Donnovan Posted April 13, 2015 Author Report Share Posted April 13, 2015 Richie, estimated time is until the end of the week. Probably sooner than that. Richie 1 Link to comment Share on other sites More sharing options...
HackSaW_TM Posted April 13, 2015 Report Share Posted April 13, 2015 Thnaks is working great. Ai many times dont get out of the vehicle...] Is there any chace that some of the vehicles can be use by players until restart? or even if can they be claimed? Link to comment Share on other sites More sharing options...
Donnovan Posted April 13, 2015 Author Report Share Posted April 13, 2015 HackSaW_TM,What is you doing to try to stop the vehicles?Have you did any change in the script? Link to comment Share on other sites More sharing options...
Donnovan Posted April 13, 2015 Author Report Share Posted April 13, 2015 I removed the code that show all the way points found. I will re-add it today at night so you can see what was found in Bornholm. Link to comment Share on other sites More sharing options...
1Man Posted April 13, 2015 Report Share Posted April 13, 2015 While your at it can you have the vehicle markers named something else besides 1-?. I would prefer to have a specific name and not to have their starting spawn marked on the map just their movements if your ok with that Link to comment Share on other sites More sharing options...
cdfc79 Posted April 13, 2015 Report Share Posted April 13, 2015 Sorry for the stupid question, but how do i install this onto my server? Link to comment Share on other sites More sharing options...
Donnovan Posted April 14, 2015 Author Report Share Posted April 14, 2015 ZENITHOVMAN,To solve the Bornholm problem, please add the code bellow before the line //Bot Weapons. This will make all the found waypoints visible on the map.{ _marker = createMarker ["donn_waypoints_car_" + (str _forEachIndex),_x]; _marker setMarkerShape "Icon"; _marker setMarkerType "mil_dot"; _marker setMarkerColor "ColorRed"; } forEach donn_wps; Link to comment Share on other sites More sharing options...
Totto005 Posted April 14, 2015 Report Share Posted April 14, 2015 Actually Andre_convoy is not working on Bornholm. I think it nay be the class name for the roads but I will test this out a bit later. Stench Can you add taviana? Link to comment Share on other sites More sharing options...
Donnovan Posted April 14, 2015 Author Report Share Posted April 14, 2015 The point that must be near a main road is this point: //A point on the map near a main road _aPointNearRoad = [10648,15920,0]; The number of spawn points can be how many you want then to be. don't need to stuck in 3 spawns. //Vehicle Spawns [[vehicle spawn position],[nothing],spawn angle,spawn radius][/color] _spawns = [ [[2000,10907,0.2],[],100,20], [[3786,6571,0.2],[],35,15], [[6000,16907,0.2],[],120,15], [[12786,4471,0.2],[],30,15], [[7195,9700,0.2],[],0,20] ]; This is just a example. Link to comment Share on other sites More sharing options...
Suppe Posted April 14, 2015 Report Share Posted April 14, 2015 @ richie maybe this help: _vCrew = [_vehicle, _grp] call BIS_fnc_spawnCrew; _crew = crew _vehicle; _driver = driver _vehicle; _driver; i use this in a heli, and the heligunner is there and shot at me :D maybe it help :D Link to comment Share on other sites More sharing options...
RGGKieran Posted April 15, 2015 Report Share Posted April 15, 2015 Thanks got it working good enough :) Quick question How would i go about changing the Blue dots on the map to change the name instead of 1,3,4 etc to Convoy And do you know how long it takes after the convoy is dead for the cars to despawn? ;) Link to comment Share on other sites More sharing options...
Totto005 Posted April 16, 2015 Report Share Posted April 16, 2015 Are message then start Convoy ? Link to comment Share on other sites More sharing options...
Totto005 Posted April 16, 2015 Report Share Posted April 16, 2015 Cant See Mission Start in rpt.what message come then Startet? Sorry Bad english Link to comment Share on other sites More sharing options...
Richie Posted April 18, 2015 Report Share Posted April 18, 2015 Donovan have you changed the script lately ? It used to work but i just grabbed it from the original post and now i get : 13:28:24 Error Undefined variable in expression: _posnext 13:28:24 File mpmissions\__cur_mp.Chernarus\scripts\andre_convoy.sqf, line 473 13:28:24 Error in expression <tRandom; _distToNext = _posNow distance _posNext; _distToBefore = _posNext dista> 13:28:24 Error position: <_posNext; _distToBefore = _posNext dista> Anyone else seeing errors from line 473 ? P.S - Any luck with armed vehicles yet ? Link to comment Share on other sites More sharing options...
Floyd Posted April 18, 2015 Report Share Posted April 18, 2015 Donovan have you changed the script lately ? It used to work but i just grabbed it from the original post and now i get : 13:28:24 Error Undefined variable in expression: _posnext 13:28:24 File mpmissions\__cur_mp.Chernarus\scripts\andre_convoy.sqf, line 473 13:28:24 Error in expression <tRandom; _distToNext = _posNow distance _posNext; _distToBefore = _posNext dista> 13:28:24 Error position: <_posNext; _distToBefore = _posNext dista> Anyone else seeing errors from line 473 ? P.S - Any luck with armed vehicles yet ?No errors with line 473, yetThough I have errors with line 411 (or there about). Mission is running. No edits made yet. File mpmissions\__cur_mp.Chernarus\scripts\andre_convoy.sqf, line 411 Error in expression <} forEach units _rosa_group; if (_numbKA/_numbKA_total > 0.35) then {_KA_players> Error position: </_numbKA_total > 0.35) then {_KA_players> Error Zero divisor Link to comment Share on other sites More sharing options...
