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Bon

COOP 20 Takistan Force (OA)

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Thanks Bon for making this great mission, and making it so easy to port. This really is my favorite mission at the moment and I am having fun porting to many different islands... which I will gladly share when I get the basics finished.

But my question isn't so much for you, as it is maybe for some others who port to different islands...

The problems I am running into so far are with the newest Fallujah (1.1) which fixed the city names so missions randomize, but now get another error

Error in expression <ndom (count _array));
_element = _array select _j;


_element>
 Error position: <select _j;


_element>
 Error Zero divisor
File E:\Users\Mosh\Documents\ArmA 2\missions\co20_tfor_M_Port.fallujah\funcs\func_getrandomarrayelement.sqf, line 7

I am not modifying anything (at least not until I get the basic port working) either. I just really don't understand what the error messages mean.

I only ask these questions here and not in the island's thread, because they are dealing with this mission (even though I would guess it's an issue with the island and not your script), and I figure people who are porting this mission are most likely to be reading this thread. Hope that was the right way to think... and maybe we can come up with a solution to suggest in the island's thread... ;)

Of course this isn't a big deal as every other port (ACE and non ACE) have gone well with 100% success. I always just port an exact copy to the island with no addons or mods loaded, save and backup that, and then customize it to my needs and add ACE or custom units as I go...

Thanks for reading... still on first cup of coffee so hopefully this all made sense.

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Mosh, sadly I can't help you with your problem. I've successfully ported to Lingor with ACE and PMC units running smoothly.

I didn't know you could edit the town names for randomizing missions, think you could tell me how you did that?

Good luck with your error, and maybe once I do some town renaming I may come across it and help you solve it too!

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Mosh, sadly I can't help you with your problem. I've successfully ported to Lingor with ACE and PMC units running smoothly.

I didn't know you could edit the town names for randomizing missions, think you could tell me how you did that?

Good luck with your error, and maybe once I do some town renaming I may come across it and help you solve it too!

Every port, ACE and no ACE, have been 100% successful on 20 islands so far... just this Fallujah thing is the only problem I've encountered.

The changes to the map were by the map maker, not me... I have no clue when it comes to that stuff.

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Every port, ACE and no ACE, have been 100% successful on 20 islands so far... just this Fallujah thing is the only problem I've encountered.

The changes to the map were by the map maker, not me... I have no clue when it comes to that stuff.

Oh read your post wrong. I thought you had changed mission names.

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I found the problem, it was :803: and took some debugging...

All locations on the fallujah map are either of type "NameCity" or "NameCityCapital" (i.e. the larger towns and cities) -

just for clarification here is the list of possible location types: http://community.bistudio.com/wiki/Image:LocationTypes.JPG.

Problem is the enemy camps. Those should be placed somewhere outside of the not-so-large towns and cities, and search for locations of type

"Name", "NameVillage", "NameLocal".

Such locations do not exist, and this error occurs.

To fix, open scripts\enemy_camps.sqf, search the following line:

_allLocations = nearestLocations [position Server,["Name","NameVillage"/*,"NameCity","NameCityCapital"*/,"NameLocal"],20000];

and remove the red characters out of it.

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Wow, thanks for the quick reply! Works great... :notworthy:

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Oh read your post wrong. I thought you had changed mission names.

You do bring up another good question though... For islands that don't have compatible locations I was wondering how to do that to. For instance, Jade Groove shows no missions, so I tried using Game Logic locations from the editor to name locations, and nothing... o well, on to the next island. :)

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Bon, I've just finished a full conversion of your mission to Lingor, using all ACE assets and PMC units.

I was wanting to get the OK from you before I release it on its own thread. I've still credited you in the right spots and changed the version and mission name.

I'll wait till you give me the word to post the thread. I can't thank you enough for this amazing (and easily customizable) mission you've made.

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Bon, I've just finished a full conversion of your mission to Lingor, using all ACE assets and PMC units.

I was wanting to get the OK from you before I release it on its own thread. I've still credited you in the right spots and changed the version and mission name.

I'll wait till you give me the word to post the thread. I can't thank you enough for this amazing (and easily customizable) mission you've made.

