Donnovan Posted June 5, 2015 Author Report Share Posted June 5, 2015 IT07, this line of code: "(_this select 0) execVM "\A3\Characters_F_Bootcamp\Data\Scripts\randomize_gue1.sqf"" is not from the Andre Convoy script, so i believe ther is something else going wrong. Link to comment Share on other sites More sharing options...
Cavadus Posted June 9, 2015 Report Share Posted June 9, 2015 Hey Donnovan, just so you're aware that dmr_spotter_05_f, or whatever it's called, is in the loot table of your script. That rifle has no texture and pops an error for everyone on server login. Donnovan 1 Link to comment Share on other sites More sharing options...
Donnovan Posted June 9, 2015 Author Report Share Posted June 9, 2015 Thanks a lot Cavadus. Link to comment Share on other sites More sharing options...
mikee Posted June 10, 2015 Report Share Posted June 10, 2015 hello ia,m a noob but what do i need to do to install this script on my server the instructions are a bit vague any help appriciated Link to comment Share on other sites More sharing options...
disto1978 Posted June 12, 2015 Report Share Posted June 12, 2015 Hello! Thanks for this nice script, works fine for us. One question left... Does the convoy vehicles stay after a server restart? My fear is the map will be run over with hunter vehicles after a while. Link to comment Share on other sites More sharing options...
Richie Posted June 12, 2015 Report Share Posted June 12, 2015 Hello! Thanks for this nice script, works fine for us. One question left... Does the convoy vehicles stay after a server restart? My fear is the map will be run over with hunter vehicles after a while. No they don't stay after a restart :) Link to comment Share on other sites More sharing options...
disto1978 Posted June 13, 2015 Report Share Posted June 13, 2015 OK, thats good so far. :) Is it possible to give players getting inside this convoy vehicles a info to not store gear in it like in Arma2 DayZ? Link to comment Share on other sites More sharing options...
disto1978 Posted June 13, 2015 Report Share Posted June 13, 2015 Hmm OK, thats strange... The convoy vehicles have godmode, they dont get any damage if empty, AI is inside or a player. We use Infi, SEM, A3EAI and AntiPvP, any idea where is the problem located? (I tryed to remove AntiPvP but no changes) EDIT: I tryed but vehicles are still indestructible. If a player get inside the vehicle its still indestructible, not until player get off the vehicle it takes damage. Maybe you have a workarount to get the vehicles always destructible? ...or an option players cant use that vehicles? I like this script but with this "bug" its nut usable because players takt that vehicles to run over all AI patrols and missions. Link to comment Share on other sites More sharing options...
bombajack Posted July 1, 2015 Report Share Posted July 1, 2015 Looking for coordinates for Esseker?Have it anyone? Thanks! ;) Link to comment Share on other sites More sharing options...
Wesd Posted July 8, 2015 Report Share Posted July 8, 2015 Looking for coordinates for Esseker?Have it anyone? Thanks! ;) //Esseker [ [[40.4181,2761.59,0.1],[],74,15], [[11522.3,4623.46,0.1],[],274,15], [[94.3671, 1484.37,0.1],[],99,15] ] Link to comment Share on other sites More sharing options...
mok21 Posted July 11, 2015 Report Share Posted July 11, 2015 I'm using this lovely script for a month. it's cooool. but now. I have question, how can I change number of Ammo (Armoed offroad's .50 cal) that given by defalut? some of my users are destroying lots of Jammer on the map with armed offload. and victims leaving my server :( so i have to nurf Armed offload itself. ( I'm already reduced number of spawn) It's 11 boxes for now. I wanna make it to 3. If any one knows about this, plz let me know. thx (sorry for my pool english) Edit -------- I found. I changed for "_a" from 1 to 8 do to for "_a" from 1 to 0 do { //Add or Remove Turret Ammo - Function donn_cascar_tuAmmo = { _ammos = _this select 0; _motor = _this select 1; _action = _this select 2; if (_action == "add") then { { _ammo = _x; for "_a" from 1 to 8 do { _motor addMagazineTurret [_ammo,[_forEachIndex]]; }; } forEach _ammos; }; if (_action == "remove") then { { _motor removeMagazinesTurret [_x,[_forEachIndex]]; } forEach _ammos; }; }; Link to comment Share on other sites More sharing options...
