IT07 Posted July 30, 2016 Author Report Share Posted July 30, 2016 I will look into it. Maybe I have made an error. Thank you for shedding some light on the matter. Link to comment Share on other sites More sharing options...
Hazmat Posted July 31, 2016 Report Share Posted July 31, 2016 Otherwise the missions are working like a charm on the server, fantastic addon you've made here...been lovin' it for a while. If I'm helping by reporting what's happening on our server on the latest update... great...but honestly my first 'goto' was thinking I had a syntax error of some kind or some other missing component. I've started with a fresh, default setting again...RPT isn't logging any odd errors. Showing VEMFr kicking off DynamicLocationInvasions for given locations like it should. Wonder if anyone else is seeing or having the same results. If not, then it's all on me. =) Again, thanks for the awesome addon IT07! H IT07 1 Link to comment Share on other sites More sharing options...
IT07 Posted August 13, 2016 Author Report Share Posted August 13, 2016 UPDATE! (v0751.6)Check the CHANGELOG.md for details waynewr 1 Link to comment Share on other sites More sharing options...
waynewr Posted August 15, 2016 Report Share Posted August 15, 2016 Again thanks for keeping this script updated. I have a question about the base attack. All the AI seem to die before they hit the ground, is there a setting that i can change to stop this? I have looked at the Cfg files but cant find it. Link to comment Share on other sites More sharing options...
IT07 Posted August 15, 2016 Author Report Share Posted August 15, 2016 That happens when there is too much wind, lol. I'll see what I can do about it. Link to comment Share on other sites More sharing options...
freemazavr Posted August 15, 2016 Report Share Posted August 15, 2016 I arrive at the heavy military equipment merid or tank, in a city that attack, bots do not react just stand on me, if I get out of the technology they start to attack me Link to comment Share on other sites More sharing options...
waynewr Posted August 15, 2016 Report Share Posted August 15, 2016 9 hours ago, IT07 said: That happens when there is too much wind, lol. I'll see what I can do about it. Cheers, I'll just change the wind strength in the epoch configs in the meantime. Link to comment Share on other sites More sharing options...
IT07 Posted August 15, 2016 Author Report Share Posted August 15, 2016 8 hours ago, freemazavr said: I arrive at the heavy military equipment merid or tank, in a city that attack, bots do not react just stand on me, if I get out of the technology they start to attack me That is because of how ArmA works. I can not change that. Link to comment Share on other sites More sharing options...
Karma_UK Posted August 15, 2016 Report Share Posted August 15, 2016 Hey IT07, firstly fantastic work you have done here, thank you!! I have looked through the posts but do not find anything about the static AI mission at the bottom of the config. I have tried to get it working but keep coming short on the position settings, regardless of which format I use. Am I missing something? Or must the mission be added to missionlist[]? Secondly, the town missions activate when the player is approximately 800m out. Is this configurable? Thank you in advance!! Link to comment Share on other sites More sharing options...
HarryNutz Posted August 20, 2016 Report Share Posted August 20, 2016 Like to throw 2 things out for idea/s... 1. Quite a few players have mentioned they love the base attack, but would be nice if there was some kind of reward possible? Maybe even a small loot crate drop or something on complete? 2. This is an odd one but basically comes down to when real life interferes while gaming... example: Phone rings and while you're on the phone a base attack takes place and when you get back to the game there is no way to know a base attack is underway. Not sure if it's possible to have some kind of static message on the screen during the attack or something else to makes its presence known? Link to comment Share on other sites More sharing options...
IT07 Posted August 21, 2016 Author Report Share Posted August 21, 2016 UPDATE! (v0751.7)Check the CHANGELOG.md for details natoed and HarryNutz 2 Link to comment Share on other sites More sharing options...
natoed Posted August 23, 2016 Report Share Posted August 23, 2016 thx for love IT07, got a blonde a brunette and a redhead for ya... Link to comment Share on other sites More sharing options...
IT07 Posted August 27, 2016 Author Report Share Posted August 27, 2016 UPDATE! (v0752.0)Check the CHANGELOG.md for details HarryNutz 1 Link to comment Share on other sites More sharing options...
HarryNutz Posted August 29, 2016 Report Share Posted August 29, 2016 Awesome work IT07 and appreciate how you not only listen to what people suggest but jump right on it... 2 thumbs up! IT07 and Karma_UK 2 Link to comment Share on other sites More sharing options...
Sneer Posted August 30, 2016 Report Share Posted August 30, 2016 I updated to the latest but I don't think the BaseAttack is working, I see nothing in the RPT either. Can anyone confirm its working? Link to comment Share on other sites More sharing options...
IT07 Posted August 30, 2016 Author Report Share Posted August 30, 2016 Wait 15 minutes. Link to comment Share on other sites More sharing options...
Sneer Posted August 31, 2016 Report Share Posted August 31, 2016 18 hours ago, IT07 said: Wait 15 minutes. Got ya, I see you added a timer. Thanks IT07 1 Link to comment Share on other sites More sharing options...