Feel free to do so. One of my goals was people to extend this mission on their own and fit it to their needs. As I said before, I appreciate any effort community puts into this mission, and no one ever needs to ask me for approval.

And if people share their work its even better.

Cheers zuff.

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Is there any enemy heavy armor set to randomly spawn? It seems like it's always Urals, UAZs, and BMP2s. Nothing else?

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Is there any enemy heavy armor set to randomly spawn? It seems like it's always Urals, UAZs, and BMP2s. Nothing else?

Check out the config.sqf "Mission" section (the first one). Vehicles are categorized in Tanks, APCs, AA, Cars. Each category has assigned an individual weight that is used to compute the number of to-spawn vehicles dependent on the playersnumber.

Due to the assigned weight of tanks I think tanks will not spawn unless 5 or more players are playing.

LForce 1.0 is out! I posted it here: http://forums.bistudio.com/showthread.php?p=1838729#post1838729

Also Bon, I'm noticing the AA tower on the scud mission is falling through the earth when I put satchels on it and isn't considered being "blown up". Know what could be the problem?

Gz on your release. I tried it a couple times now mission destroy the AA and SCUD and it all worked fine... Did you check your .rpt file? Maybe there's an error listed that clarifies.

hf.

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Oh okay that makes sense since I've only played single player so far. My friends all have these things called lives so they haven't been able to play it at all with me.

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Gz on your release. I tried it a couple times now mission destroy the AA and SCUD and it all worked fine... Did you check your .rpt file? Maybe there's an error listed that clarifies.

hf.

Playing earlier today we never came across the Scud mission so we didn't get to test it again, but we we're having this very strange problem:

I was playing as commander and when I joined I couldn't construct near the MHQ. Someone else had the option (that was a team leader) and when he tried to "construct" he got locked into the construct screen. He couldn't place buildings and couldn't leave it. He had to leave the server and come back.

I later disconnected and rejoined and I could construct again, and the other person couldn't anymore. But later someone else joined and then I couldn't anymore. It seems to be passing around the tfor_commander variable to whoever joins last.

I looked into my RPT file and saw this being called out a lot:

Server error: Player without identity zuff (id 461670627)
Server error: Player without identity zuff (id 461670627)
Server error: Player without identity zuff (id 461670627)
Server error: Player without identity zuff (id 461670627)
Server error: Player without identity zuff (id 461670627)
Server error: Player without identity zuff (id 461670627)
Server error: Player without identity zuff (id 461670627)

And a bunch of these:

Cannot evaluate 'ReadOnly' - no file
Cannot evaluate 'ReadOnly' - no file
Cannot evaluate 'ReadOnly' - no file
Cannot evaluate 'ReadOnly' - no file
Cannot evaluate 'ReadOnly' - no file

Here were some more mission specific script errors:

"UPSMON started"
Server: Object 4:2 not found (message 124)
Server: Object 4:6 not found (message 124)
Server: Object 4:12 not found (message 124)
Server: Object 4:10 not found (message 124)
Server: Object 4:14 not found (message 124)
Face
Glasses
Face
Glasses
TFOR MISSIONMANAGER: Starting mission destroycamps at Faunaverde
Cannot create non-ai vehicle Land_transport_crates,
Server: Object 4:16 not found (message 124)
Server: Object 4:18 not found (message 225)
Server: Object 4:21 not found (message 225)
Client: Remote object 2:162 not found
Client: Remote object 2:163 not found
Client: Remote object 2:164 not found
Warning: Cleanup player - person 2:12 not found

Some other misc errors:

O 1-2-C: Cycle as first waypoint has no sense
O 1-2-C: Cycle as first waypoint has no sense
O 1-2-C: Cycle as first waypoint has no sense

Hope these can help.

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Bon, regarding the Construction problems I've been having.

I had "Artillery" parameter set to "All" which seems to be the culprit. Turning it off has seemed to set everything back to normal.

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hello bon, hello tfor community

SR5 released a very nice script for IED detection.

http://forums.bistudio.com/showthread.php?t=113289

my question is now:

is there a way to put on every generated IED a init line?

greetings to all

Hi Massoud,

yes, saw this script earlier, and think its a wonderful piece of work.

