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Did you add your new units via the/any editor?

Yes, why?

I was sure to add them to the correct squad/unit strings. I even edited this line to account for the new squads.

#define squadNumber(X)      call compile toString[toArray(str X) select 10]

Could you please explain any other instances I would need to edit in order to make this work?

:(

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There was disscusion about this same issue in this thread, look around for it ;)

EDIT: Oh, take a look at common/server/AI/UPS.sqf and there's another list of the westplayerstrings there

Edited by Khaki

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Cards, can you by any chance compare the units you've added with the units already in the mission, using a text editor and opening mission.sqm? Just Ctrl+F and type "Hitman111" to get to the first squad, Hitman121 for second, etc. As for finding your own units it will differ depending on what you've used for them.

I think there is something that needs to be added to the init line of the units, if you haven't already done that. Also just try and ensure that all of the information looks similar and relevant, if you know what I mean. Make sure text fields are there and stuff :D

I've never tried adding MORE squads but I have however added TO squads, which works well.

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Has anybody changed the enemy AI units with success? Looking to change the Taki's on Lingor to ARL Rebels.

I've already defined them in defines.sqf but I cannot find anywhere else that's included it.

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Has anybody changed the enemy AI units with success? Looking to change the Taki's on Lingor to ARL Rebels.

I've already defined them in defines.sqf but I cannot find anywhere else that's included it.

#define eastInfClasses        [\"TK_INS_Warlord_EP1",\
"TK_INS_Soldier_TL_EP1",\
"TK_INS_Bonesetter_EP1",\
"TK_INS_Soldier_AT_EP1",\
"TK_INS_Soldier_AT_EP1",\
"TK_INS_Soldier_AA_EP1",\
"TK_INS_Soldier_MG_EP1",\
"TK_INS_Soldier_AR_EP1",\
"TK_INS_Soldier_AR_EP1",\
"TK_INS_Soldier_AAT_EP1",\
"TK_INS_Soldier_EP1",\
"TK_INS_Soldier_2_EP1",\
"TK_INS_Soldier_3_EP1",\
"TK_INS_Soldier_4_EP1"\
]

I thiiink this should be all you're after, which from what you said, seems you've already replaced. I haven't seen any other reference to what enemy soldiers are spawned. I'll double check when I can, I think there was something I saw in the mission.sqm.. four, correction, five Takistani soldiers which I PRESUME are the slots it puts OPFOR players in while they wait for BLUFOR to attack (no idea what the 5th one is):

            side="EAST";            class Vehicles
           {
               items=1;
               class Item0
               {
                   position[]={0.95320749,81.282928,-399.15479};
                   azimut=93.227798;
                   special="NONE";
                   id=32;
                   side="EAST";
                   vehicle="TK_INS_Soldier_TL_EP1";
                   player="PLAY CDG";
                   leader=1;
                   skill=1;
                   text="east1";
               };
           };
       };
       class Item12
       {
           side="EAST";
           class Vehicles
           {
               items=1;
               class Item0
               {
                   position[]={0.95320749,81.282928,-399.15479};
                   azimut=93.227806;
                   special="NONE";
                   id=31;
                   side="EAST";
                   vehicle="TK_INS_Soldier_TL_EP1";
                   player="PLAY CDG";
                   leader=1;
                   skill=1;
                   text="east2";
               };
           };
       };
       class Item13
       {
           side="EAST";
           class Vehicles
           {
               items=1;
               class Item0
               {
                   position[]={0.95320749,81.282928,-399.15479};
                   azimut=93.227798;
                   special="NONE";
                   id=30;
                   side="EAST";
                   vehicle="TK_INS_Soldier_TL_EP1";
                   player="PLAY CDG";
                   leader=1;
                   skill=1;
                   text="east3";
               };
           };
       };
       class Item14
       {
           side="EAST";
           class Vehicles
           {
               items=1;
               class Item0
               {
                   position[]={0.95320749,81.282928,-399.15479};
                   azimut=93.227798;
                   special="NONE";
                   id=29;
                   side="EAST";
                   vehicle="TK_INS_Soldier_TL_EP1";
                   player="PLAY CDG";
                   leader=1;
                   skill=1;
                   text="east4";
               };
           };
       };
       class Item15
       {
           side="EAST";
           class Vehicles
           {
               items=1;
               class Item0
               {
                   position[]={-597.59009,377.19937,800.89337};
                   azimut=-180.42642;
                   special="NONE";
                   id=37;
                   side="EAST";
                   vehicle="TK_INS_Soldier_EP1";
                   leader=1;
                   rank="COLONEL";
                   skill=1;
                   text="graveDigger";
                   init="this allowDamage false; doStop this";
               };
           };

Not sure if changing that will have any effect though.

