Donnovan Posted April 23, 2015 Author Report Share Posted April 23, 2015 Bornholm version updated on the main post. I created a new waypoint finder that is a lot faster and don't stuck in Bornholm. The badie: It need manual tweak to ignore islands. Already tweaked for Bornholm. Go install it on your Bornholm server! Link to comment Share on other sites More sharing options...
ShaneMartin Posted April 23, 2015 Report Share Posted April 23, 2015 Hi, Still getting kicks for #0 "donn_pshot" = [<NULL-object>]. Have added !="_groupUnit setVariable [\"donn_pshot\",_donn_pshot,true];" and !"donn_pshot" to setvariable.txt. Any ideas? Shane Link to comment Share on other sites More sharing options...
Donnovan Posted April 23, 2015 Author Report Share Posted April 23, 2015 Send me your setVariable.txt by pm, please. Link to comment Share on other sites More sharing options...
Donnovan Posted April 23, 2015 Author Report Share Posted April 23, 2015 I want to say thanks for the first donation received! Thankyou mister Foster! Link to comment Share on other sites More sharing options...
Donnovan Posted April 24, 2015 Author Report Share Posted April 24, 2015 Any one wanting to run it on a HC server? If you already run a HC server, it's all a matter to execute the server part on the HC, and the client part on the clients with interface. All my last server side scripts was done for HC. This means: - It's stand alone, don't make use of any server specific resource, so can easily run in a client. - Don't use server only functions. It's all a HC script needs. And for Arma 3, as far i know, the HC is not under BE filters, so this cut down half the work... For Arma 2, you should have tons of kicks on the HC that needs to be adressed. Link to comment Share on other sites More sharing options...
ROGGOR Posted April 24, 2015 Report Share Posted April 24, 2015 Hi, Is there a Chernarus script as well ? Found only Altis and Bornholm. Donnovan 1 Link to comment Share on other sites More sharing options...
Richie Posted April 24, 2015 Report Share Posted April 24, 2015 My Chernarus locations : //VEHICLES SPAWN: [[vehicle spawn position],[nothing],spawn angle,spawn radius] _spawns = [ [[2296.2019,15313.032,0.1],[],152,15], [[9732.4609,13466.489,0.1],[],184,15], [[13361.161,5430.0034,0.1],[],269,15], [[33.576424,1589.0095,0.1],[],82,15] ]; //========== A POINT ON THE MAP NEAR A ROAD =========== //The script will find a road near this point and map //all the roads connected to it, creating way points //in the points where roads intersect //===================================================== _aPointNearRoad = [664.32379,13738.374,0]; Donnovan and ROGGOR 2 Link to comment Share on other sites More sharing options...
Donnovan Posted April 24, 2015 Author Report Share Posted April 24, 2015 ROGGOS, The Altis version is configurable to other maps. You can use Richie map configuration for Chernarus, above. The Bornholm version is just for Bornholm because the way point finder take ages to work in it (Bornholm have a high amount os streets and streets interconnections) and his special version make use of a new and less generic way point finder. ROGGOR 1 Link to comment Share on other sites More sharing options...
cyncrwler Posted April 24, 2015 Report Share Posted April 24, 2015 Absolutely LOVE this script. Thank you!!! Just a couple weird things I have noticed on my server. 1. Sometimes vehicles disappear and the AI all drop onto the ground when they get close to me. I've only seen this in godmode on my test server, so not sure if it happens to all players. 2. After I installed this on our live server, regular players were getting auto-banned until I temporarily turned it off. I have no idea what would cause that issue on our server, but I'll definitely be looking into the root cause more. Anyone else having any odd issues like this? Link to comment Share on other sites More sharing options...
Richie Posted April 24, 2015 Report Share Posted April 24, 2015 1 - Happens when you TP close to them, move more than 1k away and wait 2 - Most likely the event handlers Link to comment Share on other sites More sharing options...
cyncrwler Posted April 24, 2015 Report Share Posted April 24, 2015 1 - Happens when you TP close to them, move more than 1k away and wait 2 - Most likely the event handlers Thanks Richie, that makes sense. About the event handlers, can you tell me where I might find the information I need to resolve them? I'd really like to let my players enjoy these again. Thanks in advance! Link to comment Share on other sites More sharing options...
Donnovan Posted April 24, 2015 Author Report Share Posted April 24, 2015 syncrwler, 1) "Sometimes vehicles disappear and the AI all drop onto the ground when they get close to me". I believe you don't have a necessary sleep in your code: //Safe Sleep To Avoid First Car to Dissapear on Player Contact sleep 60; Do you have it? You can use 15 seconds instead, or even less. 15 seconds works fine for me. 2) "After I installed this on our live server, regular players were getting auto-banned". This autoban appears on RCON tools like Dart, or its just a kick_to_lobby / kick_out_of_the_server? Do you use infiSTAR? Thanks for the help, Richie. Link to comment Share on other sites More sharing options...
cyncrwler Posted April 25, 2015 Report Share Posted April 25, 2015 They were autoban #0 and R2 bans. They were BE kicks. It kicks them, and they cannot return until I remove them. I use Epoch AH Link to comment Share on other sites More sharing options...
Donnovan Posted April 25, 2015 Author Report Share Posted April 25, 2015 Nice! I will take a look! Link to comment Share on other sites More sharing options...
