code34 248 Posted September 15, 2012 Yay! Also, phew! I really love War in Takistan - you have made such a cool framework for missions :) just add the change for west patrol in generic patrol script wcgarbage = [_group] spawn WC_fnc_patrol; Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted September 15, 2012 just add the change for west patrol in generic patrol script Great - I will have a play! Thank you :) Share this post Link to post Share on other sites
code34 248 Posted September 17, 2012 Yes try it and give me a feedback. i Currently work on other big part. Most of my think goes to infiltration stage ;) Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted September 17, 2012 Yes try it and give me a feedback. i Currently work on other big part. Most of my think goes to infiltration stage ;) Infiltration <-- yes please! Those are awesome missions :) Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted September 22, 2012 just add the change for west patrol in generic patrol script Ok I've tried using that several times but no luck. I tried placing it in WC_fnc_createsidemission.sqf in the mission entry, and tried it in WC_fnc_createlistofmissions.sqf in the secion with tweaks to the number of vehicles and enemies for a mission like this (example from WC_fnc_createsidemission.sqf): case 83: { _missiontext = [_missionname, "Secure a Radio Telescope"]; _vehicle = (nearestObjects [_position, ["Land_MBG_Radiotelescope"], 400]) call BIS_fnc_selectRandom; diag_log format ["WARCONTEXT: CREATING FRIENDLY PATROL"]; _group = createGroup west; wcgarbage = [_group, 10] spawn WC_fnc_patrol; wcgarbage = [_vehicle] spawn WC_fnc_securezone; _missiontype = "secure"; wcbonusfame = 0; }; Firstly it seems to also require an area variable (e.g. wcgarbage = [_group, 10] spawn WC_fnc_patrol; ) or i get an error. But then when I do that the script runs but no friendly forces appear. I think the script doesn't know where to place them as I don't think it gets fed a position? The following ugly hack does work: case 83: { _missiontext = [_missionname, "Secure a Radio Telescope"]; _vehicle = (nearestObjects [_position, ["Land_MBG_Radiotelescope"], 400]) call BIS_fnc_selectRandom; // Generate Friendlies diag_log format ["WARCONTEXT: CREATING FRIENDLY PATROL"]; _group = createGroup west; _count = 0; while {_count < wclevelmaxoutofcity} do { _type = wcfriendlyforces call BIS_fnc_selectRandom; _unit = _group createUnit [_type, _position, [], 0.8, "NONE"]; _count = _count + 1; }; wcgarbage = [_vehicle] spawn WC_fnc_securezone; _missiontype = "secure"; wcbonusfame = 0; }; (wcfriendlyforce is an array i stuck in commoninitconfig :) ) And the main difference is that they get fed a position. Any thoughts? I am sure I an probably using the script incorrectly but that is the best I've been able to figure out :) Share this post Link to post Share on other sites
code34 248 Posted September 23, 2012 (edited) yes that is the good way. You have to create a west group before with units inside, and give it as pameter of the patrol script. The patrol script take the areasize parameter , and create random waypoint in it. you certainly forgot to call the script like this :) case 83: { _missiontext = [_missionname, "Secure a Radio Telescope"]; _vehicle = (nearestObjects [_position, ["Land_MBG_Radiotelescope"], 400]) call BIS_fnc_selectRandom; // Generate Friendlies diag_log format ["WARCONTEXT: CREATING FRIENDLY PATROL"]; _group = createGroup west; _count = 0; while {_count < wclevelmaxoutofcity} do { _type = wcfriendlyforces call BIS_fnc_selectRandom; _unit = _group createUnit [_type, _position, [], 0.8, "NONE"]; _count = _count + 1; }; wcgarbage = [_vehicle, 50] spawn WC_fnc_patrol; _missiontype = "secure"; wcbonusfame = 0; }; Edited September 23, 2012 by code34 Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted September 23, 2012 Cool thanks! :) yes that is the good way. You have to create a west group before with units inside, and give it as pameter of the patrol script. The patrol script take the areasize parameter , and create random waypoint in it. you certainly forgot to call the script like this :) Share this post Link to post Share on other sites
code34 248 Posted September 23, 2012 (edited) Cool thanks! :) i added an example mission 77 :) Edited September 24, 2012 by code34 Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted September 26, 2012 i added an example mission 77 :) Yeah that was very helpful. A possible bug with the new "bon_getbackpack script" - we can find the backpack pile fine, can open up the menu, but when we click on a backpack to select it the menu simply closes and no backpack is issued. Any ideas? Share this post Link to post Share on other sites
code34 248 Posted September 26, 2012 Yeah that was very helpful.A possible bug with the new "bon_getbackpack script" - we can find the backpack pile fine, can open up the menu, but when we click on a backpack to select it the menu simply closes and no backpack is issued. Any ideas? Does it happen with the default/vanilla mission ? Cause it works fine for me. However , i also had a similary bug with another test mission that use only this script, but i don't figure it too Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted September 26, 2012 Does it happen with the default/vanilla mission ? Cause it works fine for me.However , i also had a similary bug with another test mission that use only this script, but i don't figure it too I will try the vanilla version - good idea. So far I've not seen any error messages. It is possible that the selected characters cannot use the backpacks. Stuff to test :) Share this post Link to post Share on other sites
