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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

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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.

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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.

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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!!

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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? 

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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[] = { };
                            };
                    };
            };

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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.

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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

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