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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.

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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?

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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.

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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

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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

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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

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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.

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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

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