Open bon_ieds\ied_creation.sqf, and search the following lines:

_ied setVehicleInit format["
this addAction ['<t color=""#F00000"">Defuse IED</t>','%1defuse.sqf'];
",BON_IED_PATH]; processInitCommands;

These you can consider the init line of each IED. So as part of the above script's integration, I would try to replace the lines to (I think) this:

_ied setVehicleInit "
_nul0 = [this,1] execVM "scripts\IEDdetect\IEDdetect_add.sqf";
"; processInitCommands;

Don't know if this is the correct script call, you may be better informed.

Bon, regarding the Construction problems I've been having.

I had "Artillery" parameter set to "All" which seems to be the culprit. Turning it off has seemed to set everything back to normal.

That's weird.

Tell me, can you confirm you encounter this issue every time you set the parameters this way, or did it happen just once so far? (so to be sure this is the cause)

hf.

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Hi Massoud,

yes, saw this script earlier, and think its a wonderful piece of work.

Open bon_ieds\ied_creation.sqf, and search the following lines:

_ied setVehicleInit format["
this addAction ['<t color=""#F00000"">Defuse IED</t>','%1defuse.sqf'];
",BON_IED_PATH]; processInitCommands;

These you can consider the init line of each IED. So as part of the above script's integration, I would try to replace the lines to (I think) this:

_ied setVehicleInit "
_nul0 = [this,1] execVM "scripts\IEDdetect\IEDdetect_add.sqf";
"; processInitCommands;

Don't know if this is the correct script call, you may be better informed.

hey bon

yes i think its a good combination with your wonderful piece of work :)

i try the codes above but without success.

my RPT:

"UPSMON started"

TFOR MISSIONMANAGER: Starting mission searchcache at Nagara

Flushing file MPMissions\co20_tfor_north_CRT.Takistan.pbo not possible - still open

[92122,4326.06,0,"XEH: PreInit Started. v3.0.6"]

[92122,4326.08,0,"MISSINIT","intro2","takistan",false,true,false]

[92122,4332.8,0,"XEH: PreInit Finished"]

[92122,4332.88,0,"XEH: VehicleCrewInit: 1"]

[92122,4332.12,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"]

[92125,4333.89,0.05,"XEH: PostInit Started"]

[92125,4333.93,0.05,"CBA_VERSIONING",["#CBA_HASH#",["cba","ace","acex","acex_ru","acex_usnavy"],[[[0,7,3,148],-1],[[1,8,0,457],-1],[[1,8,0,308],-1],[[1,8,0,33],-1],[[1,8,0,35],-1]],[[0,0,0],0]]]

[92125,4334.64,0.05,"XEH: PostInit Finished; [true,false,false,true,false,true,true,true,true,false]"]

ca\missions\MPScenarios\MP_Deathmatch.chernarus: string @str_mpdeathmatch_subname cannot be localized client-side - move to global stringtable

"############################# Start intro2 #############################"

[94661,4387.79,0,"XEH: PreInit Started. v3.0.6"]

[94661,4387.81,0,"MISSINIT","co20_tfor_north_CRT","Takistan",true,true,false]

[94661,4394.61,0,"XEH: PreInit Finished"]

No speaker given for Tim Schneider

No speaker given for Tim Schneider

No speaker given for Alexander Richter

No speaker given for Alexander Schneider

[94661,4396.14,0,"XEH: VehicleCrewInit: 103"]

[94663,4397.18,0,"XEH: PostInit Started"]

[94663,4397.3,0,"CBA_VERSIONING",["#CBA_HASH#",["cba","ace","acex","acex_ru","acex_usnavy"],[[[0,7,3,148],-1],[[1,8,0,457],-1],[[1,8,0,308],-1],[[1,8,0,33],-1],[[1,8,0,35],-1]],[[0,0,0],0]]]

[94663,4398.96,0,"XEH: PostInit Finished; [true,false,false,true,false,true,false,true,true,true]"]

[94661,4393.93,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"]

Error in expression <ehicleInit "

_nul0 = [this,1] execVM "scripts\IEDdetect\IEDdetect_add.sqf";

">

Error position: <scripts\IEDdetect\IEDdetect_add.sqf";

