natoed Posted August 21, 2017 Report Share Posted August 21, 2017 thx for reply @Ghostrider-DbD- it turns out i'm a Muppet yet again, when i removed the blacklisted areas i edited the wrong file, (blck_configs_epoch_mil.sqf --slap me) not blck_configs_epoch.sqf Up and working Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 21, 2017 Author Report Share Posted August 21, 2017 On 8/21/2017 at 2:04 PM, natoed said: thx for reply @Ghostrider-DbD- it turns out i'm a Muppet yet again, when i removed the blacklisted areas i edited the wrong file, (blck_configs_epoch_mil.sqf --slap me) not blck_configs_epoch.sqf Up and working Expand Glad it worked out for you. Link to comment Share on other sites More sharing options...
natoed Posted August 22, 2017 Report Share Posted August 22, 2017 @Ghostrider-DbD- dude you are a time saver, going thought GMS_fnc_findSafePosn.sqf and i found this if (toLower(worldName) isEqualTo "taviana") then { _tavTest = createVehicle ["SmokeShell",_coords,[], 0, "CAN_COLLIDE"]; _tavHeight = (getPosASL _tavTest) select 2; deleteVehicle _tavTest; if (_tavHeight > 100) then {_FindNew = true;}; }; as Isla abramia is so full of mountains and hills, say goodbye to blacklisting cause the above works so bloody well many thanks natoed Drokz 1 Link to comment Share on other sites More sharing options...
Drokz Posted August 22, 2017 Report Share Posted August 22, 2017 might look in that for panthera aswell natoed 1 Link to comment Share on other sites More sharing options...
natoed Posted August 22, 2017 Report Share Posted August 22, 2017 @Ghostrider-DbD- sorry to bug you again but does this look right too you my static mission Reveal hidden contents /* This is a simple mission using precisely placed loot crates and infantry, static weapons and vehicle patrols. See the accompanying example mission in the exampleMission folder to get an idea how I laid this out. Note that I exported the mission using the exportAll function of M3EDEN editor. */ private ["_markerLabel","_endMsg","_startMsg","_lootCounts","_crateLoot","_markerMissionName","_missionLandscapeMode","_missionLandscape", "_missionLootBoxes","_missionLootVehicles","_missionEmplacedWeapons","_minNoAI","_maxNoAI","_noAIGroups","_noVehiclePatrols","_noEmplacedWeapons", "_uniforms","_headgear","_chanceReinforcements","_noPara","_helipatrol","_endCondition","_markerColor","_markerType","_useMines"]; _mission = "staticMissionRebelBase"; // Included for additional documentation. Not intended to be spawned as a mission per se. _missionCenter = [8191,3589,0]; // I pulled this from the position of the marker. _difficulty = "red"; // Skill level of AI (blue, red, green etc) _crateLoot = blck_BoxLoot_Orange; // You can use a customized _crateLoot configuration by defining an array here. It must follow the following format shown for a hypothetical loot array called _customLootArray _lootCounts = blck_lootCountsRed; // You can use a customized set of loot counts or one that is predefined but it must follow the following format: // values are: number of things from the weapons, magazines, optics, materials(cinder etc), items (food etc) and backpacks arrays to add, respectively. // blck_lootCountsOrange = [[6,8],[24,32],[5,10],[25,35],16,1]; // Orange _markerLabel = "Rebel's Base"; //_markerType = ["ELIPSE",[200,200],"GRID"]; // An alternative would be: _markerType = ["hd_warning",[0,0]]; // You can replace mil_triangle with any other valid Arma 3 marker type https://community.bistudio.com/wiki/cfgMarkers _markerColor = "ColorRed"; // This can be any valid Arma Marker Color _markerMissionName = "Rebel's Base"; _missionLandscapeMode = "precise"; // acceptable values are "random","precise" // In precise mode objects will be spawned at the relative positions specified. // In the random mode, objects will be randomly spawned within the mission area. _missionLandscape = [ // Paste appropriate lines from M3EDEN output here. ["Land_Loudspeakers_F",[8194.95,3611.47,0],0,[[0,1,0],[0,0,1]],false] ]; // list of objects to spawn as landscape using output from M3EDEN