Demi Posted July 8, 2015 Report Share Posted July 8, 2015 Hey guys, loving this mod so far, have noticed an issue with the ai wandering away from the town so that the mission never completes? Anyone else got this issue? They're looking for players. Change the complete to 90% in the config files... That means you only need to kill 9/10 or 18/20 people. Link to comment Share on other sites More sharing options...
XMortX Posted July 8, 2015 Report Share Posted July 8, 2015 I figured that would be the solution, just wanted to confirm that before changing it :) thanks very much! Demi 1 Link to comment Share on other sites More sharing options...
Tactical Anders Posted July 8, 2015 Report Share Posted July 8, 2015 Hey guys, loving this mod so far, have noticed an issue with the ai wandering away from the town so that the mission never completes? Anyone else got this issue? Yepp, had AI wandering of 700m and more at several occassions. Link to comment Share on other sites More sharing options...
MrEnzO Posted July 8, 2015 Report Share Posted July 8, 2015 In what file was the high of parachute adjusted? And can you make the smoke last a little longer, players have a hard time finding the box is they need to travel to where it droped. And at night the flair stays up in the air. I changed the _flair setVelocity [0,0,0];}; to _flair attachTo [_crate,[0,0,1]]; in the DynamicLocationInvasion.sqf and it works but the flair dies out in a couple seconds. Any chance to put ir granade or a cem light there instead or both? Link to comment Share on other sites More sharing options...
DrejXArmy Posted July 9, 2015 Report Share Posted July 9, 2015 Are the cities suppose to get highlited, like in wasteland, or get markers, so people know there are AI there? Link to comment Share on other sites More sharing options...
jox Posted July 9, 2015 Report Share Posted July 9, 2015 Yeah bud markers were added in the last update, make sure you have latest version. btw love what your doing with this IT07. looking forward to the paratroopers, nice job. IT07 1 Link to comment Share on other sites More sharing options...
DrejXArmy Posted July 9, 2015 Report Share Posted July 9, 2015 Yeah bud markers were added in the last update, make sure you have latest version. btw love what your doing with this IT07. looking forward to the paratroopers, nice job. Thanks Jox, I got the updates. Now I am getting a error - Error in Expression <h playableUnits; if (_players isEqualto VEMF_minPlayers or _players > VEMF_minPl> Error Position: <VEMF_minPlayers or _players > VEMF_minPl> Error Undefined variable in expression : VemF_minplayers File VEMF\functions_VEMF\fn_missionTimer.sqf, line 21 Line 21 is the if (_players { { if (isPlayer _x) then { _players = _players + 1; }; uiSleep 0.05; } forEach playableUnits; if (_players isEqualTo VEMF_minPlayers OR _players > VEMF_minPlayers) exitWith { diag_log format["[VEMF] missionTimer can now run. VEMF_minPlayers amount reached! player count: %1", _players]; }; uiSleep 5; }; I have minPlayers set to 1 I am going to try and repack somethings and see if that fixes it, but never had issues before. Link to comment Share on other sites More sharing options...
jox Posted July 9, 2015 Report Share Posted July 9, 2015 Just delete the old pbo and pack the latest files to a new pbo Link to comment Share on other sites More sharing options...
DrejXArmy Posted July 10, 2015 Report Share Posted July 10, 2015 WEll I am not sure what it was, most likely a space where a space wasnt needed. But I had to delete everything, go back in, adjust the configs and then it was working. I remember now why I stopped coding/scripting ............ IT07 1 Link to comment Share on other sites More sharing options...
IT07 Posted July 11, 2015 Author Report Share Posted July 11, 2015 HUGE UPDATE! Seriously guys I am starting to doubt why I am still doing this for free you lucky bastards DirtySanchez 1 Link to comment Share on other sites More sharing options...
simon1603 Posted July 11, 2015 Report Share Posted July 11, 2015 Again lol, very very much appreciated, I will definetly be showing my appreciation in another way soon. Simon IT07 1 Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted July 11, 2015 Report Share Posted July 11, 2015 HUGE UPDATE! Seriously guys I am starting to doubt why I am still doing this for free you lucky bastards Any changelog? Link to comment Share on other sites More sharing options...
Richie Posted July 11, 2015 Report Share Posted July 11, 2015 Any changelog? v0.0602 [NEW] BETA version of HeliPatrol mission :)[NEW] Config options are now in config.cpp not in configuration.sqf![NEW] Location invasion missions will now spawn within 5Km of random player[iMPROVED] Server Load[iMPROVED] Overall code structure[iMPROVED] Spawn ALT of loot crate. Is now higher for all you lazy players[REMOVED] fn_getMapCenter. New system makes mission system COMPATIBLE WITH ALL ARMA 3 MAPS[REMOVED] Useless food and drinks from AI inventory. More chance for FAK[REMOVED] Several debugging lines. Who needs debugging when it works?[REMOVED] All sorts of useless code and files Scorpi, BetterDeadThanZed, DirtySanchez and 1 other 4 Link to comment Share on other sites More sharing options...