ROGGOR Posted April 26, 2015 Report Share Posted April 26, 2015 My Chernarus locations : //VEHICLES SPAWN: [[vehicle spawn position],[nothing],spawn angle,spawn radius] _spawns = [ [[2296.2019,15313.032,0.1],[],152,15], [[9732.4609,13466.489,0.1],[],184,15], [[13361.161,5430.0034,0.1],[],269,15], [[33.576424,1589.0095,0.1],[],82,15] ]; //========== A POINT ON THE MAP NEAR A ROAD =========== //The script will find a road near this point and map //all the roads connected to it, creating way points //in the points where roads intersect //===================================================== _aPointNearRoad = [664.32379,13738.374,0]; ROGGOS, The Altis version is configurable to other maps. You can use Richie map configuration for Chernarus, above. The Bornholm version is just for Bornholm because the way point finder take ages to work in it (Bornholm have a high amount os streets and streets interconnections) and his special version make use of a new and less generic way point finder. Thanks to both of ya, It works like a charm so far, bugtesting while using of c :) Donnovan 1 Link to comment Share on other sites More sharing options...
Donnovan Posted April 26, 2015 Author Report Share Posted April 26, 2015 I'm creating a universal Way Point finder that work in all cases. What this mean? One universal script! There is no need anymore for _aPointNearRoad, now the script uses the spawn points to find roads. See some statistics of the new way point finder bellow, from the rpt log: ALTIS: [ANDRE CONVOY] All Roads: 34623 [ANDRE CONVOY] Time to find Bad Roads: 10.604 [ANDRE CONVOY] Bad Roads: [] [ANDRE CONVOY] Bad Roads Quantity: 0 [ANDRE CONVOY] Time to find all continent roads: 9.059 [ANDRE CONVOY] Time to select way points: 2.121 [ANDRE CONVOY] Initialized Spawn! 1 BORNHOLM: [ANDRE CONVOY] All Roads: 66546 [ANDRE CONVOY] Time to find Bad Roads: 15.687 [ANDRE CONVOY] Bad Roads: [1737859: ,1793960: ,1745880: ,1752571: ,1787092: ] [ANDRE CONVOY] Bad Roads Quantity: 5 [ANDRE CONVOY] Time to find all continent roads: 21.34 [ANDRE CONVOY] Time to select way points: 8.982 [ANDRE CONVOY] Initialized Spawn! 1 PERFORMANCE INPACT: 1 - Number of road segments: If the road segments are too smal or the number of streets is too big, this can lead to a great number of road segments, slowing the waypoint finder process. 2 - Bad Roads: A road segment A is bad if its connected to a road segment B but this road segment B is not connected to road segment A. As an example: Bornhold have 5 bad roads. One is enough to invalidate the process. Other maps can have bad roads, Chernarus, a BI map, also had then, so a check is necessary. Gen0cide 1 Link to comment Share on other sites More sharing options...
Donnovan Posted April 26, 2015 Author Report Share Posted April 26, 2015 Thanks for trying it, ROGGOS! Link to comment Share on other sites More sharing options...
Donnovan Posted April 26, 2015 Author Report Share Posted April 26, 2015 https://www.youtube.com/watch?v=gsbeKNYpoWM cyncrwler 1 Link to comment Share on other sites More sharing options...
cyncrwler Posted April 26, 2015 Report Share Posted April 26, 2015 That looks really great. Can't wait to see more. I just love how the convoy will just drive by without engaging me unless I shoot first. Reminds me of the Hero/Bandit days of Arma 2 Epoch! ZENITHOVMAN 1 Link to comment Share on other sites More sharing options...
Totto005 Posted April 27, 2015 Report Share Posted April 27, 2015 execVM "andre_convoy.sqf"; //exec it on the root on init.sqf if (isServer) then { //code 1... //code 2... //code 3... //DO NOT EXEC IT HERE! } else { //code 4...` //code 5... //code 6... //DO NOT EXEC IT HERE! }; if (hasInterface) then { //code 1... //code 2... //code 3... //DO NOT EXEC IT HERE! } else { //code 4... //code 5... //code 6... //DO NOT EXEC IT HERE! }; That all in init.sqf ? Link to comment Share on other sites More sharing options...
Richie Posted April 27, 2015 Report Share Posted April 27, 2015 execVM "andre_convoy.sqf"; //exec it on the root on init.sqf That all in init.sqf ? No, just add it near the top but not within an other brackets or else statements. Link to comment Share on other sites More sharing options...
Totto005 Posted April 27, 2015 Report Share Posted April 27, 2015 Thanks..I see no convoy spawn nothing messag come.I must testing :) Link to comment Share on other sites More sharing options...
Donnovan Posted April 27, 2015 Author Report Share Posted April 27, 2015 Totto005, Send me by PM your init.sqf. Link to comment Share on other sites More sharing options...
Donnovan Posted April 27, 2015 Author Report Share Posted April 27, 2015 Totto005, thanks for the file. Your execVM "andre_convoy.sqf"; is inside a if (!isDedicated) then {...};, this is wrong. Move it to the root of the init.sqf. It must not be inside anything. Link to comment Share on other sites More sharing options...
Totto005 Posted April 28, 2015 Report Share Posted April 28, 2015 Thx works Link to comment Share on other sites More sharing options...
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