I also found these lines in \common\server\defines.sqf, another defines.sqf file:

#define vclCrewClass		"TK_INS_Soldier_AT_EP1"
#define staticClass			"TK_INS_Soldier_3_EP1"

Not quite sure how to manipulate these. I actually think vclCrewClass is the soldier it uses in vehicles like tanks and cars, and staticClass is for..you guessed it, static weapons like the DShkm and AGS-30.

Is the mission totally failing to load with the new rebel soldiers?

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Cards, can you by any chance compare the units you've added with the units already in the mission, using a text editor and opening mission.sqm? Just Ctrl+F and type "Hitman111" to get to the first squad, Hitman121 for second, etc. As for finding your own units it will differ depending on what you've used for them.

I think there is something that needs to be added to the init line of the units, if you haven't already done that. Also just try and ensure that all of the information looks similar and relevant, if you know what I mean. Make sure text fields are there and stuff :D

I've never tried adding MORE squads but I have however added TO squads, which works well.

hehe, I've been working hard with about 5-or so guys and we're nailing it all down. As for the hitmanXXX thing... Cmon, not that stupid now :)

I just need to know how to increase the squad limit.

... plus the aforementioned zero divisor error

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I actually changed those extra two vcl and static ones, set them to crewman and engineer. The mission loads up fine, everything works but enemies would simply not spawn. Unless they were hiding exceptionally well..

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@Cards525

Here is hat I did to make ten man squads. In common/defines edit like this

#define squadUnitStrings(X) [X+"1",X+"2",X+"3",X+"4",X+"5",X+"6",X+"7",X+"8",X+"9",X+"0"]

Also edit the mission file with the faction of your choice mine is as follows

class Groups

{

items=18;

class Item0

{

side="WEST";

class Vehicles

{

items=10;

class Item0

{

position[]={0,0,0};

azimut=91.808899;

special="NONE";

id=0;

side="WEST";

vehicle="US_Soldier_TL_EP1";

player="PLAYER COMMANDER";

leader=1;

rank="SERGEANT";

skill=1;

text="Hitman111";

init="this setGroupId [""Hitman 1 - 1 -""];";

description="Hitman 1-1-1 (Team Leader U.S. Army)";

};

class Item1

{

position[]={0,0,0};

azimut=91.808899;

special="NONE";

id=1;

side="WEST";

vehicle="US_Soldier_Medic_EP1";

player="PLAY CDG";

rank="CORPORAL";

skill=1;

text="Hitman112";

description="Hitman 1-1-2 (Medic U.S. Army)";

};

class Item2

{

position[]={0,0,0};

azimut=91.808899;

special="NONE";

id=2;

side="WEST";

vehicle="US_Soldier_LAT_EP1";

player="PLAY CDG";

skill=1;

text="Hitman113";

description="Hitman 1-1-3 (U.S. Army)";

};

class Item3

{

position[]={0,0,0};

azimut=91.808899;

special="NONE";

id=3;

side="WEST";

vehicle="US_Soldier_EP1";

player="PLAY CDG";

skill=1;

text="Hitman114";

description="Hitman 1-1-4 (U.S. Army)";

};

class Item4

{

position[]={0,0,0};

special="NONE";

id=25;

side="WEST";

vehicle="US_Soldier_GL_EP1";

player="PLAY CDG";

skill=0.60000002;

text="Hitman115";

description="Hitman 1-1-5 (U.S. Army)";

};

class Item5

{

position[]={0,0,0};

azimut=-21.4862;

special="NONE";

id=4;

side="WEST";

vehicle="US_Soldier_EP1";

player="PLAY CDG";

skill=1;

text="Hitman116";

description="Hitman 1-1-6 (U.S. Army)";

};

class Item6

{

position[]={0,0,0};

azimut=-21.4862;

special="NONE";

id=5;

side="WEST";

vehicle="US_Soldier_Medic_EP1";

player="PLAY CDG";

rank="CORPORAL";

skill=1;

text="Hitman117";

description="Hitman 1-1-7 (Medic U.S. Army)";