code34 248 Posted September 27, 2012 (edited) I will try the vanilla version - good idea. So far I've not seen any error messages. It is possible that the selected characters cannot use the backpacks. Stuff to test :) I had a test directory mission with only the init.sqf file and the addbackpack command inside it . it didn't work and i didn't explain why. Like i didn't want to spend to much time, i stopped there. -- it seems USMC units can not use backpack Edited September 27, 2012 by code34 Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted September 27, 2012 I had a test directory mission with only the init.sqf file and the addbackpack command inside it . it didn't work and i didn't explain why. Like i didn't want to spend to much time, i stopped there.-- it seems USMC units can not use backpack Oh that is weird - I am guessing that units based on USMC troops are the same (such as the Lingorian SWAT soldiers). That's a shame :( Share this post Link to post Share on other sites
code34 248 Posted September 28, 2012 Oh that is weird - I am guessing that units based on USMC troops are the same (such as the Lingorian SWAT soldiers). That's a shame :( yes but it a capacity that can be turn on or off by addons maker Share this post Link to post Share on other sites
code34 248 Posted October 2, 2012 (edited) The release of the lastest version is near. I come back on one year of development for this new release through a video (more than 500 comits applied) :) Edited October 2, 2012 by code34 Share this post Link to post Share on other sites
fruity_rudy 16 Posted October 3, 2012 raising the finger to do beta test on our server!! Share this post Link to post Share on other sites
code34 248 Posted October 4, 2012 raising the finger to do beta test on our server!! i'm waiting for external works before release :) Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted October 8, 2012 Hi code34 I see that you've updated the patrol script so that now instead of: wcgarbage = [_group, 50] spawn WC_fnc_patrol; You now have this: wcgarbage = [_group, (position(leader _group)), 50] spawn WC_fnc_patrol; Could you explain to me what should be set in (position(leader _group)) as it isn't clear to me what that element requires? Share this post Link to post Share on other sites
code34 248 Posted October 8, 2012 in fact, it s not for clear too :)) I don't know if i will pass an object as parameter or a position or both. Currently you have to use a position where the group have to patrol. In your example, the position is the position where is the leader in a radius of 50m. Share this post Link to post Share on other sites
kayhase 10 Posted October 10, 2012 Hello,code34 Can you add a parameter to turn on/off enemies vehicle from spawning list for people who enjoy infantry fight? Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted October 10, 2012 Hi code34, I've been testing the latest build and it is coming along nicely! Thanks for all your hard work - we love playing with Warcontext :) That said, I have some bug reports with the current build - all these errors are from 100% vanilla files (I've not changed any of the files in question and each error appears multiple times): 1: Missing sqf Warning Message: Script warcontext\modules\wc_virtual\WC_fnc_virtual.sqf not found 2: Divide By Zero: Error in expression <lbText [1500, _index]; _hour = ((_time select _index) select 3); if(_hour < 10)> Error position: <select _index) select 3); if(_hour < 10)> Error Zero divisor File mpmissions\__CUR_MP.Lingor\warcontext\dialogs\WC_fnc_menuchoosemission.sqf, line 99 3. Issue with weather? Error in expression <; 100 setRain (wcweather select 0); 100 setfog (wcweather select 1); 100 setOver> Error position: <setfog (wcweather select 1); 100 setOver> Error Generic error in expression 4. When characters die they start "re-dying" every 10 seconds which also lowers the group's score. It means we have to respawn or we lose, which makes medics a bit odd. Thanks once again for all your awesome work on Warcontext :) Share this post Link to post Share on other sites
code34 248 Posted October 11, 2012 Hi code34,I've been testing the latest build and it is coming along nicely! Thanks for all your hard work - we love playing with Warcontext :) That said, I have some bug reports with the current build - all these errors are from 100% vanilla files (I've not changed any of the files in question and each error appears multiple times): 1: Missing sqf Warning Message: Script warcontext\modules\wc_virtual\WC_fnc_virtual.sqf not found 2: Divide By Zero: Error in expression <lbText [1500, _index]; _hour = ((_time select _index) select 3); if(_hour < 10)> Error position: <select _index) select 3); if(_hour < 10)> Error Zero divisor File mpmissions\__CUR_MP.Lingor\warcontext\dialogs\WC_fnc_menuchoosemission.sqf, line 99 3. Issue with weather? Error in expression <; 100 setRain (wcweather select 0); 100 setfog (wcweather select 1); 100 setOver> Error position: <setfog (wcweather select 1); 100 setOver> Error Generic error in expression 4. When characters die they start "re-dying" every 10 seconds which also lowers the group's score. It means we have to respawn or we lose, which makes medics a bit odd. Thanks once again for all your awesome work on Warcontext :) Thanks Slerbal for your report. for .1, it s normal for 2. & .3 & .4 are u sure to completely sync with repository branch 1.6 ? .4 does it happen everytime ? Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted October 11, 2012 Thanks Slerbal for your report. for .1, it s normal for 2. & .3 & .4 are u sure to completely sync with repository branch 1.6 ? .4 does it happen everytime ? 1. Ok :) 2-4. Yes I am 100% in sync with the repository (I just double checked). 4. It does seem to. I can confirm it defininitely happens every time in water. It appears to happen every time otherwise but I can;t be 100% sure of that (other than the log lists each character dying at least twice). Share this post Link to post Share on other sites
code34 248 Posted October 11, 2012 1. Ok :)2-4. Yes I am 100% in sync with the repository (I just double checked). 4. It does seem to. I can confirm it defininitely happens every time in water. It appears to happen every time otherwise but I can;t be 100% sure of that (other than the log lists each character dying at least twice). can you explain more the .4 i m not sure to understand well when it happens Share this post Link to post Share on other sites
code34 248 Posted October 14, 2012 ok i fixed the .3 & .4 in last commit :) i can t reproduce the .2 Share this post Link to post Share on other sites