editor. _missionLootBoxes = [ // Paste appropriate lines from M3EDEN editor output here, then add the appropriate lootArray // [["box_classname1",_customLootArray1,[px,py,pz],...,_customLootArray1],["box_classname2",,[px2,py2,pz2],...,_customLootArray2] // where _customLootArray follows the same format as blck_BoxLoot_Red and the other pre-defined arrays and // where _customlootcountsarray1 also follows the same format as the predefined arrays like blck_lootCountsRed ["Box_NATO_Ammo_F",[8218.45,3598.68,0],[[0,1,0],[0,0,1]],[true,false], _crateLoot, [[1,2],[4,6],[2,6],[5,8],6,1] ], ["Box_NATO_Ammo_F",[8214.92,3591.37,0],[[0,1,0],[0,0,1]],[true,false], _crateLoot, _lootCounts], ["Box_NATO_Ammo_F",[8207.16,3589.81,0],[[0,1,0],[0,0,1]],[true,false], _crateLoot, _lootCounts] ]; // If this array is empty a single loot chest will be added at the center. If you add items loot chest(s) will be spawned in specific positions. _missionLootVehicles = [ // Paste appropriate lines from the output of M3EDEN Editor here and add the loot crate type and loot counts at the end of each entry as shown in the example below. // Many vehicles have less inventory capacity than crates so you may have to modify _lootcounts to avoid having stuff spawned all over the ground. ]; // [ ["vehicleClassName", [px, py, pz] /* possition at which to spawn*/, _loot /* pointer to array of loot (see below)]; // When blank nothing is spawned. // You can use the same format used for _missionLootBoxes to add vehicles with/without loot. _noEmplacedWeapons = blck_SpawnEmplaced_Red; // Modified as needed; can be a numberic value (e.g. 3) or range presented as [2,4] //format: _noEmplacedWeapons = [2,3]; // a range of values // or _noEmplacedWeapons = 3; // a constant number of emplaced weps per misison // Note that this value is ignored if you define static weapon positions and types in the array below. _missionEmplacedWeapons = [ ["I_Mortar_01_F",[8178.25,3555.29,0],"red"], ["I_static_AT_F",[8230.72,3600.79,6.68028],"red"], ["I_HMG_01_high_F",[8228.93,3611.94,22.0192],"red"], ["I_HMG_01_high_F",[8205.62,3640.38,19.619],"red"], ["I_HMG_01_high_F",[8151.53,3546.87,21.6506],"red"], ["I_HMG_01_high_F",[8159.1,3608.99,18.9333],"red"], ["I_HMG_01_high_F",[8194.51,3546.36,18.3238],"red"] ]; // example [ ["emplacedClassName",[px, py, pz] /* position to spawn weapon */, difficulty /* difficulty of AI manning weapon (blue, red etc)] ]; // can be used to define the precise placement of static weapons [[1,2,3] /*loc 1*/, [2,3,4] /*loc 2*/]; if blank random locations will be used // If the number of possible locations exceeds the number of emplaced weapons specified above then only some of the locations in the array will have emplaced weapons spawned. // If you leave this array blank then emplaced weapons will be spawned at random locations around the mission using the default list of emplace weapons. _minNoAI = blck_MinAI_Red; // Modify as needed _maxNoAI = blck_MaxAI_Red; // Modify as needed. _noAIGroups = blck_AIGrps_Red; // Modify as needed; note that these values are ignored of you specify AI patrols in the array below. _aiGroupParameters = [ // [ [px, py, pz] /* position*/, "difficulty", 4 /*Number to Spawn*/, 150 /*radius of patrol*/] [[8228.93,3611.94,22.0192],"red",4, 75], [[8168.97,3562.24,0],"red",4, 75], [[8221.1,3555.49,-3.8147e-006],"red",4, 75], [[8357.19,3681.71,0.585707],"red",6, 125], [[8238.34,3634.27,8.29697e-005],"red",4, 75], [[8289.23,3696.59,-2.57492e-005],"red",4, 75] ]; _noVehiclePatrols = blck_SpawnVeh_Red; // Modified as needed; can be a numberic value (e.g. 3) or range presented as [2,4]; // Note that this value is ignored if you define vehicle patrols in the array below. _vehiclePatrolParameters = [ ["B_LSV_01_armed_F",[8358.55,3708.29,0],"red", 600], ["B_LSV_01_armed_F",[8227.63,3633.47,0],"red", 200] ]; //[ ["vehicleClassName",[px,py,pz] /* center of patrol area */, difficulty /* blue, red etc*/, patrol radius] ] // When this array is empty, vehicle patrols will be scattered randomely around the mission. // Allows you to define the location of the center