cdfc79 Posted April 28, 2015 Report Share Posted April 28, 2015 execVM "andre_convoy.sqf"; //exec it on the root on init.sqf is this the only part I put in the init? I really look forward to my playerbase playing this script Thanks in advance Link to comment Share on other sites More sharing options...
Richie Posted April 28, 2015 Report Share Posted April 28, 2015 execVM "andre_convoy.sqf"; //exec it on the root on init.sqf is this the only part I put in the init? Yes Donnovan 1 Link to comment Share on other sites More sharing options...
cdfc79 Posted April 28, 2015 Report Share Posted April 28, 2015 Thanks richie Link to comment Share on other sites More sharing options...
Floyd Posted April 29, 2015 Report Share Posted April 29, 2015 Are the convoys splitting up for anyone else? Seems to me in the earlier version, the vehicles within a given convoy traveled together. Now at the first intersection they seem to split up.Is there perhaps a configuration option I'm overlooking? Link to comment Share on other sites More sharing options...
Donnovan Posted April 29, 2015 Author Report Share Posted April 29, 2015 They split when one car get stuck and can't continue. This is not very rare. I will try to solve that making they not pass on places with much objects arround, like cities. This will solve the problem 100%, but since this will require a lot of calculations, may be i will need to use pre-calculated results, and this mean one script for each map. Right now the Altis version can work in any other map with small configuration. Link to comment Share on other sites More sharing options...
Donnovan Posted April 29, 2015 Author Report Share Posted April 29, 2015 I want to say thankyou to the 2 new donations. Thankyou for your generosity! This renew my compromisse with all you guys! I'm working in something bigger, but i feel each time more confident to release my progress here. Good play! ZENITHOVMAN 1 Link to comment Share on other sites More sharing options...
snafu0185 Posted April 29, 2015 Report Share Posted April 29, 2015 Ive added the script and all works well until I shoot at the convoy then I get kicked by BattlEye: SetVariable Restriction #0 ive added the following code to !="_groupUnit setVariable [\"donn_pshot\",_donn_pshot,true];" to the setvariable.txt in the setvarible.log I see the following #0 "donn_pshot" = [<NULL-object>] 2:2154 group Link to comment Share on other sites More sharing options...
Floyd Posted April 29, 2015 Report Share Posted April 29, 2015 Donnovan, on Chernarus the convoy seems to split up regardless of whether a car gets stuck. At wide open intersections, I've seen one vehicle turn and the other go straight.I've also noticed that if I shoot at the rear vehicle in the convoy, the rest of the convoy will just keep traveling on. (Any vehicles in front of the one being shot at will continue on many times). When taking that into account with the separation at intersections, its almost as if they are not traveling as a 'convoy' but as individual units.I like having them travel through cities, so I'd hate to have that feature removed.@snafu0185Not the most eloquent (or"safest" way to do it), but I had to use the following to keep from getting kicked upon shooting:!"donn_pshot" (I didn't try !="donn_pshot") Link to comment Share on other sites More sharing options...
snafu0185 Posted April 29, 2015 Report Share Posted April 29, 2015 Donnovan, on Chernarus the convoy seems to split up regardless of whether a car gets stuck. At wide open intersections, I've seen on vehicle turn and the other go straight. I've also noticed that if I shoot at the rear vehicle in the convoy, the rest of the convoy will just keep traveling on. (Any vehicles in front of the one being shot at will continue on many times). When taking that into account with the separation at intersections, its almost as if they are not traveling as a 'convoy' but as individual units. I like having them travel through cities, so I'd hate to have that feature removed. @snafu0185 Not the most eloquent (or"safest" way to do it), but I had to use the following to keep from getting kicked upon shooting: !"donn_pshot" (I didn't try !="donn_pshot") Did you replace the line in the setvariables.txt with that? Link to comment Share on other sites More sharing options...
Floyd Posted April 29, 2015 Report Share Posted April 29, 2015 Yes. I replaced:!="_groupUnit setVariable [\"donn_pshot\",_donn_pshot,true];"With:!"donn_pshot" Link to comment Share on other sites More sharing options...
Capt Caveman Posted April 29, 2015 Report Share Posted April 29, 2015 we have it on our server and it works nearly perfectly, apart from if they get to the end of their journey, they dont know what to do and just sit there... Link to comment Share on other sites More sharing options...
hakimos00 Posted April 29, 2015 Report Share Posted April 29, 2015 Hi Donnovan, Great Script Thx for that But there is any chance to have a version work with infistar ? because player kicked by infistar because EH_Fired & when i set that to false infistar bug for admin :( "altis map" Thx Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted April 29, 2015 Report Share Posted April 29, 2015 I use infiSTAR and it works perfectly on all maps ;) Link to comment Share on other sites More sharing options...
hakimos00 Posted April 29, 2015 Report Share Posted April 29, 2015 I use infiSTAR and it works perfectly on all maps ;) u set EH_Fired en false ??? because i have that when i install the script normal player kicked: EH_FIRED: 6 (KICKED TO LOBBY) might be EpochCode interfering (v0145) Link to comment Share on other sites More sharing options...