Scorpi Posted July 12, 2015 Report Share Posted July 12, 2015 Thanks for Update! I have this Error 10:01:05 "[VEMF] HeliPatrol: _dest is [23601.3,18001.9,0.00143909] @ 236180" 10:01:50 "[VEMF] HeliPatrol: _heli close to _dest. Pushing units out..." 10:01:52 "[VEMF] HeliPatrol: _grp isTouchingGround at 235181" 10:05:28 "DEBUG: _event PlantSpawner" 10:05:32 Error in expression <d. Mission over!"; _heli setDamage 1; }; uiSleep 0.5; }; VEMF_mission> 10:05:32 Error position: <; uiSleep 0.5; }; VEMF_mission> 10:05:32 Error Missing ) 10:05:32 File VEMF\Missions\HeliPatrolBETA.sqf, line 171 10:05:32 Error in expression <d. Mission over!"; _heli setDamage 1; }; uiSleep 0.5; }; VEMF_mission> 10:05:32 Error position: <; uiSleep 0.5; }; VEMF_mission> 10:05:32 Error Missing ) 10:05:32 File VEMF\Missions\HeliPatrolBETA.sqf, line 171 Link to comment Share on other sites More sharing options...
IT07 Posted July 12, 2015 Author Report Share Posted July 12, 2015 @all: found an error in expression. Fixing :) Link to comment Share on other sites More sharing options...
simon1603 Posted July 12, 2015 Report Share Posted July 12, 2015 Hi, I did not get any errors, however the new heli mission, looking good thx, well it started, droped its ai at a players base...cool, we killed them all, checked no more ai using admin tools, and definetly no more ai , but the mission has not ended. Is there a loot crate once all are dead like the other missions? And the map marker is still present even tho definetly all dead. simon Link to comment Share on other sites More sharing options...
jox Posted July 12, 2015 Report Share Posted July 12, 2015 delete Link to comment Share on other sites More sharing options...
IT07 Posted July 12, 2015 Author Report Share Posted July 12, 2015 UPDATE! Fixed expression errors and heliPatrol is now heliCrash because of how it has been changed: A heli with para units in it flies towards random player, then gets fatal damage, drops the units and crashes. When it this the ground, "loot will drop out". The parachuted units will move to and guard the chopper. simon1603, cyncrwler, DirtySanchez and 1 other 4 Link to comment Share on other sites More sharing options...
simon1603 Posted July 12, 2015 Report Share Posted July 12, 2015 Fantastic IT, many thanks, will get this changed next restart IT07 1 Link to comment Share on other sites More sharing options...
simon1603 Posted July 12, 2015 Report Share Posted July 12, 2015 just a thought, in the config you only have helicrash, should it not be missionList[] = {"DynamicLocationInvasion","heliCrash"}; // Speaks for itself, right? IT07 1 Link to comment Share on other sites More sharing options...
IT07 Posted July 12, 2015 Author Report Share Posted July 12, 2015 @Simon: yup, forgot to add it after testing on the heliCrash Link to comment Share on other sites More sharing options...
simon1603 Posted July 12, 2015 Report Share Posted July 12, 2015 I am suprised to dont forget to do lots of stuff, the amount you are giving us :) Simon Link to comment Share on other sites More sharing options...
simon1603 Posted July 12, 2015 Report Share Posted July 12, 2015 Hi, after a bit of testing, the heli circled us for about 25 minutes (guessing but seemed that long) once we opened up on it after we got bored lol, it dropped its ai and crashed, the loot was all ammo this time. So once the heli has chosen its "victim" does it need to receive damage to begin the crash sequence or is it random how long it takes to crash? Many thanks Simon Link to comment Share on other sites More sharing options...
Scorpi Posted July 13, 2015 Report Share Posted July 13, 2015 Hello,Helicopter detect the headless client as a unit. Is it possible to set the headless client and the plotepole on a blacklist, or do you have another solutions? Link to comment Share on other sites More sharing options...
IT07 Posted July 13, 2015 Author Report Share Posted July 13, 2015 UPDATE! heliCrash mission fixes and optimizations. Location selection tweaked as well. @Scorpi: I do not test with an HC because I do not have an HC. Sorry but I do not have a solution to that. Demi, simon1603 and Richie 3 Link to comment Share on other sites More sharing options...
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