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[CONTINUED] blckeagls' AI Mission Version 7.06 Build 239


Ghostrider-GRG

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I found another bug, erlated to static mission crates:
There are unclosed #ifdef in GMS_fnc_sm_spawnLootContainers.sqf , which prevent whole the code to execute (without error in *.rpt)

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I had to remove it to spawn crates

 

other bugs:

_missionLootVehicles in static mission is deleted when players get in.

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19:36:11 "ADMIN: Invalid Vehicle detected and deleted B Alpha 1-1:1 (Schalldampfer) REMOTE with B Alpha 1-1:1 (Schalldampfer) REMOTE driving"

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another rpt spam 

  Quote

19:37:38 Error in expression <)];
_element set[2,0];
blck_sm_Infantry set[(blck_sm_Infantry find _x), _element>
19:37:38   Error position: <set[(blck_sm_Infantry find _x), _element>
19:37:38   Error Zero divisor
19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorInfantry.sqf, line 87

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and

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19:37:38 Error in expression <)];
_element set[2,0];
blck_sm_Emplaced set[(blck_sm_Emplaced find _x), _element>
19:37:38   Error position: <set[(blck_sm_Emplaced find _x), _element>
19:37:38   Error Zero divisor
19:37:38 File q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorEmplaced.sqf, line 80

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the system is too complex, configs and functions are scatterd everywhere...even in a simple mission

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  On 7/25/2018 at 4:19 PM, Schalldampfer said:

I found another bug, erlated to static mission crates:
There are unclosed #ifdef in GMS_fnc_sm_spawnLootContainers.sqf , which prevent whole the code to execute (without error in *.rpt)

  Reveal hidden contents

I had to remove it to spawn crates

 

other bugs:

_missionLootVehicles in static mission is deleted when players get in.

 

another rpt spam 

and

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the system is too complex, configs and functions are scatterd everywhere...even in a simple mission

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Thanks for reporting - I will look into the issues and push changes to the github after confirming.

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thanks.

now next;
I have created an experimental mission to spawn bandits on each towns randomly, using static mission.

custom_server\Missions\Static\missions\TownAI_Epoch.sqf

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add this array into _staticMissions in custom_server\Missions\Static\GMS_StaticMissions_Lists.sqf

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    ["Epoch",toLower worldName,"TownAI_Epoch.sqf"]

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It seems working. Please test it yourself.
 

I feel like some variables (which are in StaticMissionExample2) not used.

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  On 7/25/2018 at 4:19 PM, Schalldampfer said:

I found another bug, erlated to static mission crates:
There are unclosed #ifdef in GMS_fnc_sm_spawnLootContainers.sqf , which prevent whole the code to execute (without error in *.rpt)

  Reveal hidden contents

I had to remove it to spawn crates

 

other bugs:

_missionLootVehicles in static mission is deleted when players get in.

 

another rpt spam 

and

  Reveal hidden contents

 

the system is too complex, configs and functions are scatterd everywhere...even in a simple mission

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Missing #endif added - thanks for reporting.

As far as the errors in the .RPT, did you change or add static units/vehicle/etc in the default mission ? Did you run another mission?

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  On 7/27/2018 at 12:48 AM, Ghostrider-GRG said:

Missing #endif added - thanks for reporting.

As far as the errors in the .RPT, did you change or add static units/vehicle/etc in the default mission ? Did you run another mission?

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tHIS is my mission on Malden, please check it

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  On 7/27/2018 at 3:20 AM, Schalldampfer said:

tHIS is my mission on Malden, please check it

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do you have this as a file on dropbox? i'll look over the weekend.

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I updated GMS_fnc_sm_spawnObjects.sqf so that collision checking is off which should ensure that objects are spawned exactly where you want them. The code runs without errors on my test server. I do not see anything obvious in your mission definition but have not tried to run it so may have missed something more subtle.

There is no need to do any ATL/ASL or other conversions for positions for your objects, crates, or AI.

I just checked a mission I use to test code and the loot crates do spawn on top of the military buildings as intended.

I can not remember if one can spawn statics on / in buildings iwthout assigning them to a building position - will check on that tomorrow.

I am not sure what you are trying to with the units. If you are trying to spawn them on/in buildings, the way arma works that may be challenging to achieve. One has to spawn these at specific building positions. See the code for spawning assets for examples.

 

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  On 7/28/2018 at 1:59 AM, Grahame said:

Sector B and EOS populate buildings. If @Ghostrider-GRGis willing I could look at the mechanisms that they use (already have) and try an independent (optional) implementation in BlckEagl's?

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that would be great. I know VEMF uses building posns, or think it does. i'll fiddle with the statics and see

how it goes. I was thinking that one could includw an optional structure in the define for the group and have the spawn script place the structure then locate units within it.

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May I ask what this commit means?
It lost private variable, and position change is already overwritten by setPosASL. 

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  On 7/30/2018 at 11:35 AM, Schalldampfer said:

May I ask what this commit means?
It lost private variable, and position change is already overwritten by setPosASL. 

