Donnovan Posted April 19, 2015 Author Report Share Posted April 19, 2015 Richie, i'm working in the Turret version. You want to test it before release, on a test server maybe? Richie 1 Link to comment Share on other sites More sharing options...
Richie Posted April 19, 2015 Report Share Posted April 19, 2015 Damn right :D Link to comment Share on other sites More sharing options...
Floyd Posted April 19, 2015 Report Share Posted April 19, 2015 After making changes you've suggested, Donnovan, I'm still getting the following errors in the .RPT:(the script does continue to run)Error in expression <lloweds; } forEach _AiUnits; if (_numbKA/_numbKA_total > 0.35) then {_KA_players> Error position: </_numbKA_total > 0.35) then {_KA_players>On a side note:Is it possible to add [NVG_EPOCH] to the loot in the vehicles. In my attempt to do so, I get an error message about an image ("No entry \config.bin/cfgWeapon...."). The NVG's are in the loot on the truck, however there is no picture. When selected, they take the place of binoculars (no pic), but they work.Is this a known Epoch issue (I can't find anything about it), or have I done something wrong? Link to comment Share on other sites More sharing options...
Richie Posted April 19, 2015 Report Share Posted April 19, 2015 Floyd, check the classname of the NVG you're adding, it should be called "NVG_EPOCH" and when adding it's classed as a weapon, try : [["addWeaponCargoGlobal","NVG_EPOCH",[1,2,3]]], Link to comment Share on other sites More sharing options...
cyncrwler Posted April 19, 2015 Report Share Posted April 19, 2015 Sorry for the stupid question, but how do i install this onto my server? Ditto. At one point I got a kick for #0 "donn_pshot" = [<NULL-object>] 2:2217 group and for sure thought I was one the right track, and then nothing :( Link to comment Share on other sites More sharing options...
Floyd Posted April 19, 2015 Report Share Posted April 19, 2015 Floyd, check the classname of the NVG you're adding, it should be called "NVG_EPOCH" and when adding it's classed as a weapon, try : [["addWeaponCargoGlobal","NVG_EPOCH",[1,2,3]]],Thanks for the response, Richie.I have just exactly that in my script:[["addWeaponCargoGlobal","NVG_EPOCH",[1,2,2]]],To correct my previous post, the actual error I get is an arma window that says:Picture \a3\weapons_f\data\ui\gear_x_ca.paa not found(I think the other error was the one I got from using addWeaponCargoGlobal for the lockbox instead of addMagazineCargoGlobal)@cyncrwler :Its a BE filter fix. Try adding something like !="donn_pshot" to your Setvariable.txt Link to comment Share on other sites More sharing options...
cyncrwler Posted April 20, 2015 Report Share Posted April 20, 2015 @cyncrwler : Its a BE filter fix. Try adding something like !="donn_pshot" to your Setvariable.txt Already added that, still nothing. Appreciate the help though! Link to comment Share on other sites More sharing options...
Floyd Posted April 20, 2015 Report Share Posted April 20, 2015 Did you add it to your Setvariable.txt or the Scripts.txt? Link to comment Share on other sites More sharing options...
cyncrwler Posted April 20, 2015 Report Share Posted April 20, 2015 Setvariable.txt Link to comment Share on other sites More sharing options...
Donnovan Posted April 21, 2015 Author Report Share Posted April 21, 2015 Anyone want to test the new version? I will send the script to you by PM. Link to comment Share on other sites More sharing options...
Donnovan Posted April 21, 2015 Author Report Share Posted April 21, 2015 Main post updated with BE filters tweak! cyncrwler 1 Link to comment Share on other sites More sharing options...
Floyd Posted April 21, 2015 Report Share Posted April 21, 2015 Anyone want to test the new version? I will send the script to you by PM.I'll give it a go, but it will be 7 or 8 hours before I'm able to test.May I ask what the changes are? Link to comment Share on other sites More sharing options...