of the patrol, vehicle type spawned, radius to patrol, and AI difficulty (blue, red, green etc). _aircraftTypes = blck_patrolHelisRed; // You can use one of the pre-defined lists in blck_configs or your own custom array. _noAirPatrols = blck_noPatrolHelisRed; // You can use one of the pre-defined values or a custom one. acceptable values are integers (1,2,3) or a range such as [2,4]; // Note: this value is ignored if you specify air patrols in the array below. _airPatrols = [ ]; // Change _useMines to true/false below to enable mission-specific settings. _useMines = false; // Set to false if you have vehicles patrolling nearby. _uniforms = blck_SkinList; // You can replace this list with a custom list of uniforms if you like. _headgear = blck_headgear; // You can replace this list with a custom list of headgear. _weapons = blck_WeaponList_Orange; // You can replace this list with a customized list of weapons, or another predifined list from blck_configs_epoch or blck_configs_exile as appropriate. #include "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnMission.sqf"; rtp log for only [blckeagls] Reveal hidden contents 16:05:29 "[blckeagls] Loading version 8-17-17 8:00 PM Build 6.70 Build 74" 16:05:29 "[blckeagls] Variables Loaded" 16:05:29 "[blckeagls] Functions Loaded" 16:05:29 "[blckeagls] debug mode settings:blck_debugON = false blck_debugLevel = 0" 16:05:29 "[blckeagls] Loading configurations for Non-militarized servers: blck_configs.sqf" 16:05:29 "[blckeagls] Loading Mission System using Parameters for Epoch" 16:05:29 "[blckeagls] Configurations for Epoch Loaded" 16:05:29 "[blckeagles] Running getTraderCitiesEpoch to get location of trader cities" 16:05:29 "[blckegls] Map Addons disabled" 16:05:29 "[blckeagls] Loading Map-specific information" 16:05:29 "[blckeagls] Loading Map-specific settings with worldName = abramia" 16:05:29 "[blckeagls] abramia-specific settings for Epoch loaded" 16:05:30 "[blckeagls] Loading Mission Lists" 16:05:30 "[blckeagls] Loading Configuration Overides" 16:05:30 "[blckeagls] version 8-17-17 8:00 PM Build 6.70 Build 74 Loaded in 0.734001 seconds" 16:05:30 "blckeagls] waiting for players to join ---- >>>>" 16:05:30 "[blckeagls] spawning Missions" 16:05:30 "[blckeagls] SLS:: -- >> Static Loot Spawner disabled" 16:05:30 "[blckegls] dynamic simulation manager enabled" 16:05:30 "[blckeagls] GMS_StaticMissions_init.sqf <Initializing Static Mission System>" 16:05:30 "[blckeagls] GMS_StaticMissions_Lists.sqf <Loaded>" 16:05:30 "[blckeagls] GMS_sm_init_functions.sqf <Loaded>" 16:05:31 "[blckeagls] Mission spawner started" "starting _fnc_mainThread with time = 37.314" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <Getting Mod Type>" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <mod type = Epoch>" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <Getting map name>" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <map name = abramia>" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <_staticMissions = [[""Epoch"",""abramia"",""\q\addons\custom_server\Missions\Static\staticMissionRebelBase.sqf""]]>" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <Spawning Mission = [""Epoch"",""abramia"",""\q\addons\custom_server\Missions\Static\staticMissionRebelBase.sqf""]>" 16:05:33 Warning Message: Script \q\addons\custom_server\Missions\Static\staticMissionRebelBase.sqf not found 16:05:48 "[blckeagls] GMS_StaticMissions_init.sqf <Loaded>" 16:09:32 "_missionSpawner (18):: _allowReinforcements = true" 16:09:32 "[blckeagls] missionSpawner (17):: Initializing mission: _cords [2399.04,8184.75,0] : _markerClass BlueMarker1 : _aiDifficultyLevel blue _markerMissionName Bandit Patrol" 16:10:32 "_missionSpawner (18):: _allowReinforcements = true" 16:10:32 "[blckeagls] missionSpawner (17):: Initializing mission: _cords [1212.27,5029.47,0] : _markerClass RedMarker1 : _aiDifficultyLevel red _markerMissionName Bandit Camp" my static mission doesn't load, I can't see what I could of missed. any pointers would be great cheers natoed Link to comment Share on other sites More sharing options...
