearRoad = [10648,15920,0]; Link to comment Share on other sites More sharing options...
Donnovan Posted April 12, 2015 Author Report Share Posted April 12, 2015 Those are for Chernarus.From the point _aPointNearRoad the script will discovery all map waypoints like water fluing by tubes (streets, in the case). Please report results. :)//Vehicle Spawns [[vehicle spawn position],[nothing],spawn angle,spawn radius][/color] _spawns = [ [[2000,10907,0.2],[],100,20], [[12786,4471,0.2],[],30,15], [[7195,9700,0.2],[],0,20] ]; //A point on the map near a main road[/color] _aPointNearRoad = [12786,4471,0.2]; Link to comment Share on other sites More sharing options...
Richie Posted April 12, 2015 Report Share Posted April 12, 2015 Awesome release Donnovan :D just 1 question, how do i get an Ai to get in the gunners position ? I've switched the vehicle but when i add an extra soldier he doesn't get in the vehicle, even though the gunners seat is free. Link to comment Share on other sites More sharing options...
Donnovan Posted April 12, 2015 Author Report Share Posted April 12, 2015 Richie,Turret vehicles are on hold, it's not safe to use then now. I will add that in the future, and if desirable, in the near future.You will find some code related to turret vehicles, but its incomplete now. Link to comment Share on other sites More sharing options...
Richie Posted April 12, 2015 Report Share Posted April 12, 2015 Yeah i see the code but can't get them to get in :( 3rd Ai just stands on the spawn point, the other 2 drive off and leave him Link to comment Share on other sites More sharing options...
HackSaW_TM Posted April 12, 2015 Report Share Posted April 12, 2015 i am getting this error after ive installed it .. EH_FIRED: 5 (KICKED TO LOBBY) might be EpochCode interfering (v0145)" Link to comment Share on other sites More sharing options...
Donnovan Posted April 12, 2015 Author Report Share Posted April 12, 2015 For the BE filters problem, you will need to run the script in a test server and adress the BE kicks.Since Epoch runs a very tight BE filter and it can change at each update, its a good thing to know how tweak it.Can't help on this one for now, sorry.PS: When you is testing the script alone, teleporting though the map, bots can see your position wrong (like 1000 meters away when you is near then).In this situation they will not shot you and the vehicle can stop near you because they believe you is far away.This problem also happens in Arma 2, when you is alone at the server and teleport.I believe the problem is related to you be alone in the server + teleport. Link to comment Share on other sites More sharing options...
Donnovan Posted April 12, 2015 Author Report Share Posted April 12, 2015 HackSaW_TM,Using it in Chernarus? Link to comment Share on other sites More sharing options...
HackSaW_TM Posted April 13, 2015 Report Share Posted April 13, 2015 Yes it is on Chernarus :( players are kicked out to the lobby Link to comment Share on other sites More sharing options...
HackSaW_TM Posted April 13, 2015 Report Share Posted April 13, 2015 HackSaW_TM, Using it in Chernarus? And another question. If i want to change the vehicles they are using in the convoy for Humvees M2 from @mas vehicles. where to change them? Thanks in advance Link to comment Share on other sites More sharing options...
Donnovan Posted April 13, 2015 Author Report Share Posted April 13, 2015 ZENITHOVMAN and HackSaw_TM,The change on line ~570 should be, i believe:Form... _nearCascaUnits = player nearEntities ["I_Soldier_EPOCH", 100]; _nearCascaCars = player nearEntities ["B_MRAP_01_EPOCH", 100]; To... _nearCascaUnits = player nearEntities ["I_Soldier_EPOCH", 100]; _nearCascaCars = player nearEntities [["B_MRAP_01_EPOCH","B_Truck_01_transport_F"], 100]; I will make this automatic and remove this redundance.Will log all changes so you can make it on your version easily. ZENITHOVMAN 1 Link to comment Share on other sites More sharing options...
Richie Posted April 13, 2015 Report Share Posted April 13, 2015 Any idea how long it will take for armed offroads to be used, really like this script though :) Link to comment Share on other sites More sharing options...
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