Jump to content

[CONTINUED] blckeagls' AI Mission Version 6.80

Recommended Posts


Fuck'n brilliant update mate, I only get 1 rpt error thou the underwater mission started and finished as it should

11:56:45 "_fnc_mainThrea: blck_numberUnderwaterDynamicMissions = 1 | blck_dynamicUMS_MissionsRuning = 1"
11:57:31 "[A3EAI Monitor] [Uptime:00:20:42][FPS:48][Groups:7/7][Respawn:0][HC:false]"
11:57:31 "[A3EAI Monitor] [Static:1][Dynamic:0][Random:0][Air:2][Land:4][UAV:0][UGV:0]"
11:57:46 "_fnc_mainThrea: blck_numberUnderwaterDynamicMissions = 1 | blck_dynamicUMS_MissionsRuning = 1"
11:57:49 IT07: [VEMFr] DynamicLocationInvasion -- INFO: invading Lopatino...
11:58:35 "ExileZ 2.0: - EPOCH EDITION - Deactivating Trigger	|	Position : [4517.72,10279.4,0]	|	GroupSize : 11	|	Near : airfield "
11:58:35 "ExileZ 2.0: - EPOCH EDITION - Deactivating Trigger	|	Position : [4784.56,9867.63,0]	|	GroupSize : 11	|	Near :  "
11:58:47 "_fnc_mainThrea: blck_numberUnderwaterDynamicMissions = 1 | blck_dynamicUMS_MissionsRuning = 1"
11:59:48 "_fnc_mainThrea: blck_numberUnderwaterDynamicMissions = 1 | blck_dynamicUMS_MissionsRuning = 1"
12:00:24 Protocol bin\config.bin/RadioProtocolGRE/: Missing word Petrovka
12:00:24 Protocol bin\config.bin/RadioProtocolGRE/: Missing word Petrovka
12:00:25 "DEBUG DEAD VEHICLE SKIPPED SAVE: 1fade8b4080# 1200425: sdv_01_f.p3d "
12:00:27 No speaker given for 
12:00:29 "spawnMissionCVehicles: _vehType = C_Boat_Transport_02_F | _vehOffset = [3,3,0] | _lootArray = [[""arifle_AK12_F"",""arifle_AK12_GL_F"",""arifle_AKM_F"",""arifle_AKM_FL_F"",""arifle_AKS_F"",""arifle_ARX_blk_F"",""arifle_ARX_ghex_F"",""arifle_ARX_hex_F"",""arifle_CTAR_blk_F"",""arifle_CTAR_hex_F"",""arifle_CTAR_ghex_F"",""arifle_CTAR_GL_blk_F"",""arifle_CTARS_blk_F"",""arifle_CTARS_hex_F"",""arifle_CTARS_ghex_F"",""arifle_SPAR_01_blk_F"",""arifle_SPAR_01_khk_F"",""arifle_SPAR_01_snd_F"",""arifle_SPAR_01_GL_blk_F"",""arifle_SPAR_01_GL_khk_F"",""arifle_SPAR_01_GL_snd_F"",""arifle_SPAR_02_blk_F"",""arifle_SPAR_02_khk_F"",""arifle_SPAR_02_snd_F"",""arifle_SPAR_03_blk_F"",""arifle_SPAR_03_khk_F"",""arifle_SPAR_03_snd_F"",""arifle_MX_khk_F"",""arifle_MX_GL_khk_F"",""arifle_MXC_khk_F"",""arifle_MXM_khk_F"",[""MultiGun"",""EnergyPackLg""],[""arifle_Katiba_F"",""30Rnd_65x39_caseless_green""],[""arifle_Katiba_GL_F"",""30Rnd_65x39_caseless_green""],[""arifle_MX_F"",""30Rnd_65x39_caseless_mag""],[""arifle_MXC_F"",""30Rnd
12:00:32 "_EH_AHit: _this = [[O Alpha 3-4:1,O Alpha 3-4:1,0.0193858,<NULL-object>]]"
12:00:34 Error in ReloadMagazine - unable to locate target weapon arifle_SDAR_F muzzle arifle_SDAR_F
12:00:34 Error in ReloadMagazine - unable to locate target weapon arifle_SDAR_F muzzle arifle_SDAR_F
12:00:49 "_fnc_mainThrea: blck_numberUnderwaterDynamicMissions = 1 | blck_dynamicUMS_MissionsRuning = 1"
12:00:50 Error in expression <f (blck_showCountAliveAI) then

if !(_marker isEqualTo "") then
12:00:50   Error position: <_marker isEqualTo "") then
12:00:50   Error Undefined variable in expression: _marker
12:00:50 File q\addons\custom_server\Missions\UMS\code\GMS_fnc_spawnDynamicUMSMission.sqf, line 360
12:00:58 No speaker given for 
12:00:58 "DEBUG: server event PlantSpawner"
12:01:25 "#SEM DEBUG: Possible threads: [B Alpha 1-1:1 (natoed) REMOTE]"
12:01:25 "#SEM DEBUG: Possible threads: [B Alpha 1-1:1 (natoed) REMOTE]"
12:01:25 No speaker given for 
12:01:27 Protocol bin\config.bin/RadioProtocolGRE/: Missing word Petrovka
12:01:30 "#SEM DEBUG: Attacker: B Alpha 1-1:1 (natoed) REMOTE"
12:01:30 "#SEM DEBUG: Attacker: B Alpha 1-1:1 (natoed) REMOTE"
12:01:30 "#SEM DEBUG: Possible threads: [B Alpha 1-1:1 (natoed) REMOTE]"
12:01:30 "#SEM DEBUG: Possible threads: [B Alpha 1-1:1 (natoed) REMOTE]"


thx again



Share this post

Link to post
Share on other sites
On 3/10/2018 at 6:49 PM, AHITMAN said:

still no answer for my previous question i see...anyways thanks.