Drokz Posted August 22, 2017 Report Share Posted August 22, 2017 On 8/22/2017 at 6:26 AM, natoed said: @Ghostrider-DbD- sorry to bug you again but does this look right too you my static mission Reveal hidden contents /* This is a simple mission using precisely placed loot crates and infantry, static weapons and vehicle patrols. See the accompanying example mission in the exampleMission folder to get an idea how I laid this out. Note that I exported the mission using the exportAll function of M3EDEN editor. */ private ["_markerLabel","_endMsg","_startMsg","_lootCounts","_crateLoot","_markerMissionName","_missionLandscapeMode","_missionLandscape", "_missionLootBoxes","_missionLootVehicles","_missionEmplacedWeapons","_minNoAI","_maxNoAI","_noAIGroups","_noVehiclePatrols","_noEmplacedWeapons", "_uniforms","_headgear","_chanceReinforcements","_noPara","_helipatrol","_endCondition","_markerColor","_markerType","_useMines"]; _mission = "staticMissionRebelBase"; // Included for additional documentation. Not intended to be spawned as a mission per se. _missionCenter = [8191,3589,0]; // I pulled this from the position of the marker. _difficulty = "red"; // Skill level of AI (blue, red, green etc) _crateLoot = blck_BoxLoot_Orange; // You can use a customized _crateLoot configuration by defining an array here. It must follow the following format shown for a hypothetical loot array called _customLootArray _lootCounts = blck_lootCountsRed; // You can use a customized set of loot counts or one that is predefined but it must follow the following format: // values are: number of things from the weapons, magazines, optics, materials(cinder etc), items (food etc) and backpacks arrays to add, respectively. // blck_lootCountsOrange = [[6,8],[24,32],[5,10],[25,35],16,1]; // Orange _markerLabel = "Rebel's Base"; //_markerType = ["ELIPSE",[200,200],"GRID"]; // An alternative would be: _markerType = ["hd_warning",[0,0]]; // You can replace mil_triangle with any other valid Arma 3 marker type https://community.bistudio.com/wiki/cfgMarkers _markerColor = "ColorRed"; // This can be any valid Arma Marker Color _markerMissionName = "Rebel's Base"; _missionLandscapeMode = "precise"; // acceptable values are "random","precise" // In precise mode objects will be spawned at the relative positions specified. // In the random mode, objects will be randomly spawned within the mission area. _missionLandscape = [ // Paste appropriate lines from M3EDEN output here. ["Land_Loudspeakers_F",[8194.95,3611.47,0],0,[[0,1,0],[0,0,1]],false] ]; // list of objects to spawn as landscape using output from M3EDEN editor. _missionLootBoxes = [ // Paste appropriate lines from M3EDEN editor output here, then add the appropriate lootArray // [["box_classname1",_customLootArray1,[px,py,pz],...,_customLootArray1],["box_classname2",,[px2,py2,pz2],...,_customLootArray2] // where _customLootArray follows the same format as blck_BoxLoot_Red and the other pre-defined arrays and // where _customlootcountsarray1 also follows the same format as the predefined arrays like blck_lootCountsRed ["Box_NATO_Ammo_F",[8218.45,3598.68,0],[[0,1,0],[0,0,1]],[true,false], _crateLoot, [[1,2],[4,6],[2,6],[5,8],6,1] ], ["Box_NATO_Ammo_F",[8214.92,3591.37,0],[[0,1,0],[0,0,1]],[true,false], _crateLoot, _lootCounts], ["Box_NATO_Ammo_F",[8207.16,3589.81,0],[[0,1,0],[0,0,1]],[true,false], _crateLoot, _lootCounts] ]; // If this array is empty a single loot chest will be added at the center. If you add items loot chest(s) will be spawned in specific positions. _missionLootVehicles = [ // Paste appropriate lines from the output of M3EDEN Editor here and add the loot crate type and loot counts at the end of each entry as shown in the example below. // Many vehicles have less inventory capacity than crates so you may have to modify _lootcounts to avoid having stuff spawned all over the ground. ]; // [ ["vehicleClassName", [px, py, pz] /* possition at which to spawn*/, _loot /* pointer to array of loot (see below)]; // When blank nothing is spawned. // You can use the same format used for _missionLootBoxes to add vehicles