Sneer Posted July 12, 2018 Report Share Posted July 12, 2018 I'm trying to run this on Malden, everything loads fine no errors but the missions do not spawn. If I enable debug the missions work fine. Any ideas? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted July 13, 2018 Author Report Share Posted July 13, 2018 Hmmm - not sure really. We ran it on Malden a while back without issues but I might have inadvertantly changed something. Anything in your logs? Link to comment Share on other sites More sharing options...
Sneer Posted July 13, 2018 Report Share Posted July 13, 2018 no nothing in the logs, I noticed you have some maps defined in GMS_fnc_findWorld.sqf but nothing about Malden. What does debug do that would allow the missions to run but not when its disabled? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted July 13, 2018 Author Report Share Posted July 13, 2018 5 hours ago, Sneer said: no nothing in the logs, I noticed you have some maps defined in GMS_fnc_findWorld.sqf but nothing about Malden. What does debug do that would allow the missions to run but not when its disabled? Depending on which version you pull the blck_custom_configs.sqf from it may define parameters for numbers of missions of each class (blue, red, green etc). I will check my files for Malden and update the github accordingly. When it hangs, a critical script that can't complete execution is usually to blame. arma error checking is improving with every release but still misses some issues. I should have something for you by the end of the weekend. Link to comment Share on other sites More sharing options...
Sneer Posted July 13, 2018 Report Share Posted July 13, 2018 Its working now, the missions were disabled in blck_custom_configs.sqf, I don't ever use that file so I didn't think to look there. Now I see why my altis advanced time seemed to never turn off. lol Thanks Link to comment Share on other sites More sharing options...
Sneer Posted July 13, 2018 Report Share Posted July 13, 2018 Also, I love the fact you added the option to use the Cfgpricing for equipment. Makes life so much easier. Thank you for this addon, you have done a tremendous job!! Well done sir! Helion4 1 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted July 14, 2018 Author Report Share Posted July 14, 2018 8 hours ago, Sneer said: Also, I love the fact you added the option to use the Cfgpricing for equipment. Makes life so much easier. Thank you for this addon, you have done a tremendous job!! Well done sir! Thank you for your kind words. Positive feedback is always appreciated. Are you running the mod on an Epoch Malden server? Link to comment Share on other sites More sharing options...
Schalldampfer Posted July 15, 2018 Report Share Posted July 15, 2018 In Malden, missions spawn around traders. Line 18 of Compile\Functions\GMS_fnc_getTraderCitesEpoch.sqf , which check marker name, add "west","east" to fix it. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted July 17, 2018 Author Report Share Posted July 17, 2018 On 7/14/2018 at 11:25 PM, Schalldampfer said: In Malden, missions spawn around traders. Line 18 of Compile\Functions\GMS_fnc_getTraderCitesEpoch.sqf , which check marker name, add "west","east" to fix it. The fix is a little more complicated but thank you for pointing out the issue. I will be uploading changes to the github this weekend. Link to comment Share on other sites More sharing options...
Grahame Posted July 17, 2018 Report Share Posted July 17, 2018 @SchalldampferAs a temporary fix until the update, add the following lines to the end of Compile\Functions\GMS_fnc_getTraderCitesEpoch.sqf: _config = configFile >> "CfgEpoch"; _configWorld = _config >> worldname; { blck_locationBlackList pushback [_x select 3, 1000]; } foreach (getArray(_configWorld >> "telePos")); Link to comment Share on other sites More sharing options...
Schalldampfer Posted July 17, 2018 Report Share Posted July 17, 2018 np, I fixed it as writen, because I only run Malden server. Link to comment Share on other sites More sharing options...
Grahame Posted July 17, 2018 Report Share Posted July 17, 2018 Those markers are not where the trader camps are. The markers are: class Item3 { dataType="Marker"; position[]={4658.4561,0,10188.492}; name="west"; type="Empty"; id=3; }; class Item4 { dataType="Marker"; position[]={8707.7588,0,6930.1099}; name="east"; type="Empty"; id=4; }; The trader camps are the second sets of coordinates in this array: { "Transport_N_EPOCH", { -0.286865, 8.17383, -10.3098 }, "", { 3074.63,8474.27,0.00150394 } }, { "Transport_W_EPOCH", { -14.4316, 0.112793, -10.3098 }, "", { 2335.17, 3394.12, 0.000732422 } }, { "Transport_E_EPOCH", { 13.5127,0.410156,-10.3098 }, "", { 8224.4,8756.69,0.00099802 } } In addition, on most maps those markers are not there... those are a hang over from the original Epoch integration of Malden. When I did the new camps they were moved from the original locations... EDIT: The only really valid marker in Epoch (except center if the map does not define it properly) is respawn_west which is the location of the spawn chamber Link to comment Share on other sites More sharing options...
Sneer Posted July 17, 2018 Report Share Posted July 17, 2018 On 7/13/2018 at 9:08 PM, Ghostrider-GRG said: Thank you for your kind words. Positive feedback is always appreciated. Are you running the mod on an Epoch Malden server? Yes. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted July 18, 2018 Author Report Share Posted July 18, 2018 18 hours ago, Sneer said: Yes. Thanks - picking away at this with Grahame. There are a few issues to be sorted I think. I will be pushing version 147 to the Github which should have several fixes that address this issue and the issue of the trader cities not being black listed. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted July 18, 2018 Author Report Share Posted July 18, 2018 20 hours ago, Schalldampfer said: np, I fixed it as writen, because I only run Malden server. Working on a fix for this for build 147 Link to comment Share on other sites More sharing options...