">

Error Fehlendes ;

File mpmissions\__cur_mp.Takistan\bon_ieds\ied_creation.sqf, line 33

Error in expression <ehicleInit "

_nul0 = [this,1] execVM "scripts\IEDdetect\IEDdetect_add.sqf";

">

Error position: <scripts\IEDdetect\IEDdetect_add.sqf";

">

Error Fehlendes ;

File mpmissions\__cur_mp.Takistan\bon_ieds\ied_creation.sqf, line 33

"--------------------------------"

"UPSMON started"

TFOR MISSIONMANAGER: Starting mission airattack at Bastam

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-1-M: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

O 1-2-D: Cycle as first waypoint has no sense

Saving undefined enum value -2147483648 / 10, context /EastCenter/Groups/Item16/Waypoints/Item0.formation

Creating debriefing

[101959,4708.02,0,"XEH: PreInit Started. v3.0.6"]

[101959,4708.04,0,"MISSINIT","intro","takistan",false,true,false]

[101959,4714.81,0,"XEH: PreInit Finished"]

[101959,4714.97,0,"XEH: VehicleCrewInit: 5"]

[101959,4714.13,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"]

[101962,4715.98,0.05,"XEH: PostInit Started"]

[101962,4716.04,0.05,"CBA_VERSIONING",["#CBA_HASH#",["cba","ace","acex","acex_ru","acex_usnavy"],[[[0,7,3,148],-1],[[1,8,0,457],-1],[[1,8,0,308],-1],[[1,8,0,33],-1],[[1,8,0,35],-1]],[[0,0,0],0]]]

[101962,4716.8,0.05,"XEH: PostInit Finished; [true,false,false,true,false,true,true,true,true,false]"]

really i dont have any idea what the problem is.

and bon, of course you have my vote for the awards.

since months he answer to all my questions here and on his website.

THANK YOU!

:thumbs-up:

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Oops stupid mistake with the quotes :D

_ied setVehicleInit "
_nul0 = [this,1] execVM [color="Red"]'[/color]scripts\IEDdetect\IEDdetect_add.sqf[color="Red"]'[/color];
"; processInitCommands;

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That's weird.

Tell me, can you confirm you encounter this issue every time you set the parameters this way, or did it happen just once so far? (so to be sure this is the cause)

It's acted wonky every time I've had that parameter set to All. I can't test it now but I'm positive it happens consistently.

Edited by zuff

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Oops stupid mistake with the quotes :D

_ied setVehicleInit "
_nul0 = [this,1] execVM [color="Red"]'[/color]scripts\IEDdetect\IEDdetect_add.sqf[color="Red"]'[/color];
"; processInitCommands;

yes this is the solution. it works :D

thank you bon!

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Hi everyone,

firstly let me thank you guys that I can see this mission being nominated for the Community Awards. Even though I don't think the used voting technology is much representative, it really encourages me seeing the mission made it into the best five. Pretty cool.

What I wanted to do next whenever I find the time, is to rework the loadout presets function. Since it is rarely used, still one of my favorites, I think it needs to be tweaked in means of redefining preset classes, better thought out presets in particular and especially that one can equip his AI using it.

Furthermore, I had the idea to introduce a "Community" presets category, where I put in presets of people that mail me their favorite loadout.

So when you have one or more loadouts that you generally use or oftenly use, you can send me a PM including:

- primary and secondary weapon,

- magazines, grenades, etc.

- sidearm, items,

- if backpack then weapons in backpack and magazines in backpack

and I will put it into the list of presets for the next version.

Feel free to share your ideas and wishes on dev-heaven.net.

hf.

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You should make it possible to change classes (commander, sniper, etc) midway through game. I guess you'd have to do it at a building of some sort or something... idk.

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That is one of my favorite features about the mission, Bon, and one of the first things I figured out how to change when I started porting them. My preferred loadouts (especially when using ACE) are so nice to have at the click of a mouse.

Your mission deserved to be nominated. :)

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I'm having issues getting the MHQ spawning in North Takistan mission. It'll spawn in Zargabad, but not Takistan. I can still access the construction interface around where the MHQ is supposed to spawn, but there's no vehicle there.

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