with/without loot. _noEmplacedWeapons = blck_SpawnEmplaced_Red; // Modified as needed; can be a numberic value (e.g. 3) or range presented as [2,4] //format: _noEmplacedWeapons = [2,3]; // a range of values // or _noEmplacedWeapons = 3; // a constant number of emplaced weps per misison // Note that this value is ignored if you define static weapon positions and types in the array below. _missionEmplacedWeapons = [ ["I_Mortar_01_F",[8178.25,3555.29,0],"red"], ["I_static_AT_F",[8230.72,3600.79,6.68028],"red"], ["I_HMG_01_high_F",[8228.93,3611.94,22.0192],"red"], ["I_HMG_01_high_F",[8205.62,3640.38,19.619],"red"], ["I_HMG_01_high_F",[8151.53,3546.87,21.6506],"red"], ["I_HMG_01_high_F",[8159.1,3608.99,18.9333],"red"], ["I_HMG_01_high_F",[8194.51,3546.36,18.3238],"red"] ]; // example [ ["emplacedClassName",[px, py, pz] /* position to spawn weapon */, difficulty /* difficulty of AI manning weapon (blue, red etc)] ]; // can be used to define the precise placement of static weapons [[1,2,3] /*loc 1*/, [2,3,4] /*loc 2*/]; if blank random locations will be used // If the number of possible locations exceeds the number of emplaced weapons specified above then only some of the locations in the array will have emplaced weapons spawned. // If you leave this array blank then emplaced weapons will be spawned at random locations around the mission using the default list of emplace weapons. _minNoAI = blck_MinAI_Red; // Modify as needed _maxNoAI = blck_MaxAI_Red; // Modify as needed. _noAIGroups = blck_AIGrps_Red; // Modify as needed; note that these values are ignored of you specify AI patrols in the array below. _aiGroupParameters = [ // [ [px, py, pz] /* position*/, "difficulty", 4 /*Number to Spawn*/, 150 /*radius of patrol*/] [[8228.93,3611.94,22.0192],"red",4, 75], [[8168.97,3562.24,0],"red",4, 75], [[8221.1,3555.49,-3.8147e-006],"red",4, 75], [[8357.19,3681.71,0.585707],"red",6, 125], [[8238.34,3634.27,8.29697e-005],"red",4, 75], [[8289.23,3696.59,-2.57492e-005],"red",4, 75] ]; _noVehiclePatrols = blck_SpawnVeh_Red; // Modified as needed; can be a numberic value (e.g. 3) or range presented as [2,4]; // Note that this value is ignored if you define vehicle patrols in the array below. _vehiclePatrolParameters = [ ["B_LSV_01_armed_F",[8358.55,3708.29,0],"red", 600], ["B_LSV_01_armed_F",[8227.63,3633.47,0],"red", 200] ]; //[ ["vehicleClassName",[px,py,pz] /* center of patrol area */, difficulty /* blue, red etc*/, patrol radius] ] // When this array is empty, vehicle patrols will be scattered randomely around the mission. // Allows you to define the location of the center of the patrol, vehicle type spawned, radius to patrol, and AI difficulty (blue, red, green etc). _aircraftTypes = blck_patrolHelisRed; // You can use one of the pre-defined lists in blck_configs or your own custom array. _noAirPatrols = blck_noPatrolHelisRed; // You can use one of the pre-defined values or a custom one. acceptable values are integers (1,2,3) or a range such as [2,4]; // Note: this value is ignored if you specify air patrols in the array below. _airPatrols = [ ]; // Change _useMines to true/false below to enable mission-specific settings. _useMines = false; // Set to false if you have vehicles patrolling nearby. _uniforms = blck_SkinList; // You can replace this list with a custom list of uniforms if you like. _headgear = blck_headgear; // You can replace this list with a custom list of headgear. _weapons = blck_WeaponList_Orange; // You can replace this list with a customized list of weapons, or another predifined list from blck_configs_epoch or blck_configs_exile as appropriate. #include "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnMission.sqf"; rtp log for only [blckeagls] Reveal hidden contents 16:05:29 "[blckeagls] Loading version 8-17-17 8:00 PM Build 6.70 Build 74" 16:05:29 "[blckeagls] Variables Loaded" 16:05:29 "[blckeagls] Functions Loaded" 16:05:29 "[blckeagls] debug mode settings:blck_debugON = false blck_debugLevel = 0" 16:05:29 "[blckeagls] Loading configurations for Non-militarized servers: blck_configs.sqf" 16:05:29 "[blckeagls] Loading