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[Release] Andre Convoy Patrol


Donnovan

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Hey guys, the script works perfectly and the players love it. I have one issue though that I see mentioned in this topic. The bots seem to have the same gear and they have "FirstAidKits" on them instead of "FAK" which means it is the ARMA version and not the EPOCH version. Also can't sell these. 

I have added diag_log format["ANDRE Convoy debug - _weap_mag->%1 _weap->%2",_weap_mag,_weapon]; 

 8:49:07 "ANDRE Convoy debug - _weap_mag->["arifle_MXM_Black_F","30Rnd_65x39_caseless_mag_Tracer"] _weap->arifle_MXM_Black_F"
 8:49:07 "ANDRE Convoy debug - _weap_mag->["arifle_MXM_Black_F","30Rnd_65x39_caseless_mag_Tracer"] _weap->arifle_MXM_Black_F"
 8:49:07 "ANDRE Convoy debug - _weap_mag->["m249Tan_EPOCH","200Rnd_556x45_M249"] _weap->m249Tan_EPOCH"

 

to the Spawn Soldier section to see what which weapons they get assigned and it seems right. However when you loot them they all have the arifle_Mk20_F and variations thereof

//Spawn Soldiers
.....

				{_unit removeMagazine _x} forEach magazines _unit;
				_weap_mag = _donn_weapons call BIS_fnc_selectRandom;
				_weapon = _weap_mag select 0;
				_magazine = _weap_mag select 1;
				diag_log format["ANDRE Convoy debug - _weap_mag->%1 _weap->%2",_weap_mag,_weapon];

I have tried deleting the first aid kist and adding FAK's in the donn_cleanUnit function but it doesn't help, which makes no sense. It is like the function doesn't get call but it is referenced in the Killed eventhandler.

 

donn_cleanUnit = {
		_unit = _this select 0;
		_motor = assignedVehicle _unit;
		_role = assignedVehicleRole _unit;
		_unit removeAllEventHandlers "handleDamage";
		clearAllItemsFromBackpack _unit; //scarr
		if (_role select 0 == "Driver") then {_unit call donn_roll_driver;};
		{_unit removeMagazine _x;} forEach magazines _unit;
		if (random 100 > 60) then {
			{_unit removeWeapon _x;} forEach weapons _unit;
		};
		_unit removeItems "FirstAidKit"; //ScaRR
		_unit addItem "FAK"; // ScaRR
		
		donn_units_motor = donn_units_motor - [_unit];
	};

 

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  • 1 month later...

Look in andre_convoy.sqf ... Serach for this:

//Spawn Car
            _car = _cars select (_n - 1);
            _motor = createVehicle [_car select 0,_origin,[],_rad,"NONE"];

 

Vehiclespawn needs an servertocken like this:

 

 _motor call EPOCH_server_setVToken;

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  On 6/5/2016 at 3:51 PM, Schrubbdiwupp said:

Look in andre_convoy.sqf ... Serach for this:

//Spawn Car
            _car = _cars select (_n - 1);
            _motor = createVehicle [_car select 0,_origin,[],_rad,"NONE"];

 

Vehiclespawn needs an servertocken like this:

 

 _motor call EPOCH_server_setVToken;

Expand  

I just checked and that line ( _motor call EPOCH_server_setVToken; ) is already in there...

Thanks for the reply though.

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  On 6/5/2016 at 9:04 PM, Schrubbdiwupp said:

Try this andre_convoy.sqf....

 

 

Expand  

I tried it and I get a missing ; error in rpt for line 341 I think it was. I couldn't see anything wrong with that section when I looked at the file.

But for the original file I get this in rpt:

  Reveal hidden contents

 

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  On 6/6/2016 at 7:28 AM, Schrubbdiwupp said:

Did you forgett the bomber.fsm in your mission??

Sry for my bad english... Im from Germany;)

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No I've got it in there.

I do have Bomber set to 0 though.

//RUNNER 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;

I didn't want the bomber.

Could that be a problem?

Here's the whole file:

  Reveal hidden contents

 

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  • 2 weeks later...
  On 7/25/2016 at 11:53 AM, numpty9989 said:

anyone have tanoa spawn cordinates?