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The createVehicle is call using a mode that allows the new object to collide with any objects nearby. That ensures that it is placed exactly where it was in the editor. The setPosASL could probably be omitted. Thought I had tested everything but my days are long -- too little coffee !

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  On 7/30/2018 at 11:41 AM, Ghostrider-GRG said:

The createVehicle is call using a mode that allows the new object to collide with any objects nearby. That ensures that it is placed exactly where it was in the editor. The setPosASL could probably be omitted. Thought I had tested everything but my days are long -- too little coffee !

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ok, thanks.

btw,I think there can be setvehicleLock in that code, to spawn vehicles as an base object, that players can't use
(I can't confirm whether it gets unlocked after a certain amount of time)

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  On 7/30/2018 at 11:49 AM, Schalldampfer said:

ok, thanks.

btw,I think there can be setvehicleLock in that code, to spawn vehicles as an base object, that players can't use
(I can't confirm whether it gets unlocked after a certain amount of time)

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Alright, after testing and some thought, you definitely need the _object setPosASL (_x select 1). All of the object positions exported from M3EDEN are set to ASL. That makes sense as a reference but it is not what the createVehicle function uses when spawning objects. By having "CAN_COLLIDE" the objects do just hang in space whereever you spawn them and their models can overlap. However, to account for the difference in where 0 is for createVehicle and the output of the M3EDEN tools you do need to adjust position to ASL.

I can confirm that if you place static weapons on top of something (or I assume inside) they will be spawned where you place them.

All patrol vehicles are locked until AI are killed, then are placed in a cue to be deleted after a certain period. If a player enters the drivers seat that removes the vihicle from being monitored by the mission system. To me it does not make sense to lock any vehicles used as cargo containers. If you wish to you can add something like this:

 

    if ( (typeOf _obj) isKindOf "LandVehicle") then
    {
        diag_log format["MAP ADDONS:: Locking vehicle of type %1",typeOf _obj];
        //_obj = _x select 0;
        _obj setVehicleLock  "LOCKEDPLAYER";
        _obj addEventHandler ["GetIn",{  // forces player to be ejected if he/she tries to enter the vehicle
        private ["_theUnit"];
        _theUnit = _this select 2;
        _theUnit action ["Eject", vehicle _theUnit];
        hint "Use of this vehicle is forbidden";
        }];
    };

 

I have a code fragment around somewhere that locks all types of vehicles which I use at traders although simply spawning them as simple objects works nicely as an alternative. You can do this by putting those vehicles in as a map addon using the MapAddons utility and include something like the above code as a way to limit access to these ornamental objects. Note that simple objects have some server performance advantages as well.

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  On 7/30/2018 at 11:35 AM, Schalldampfer said:

May I ask what this commit means?

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Github provides a means to track changes made to files. A commit is the process by which a change is merged with a particular branch, thus incorporating said change into the branch. Grahame had made a fork (basically, his own version that he modified to add changes he thought would fix errors or bugs or add functions). I reviewed them, thought they were OK and merged them with the Master/Main branch. If you follow the feed in the Epoch discord you will see one channel in which changes and commits are streamed. I have been doing most scripting in the Visual Studio Code platform which includes the ability to maintain a git local to a folder or even an online git. I find it a really great way to keep track of things as I move through the process of correcting problems or adding features. You can quickly see exactly which files were changed. I think Notepad ++ may have some git capability either as a plugin or addon - also worth a look. That is probably more than you wanted to know but .. there it is. 

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Version 6.86 will add the ability to place statics inside or on top of buildings using the building position functions of arma. My vision is for this to use either a randomly selected building from those spawned by the mission (with a certain percentage of statics placed in buildings, using a variable that can be set by server admins) or an optional building defined as part of the definition of the emplaced/static weapon.

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I just wanted to say Thank You to everyone for their amazing work on this mod! It installed with no problems, configured easily and I have been running it on a test server for weeks now. Of course, first time I unexpectedly ran into a mission (didn't look at the map on the way to a trader,) I had my ass handed to me. LOL I can't wait to see the bells and whistles that are added in future releases!! Thanks again!!!

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  On 8/18/2018 at 10:00 PM, IGaveUpCrackForThis said:

I just wanted to say Thank You to everyone for their amazing work on this mod! It installed with no problems, configured easily and I have been running it on a test server for weeks now. Of course, first time I unexpectedly ran into a mission (didn't look at the map on the way to a trader,) I had my ass handed to me. LOL I can't wait to see the bells and whistles that are added in future releases!! Thanks again!!!

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Thanks for your kind words. The next tasks will be to sort out an issue with using Headless clients then to add the ability to garrison buildings with AI (both static and dynamic missions) and with static weapons (HMG, AT, GMG, etc)  (already available for static missions, will be added for dynamic missions).

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Hi, your missions is very cool, thx. We like them.
But we cant find a solution with Rescue hostage missions on our Exile server, after all AI were killed, no dialogs, actions on Hostage. We tryed all near him - no result. In logs - no errors.
Help us.

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