Mission System using Parameters for Epoch" 16:05:29 "[blckeagls] Configurations for Epoch Loaded" 16:05:29 "[blckeagles] Running getTraderCitiesEpoch to get location of trader cities" 16:05:29 "[blckegls] Map Addons disabled" 16:05:29 "[blckeagls] Loading Map-specific information" 16:05:29 "[blckeagls] Loading Map-specific settings with worldName = abramia" 16:05:29 "[blckeagls] abramia-specific settings for Epoch loaded" 16:05:30 "[blckeagls] Loading Mission Lists" 16:05:30 "[blckeagls] Loading Configuration Overides" 16:05:30 "[blckeagls] version 8-17-17 8:00 PM Build 6.70 Build 74 Loaded in 0.734001 seconds" 16:05:30 "blckeagls] waiting for players to join ---- >>>>" 16:05:30 "[blckeagls] spawning Missions" 16:05:30 "[blckeagls] SLS:: -- >> Static Loot Spawner disabled" 16:05:30 "[blckegls] dynamic simulation manager enabled" 16:05:30 "[blckeagls] GMS_StaticMissions_init.sqf <Initializing Static Mission System>" 16:05:30 "[blckeagls] GMS_StaticMissions_Lists.sqf <Loaded>" 16:05:30 "[blckeagls] GMS_sm_init_functions.sqf <Loaded>" 16:05:31 "[blckeagls] Mission spawner started" "starting _fnc_mainThread with time = 37.314" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <Getting Mod Type>" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <mod type = Epoch>" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <Getting map name>" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <map name = abramia>" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <_staticMissions = [[""Epoch"",""abramia"",""\q\addons\custom_server\Missions\Static\staticMissionRebelBase.sqf""]]>" 16:05:33 "[blckeagls] GMS_StaticMissions_init.sqf <Spawning Mission = [""Epoch"",""abramia"",""\q\addons\custom_server\Missions\Static\staticMissionRebelBase.sqf""]>" 16:05:33 Warning Message: Script \q\addons\custom_server\Missions\Static\staticMissionRebelBase.sqf not found 16:05:48 "[blckeagls] GMS_StaticMissions_init.sqf <Loaded>" 16:09:32 "_missionSpawner (18):: _allowReinforcements = true" 16:09:32 "[blckeagls] missionSpawner (17):: Initializing mission: _cords [2399.04,8184.75,0] : _markerClass BlueMarker1 : _aiDifficultyLevel blue _markerMissionName Bandit Patrol" 16:10:32 "_missionSpawner (18):: _allowReinforcements = true" 16:10:32 "[blckeagls] missionSpawner (17):: Initializing mission: _cords [1212.27,5029.47,0] : _markerClass RedMarker1 : _aiDifficultyLevel red _markerMissionName Bandit Camp" my static mission doesn't load, I can't see what I could of missed. any pointers would be great cheers natoed Expand Your path is wrong. I had that too when i just copied one of the examples in same folder. So change path to missions/static/missions or move the missionfile one folder back natoed 1 Link to comment Share on other sites More sharing options...
natoed Posted August 22, 2017 Report Share Posted August 22, 2017 @Drokz thanks on the money, a fresh pair of eyes never hurt at times Drokz 1 Link to comment Share on other sites More sharing options...
Drokz Posted August 22, 2017 Report Share Posted August 22, 2017 Hills on panthera are definitely a problem. When theyre going too steep it happens the lootbox bugs in the mountain. I dont want them to spawn in tales only coz lot of the mountians have a flat area on them where i would like the missions to spawn. Is there any way to make it? Link to comment Share on other sites More sharing options...
Drokz Posted August 22, 2017 Report Share Posted August 22, 2017 Couldnt it be done a similar way to the height check? Placing a test object and check for its rotation? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 22, 2017 Author Report Share Posted August 22, 2017 This series of posts may help you. I can work on this later on in the month. https://forums.bistudio.com/forums/topic/193097-testing-terrain-gradient-of-an-area/ Drokz 1 Link to comment Share on other sites More sharing options...
Drokz Posted August 23, 2017 Report Share Posted August 23, 2017 Thx was looking for things like that. I will try some and tell you if i could get it to work Link to comment Share on other sites More sharing options...