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Here's mine:

  Reveal hidden contents

 

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  • 1 month later...
  On 9/8/2016 at 9:12 AM, heisenbergko2p said:

Bonjour j'ai une question serait il possible de rendre inivisilbe les markers de spawn Merci

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Here is my andre_convoy.sqf

I have the markers removed.

 

Voici mon andre_convoy.sqf

J'ai les marqueurs enlevés .  

 

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  • 3 weeks later...

 

@Donnovan is this script still for Arma 2, because the convoy is not spawning, the spawn markers are there.

Also is the time for spawn in seconds or minutes?  _timeBetweenSpawns = 160;

error in RPT is at bottom

    // 0 - Altis; 1 - Chernarus; 2 - Bornholm; 3 - Sauerland
    _myMapIs = 1;
    
    //Select Spawns Based on _myMapIs
    //VEHICLES SPAWN: [[vehicle spawn position],[nothing],spawn angle,spawn radius]
    _spawns = [
        //Altis (0)
        [
            [[10648,15920,0.2],[],174,15],
            [[16514,15674,0.2],[],20,15],
            [[21484,7850,0.2],[],108,15],
            [[5797,13747,0.2],[],335,15]
        ],
        //Chernarus (1)
        [
            [[2296,15313,0.1],[],152,15],
            [[9732,13466,0.1],[],184,15],
            [[13361,5430,0.1],[],269,15],
            [[33,1589,0.1],[],82,15]
        ],

        //Bornholm (2)
        [
            [[14870,2816,0.2],[],0,15],
            [[3477,7397,0.2],[],180,15],
            [[10308,10118,0.2],[],0,15],
            [[5797,13747,0.2],[],0,15]
        ],
        //Sauerland (3)
        [
            [[7326,21317,0.2],[],81,15],
            [[17473,16307,0.2],[],260,15],
            [[5356,5964,0.2],[],120,15],
            [[24643,7352,0.2],[],15,15]
        ]        
    ] select _myMapIs;

  • Also edited this [objNull,_agent, group _unit] execFSM "andre_convoy\andre_convoy_bomber.fsm";   
  • This is at the very bottom of my init.sqf   execVM "andre_convoy\andre_convoy.sqf";

 

Get this in RPT


 6:27:09 Error in expression < 0,_origin,[],_rad,"NONE"];
_motor call EPOCH_server_setVToken;
_motor allowDama>
 6:27:09   Error position: <EPOCH_server_setVToken;
_motor allowDama>
 6:27:09   Error Undefined variable in expression: epoch_server_setvtoken
 6:27:09 File mpmissions\__cur_mp.chernarus\andre_convoy\andre_convoy.sqf, line 573


 

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  • 1 month later...
  • 1 month later...

I thought I'd give another try to get this script to run properly on my server but I still get the vehicles disappearing when any player is close to them.

When player is close and vehicle disappears, I get this error in my server rpt: "DEBUG: Invalid Vehicle Token, deleted CASCA_CAR_1_1"

Any idea what's causing this?

 

Thank you.

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  • 2 months later...
  • 2 months later...

I'm running Exile.Esseker  - I used coords I found on this thread. 

I added them in place of Altis coords:

// 0 - Altis; 1 - Chernarus; 2 - Bornholm
    _myMapIs = 0;
    
    //Select Spawns Based on _myMapIs
    //VEHICLES SPAWN: [[vehicle spawn position],[nothing],spawn angle,spawn radius]
    _spawns = [
        //Altis (0)
        [
            [[40.4181,2761.59,0.1],[],74,15],
            [[11522.3,4623.46,0.1],[],274,15],
            [[94.3671, 1484.37,0.1],[],99,15]
        ],

The (3) map markers are showing up but there are no vehicles spawning

All the AI are spawning on foot in the southwest corner of the map 

They fall from the sky and die on impact.

===============

Here's my init.sqf 

[]execVM "zombie\configurations.sqf";
[] execVM "Custom\EnigmaRevive\init.sqf";
if(hasInterface) then{[] execVM "addons\statusBar\statusbar.sqf"};
execVM "andre_convoy.sqf";

===============

What did I do wrong?

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