Ghostrider-GRG Posted April 28, 2020 Author Report Share Posted April 28, 2020 thanks. It is very strange. The message in the logs suggests it is the epoch server deleting it. I did check that the proper code was used to register vehicles with the server but it is possible that for static loot vehicles this is not being done. I'll take another look. Link to comment Share on other sites More sharing options...
CorporalClegg Posted May 1, 2020 Report Share Posted May 1, 2020 Hello. can i just ask if this mission system works out of the box for Epoch.Tanoa or do i have to alter something as i cant seem to get missions to spawn at all, ive followed the install steps ok, would appreciate some advice, cheers :) p.s. apologies if im been a massive thickoid ...if it helps, this is what i have done from following installation instructions...put the folder "debug" inside my epoch.Tanoa mission pbo, added execVM "debug\blckClient.sqf"; to the init inside my mission pbo, added the folderand contents of @GMS to the root of my server....added @GMS to my "additional server mods" after @EpochHive; like this @EpochHive;@GMS; not sure what im doing wrong but im predicting its something stupidly obvious lol Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted May 5, 2020 Author Report Share Posted May 5, 2020 On 5/1/2020 at 4:19 PM, CorporalClegg said: Hello. can i just ask if this mission system works out of the box for Epoch.Tanoa or do i have to alter something as i cant seem to get missions to spawn at all, ive followed the install steps ok, would appreciate some advice, cheers :) p.s. apologies if im been a massive thickoid ...if it helps, this is what i have done from following installation instructions...put the folder "debug" inside my epoch.Tanoa mission pbo, added execVM "debug\blckClient.sqf"; to the init inside my mission pbo, added the folderand contents of @GMS to the root of my server....added @GMS to my "additional server mods" after @EpochHive; like this @EpochHive;@GMS; not sure what im doing wrong but im predicting its something stupidly obvious lol Have you looked in your server.RPT to be sure the mission system is being loaded? I will double-check but as far as i know it works on Epoch out of the box though there are always little issues I miss to be addressed. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted May 6, 2020 Author Report Share Posted May 6, 2020 On 4/25/2020 at 10:03 AM, RiDDiX said: Hi, as already I said, even without infistar the vehicles just despawn directly after someone tries to get into them or they despawn when you sit in for 1 seconds. You are correct, I verified this bug. I am looking at a fix now. EDIT: I identified the bug, and am thinking about how best to solve it. The fix will be in Experimental Branch 202 over the weekend. Link to comment Share on other sites More sharing options...
CorporalClegg Posted May 6, 2020 Report Share Posted May 6, 2020 14 hours ago, Ghostrider-GRG said: Have you looked in your server.RPT to be sure the mission system is being loaded? I will double-check but as far as i know it works on Epoch out of the box though there are always little issues I miss to be addressed. Hi Ghostrider Thanks for getting back to me, i couldnt see any sign of the missions loading in the server rpt, searched for blck but nothing there, just @GMS mentioned but no evidence of loading, maybe its a Tanoa thing? dunno, cheers for looking though Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted May 6, 2020 Author Report Share Posted May 6, 2020 9 hours ago, CorporalClegg said: Hi Ghostrider Thanks for getting back to me, i couldnt see any sign of the missions loading in the server rpt, searched for blck but nothing there, just @GMS mentioned but no evidence of loading, maybe its a Tanoa thing? dunno, cheers for looking though I'll check. would you mind sending me a copy of your server.rpt ? Link to comment Share on other sites More sharing options...
CorporalClegg Posted May 7, 2020 Report Share Posted May 7, 2020 Hi Ghostrider Sorry to waste your time, how embarrassing, oh well its going to be public knowledge now, amateur mistake im afraid, hadnt packed the custom_server.pbo in @GMS lol <looks down at the ground> Im off to delete my epoch account lol thanks anyway mate :) Ghostrider-GRG 1 Link to comment Share on other sites More sharing options...