Sneer Posted September 2, 2016 Report Share Posted September 2, 2016 Spoiler 19:25:47 IT07: [VEMFr] checkLoot -- INFO: All classnames are valid! :) 19:25:48 IT07: [VEMFr] missionTimer -- INFO: global mission-limit is set at: 5 19:25:48 Error in expression <m 1 to _this2 do { private _unit = _grp createUnit [ ( [ [ call VEMFr_fnc_whichM> 19:25:48 Error position: <createUnit [ ( [ [ call VEMFr_fnc_whichM> 19:25:48 Error Type Any, expected Number 19:25:48 File a3_vemf_reloaded\fn\fn_spawnVEMFrAI.sqf, line 32 19:25:48 Error in expression <; }; _grp enableAttack _b; _wp0 = _grp addWaypoint [ _ms2 select _forEachIndex,> 19:25:48 Error position: <addWaypoint [ _ms2 select _forEachIndex,> 19:25:48 Error 1 elements provided, 3 expected 19:25:48 File a3_vemf_reloaded\addons\SimplePatrol.sqf, line 46 19:25:48 Error in expression <m 1 to _this2 do { private _unit = _grp createUnit [ ( [ [ call VEMFr_fnc_whichM> 19:25:48 Error position: <createUnit [ ( [ [ call VEMFr_fnc_whichM> 19:25:48 Error Type Any, expected Number 19:25:48 File a3_vemf_reloaded\fn\fn_spawnVEMFrAI.sqf, line 32 19:25:48 Error in expression <; }; _grp enableAttack _b; _wp0 = _grp addWaypoint [ _ms2 select _forEachIndex,> 19:25:48 Error position: <addWaypoint [ _ms2 select _forEachIndex,> 19:25:48 Error 1 elements provided, 3 expected 19:25:48 File a3_vemf_reloaded\addons\SimplePatrol.sqf, line 46 I'm trying to use the SimplePatrol but I get these error, here are my settings. class addonSettings { class SimplePatrol { aiMode = 2; // options: random | 0 (Guerilla) | 1 (Regular Police) | 2 (Police SF (Special Forces)) | 3 (Gendarmerie (needs Apex DLC)) | 4 (Apex Bandits (needs Apex DLC)) | manual (uses AIequipment class) behaviour = "CARELESS"; // optional: random | https://community.bistudio.com/wiki/Arma_3_AI_Behavior enableAttack = false; // https://community.bistudio.com/wiki/enableAttack enabled = yes; // enable/disable this addon combatMode = "BLUE"; // https://community.bistudio.com/wiki/Arma_3_AI_Behavior#Combat_modes_.28ROE.29 //from[] = { { position }, { position } }; from[] = { { 12421 }, { 14096 } }; // NOTE: the first in "from" is connected to the first in "to" and so on... removeAllAssignedItems = no; // https://community.bistudio.com/wiki/removeAllAssignedItems speed = "LIMITED"; to[] = { { 13575.3 }, { 14951.6 } }; interval = 10; invincible = yes; class AIequipment { backpacks[] = { }; faceWear[] = { }; headGear[] = { }; pistols[] = { }; rifles[] = { }; uniforms[] = { }; vests[] = { }; }; }; }; Link to comment Share on other sites More sharing options...
IT07 Posted September 2, 2016 Author Report Share Posted September 2, 2016 Hi Sneer, I see that you added the map coordinates into the "to" and "from". Unfortunately, that is not how it works. Instead, regular position format should be used. Link to comment Share on other sites More sharing options...
Sneer Posted September 2, 2016 Report Share Posted September 2, 2016 13 hours ago, IT07 said: Hi Sneer, I see that you added the map coordinates into the "to" and "from". Unfortunately, that is not how it works. Instead, regular position format should be used. Can you give me an example, not sure what you mean. Link to comment Share on other sites More sharing options...
IT07 Posted September 3, 2016 Author Report Share Posted September 3, 2016 Example (.cpp) { 12345.6, 12345.6, 0 } { x, y, z } Link to comment Share on other sites More sharing options...
Sneer Posted September 4, 2016 Report Share Posted September 4, 2016 On 9/2/2016 at 8:33 PM, IT07 said: Example (.cpp) { 12345.6, 12345.6, 0 } { x, y, z } got it, thanks oh I have invincible set to yes but a shot still kills them. Link to comment Share on other sites More sharing options...
IT07 Posted September 4, 2016 Author Report Share Posted September 4, 2016 Please check again to make sure the invincible setting is actually set to yes. I can not see an immediate mistake in my code that would cause such behavior. Link to comment Share on other sites More sharing options...
Sneer Posted September 4, 2016 Report Share Posted September 4, 2016 13 hours ago, IT07 said: Please check again to make sure the invincible setting is actually set to yes. I can not see an immediate mistake in my code that would cause such behavior. It is set to yes and they are not invincible. Thanks Link to comment Share on other sites More sharing options...
IT07 Posted September 5, 2016 Author Report Share Posted September 5, 2016 UPDATE! (v0752.3)check the CHANGELOG.md for details Link to comment Share on other sites More sharing options...
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