};

class Item7

{

position[]={0,0,0};

azimut=-21.4862;

special="NONE";

id=6;

side="WEST";

vehicle="US_Soldier_LAT_EP1";

player="PLAY CDG";

skill=1;

text="Hitman118";

description="Hitman 1-1-8 (U.S. Army)";

};

class Item8

{

position[]={0,0,0};

azimut=-21.4862;

special="NONE";

id=7;

side="WEST";

vehicle="US_Soldier_EP1";

player="PLAY CDG";

skill=1;

text="Hitman119";

description="Hitman 1-1-9(U.S. Army)";

};

class Item9

{

position[]={0,0,0};

special="NONE";

id=24;

side="WEST";

vehicle="US_Soldier_GL_EP1";

player="PLAY CDG";

skill=0.60000002;

text="Hitman110";

description="Hitman 1-1-0 (U.S. Army)";

};

};

};

also you need to add them to the common/server/ups.sqf so they will respawn with the squad

#define westPlayerStrings ["Hitman111","Hitman112","Hitman113","Hitman114","Hitman115","Hitman116","Hitman117","Hitman118","Hitman119","Hitman110",\

"Hitman131","Hitman132","Hitman133","Hitman134","Hitman135",\

"Hitman141","Hitman142","Hitman143","Hitman144","Hitman145",\

"Hitman151","Hitman152","Hitman153","Hitman154","Hitman155",\

"Hitman161","Hitman162","Hitman163","Hitman164","Hitman165"]

Hope this helps save you time.

Edited by xx-LSD-xx
Typo

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@Cards525

Here is hat I did to make ten man squads. In common/defines edit like this

#define squadUnitStrings(X) [X+"1",X+"2",X+"3",X+"4",X+"5",X+"6",X+"7",X+"8",X+"9",X+"0"]

Also edit the mission file with the faction of your choice mine is as follows

class Groups

{

items=18;

class Item0

{

side="WEST";

class Vehicles

{

items=10;

class Item0

{

position[]={0,0,0};

azimut=91.808899;

special="NONE";

id=0;

side="WEST";

vehicle="US_Soldier_TL_EP1";

player="PLAYER COMMANDER";

leader=1;

rank="SERGEANT";

skill=1;

text="Hitman111";

init="this setGroupId [""Hitman 1 - 1 -""];";

description="Hitman 1-1-1 (Team Leader U.S. Army)";

};

class Item1

{

position[]={0,0,0};

azimut=91.808899;

special="NONE";

id=1;

side="WEST";

vehicle="US_Soldier_Medic_EP1";

player="PLAY CDG";

rank="CORPORAL";

skill=1;

text="Hitman112";

description="Hitman 1-1-2 (Medic U.S. Army)";

};

class Item2

{

position[]={0,0,0};

azimut=91.808899;

special="NONE";

id=2;

side="WEST";

vehicle="US_Soldier_LAT_EP1";

player="PLAY CDG";

skill=1;

text="Hitman113";

description="Hitman 1-1-3 (U.S. Army)";

};

class Item3

{

position[]={0,0,0};

azimut=91.808899;

special="NONE";

id=3;

side="WEST";

vehicle="US_Soldier_EP1";

player="PLAY CDG";

skill=1;

text="Hitman114";

description="Hitman 1-1-4 (U.S. Army)";

};

class Item4

{

position[]={0,0,0};

special="NONE";

id=25;

side="WEST";

vehicle="US_Soldier_GL_EP1";

player="PLAY CDG";

skill=0.60000002;

text="Hitman115";

description="Hitman 1-1-5 (U.S. Army)";

};

class Item5

{

position[]={0,0,0};

azimut=-21.4862;

special="NONE";

id=4;

side="WEST";

vehicle="US_Soldier_EP1";

player="PLAY CDG";

skill=1;

text="Hitman116";

description="Hitman 1-1-6 (U.S. Army)";

};

class Item6

{

position[]={0,0,0};

azimut=-21.4862;

special="NONE";

id=5;

side="WEST";

vehicle="US_Soldier_Medic_EP1";

player="PLAY CDG";

rank="CORPORAL";

skill=1;

text="Hitman117";

description="Hitman 1-1-7 (Medic U.S. Army)";