SpreadKiller Posted September 5, 2020 Report Share Posted September 5, 2020 Im running into abit of a problem with the missions, all seems to work fine but the missions spawn instantly when a player joins (All of the missions) and when a mission is completed it'll respawn right after again. Also im running into an issue with missionLootVehicles _missionLootVehicles = [ ["O_MRAP_02_EPOCH",[-3,3,0],_crateLoot,[5,10,5,10,10,3]] ]; The loot vehicle doesnt spawn, i used to do this with the original blckeagls and worked fine back then. I just tried with a completely fresh install of this plugin without modifying anything but add a loot vehicle to one of the missions its the same 2 issues Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted September 6, 2020 Author Report Share Posted September 6, 2020 what version are you running ? The issue with all missions spawning one after another has been fixed in Ver 7.00 / Build 218. I will double-check that loot vehicles are spawning. By plugin do you mean the mission system? Link to comment Share on other sites More sharing options...
SpreadKiller Posted September 6, 2020 Report Share Posted September 6, 2020 Should be running the latest version just downloaded it yesterday from Github - Version 7 Build 218 is what i get in my logs. I run more servers on other games (Plugins - Mods - Scripts) Isnt it all the same :D, Sorry ^^ meant script = Mission system :P Link to comment Share on other sites More sharing options...
SpreadKiller Posted September 11, 2020 Report Share Posted September 11, 2020 Any news on this? Cant really go onward with the missions untill its working :S Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted October 10, 2020 Author Report Share Posted October 10, 2020 Try build 230 on the experimental branch. Everything works smoothly on our Altis and Namalsk servers. Link to comment Share on other sites More sharing options...
SpreadKiller Posted October 14, 2020 Report Share Posted October 14, 2020 On 10/10/2020 at 5:54 AM, Ghostrider-GRG said: Try build 230 on the experimental branch. Everything works smoothly on our Altis and Namalsk servers. Can confirm that Missions spawn properly now thanks! I have not yet tried the missionLootVehicles Will be back with more info on that once i've tested it! Appreciate the work! :) Ghostrider-GRG 1 Link to comment Share on other sites More sharing options...
SpreadKiller Posted October 15, 2020 Report Share Posted October 15, 2020 Soo still cant seem to get the missionLootVehicles working, is there something im missing here lol I would guess its either the Mission system iteself or my specific mission made off of the Template Everything but the missionLootVehicles work fine, buildings spawn, the missionLootBoxes spawn fine, and the AI aswell /* Mission Template by Ghostrider [GRG] Mission Compositions by Bill prepared for ghostridergaming Copyright 2016 Last modified 3/20/17 -------------------------- 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"; #include "\q\addons\custom_server\Missions\privateVars.sqf"; //diag_log "[blckeagls] Spawning Blue Mission with template = default"; _crateLoot = blck_BoxLoot_Blue; _lootCounts = blck_lootCountsBlue; _startMsg = "An Ifrit were spotted! Check the Blue marker on your map for the location!"; _endMsg = "The Ifrit is under survivor control!"; _markerLabel = ""; _markerType = ["ELLIPSE",[175,175],"GRID"]; _markerColor = "ColorBlue"; _markerMissionName = "Ifrit"; _missionLandscapeMode = "precise"; // acceptable values are "none","random","precise" _missionLandscape = [ ["Flag_AltisColonial_F",[0,0,0],0,[true,false]], ["Land_i_House_Small_02_V1_F",[-7,-20,0],134.388,true,true], ["Land_i_House_Small_01_V1_F",[-20,5,0],0,true,true], ["Land_i_House_Small_01_V1_F",[20,-10,0],0,true,true], ["Land_i_House_Small_02_V1_F",[4,19,0],217.763,true,true] ]; // list of objects to spawn as landscape _missionLootBoxes = [ ["Box_NATO_Wps_F",[3,4,0],_crateLoot,[5,10,5,10,10,3]] // Parameters are "Box Item Code", array defining the loot to be spawned, and position. ]; _missionGroups = [ //_x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"]; [[-19.5156,25.2598,-0.00143886],5,7,"Blue",10,20], [[-27.7676,-24.5508,-0.00143886],5,7,"Blue",10,20] ]; _missionLootVehicles = [ ["O_MRAP_02_EPOCH",[-3,-4,0],_crateLoot,[5,10,5,10,10,3]] ]; _minNoAI = blck_MinAI_Blue; // Setting this in the mission file overrides the defaults such as blck_MinAI_Blue _maxNoAI = blck_MaxAI_Blue; // Setting this in the mission file overrides the defaults _noAIGroups = blck_AIGrps_Blue; // Setting this in the mission file overrides the defaults _noVehiclePatrols = blck_SpawnVeh_Blue; // Setting this in the mission file overrides the defaults _noEmplacedWeapons = blck_SpawnEmplaced_Blue; // Setting this in the mission file overrides the defaults // Change _useMines to true/false below to enable mission-specific settings. /* _useMines = blck_useMines; // Setting this in the mission file overrides the defaults _uniforms = blck_SkinList; // Setting this in the mission file overrides the defaults _headgear = blck_headgear; // Setting this in the mission file overrides the defaults _vests = blck_vests; _backpacks = blck_backpacks; _weaponList = ["blue"] call blck_fnc_selectAILoadout; _sideArms = blck_Pistols; _chanceHeliPatrol = blck_chanceHeliPatrolBlue; // Setting this in the mission file overrides the defaults _noChoppers = blck_noPatrolHelisBlue; _missionHelis = blck_patrolHelisBlue; _chancePara = blck_chanceParaBlue; // Setting this in the mission file overrides the defaults _noPara = blck_noParaBlue; // Setting this in the mission file overrides the defaults _paraTriggerDistance = 400; // Distance from mission at which a player triggers these reinforcements and any supplemental loot. // To have paras spawn at the time the mission spawns with/without accompanying loot set this to 0. _paraSkill = "red"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot. _chanceLoot = 0.0; _paraLoot = blck_BoxLoot_Blue; _paraLootCounts = blck_lootCountsRed; // Throw in something more exotic than found at a normal blue mission. _spawnCratesTiming = blck_spawnCratesTiming; // Choices: "atMissionSpawnGround","atMissionEndGround","atMissionEndAir". // Crates spawned in the air will be spawned at mission center or the position(s) defined in the mission file and dropped under a parachute. // This sets the default value but can be overridden by defining _spawnCrateTiming in the file defining a particular mission. _loadCratesTiming = blck_loadCratesTiming; // valid choices are "atMissionCompletion" and "atMissionSpawn"; // Pertains only to crates spawned at mission spawn. // This sets the default but can be overridden for specific missions by defining _loadCratesTiming // Examples: // To spawn crates at mission start loaded with gear set blck_spawnCratesTiming = "atMissionSpawnGround" && blck_loadCratesTiming = "atMissionSpawn" // To spawn crates at mission start but load gear only after the mission is completed set blck_spawnCratesTiming = "atMissionSpawnGround" && blck_loadCratesTiming = "atMissionCompletion" // To spawn crates on the ground at mission completion set blck_spawnCratesTiming = "atMissionEndGround" // Note that a loaded crate will be spawned. // To spawn crates in the air and drop them by chutes set blck_spawnCratesTiming = "atMissionEndAir" // Note that a loaded crate will be spawned. _endCondition = blck_missionEndCondition; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear" // Setting this in the mission file overrides the defaults ////_timeOut = -1; */ #include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf"; Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted October 29, 2020 Author Report Share Posted October 29, 2020 Which build are you using please? I think that is one of the things I fixed recently. Link to comment Share on other sites More sharing options...
SpreadKiller Posted October 29, 2020 Report Share Posted October 29, 2020 Version 7.02 Build 230 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted November 8, 2020 Author Report Share Posted November 8, 2020 Have you tried exporting the mission using the editor plugin? EDIT: It seems this is an issue with V 7.04. I will address in a future build in the near futurel Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted November 16, 2020 Author Report Share Posted November 16, 2020 The issue has been fixed in Version 7.04 Build 235 which I just pushed to the master branch on the githb. Link to comment Share on other sites More sharing options...
Dagovax Posted October 4, 2021 Report Share Posted October 4, 2021 Hello @Ghostrider-GRG, I have some issues setting this mod up correctly on my Lythium map: Somehow, all missions spawn near each other, even though I set the distance settings in blck_configs.sqf like this: //Minimum distance between missions blck_MinDistanceFromMission = 5000; blck_minDistanceToBases = 500; blck_minDistanceToPlayer = 1000; blck_minDistanceFromTowns = 2500; blck_minDistanceFromDMS = 5000; // minimum distance for a blackeagls mission from any nearby DMS missions. set to -1 to disable this check. I also added debug code to test these variables after blck_init_server.sqf was done, which gave me the exact same result... Am I forgetting something or is this a bug (for Lythium)? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted October 12, 2021 Author Report Share Posted October 12, 2021 Try reducing some of those distances or the number of missions. The arma script blckeals uses flips out if you use such large values for spacing. Link to comment Share on other sites More sharing options...