Drokz Posted August 23, 2017 Report Share Posted August 23, 2017 This one seems to do the trick: Reveal hidden contents if (toLower(worldName) isEqualTo "panthera3") then { _posTest = createVehicle ["SmokeShell",_coords,[], 0, "CAN_COLLIDE"]; _mapAngle1 = [getPos _posTest, 0] call BIS_fnc_terrainGradAngle; _mapAngle2 = [getPos _posTest, 45] call BIS_fnc_terrainGradAngle; _mapAngle3 = [getPos _posTest, 90] call BIS_fnc_terrainGradAngle; deleteVehicle _posTest; if ((_mapAngle1 <= -20) || (_mapAngle1 >= 20) || (_mapAngle2 <= -20) || (_mapAngle2 >= 20) || (_mapAngle3 <= -20) || (_mapAngle3 >= 20)) then {_FindNew = true;}; }; You might want to look in that too @natoed natoed 1 Link to comment Share on other sites More sharing options...
natoed Posted August 23, 2017 Report Share Posted August 23, 2017 @Drokz nice very, smooth and a huge improvement. lol no more watching the props and loot crates roll down the slopes thanks for sharing Drokz 1 Link to comment Share on other sites More sharing options...
Drokz Posted August 23, 2017 Report Share Posted August 23, 2017 If its still to steep for your tastes lower the 20 natoed 1 Link to comment Share on other sites More sharing options...
Drokz Posted August 24, 2017 Report Share Posted August 24, 2017 Reveal hidden contents 10:24:30 Error in expression <calMissionMarker,_coords,_mission,false,_patrolVehicles] call blck_fnc_endMissio> 10:24:30 Error position: <_patrolVehicles] call blck_fnc_endMissio> 10:24:30 Error Undefined variable in expression: _patrolvehicles 10:24:30 File q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf, line 347 Just found this in my rpt when finishing a mission Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 24, 2017 Author Report Share Posted August 24, 2017 On 8/24/2017 at 9:14 AM, Drokz said: Reveal hidden contents 10:24:30 Error in expression <calMissionMarker,_coords,_mission,false,_patrolVehicles] call blck_fnc_endMissio> 10:24:30 Error position: <_patrolVehicles] call blck_fnc_endMissio> 10:24:30 Error Undefined variable in expression: _patrolvehicles 10:24:30 File q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf, line 347 Just found this in my rpt when finishing a mission Expand I don't think i've seen that one. _patrolVehicles is an array of vehicles spawned to patrol the mission area that would be deleted at mission cleanup unless they are released to a player. Are there any errors above this? Link to comment Share on other sites More sharing options...
Drokz Posted August 24, 2017 Report Share Posted August 24, 2017 Cant see there any related but you can take a look urself: https://pastebin.com/yKNY3a8h These are my mission vehicles blck_AIPatrolVehicles = ["B_T_LSV_01_armed_F","B_T_MRAP_01_hmg_F","B_T_MRAP_01_gmg_F","O_T_MRAP_02_gmg_ghex_F","O_T_MRAP_02_hmg_ghex_F","O_T_LSV_02_armed_F","O_T_APC_Wheeled_02_rcws_ghex_F","B_T_APC_Wheeled_01_cannon_F"]; // Type of vehicle spawned to defend AI bases Link to comment Share on other sites More sharing options...
RetroTorero Posted September 18, 2017 Report Share Posted September 18, 2017 seem´s like i´m to stupid to install that on tanoa map. can someone explain how to do that please? Ty :) Link to comment Share on other sites More sharing options...
Drokz Posted September 18, 2017 Report Share Posted September 18, 2017 Did you check the installation file? https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/blob/master/INSTALLATION.txt Link to comment Share on other sites More sharing options...
RetroTorero Posted September 18, 2017 Report Share Posted September 18, 2017 sure ^^ I did the installation as explained, but there won´t spawn AI missions in tanoa Link to comment Share on other sites More sharing options...
Drokz Posted September 18, 2017 Report Share Posted September 18, 2017 I just checked the function to find the map. You can find it here: https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/blob/master/%40epochhive/addons/custom_server/Compiles/Functions/GMS_fnc_findWorld.sqf It doesnt seem to have Tanoa coords preconfigured but it has a default setting so missions still should spawn in fine Link to comment Share on other sites More sharing options...
RetroTorero Posted September 18, 2017 Report Share Posted September 18, 2017 that would be great, but no ^^ really don´t know what to do now. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted September 19, 2017 Author Report Share Posted September 19, 2017 On 9/18/2017 at 7:05 PM, RetroTorero said: that would be great, but no ^^ really don´t know what to do now. Expand We did have blckeagls running on Tanoa servers just fine while back, and I am pretty sure coordinates are defined for Tanoa in the file Drokz reference. Have you made any modification to any of the configs? Did you add the required folder debug to your mission.pbo and include the init.sqf, or merge it with the one you already have? Does the server.rpt file show that blckeagls initialized (just search for blck with any text editor, and I recomend notepad++ for this purpose). Are there any errors in your .rpt file ? Link to comment Share on other sites More sharing options...