};

class Item7

{

position[]={0,0,0};

azimut=-21.4862;

special="NONE";

id=6;

side="WEST";

vehicle="US_Soldier_LAT_EP1";

player="PLAY CDG";

skill=1;

text="Hitman118";

description="Hitman 1-1-8 (U.S. Army)";

};

class Item8

{

position[]={0,0,0};

azimut=-21.4862;

special="NONE";

id=7;

side="WEST";

vehicle="US_Soldier_EP1";

player="PLAY CDG";

skill=1;

text="Hitman119";

description="Hitman 1-1-9(U.S. Army)";

};

class Item9

{

position[]={0,0,0};

special="NONE";

id=24;

side="WEST";

vehicle="US_Soldier_GL_EP1";

player="PLAY CDG";

skill=0.60000002;

text="Hitman110";

description="Hitman 1-1-0 (U.S. Army)";

};

};

};

also you need to add them to the common/server/ups.sqf so they will respawn with the squad

#define westPlayerStrings ["Hitman111","Hitman112","Hitman113","Hitman114","Hitman115","Hitman116","Hitman117","Hitman118","Hitman119","Hitman110",\

"Hitman131","Hitman132","Hitman133","Hitman134","Hitman135",\

"Hitman141","Hitman142","Hitman143","Hitman144","Hitman145",\

"Hitman151","Hitman152","Hitman153","Hitman154","Hitman155",\

"Hitman161","Hitman162","Hitman163","Hitman164","Hitman165"]

Hope this helps save you time.

I think what he wants to do is actually create new squads completely. I didn't have to edit the "#define squadUnitStrings(X)" line to increase the squad size -- I have Hitman 161-168 and it works perfectly with just editing the mission.sqm. Pure luck? Perhaps!

I think the "westPlayerStrings" is rather important though, so it's still a good idea to add new units to that.

I'll probably try adding new squads completely at some point and seeing if it just works right off the bat just like increasing squad sizes does.

(P.S. - Is six squads not enough!?)

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@Bates

If you don't edit the squad string then the AI won't react.

Try going into town with the new squad members you created and see what happens.....Nothing no AI will spawn.

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@Bates

If you don't edit the squad string then the AI won't react.

Try going into town with the new squad members you created and see what happens.....Nothing no AI will spawn.

Ahh I see. Never really noticed that because we always move together on the one with an increased squad size. :D

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hehe, I've been working hard with about 5-or so guys and we're nailing it all down. As for the hitmanXXX thing... Cmon, not that stupid now :)

I just need to know how to increase the squad limit.

... plus the aforementioned zero divisor error

If your trying to add an additional squad you need to edit the common/client/variables.sqf .

playerNames = ["","","","","","","","","","","","","","","","","","","","","","","","","","","","","",""]; add ,"" for every squad member you wish to create.

Then you must add the the class names in the main defines sqf.

#define westSoldierClasses ["US_Soldier_TL_EP1","US_Soldier_Medic_EP1","US_Soldier_LAT_EP1","US_Soldier_EP1","US_Soldier_GL_EP1","US_Delta_Force_AR_EP1","US_Delta_Force_Medic_EP1","US_Delta_Force_TL_EP1","US_Delta_Force_Assault_EP1","US_Delta_Force_EP1","BAF_Soldier_TL_DDPM","BAF_Soldier_DDPM","BAF_Soldier_Medic_DDPM","BAF_Soldier_GL_DDPM","BAF_Soldier_AR_DDPM","GER_Soldier_TL_EP1","GER_Soldier_Scout_EP1","GER_Soldier_EP1","GER_Soldier_Medic_EP1","GER_Soldier_MG_EP1","FR_TL","FR_R","FR_GL","FR_Sapper","FR_Corpsman","FR_Assault_GL","FR_Assault_R","CZ_Special_Forces_GL_DES_EP1","CZ_Special_Forces_MG_DES_EP1","CZ_Special_Forces_DES_EP1","CZ_Special_Forces_Scout_DES_EP1","CZ_Special_Forces_TL_DES_EP1","CZ_Soldier_SL_DES_EP1"]

Then edit the mission.sqf to add the new squad to your mission.

Read my previous post for the rest.

I think you'll figure it out from there.

I may have forgotten something but I think that will get you started in the right direction.

Cheers! :)

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If your trying to add an additional squad you need to edit the common/client/variables.sqf .

playerNames = ["","","","","","","","","","","","","","","","","","","","","","","","","","","","","",""]; add ,"" for every squad member you wish to create.