Donnovan Posted April 18, 2015 Author Report Share Posted April 18, 2015 Richie, Sounds your waypoint array donn_wps is empty. Those are the reasons, i believe: 1 - You have not set a point near a main road (less than 200 meters) in _aPointNearRoad. 2 - You have set the point but it is not near a road. Link to comment Share on other sites More sharing options...
Donnovan Posted April 18, 2015 Author Report Share Posted April 18, 2015 Floyd, This happens when you kill all convoy bots and they are still searching for you. Try to change this segment of code: From: if (!_targetOff) then { _followedsNew = []; {if (alive _x) then {_followedsNew = _followedsNew + [_x];};} forEach _followeds; _followeds = _followedsNew; if (count _followeds > 0) then { _numbKA = 0; _numbKA_total = (count units _rosa_group) * (count _followeds); { _unit = _x; { if (_unit knowsAbout _x > 3 && _unit distance _x < 300) then {_numbKA = _numbKA + 1;}; } forEach _followeds; } forEach units _rosa_group; if (_numbKA/_numbKA_total > 0.35) then {_KA_players = true;}; }; }; To: if (!_targetOff) then { _followedsNew = []; _AiUnits = units _rosa_group; {if (alive _x) then {_followedsNew = _followedsNew + [_x];};} forEach _followeds; _followeds = _followedsNew; if (count _followeds > 0) then { _numbKA = 0; _numbKA_total = (count _AiUnits) * (count _followeds); { _unit = _x; { if (_unit knowsAbout _x > 3 && _unit distance _x < 300) then {_numbKA = _numbKA + 1;}; } forEach _followeds; } forEach _AiUnits; if (_numbKA/_numbKA_total > 0.35) then {_KA_players = true;}; }; }; Link to comment Share on other sites More sharing options...
drsubo Posted April 18, 2015 Report Share Posted April 18, 2015 so anyone got this working on Bornholm? What ever I do I cant get the AI to spawn. I set my own points and it wont work. If I put the sqf in as it is on this page with the spawn points for altis, the ai will spawn but the points are in the ocean. Why is it that my spawn points wont work? Thanks Donnovan 1 Link to comment Share on other sites More sharing options...
Richie Posted April 18, 2015 Report Share Posted April 18, 2015 Richie, Sounds your waypoint array donn_wps is empty. Those are the reasons, i believe: 1 - You have not set a point near a main road (less than 200 meters) in _aPointNearRoad. 2 - You have set the point but it is not near a road. Thank you Donovan all sorted now :) It was #1, I had 3 spawn points but 2 were miles away from _aPointNearRoad, I had hoped to have them spawning in different locations. Link to comment Share on other sites More sharing options...
Donnovan Posted April 18, 2015 Author Report Share Posted April 18, 2015 Nice Richie! The spawn can be in different locations, anywere you want. Also, there is no limitation in the distance between the spawn points and the road. The point _aPointNearRoad is not a spawn point. This point is were the script will begin to map roads. This point need to be near a road. Richie 1 Link to comment Share on other sites More sharing options...
Richie Posted April 18, 2015 Report Share Posted April 18, 2015 Ah got you cheers :) Link to comment Share on other sites More sharing options...
drsubo Posted April 18, 2015 Report Share Posted April 18, 2015 So I have triple checked that _aPointNearRoad is set on road and every point I set is legit but it still wont work on Bornholm. Is there certain type of road I have to have my _aPointNearRoad set by since Bornholm uses diff. roads? Im not sure what else would be causing this not to work? Donnovan 1 Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted April 18, 2015 Report Share Posted April 18, 2015 @drsubo, I also cannot get this script to work on Bornholm. I have tried lots of differing scenario. Link to comment Share on other sites More sharing options...
Donnovan Posted April 19, 2015 Author Report Share Posted April 19, 2015 IMPORTANT To make the vehicles run over player, change all setCombatMode "BLUE" to setCombatMode "RED". The BLUE state was did to avoid AI from leaving the vehicle in inapropriate times, but its not necessary, and have the side effect to make the vehicle not run over players! Thankyou RAZORMAN! ON THE OTHER SIDE... we can make the vehicle run over player only if he had shot in the vehicle direction. What is better? Link to comment Share on other sites More sharing options...
Richie Posted April 19, 2015 Report Share Posted April 19, 2015 IMPORTANT To make the vehicles run over player, change all setCombatMode "BLUE" to setCombatMode "RED". The BLUE state was did to avoid AI from leaving the vehicle in inapropriate times, but its not necessary, and have the side effect to make the vehicle not run over players! Thankyou RAZORMAN! ON THE OTHER SIDE... we can make the vehicle run over player only if he had shot in hte vehicle direction. What is better? Squash everyone, they drive great, real lunatics :D stopping them is a challenge. ZENITHOVMAN 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now