RetroTorero Posted September 19, 2017 Report Share Posted September 19, 2017 On 9/19/2017 at 12:22 AM, Ghostrider-DbD- said: We did have blckeagls running on Tanoa servers just fine while back, and I am pretty sure coordinates are defined for Tanoa in the file Drokz reference. Have you made any modification to any of the configs? Did you add the required folder debug to your mission.pbo and include the init.sqf, or merge it with the one you already have? Does the server.rpt file show that blckeagls initialized (just search for blck with any text editor, and I recomend notepad++ for this purpose). Are there any errors in your .rpt file ? Expand I didn´t make any modifications to any of the config after installing - then it wasn´t working so we added a case for tanoa to GMS_fnc_findWorld.sqf: case "tanoa":{ diag_log "[blckeagls] Tanoa-specific settings loaded"; blck_mapCenter = [7680, 7680, 0]; blck_mapRange = 7500; }; just installed as intended by installation.txt - copied the debug folder to @mpmissions/epoch.tanoa and included the line to init.sqf (there was one, made for the status bar, so now it´s filled with 2 lines) i actually found that chernarus_summer is loaded... seems like there´s my mistake: 7:11:34 "[blckeagls] Loading version 8-17-17 8:00 PM Build 6.70 Build 74" 7:11:34 "[blckeagls] Variables Loaded" 7:11:34 "[blckeagls] Functions Loaded" 7:11:34 "[blckeagls] debug mode settings:blck_debugON = false blck_debugLevel = 0" 7:11:34 "Epoch: Start Hive, Instance ID: 'NA123'" 7:11:34 "Epoch: Init Connect/Disconnect handlers" 7:11:34 "Epoch: Setup Side Settings" 7:11:34 "Epoch: Setup World Settings for Tanoa" 7:11:34 "Epoch: Loading buildings" 7:11:34 Attempt to override final function - vwjhihxkm 7:11:34 Attempt to override final function - vmenkog 7:11:34 Attempt to override final function - bhrvvdo 7:11:34 Attempt to override final function - yhxfotxs 7:11:34 "[blckeagls] Loading configurations for Non-militarized servers: blck_configs.sqf" 7:11:34 "[blckeagls] Loading Mission System using Parameters for Epoch" 7:11:34 "-- LOOTSPAWNER spawnBuilding_list ready, d: 0.221s" 7:11:34 "[blckeagls] Configurations for Epoch Loaded" 7:11:34 "[blckeagles] Running getTraderCitiesEpoch to get location of trader cities" 7:11:34 "[blckeagls] Running Map Addons for Epoch" 7:11:34 "[blckeagls] Loading Map-specific information" 7:11:34 Error in expression <Center = [7680,7680,0]; blck_mapRange = 7500; }; case "chernarus_summer":{> 7:11:34 Error position: < 7500; }; case "chernarus_summer":{> 7:11:34 Error Invalid number in expression 7:11:34 File q\addons\custom_server\Compiles\Functions\GMS_fnc_findWorld.sqf, line 31 7:11:34 Error in expression <Center = [7680,7680,0]; blck_mapRange = 7500; }; case "chernarus_summer":{> 7:11:34 Error position: < 7500; }; case "chernarus_summer":{> 7:11:34 Error Invalid number in expression 7:11:34 File q\addons\custom_server\Compiles\Functions\GMS_fnc_findWorld.sqf, line 31 7:11:34 "[blckeagls] Loading Map-specific settings with worldName = tanoa" 7:11:34 "[blckeagls] Adding Trader Cities to blacklisted locations based on setting for blck_blacklistTraderCities = true" Link to comment Share on other sites More sharing options...
RetroTorero Posted September 19, 2017 Report Share Posted September 19, 2017 Thanks guys, got that thingy working :) there was an error in the tanoa case (my fault, but without the case there spawned no ai missions, so the standard-case isn´t really working on tanoa), so the routine jumped over tanoa case and tried to use chernarus_summer. i used that one from a post here in this thread: case "tanoa": { //diag_log "Tanoa-specific settings loaded"; blck_mapCenter = [ (_blck_worldSize/2),(_blck_worldSize/2),0]; blck_mapRange = _blck_worldSize; }; Now it works as it should :) Thanks for your help and that great work :) Link to comment Share on other sites More sharing options...
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