Then you must add the the class names in the main defines sqf.

#define westSoldierClasses ["US_Soldier_TL_EP1","US_Soldier_Medic_EP1","US_Soldier_LAT_EP1","US_Soldier_EP1","US_Soldier_GL_EP1","US_Delta_Force_AR_EP1","US_Delta_Force_Medic_EP1","US_Delta_Force_TL_EP1","US_Delta_Force_Assault_EP1","US_Delta_Force_EP1","BAF_Soldier_TL_DDPM","BAF_Soldier_DDPM","BAF_Soldier_Medic_DDPM","BAF_Soldier_GL_DDPM","BAF_Soldier_AR_DDPM","GER_Soldier_TL_EP1","GER_Soldier_Scout_EP1","GER_Soldier_EP1","GER_Soldier_Medic_EP1","GER_Soldier_MG_EP1","FR_TL","FR_R","FR_GL","FR_Sapper","FR_Corpsman","FR_Assault_GL","FR_Assault_R","CZ_Special_Forces_GL_DES_EP1","CZ_Special_Forces_MG_DES_EP1","CZ_Special_Forces_DES_EP1","CZ_Special_Forces_Scout_DES_EP1","CZ_Special_Forces_TL_DES_EP1","CZ_Soldier_SL_DES_EP1"]

Then edit the mission.sqf to add the new squad to your mission.

Read my previous post for the rest.

I think you'll figure it out from there.

I may have forgotten something but I think that will get you started in the right direction.

Cheers! :)

Sorry but thats basically what bates had told me earlier, lol.

Thanks for the offer to help though.

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@Cards

If your still having problems look in your RPT.file to see what errors your having.

NVM I saw you already did.

Oh the joy's of editing.

Sorry I couldn't help you out Man.

Edited by xx-LSD-xx

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Anybody know how to disable the random speech sounds that play from BLUFOR players? Looking around but yet to find anything.

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Hate to call back this far, but has anyone else gotten this to work? I am trying to port Insurgency to Faysh Kabur and want to drop a general exclude on one of the airbases. When I apply this code to the functions.sqf, it seems to exclude all grids.

Thanks!

I placed a marker named "exclude_location" and changed the findHouses function in common\functions.sqf to this

findHouses = { 
private ["_buildings","_minPositions","_enterables","_alive"];
_buildings = nearestObjects [_this select 0, ["House"], _this select 1]; 
_minPositions = (_this select 2) - 1;
_alive = _this select 3;

_enterables = []; 	
{ 
	if (
		format["%1", _x buildingPos _minPositions] != "[0,0,0]" 
	&& EP1HOUSES 
	&& !(typeOf _x in ILLEGALHOUSES) && (alive _x || !_alive) && (_x distance (getmarkerPos "exclude_location") > 100
	)) then { 
		_enterables set [count _enterables, _x]; 
	}; 
} forEach _buildings; 
_enterables
}; 

addendum: As an alternative, I tried adding the offending building class names ("Land_a_stationhouse" and "Land_telek1") to the ILLEGALHOUSES list, with no effect. I also commented the stationhouse entry out of the CACHEHOUSEPOSITIONS and GUNROOFPOSITIONS lines (for some reason, telek had no entry on these - even weirder). Stumped!

Edited by Harzach

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I have made a few changes to Insurgency mission we play and now I would like to port it to another map from Takistan , it all works appart from the base spawns miles off the map , how can I change the distance on the Base spawn ? could not locate where it does that

Thanks

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Check the defines.sqf in the root of the Insurgency folder.

#define CENTERPOS sets the center point of the map and is used for the base spawning position.

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Error in expression <ta_Force_EP1","US_Delta_Force_Night_EP1"_EP1"]) && markersEnabled == 1) then {
H>
 Error position: <_EP1"]) && markersEnabled == 1) then {
H>
 Error Missing ]
File C:\Users\Cypher\Documents\ArmA 2 Other Profiles\WO1%20Grunyev%2eC%20[160%2f4SFG]\missions\4thIBCT_insurgency1_50.Takistan\common\client\markers\createMarkers.sqf, line 22
Error in expression <ta_Force_EP1","US_Delta_Force_Night_EP1"_EP1"]) && markersEnabled == 1) then {
H>
 Error position: <_EP1"]) && markersEnabled == 1) then {
H>
 Error Missing ]

Any help for this?