You have not given me much information to go on. Could you describe the problem in detail please including what mod (epoch or exile) and what you have done to troubleshoot so far?

I have not had any trouble accessing crates. remember that loot may not be loaded until mission completion depending on how you set things up.

Share this post

Link to post
Share on other sites
On 3/10/2018 at 5:19 PM, natoed said:


line 52

blck_AIPatrolVehicles = ["I_G_Offroad_01_armed_F","I_mas_cars_UAZ_M2","I_mas_cars_LR_soft_M2","B_LSV_01_armed_F"]; // Type of vehicle spawned to defend AI bases



from line 136

	//  Heli Patrol Heli Types	
	// Armed Helis
	_blck_littleBirds = ["B_Heli_Light_01_armed_F"];  //  AH-9 Pawnee  (WEST)
	_blck_armed_hellcats = ["I_Heli_light_03_F"];
	_blck_armed_orcas = ["O_Heli_Light_02_F","O_Heli_Light_02_v2_F"];
	_blck_armed_ghosthawks = ["B_mas_UH60M","B_mas_CH_47F","I_mas_MI8","B_mas_UH1Y_UNA_F"];
	//_blck_armed_ghosthawks = ["B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"];
	_blck_armed_hurons = ["B_Heli_Transport_03_F","B_Heli_Transport_03_black_F"];
	_blck_armed_attackHelis = ["B_Heli_Attack_01_F"];
	_blck_armed_heavyAttackHelis = ["O_Heli_Attack_02_F","O_Heli_Attack_02_black_F"];
		_blck_fighters = [
		"O_Plane_CAS_02_F",  // /ti-199 Neophron (CAS)
		"I_Plane_Fighter_03_AA_F",  //  A-143 Buzzard (AA)
		"I_Plane_Fighter_04_F",  //   	A-149 Gryphon
		"B_Plane_CAS_01_F",  // 	A-164 Wipeout (CAS)
		"B_Plane_Fighter_01_F"  //	F/A-181 Black Wasp II
	blck_blacklisted_heli_ammo = ["24Rnd_missiles","24Rnd_PG_missiles","12Rnd_PG_missiles","2Rnd_LG_scalpel","6Rnd_LG_scalpel","8Rnd_LG_scalpel","M_Scalpel_AT ","14Rnd_80mm_rockets","38Rnd_80mm_rockets"];
	blck_blacklisted_heli_weapons = ["missiles_SCALPEL","missiles_titan","rockets_Skyfire","missiles_DAGR","missiles_DAR"];


from line 159

	//  Heli Patrol Settings

	blck_chanceHeliPatrolBlue = 0;  //[0 - 1]  Set to 0 to deactivate and 1 to always have a heli spawn over the mission center and patrol the mission area. 
									//  The chance of paratroops dropping from the heli is defined by blck_chancePara(Blue|Red|Green|Orange) above.
									// Recommend setting the change = 1 if you wish to spawn multiple helis at a mission.
	blck_patrolHelisBlue = _blck_armed_ghosthawks;
	blck_noPatrolHelisBlue = 0;
	blck_chanceHeliPatrolRed = 0.1; // 0.4;
	blck_patrolHelisRed = _blck_armed_ghosthawks;
	blck_noPatrolHelisRed = 1;
	blck_chanceHeliPatrolGreen = 0.2;
	blck_patrolHelisGreen = _blck_armed_ghosthawks;
	blck_noPatrolHelisGreen = 1;
	blck_chanceHeliPatrolOrange = 0.3;
	blck_patrolHelisOrange = _blck_armed_ghosthawks;
	blck_noPatrolHelisOrange = 1;

static Weapons


from line 228

	blck_useStatic = true;  // When true, AI will man static weapons spawned 20-30 meters from the mission center. These are very effective against most vehicles
	blck_killEmptyStaticWeapons = true;  // When true, static weapons will have damage set to 1 when the AI manning them is killed.
	blck_staticWeapons = ["B_HMG_01_high_F","I_mas_DSHKM_AAF","I_mas_KORD_high_AAF","I_mas_M2StaticMG_AAF","I_static_AT_F"/*,"O_static_AT_F"*/];  // [0.50 cal, grenade launcher, AT Launcher]