Totto005 Posted April 29, 2015 Report Share Posted April 29, 2015 EH_FIRED: 5 on my Server. Totto005 1 Link to comment Share on other sites More sharing options...
hakimos00 Posted April 29, 2015 Report Share Posted April 29, 2015 EH_FIRED: 5 on my Server. not 6 or 5 or 4 the pb i have all those : EH_FIRED: 6 (KICKED TO LOBBY) might be EpochCode interfering (v0145) EH_FIRED: 7 (KICKED TO LOBBY) might be EpochCode interfering (v0145) EH_FIRED: 6 (KICKED TO LOBBY) might be EpochCode interfering (v0145) EH_FIRED: 5 (KICKED TO LOBBY) might be EpochCode interfering (v0145) EH_FIRED: 4 (KICKED TO LOBBY) might be EpochCode interfering (v0145) EH_FIRED: 5 (KICKED TO LOBBY) might be EpochCode interfering (v0145) EH_FIRED: 4 (KICKED TO LOBBY) might be EpochCode interfering (v0145) EH_FIRED: 4 (KICKED TO LOBBY) might be EpochCode interfering (v0145) its in infistar :( "Use EH_Fired check" Link to comment Share on other sites More sharing options...
Richie Posted April 29, 2015 Report Share Posted April 29, 2015 For infistar users you have to disable the event handler check. Find : Use EH_Fired check */ _EHF = true; Change to : Use EH_Fired check */ _EHF = false; Link to comment Share on other sites More sharing options...
Totto005 Posted April 29, 2015 Report Share Posted April 29, 2015 Yes Works thx Link to comment Share on other sites More sharing options...
Donnovan Posted April 29, 2015 Author Report Share Posted April 29, 2015 Floyd, Those vehicle that splited, had the same convoy number? Example: C1 4 and C1 3, where 1 is convoy number and 3 and 4 is the crew number. When you shot a convoy vehicle, the convoy go away until the average distance from the shooter to all convoy vehicles is greater than 80 meters. Since average distance is used, you can have AI stopping the cars with the front car 130 merters away while the back car is 50 meters away only. It's not the case? I will let 10 convoy vehicles of 2 cars running on my test server for all night, and then see the result after that: any got stuck? Any splited? I recommend avoid big convoys because this increase the chance of then get stuck. One car convoy rarelly get stuck. But i believe i can try some tricks to fix big convoys to stuck, like remove the collum formation. Link to comment Share on other sites More sharing options...
Donnovan Posted April 29, 2015 Author Report Share Posted April 29, 2015 The instructions for the BE filters are not working? snafu0185, You did the BE filters changes in the installation instructions and still get kicked after that? Thankyou for the help. Link to comment Share on other sites More sharing options...
Donnovan Posted April 29, 2015 Author Report Share Posted April 29, 2015 Capt Caveman, what map is you running? When the convoy stops, what is its status? Any stuck vehicle? Any empty vehicle? This happens at the very begining after convoy spawn? This take much time? The two things? Link to comment Share on other sites More sharing options...
Donnovan Posted April 29, 2015 Author Report Share Posted April 29, 2015 Thanks for the help on BE finlters and infiStar configuration. Link to comment Share on other sites More sharing options...
Floyd Posted April 29, 2015 Report Share Posted April 29, 2015 Floyd, Those vehicle that splited, had the same convoy number? Example: C1 4 and C1 3, where 1 is convoy number and 3 and 4 is the crew number. When you shot a convoy vehicle, the convoy go away until the average distance from the shooter to all convoy vehicles is greater than 80 meters. Since average distance is used, you can have AI stopping the cars with the front car 130 merters away while the back car is 50 meters away only. It's not the case? I will let 10 convoy vehicles of 2 cars running on my test server for all night, and then see the result after that: any got stuck? Any splited? I recommend avoid big convoys because this increase the chance of then get stuck. One car convoy rarelly get stuck. But i believe i can try some tricks to fix big convoys to stuck, like remove the collum formation.1: Yes the vehicles that split had same convoy number.2: I'll recheck on the stopping and distance, but I'm almost certain that often the other vehicle continued on. Perhaps it has past a distance trigger?3: Sometimes the convoy does get stuck. That I understand and can live with.I'll see if I can get picture or video together.Thanks. Link to comment Share on other sites More sharing options...
cdfc79 Posted April 30, 2015 Report Share Posted April 30, 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? I am also having players autobanned Did you find the problem? Link to comment Share on other sites More sharing options...
Capt Caveman Posted April 30, 2015 Report Share Posted April 30, 2015 Capt Caveman, what map is you running? When the convoy stops, what is its status? Any stuck vehicle? Any empty vehicle? This happens at the very begining after convoy spawn? This take much time? The two things? we run this on Bornholm, it would seem that its the end of the convoy route and no, no vehicle is stuck or empty. Link to comment Share on other sites More sharing options...
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