It seems to be holding up the mission from launching in singleplayer. like, the loading bar will freeze halfway

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Hate to call back this far, but has anyone else gotten this to work? I am trying to port Insurgency to Faysh Kabur and want to drop a general exclude on one of the airbases. When I apply this code to the functions.sqf, it seems to exclude all grids.

Thanks!

addendum: As an alternative, I tried adding the offending building class names ("Land_a_stationhouse" and "Land_telek1") to the ILLEGALHOUSES list, with no effect. I also commented the stationhouse entry out of the CACHEHOUSEPOSITIONS and GUNROOFPOSITIONS lines (for some reason, telek had no entry on these - even weirder). Stumped!

I think you should take a look at ILLEGALHOUSES, I don't know whether Faysh Kabur uses OA buildings but an undefined house class name might be stopping ya, I can't help much more right now, but I'll look a more into it tomorrow on my computer.

---------- Post added at 10:10 PM ---------- Previous post was at 10:05 PM ----------

Error in expression <ta_Force_EP1","US_Delta_Force_Night_EP1"_EP1"]) && markersEnabled == 1) then {
H>
 Error position: <_EP1"]) && markersEnabled == 1) then {
H>
 Error Missing ]
File C:\Users\Cypher\Documents\ArmA 2 Other Profiles\WO1%20Grunyev%2eC%20[160%2f4SFG]\missions\4thIBCT_insurgency1_50.Takistan\common\client\markers\createMarkers.sqf, line 22
Error in expression <ta_Force_EP1","US_Delta_Force_Night_EP1"_EP1"]) && markersEnabled == 1) then {
H>
 Error position: <_EP1"]) && markersEnabled == 1) then {
H>
 Error Missing ]

Any help for this?

It seems to be holding up the mission from launching in singleplayer. like, the loading bar will freeze halfway

I'm not so sure about the SP issue. But there's been a lot of discussion in the thread for frozen loading screens, might want to take a peek there, it's mostly an extra , or " here and there that makes it freeze up.

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I think you should take a look at ILLEGALHOUSES, I don't know whether Faysh Kabur uses OA buildings but an undefined house class name might be stopping ya, I can't help much more right now, but I'll look a more into it tomorrow on my computer.

---------- Post added at 10:10 PM ---------- Previous post was at 10:05 PM ----------

I'm not so sure about the SP issue. But there's been a lot of discussion in the thread for frozen loading screens, might want to take a peek there, it's mostly an extra , or " here and there that makes it freeze up.

not sure what the _EP1" is in that expression but that is definitely not right and causing some issue.

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Check the defines.sqf in the root of the Insurgency folder.

#define CENTERPOS sets the center point of the map and is used for the base spawning position.

Thanks , I changed this but i still spawn miles away no hear anything, then for some reason I am unable to move the HQ ?

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I think you should take a look at ILLEGALHOUSES, I don't know whether Faysh Kabur uses OA buildings but an undefined house class name might be stopping ya, I can't help much more right now, but I'll look a more into it tomorrow on my computer.

Thanks for taking a look. Just for clarity, the specific grids I am concerned with are:

047-061 (containing only "Land_a_stationhouse")

048-053 (containing only "Land_telek1")

054-058 (containing only "Land_telek1")

All three grids are found inside Mushorah Airbase.

I did add those class names to ILLEGALHOUSES, as well as remove a stationhouse reference from CACHEHOUSEPOSITIONS and GUNROOFPOSITIONS, with no apparent effect.

Ideally, I'd like to get the "exclude_location" method working, as there is one other grid I'd like to exclude (the SW grid at FOB Sykes, 058-150), which contains a common house type.

Edited by Harzach

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OK. Somehow I have gotten the exclude_location method to work, but I can only exclude one grid with it. How do I get it to work with multiple marker positions? I have tried a few different variations, but I am not a coder by any means. Thanks for any assistance you may be able to provide!

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OK. Somehow I have gotten the exclude_location method to work, but I can only exclude one grid with it. How do I get it to work with multiple marker positions? I have tried a few different variations, but I am not a coder by any means. Thanks for any assistance you may be able to provide!

getmarkerPos "exclude_location") > 100

Change the 100 to a higher number,it's the distance from the marker that excludes grids, in meters of course.

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