Donnovan Posted July 11, 2015 Author Report Share Posted July 11, 2015 mok21, I believe 1 to 0 will give no ammo to the turrets, so may be you can use 1 to 1 or 1 to 3 if you want 3 like you said. Link to comment Share on other sites More sharing options...
mok21 Posted July 11, 2015 Report Share Posted July 11, 2015 mok21, I believe 1 to 0 will give no ammo to the turrets, so may be you can use 1 to 1 or 1 to 3 if you want 3 like you said. thx for ur help. Donnovan. :) I tried it on my test server. I used 1 to 0 then newaly spawned Armed offroad has 3 boxes of ammo. I think Armed offroad has own defalut set for ammo(3 boxes). when I spawn it with admin tool, it has 3 boxes already. that's the reaseon when i changed "8" to "0" Armed offroad has 3 boxes. I think. :) Donnovan 1 Link to comment Share on other sites More sharing options...
Gr3yHwk Posted July 14, 2015 Report Share Posted July 14, 2015 Hey Donnovan, Is it possible, that the vehicles can be destroyed without that you had previously been in the driving seat? Regards Gr3yHwk andre_convoy.sqf line 597: _motor allowDamage false; ?? Link to comment Share on other sites More sharing options...
bombajack Posted July 15, 2015 Report Share Posted July 15, 2015 //Esseker [ [[40.4181,2761.59,0.1],[],74,15], [[11522.3,4623.46,0.1],[],274,15], [[94.3671, 1484.37,0.1],[],99,15] ] Thanks.. Link to comment Share on other sites More sharing options...
DrejXArmy Posted July 16, 2015 Report Share Posted July 16, 2015 Interesting nust give this a try Link to comment Share on other sites More sharing options...
Matt6257 Posted August 2, 2015 Report Share Posted August 2, 2015 Hello, good job for this script. I have a question, it's possible to disable the blue and yellow point on the map? Because it's to easy for the players, he see where is the AI. Excuse for my bad english but i'm french. Link to comment Share on other sites More sharing options...
soniXx123 Posted September 16, 2015 Report Share Posted September 16, 2015 9:52:46 BattlEye Server: Script Log: #0 yesyesjo (c668b406dfc4cf9a5330e5f0e363ba93) - #1 "soldierSkin call BIS_fnc_selectRandom; 19:52:46 _unit = _rosa_group createUnit [_skin,[50,50,50],[],50,"PRIVATE"]; 19:52:46 _unit setVehicleVarNam" 19:52:46 Player yesyesjo kicked off by BattlEye: Script Restriction #1 Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted September 30, 2015 Report Share Posted September 30, 2015 (edited) Battleye v2 no longer has 7 exec in the scripts.txt in the file, you will need to see first if it gives you kicks etc .. and make your own filters based on the kicks.. not even sure if this still works with 0.3.3.1 ,, can anyone running 0.3.3.1 confirm is working ? before I mess with this :)And do any of these really work without ai wandering away from mission or stuck in one area like they had been doing not long ago ?? not sure who that was then .. was just playing then .. just cranked up a3 server.. after shutting down my a2 server in the spring Edited September 30, 2015 by Chainsaw Squirrel Link to comment Share on other sites More sharing options...
Sneer Posted March 4, 2016 Report Share Posted March 4, 2016 How would I remove the spawn points on the map? I don't want users seeing where they spawn. They can plant explosives and and wait till they spawn. Also, I can't seem to sell the vehicles to traders, it says can't sell a vehicle twice. Link to comment Share on other sites More sharing options...
rvg?! Posted March 4, 2016 Report Share Posted March 4, 2016 spawn points comment out: //{_donn_casca_icons = _donn_casca_icons + [[_x select 0,"Convoy Spawn " + str (_forEachIndex + 1)]];} forEach _spawns; sell vehicle: edit CfgPricing.hpp to suit your needs. Link to comment Share on other sites More sharing options...
Bricktop Posted April 5, 2016 Report Share Posted April 5, 2016 Thanks for this script - easy to install and the players love it! Quick question - Is it possible to add a text marker to the convoy? I would like to name it for those that continue to ask "What's the blue dot". Link to comment Share on other sites More sharing options...
Bricktop Posted April 8, 2016 Report Share Posted April 8, 2016 anyone?? Link to comment Share on other sites More sharing options...
Kenobi Posted April 8, 2016 Report Share Posted April 8, 2016 Change line 492: if (_showCrewNumber) then {_marker setMarkerText str ({alive _x} count crew _x);}; to: if (_showCrewNumber) then {_marker setMarkerText str ({alive _x} count crew _x)+" AI in Convoy";}; Link to comment Share on other sites More sharing options...
Bricktop Posted April 9, 2016 Report Share Posted April 9, 2016 Great ! Thanks for the info Kenobi ... Link to comment Share on other sites More sharing options...
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