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[Release] Andre Convoy Patrol


Donnovan

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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?

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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

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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.

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*** 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"]]
];

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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.

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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.

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