Irkutsk38 Posted July 19, 2018 Report Share Posted July 19, 2018 Hey. Explain how to complete the Rescue Hostage mission? After killing all the bots, when you approach the hostage, no message is issued. The server is Exile, there are no errors in the error log. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted July 19, 2018 Author Report Share Posted July 19, 2018 9 minutes ago, Irkutsk38 said: Hey. Explain how to complete the Rescue Hostage mission? After killing all the bots, when you approach the hostage, no message is issued. The server is Exile, there are no errors in the error log. We have the same issue and I do not know if it is an infiSTAR think or a limitation of Exile's method for adding actions. you have to look around carefully to pick up the action. The last time I successfully did so I looked at the guys feet. I should probably look into using the exile hook for the client scheduler if I can figure out how that works. Have you tried Epoch? Its a great mod as well. Link to comment Share on other sites More sharing options...
Irkutsk38 Posted July 19, 2018 Report Share Posted July 19, 2018 Yes, three years ago he kept the server, then moved to Exile. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted July 21, 2018 Author Report Share Posted July 21, 2018 On 7/14/2018 at 11:25 PM, Schalldampfer said: In Malden, missions spawn around traders. Line 18 of Compile\Functions\GMS_fnc_getTraderCitesEpoch.sqf , which check marker name, add "west","east" to fix it. Please note that the locations of the markers in the mission file in mission.sqm to not necessarily corespond to the location of the trader cites. Thiese are defined for each map in epoch_server_config.pbo. The locations of Epoch trader cities is now pulled directly from the server configs. Let me know if this issue is resolved. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted July 21, 2018 Author Report Share Posted July 21, 2018 On 7/17/2018 at 12:26 PM, Sneer said: Yes. Sneer, give build 147 a try. I just tested and it seems to spawn all mission classes with blck_debugON = false; Tested on Lythium and Malden; should be good to go. Let me know if you encounter further problems. Link to comment Share on other sites More sharing options...
Schalldampfer Posted July 22, 2018 Report Share Posted July 22, 2018 please stop forcing Quote blck_enableOrangeMissions = -1; blck_enableGreenMissions = -1; blck_enableRedMissions = -2; blck_enableBlueMissions = -1; with new unknown confing files I've got too many complex and annoying comment-outs and new files without description Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted July 22, 2018 Author Report Share Posted July 22, 2018 2 hours ago, Schalldampfer said: please stop forcing with new unknown confing files I've got too many complex and annoying comment-outs and new files without description Not sure what you are referring to. The defaults for non-mil servers are: //Set to -1 to disable. Values of 2 or more force the mission spawner to spawn copies of that mission - this feature is not recommended because you may run out of available groups. blck_enableOrangeMissions = 1; blck_enableGreenMissions = 1; blck_enableRedMissions = 2; blck_enableBlueMissions = 2; blck_numberUnderwaterDynamicMissions = 3; And all overrides in blck_custom_config are commented out by default. Link to comment Share on other sites More sharing options...
Schalldampfer Posted July 24, 2018 Report Share Posted July 24, 2018 I found a confusing description about static mission From the comments in gms_staticmissions_lists.sqf, it says 4 elements [mod,map,center,filename], but the examples have 3 elements [mod,map.file] Quote /* by Ghostrider [GRG] for ghostridergaming 12/5/17 -------------------------- License -------------------------- All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License. http://creativecommons.org/licenses/by-nc-sa/4.0/ */ #include "\q\addons\custom_server\Configs\blck_defines.hpp"; private ["_staticMissions"]; _staticMissions = [ // [mod (Epoch, Exile), map (Altis, Tanoa etc), mission center, eg [10445,2014,0], filename.sqf (name of static mission template for that mission)]; //["Epoch","Altis","staticMissionExample2_Epoch.sqf"], //["Exile","Altis","staticMissionExample2_Exile.sqf"] ]; //diag_log "[blckeagls] GMS_StaticMissions_Lists.sqf <Loaded>"; In gms_ staticmissions_init.sqf, it uses array with 3 elements without "mission center". (oops, middle element is unnecessary, it may become the source of bug) Quote ~~~~~ #include "\q\addons\custom_server\Missions\Static\GMS_StaticMissions_Lists.sqf"; private["_mod","_map","_missionMod","_missionMap","_missionLocation","_missionDataFile"]; blck_sm_monitoring = 0; blck_sm_groupDespawnTime = 30; blck_sm_patrolRespawnInterval = 30; _map = toLower worldName; { if ((_map) isEqualTo toLower(_x select 1)) then { if ((blck_ModType isEqualTo "Epoch") && (toLower(_x select 0) isEqualTo "epoch")) then { call compilefinal preprocessFileLineNumbers format["\q\addons\custom_server\Missions\Static\missions\%1",(_x select 2)]; }; if ((blck_ModType isEqualTo "Exile") && (toLower(_x select 0) isEqualTo "exile")) then { call compilefinal preprocessFileLineNumbers format["\q\addons\custom_server\Missions\Static\missions\%1",(_x select 2)]; }; }; uiSleep 1; }forEach _staticMissions; (and it was hard to find out how a private variable can affect other scripts... it was by included in gms_ staticmissions_init.sqf! I need to be used to this style of coding) Link to comment Share on other sites More sharing options...
Grahame Posted July 24, 2018 Report Share Posted July 24, 2018 LOL. Pull request submitted to fix the comment in GMS_StaticMissions_Lists.sqf Link to comment Share on other sites More sharing options...
Schalldampfer Posted July 24, 2018 Report Share Posted July 24, 2018 10 minutes ago, Grahame said: LOL. Pull request submitted to fix the comment in GMS_StaticMissions_Lists.sqf thanks :) Link to comment Share on other sites More sharing options...
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