	// Mission Static Weapon Settings
	// Defines how many static weapons to spawn. Set this to -1 to disable spawning 
	blck_SpawnEmplaced_Orange = [2,4]; // Number of static weapons at Orange Missions
	blck_SpawnEmplaced_Green = [1,3]; // Number of static weapons at Green Missions
	blck_SpawnEmplaced_Blue = 0;  // Number of static weapons at Blue Missions
	blck_SpawnEmplaced_Red = [1,2];;  // Number of static weapons at Red Missions

hope it helps




i lose my way around in the custom_server.pbo from time to time lol

from build 118 on check in the mod-specific config for the definition for vehicles for each level of mission. These are listed right at the top of that config file.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By Donnovan
      04 FEBRUARY 2018 - WE ARE ON v002!
      Thanks to the Discord pals for helping in tailore BRPVP Zombies to Epoch.
      My name is Donnovan and i bring here the BRPVP Zombies for Epoch Mod.
      (You can know more about BRPVP here: http://www.brpvp.com)
      BRPVP Zombies are made of: code, +code, some few images and sounds.

      Here the files v002 (size 432Kb):
      4 February 2018 - https://drive.google.com/file/d/1ANHL_SaFdKlJOLrDV6CakOD7HTNwVr4T/view?usp=sharing
      You must use the words "BRPVP zombies" or "BRPVP-Z" in your server name and give proper credits to the Author (Andre Luis AKA Donnovan).
      BRPVP Zombies was done completelly stand alone, but with Epoch in mind.
      BE Filters Info:
      1 - The variables set on zombies and target, with setVariable, have the prefix "brpvp_", for easy BE Filter management.
      2 - BRPVP Zombies make use of 3 public variables, the variable names start with "BRPVP_" for easy BE Filters management.
      Remote Exec White List:
      You need that in your description.ext:
      class CfgRemoteExec { class Functions { mode = 1; jip = 0; class BRPVP_remoteExec { allowedTargets = 0; jip = 1; }; }; }; If you already have a class CfgRemoteExec {...}; declaration in your description.ext you will need to merge the above with the one you have.
      Custom Epoch "FiredMan" Event Handler:
      Get the code inside player addEventHandler ["FiredMan",{...this code...}]; in the file brpvp_zombies_stuff_client.sqf and put it in the Epoch file EPOCH_custom_EH_FiredMan.sqf (see https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/customs/EPOCH_custom_EH_FiredMan.sqf).
      description.ext file:
      BRPVP Zombies have some sound declarations in description.ext. You will need to merge it with your description.ext.
      BRPVP Zombies add two types of zombies:
      1 - Fixed zombies in infected cities: they stay on some cities and can be triggered from near or from far, with your proximity or with bullet hit.
      Here the configuration for fixed zombies and infected cities:
      //FIXED ZOMBIES ON DEDICATED SERVER BRPVP_fixedZombiesAmount = [ [[1],[10],35,["NameVillage"]], [[1],[10],35,["NameVillage"]], [[1],[10],35,["NameVillage"]], [[1],[10],35,["NameVillage"]], [[2],[15],40,["NameVillage"]], [[2],[15],40,["NameVillage"]], [[2,3],[40,60],100,["NameCity","NameVillage"]], [[4,5],[120,160],150,["NameCityCapital","NameCity"]] ]; BRPVP_fixedZombiesReviveTime = 1800; //SECONDS TO A FIXED ZOMBIE TO REVIVE, THEY ONLY REVIVE IF THERE IS NO PLAYER NEAR Reading above, you will have 8 infected cities on your mission.
      Explaning line 7: [[2,3],[40,60],100,["NameCity","NameVillage"]]
      Zombies will have its force random selected from 2 or 3, they will be in number of 40 if force is 2 and will be in number of 60 if force is 3. The spawn radius in the city will be 100 meters, and the city selected for those zombies will be randonly picked from the list of Cities and Villages provided by the map.
      2 - Context spawned zombies: those zombies will spawn when you are in places with near houses or buildings. You can avoid those zombies to spawn by obscuring your self like walking near walls, entering in houses, going crouch or prone, stay high from the ground, stay near big objects like wreck cars and all kind of objects or group of objects that can block the perception of you.
      All the BRPVP Zombies configurations can be found in this file: brpvp_zombies_config.sqf.
      Older files:
      v001: https://drive.google.com/file/d/1Q4cavJQdqwxcz-O6DBFo_fKfEG-_g8bj/view?usp=sharing
    • By Cubitron
      Aloha all
      We start our new Epoch Cherno Redux Server (Funserver)
      -increased Atagonist Spawn
      -Vehicle Patrol
      -Npc Patrol
      -F4 Player Menu ( WIP) with craft bike and quad)

      -RDS Civilian Pack (the good old A2 Vehicles)
      -No Strider and Ifrit
    • By totis
      Im using wai missions on my server but i wanna set some statics.
      I see that wai support static missions. Can someone points me with an example or maybe a ready static mission which i coukld edit to my needs?
    • By Hooty
    • By harcosgoogle
      How to add napf map dzms mission System?
  • Advertisement
  • Donation Box

    Please donate to support the community.
    We appreciate all donations!
  • Advertisement
  • Supporters
  • Latest Donations

  • Advertisement
  • Discord