Donnovan Posted April 21, 2015 Author Report Share Posted April 21, 2015 Then Changes: You have a list of vehicles: donn_carsConvy = [ ["B_MRAP_01_F",3,[]], //(0) Hunter Unarmed ["B_MRAP_01_hmg_F",2,["200Rnd_127x99_mag_Tracer_Red"]], //(1) Hunter Armed hmg ["B_MRAP_01_gmg_F",2,["96Rnd_40mm_G_belt"]] //(2) Hunter Armed gmg ]; You set the convoys choosing each vehicles: _convoyFormation = [ [0], // convoy 1 [0], // convoy 2 [1], // convoy 3 [1], // convoy 4 [0,0], // convoy 5 [0,0], // convoy 6 [0,1], // convoy 7 [0,1,2] // convoy 8 ]; Map icons: Blue Dots: Unarmed Vehicles Red Dots: Armed Vehicles Yellow Dots: AI on Foot Vehicle Dots show crew number Vehicles Dots show even if there is no AI inside it Turreters Behavior Turreters, at begin, never exit the vehicle or the turret position. If only the turreter is left alive on the vehicle, he will leave turret position and became the driver. Turreters start to shot before soldiers disenbark the convoy, but only after then decided to disenbark and hunt the player. OtherThings A bug was fixed making the shot detection more responsive, so its easy to stop the convoy. Shot detection was tweaked. Some general refinement. Two Versions Vanilla Arma 3 Version Epoch Mod Version -------- // --------- Floyd, Sending it to you. You can use the BE Filter tweak of the main post. Link to comment Share on other sites More sharing options...
Donnovan Posted April 21, 2015 Author Report Share Posted April 21, 2015 Thankyou for the tests, Richie! *** DEPRECATED POST BELLOW - PLEASE IGNORE *** I will release it here, so eveyone can test: For faster spawn, set _timeBetweenSpawns = 30. (...) Link to comment Share on other sites More sharing options...
Donnovan Posted April 21, 2015 Author Report Share Posted April 21, 2015 *** DEPRECATED POST - PLEASE IGNORE ***You can use that for SUV + Armed Off Road vehicles (thanks Richie!):donn_carsConvy = [ ["C_SUV_01_EPOCH",3,[]], ["B_G_Offroad_01_armed_EPOCH",1,["100Rnd_127x99_mag_Tracer_Yellow"]], ["B_G_Offroad_01_armed_EPOCH",1,["100Rnd_127x99_mag_Tracer_Yellow"]] ]; Link to comment Share on other sites More sharing options...
cyncrwler Posted April 21, 2015 Report Share Posted April 21, 2015 So I know I must be missing something here in the installation. The script mentions two parts. 1. //ANDRE CONVOY ON SERVER 2. //ANDRE CONVOY ON CLIENT Do I place the whole script into an .sqf and place it in my mission pbo and call it with execVM, or do I break it out into two parts and place one server side? I apologize in advance for my noobness. Thank you. Link to comment Share on other sites More sharing options...
Donnovan Posted April 22, 2015 Author Report Share Posted April 22, 2015 You run it as a whole, don't need to break it in two parts. Be sure to not exec it inside a isServer or !isServer or hasInterface. Instructions was updated, why don't you try another look? Link to comment Share on other sites More sharing options...
cyncrwler Posted April 22, 2015 Report Share Posted April 22, 2015 Okay, had that. I created a andre_convoy.sqf file with the whole script inside, and placed it in my mission pbo Then I added execVM "andre_convoy.sqf"; to my init.sqf, added the BE exceptions, and nothing spawns Link to comment Share on other sites More sharing options...
Donnovan Posted April 22, 2015 Author Report Share Posted April 22, 2015 Can you give-me your init.sqf? (please, don't post it here) Link to comment Share on other sites More sharing options...
Donnovan Posted April 22, 2015 Author Report Share Posted April 22, 2015 Main post updated with version 2.0. Richie and ZENITHOVMAN 2 Link to comment Share on other sites More sharing options...
Donnovan Posted April 22, 2015 Author Report Share Posted April 22, 2015 Any feedback about the new version (22 of april of 2015) is apreciated. See main post for the new version. Link to comment Share on other sites More sharing options...
Richie Posted April 22, 2015 Report Share Posted April 22, 2015 Any feedback about the new version (22 of april of 2015) is apreciated. See main post for the new version. Fucking love it :d I think this is in my top 3 of favorite scripts, it adds so much, players have to chase them, lay in wait to ambush them and it's so easy to customise it, it's perfect. ZENITHOVMAN and Donnovan 2 Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted April 22, 2015 Report Share Posted April 22, 2015 Just like Richie said ^^ Keep em coming! :D Donnovan and Richie 2 Link to comment Share on other sites More sharing options...
Donnovan Posted April 23, 2015 Author Report Share Posted April 23, 2015 Will take a look and see what is happening with this script and Bornholm. Nice is that i will know this new map (winner of Make Arma). Link to comment Share on other sites More sharing options...
Donnovan Posted April 23, 2015 Author Report Share Posted April 23, 2015 The problem with this script and Bornholm is this: 1) Bornholm, compared to other maps like Altis and Chernarus, have more streets and streets intersections. 2) The automatic Waypoint finder code can't do it's work in able time. Solution: For Bornholm, or any other map that have a high amount of streets and streets intersections, use pre-calculated waypoints. I will try to generate those pre-calculated waypoints. Link to comment Share on other sites More sharing options...
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