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norrin

norrin's ArmA2 scripts ported to ArmA3

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Hello! I'm trying to get this script to work with manned vehicles in the gunnery and passenger positions. However, when I'm in the gunnery position, the vehicle refuses to move. Is this intended or a bug of the code? I'd like to make it so that players can man the turrets of the escort vehicles in a form of shooting gallery.

Thanks! :)

EDIT: Also, I'd like to disable the AI from exiting the vehicle(s), and to simply continue driving. Is there a way to do this?

Edited by CrazyDeviant

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while i do not know if this is the 'best', but what i did was to put a trigger at the end waypoint with it re-starting the convoy.

start = wp1,wp2,wp3,wp4 - v1,v2,v3

return = wp3, wp2, wp1 - v1,v2,v3 (yes, wp4 is missing)

i created a trigger and put in it "[] exec start.sqs"

start.sqs calls the execvm script which is in the init.sqf

i do not use the init file as i have the convoy starting via a trigger which the lead vehicle is sitting in. it will also work via a radio trigger too.

to be honest, i have not tried it completely out as the 'trip' is quit long, however, it should work just fine.

it does make it to the end of the 'first half' though...

:)

what will NOT work, is using this script on more than one convoy. even if you rename the convoy script folder to something else, it will not work. as i am not an 'expert' on scripts, it appears he/she is using 'global variables' which means when convoyscript1 is running, convoyscript2 will 'pick up' those values from script1.

i have 2 convoys, one will run, the other will just stand still due to this....and it is RANDOM as to which one will run and which will sit still...so be warned...

;)

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First, thank you for your script :)

Now to my question.

In your sample mission for example,

If I play with one ai player enabled, say, player "s2", play as player "s1" myself, then disable "s3" and "s4", everything appears to work in game fine.

However, the arma3.rpt file will fill up with errors from the disabled ai that are not being used and just keep repeating over and over, making a rather large error log.

I would like to use this revive script with 8-24 player missions with ai disabled. At times only a few random slots will be filled by human players and the remaining slots will be disabled.

I'm concerned about the performance with the server having to deal will all these errors. Is there a way to prevent this error from happening?

Here is a short 15 second or so rpt log below

NORRN_player_units = [s1,s2,s3,s4];

_max_respawns = (param>

Error position: <s3,s4];

_max_respawns = (param>

Error Undefined variable in expression: s3

File G:\Users\PapaJohn\Arma 3 - Other Profiles\PapaReap\mpmissions\Revive_4_ArmA3_v061.Stratis\revive_init.sqf, line 46

Error in expression <er_units = NORRN_player_units +['%1']", _x]} forEach _unitsArray;

if (isServer &>

Error position: <_x]} forEach _unitsArray;

if (isServer &>

Error Undefined variable in expression: _x

File G:\Users\PapaJohn\Arma 3 - Other Profiles\PapaReap\mpmissions\Revive_4_ArmA3_v061.Stratis\revive_sqf\init_related_scripts.sqf, line 14

Error in expression <er_units = NORRN_player_units +['%1']", _x]} forEach _unitsArray;

if (isServer &>

Error position: <_x]} forEach _unitsArray;

if (isServer &>

Error Undefined variable in expression: _x

File G:\Users\PapaJohn\Arma 3 - Other Profiles\PapaReap\mpmissions\Revive_4_ArmA3_v061.Stratis\revive_sqf\init_related_scripts.sqf, line 14

c:\w\c_branch\poseidon\futura_stable\lib\ui\uimap.cpp DisplayGetReady::Destroy:NOT IMPLEMENTED - briefing!

Fresnel k must be >0, given n=2.51,k=0

Ref to nonnetwork object Agent 0x38d8e080

Error in expression <any>

Error position: <any>

Error Undefined variable in expression: any

Error in expression <any>

Error position: <any>

Error Undefined variable in expression: any

Error in expression <any>

Error position: <any>

Error Undefined variable in expression: any

Error in expression <any>

Error position: <any>

Error Undefined variable in expression: any

Error in expression <if (!isNull any) then {_revive_units = _revive_units>

Error position: <any) then {_revive_units = _revive_units>

Error Undefined variable in expression: any

Error in expression <if (!isNull any) then {_revive_units = _revive_units>

Error position: <any) then {_revive_units = _revive_units>

Error Undefined variable in expression: any

Error in expression <if (!isNull any) then {_revive_units = _revive_units>

Error position: <any) then {_revive_units = _revive_units>

Error Undefined variable in expression: any

Error in expression <if (!isNull any) then {_revive_units = _revive_units>

Error position: <any) then {_revive_units = _revive_units>

Error Undefined variable in expression: any

Ref to nonnetwork object Agent 0x3893a080

Ref to nonnetwork object Agent 0x38944080

Cannot create non-ai vehicle HeliHEmpty,

Error in expression <if(!isNull any) then {_units = _units + [any]}>

Error position: <any) then {_units = _units + [any]}>

Error Undefined variable in expression: any

Error in expression <if(!isNull any) then {_units = _units + [any]}>

Error position: <any) then {_units = _units + [any]}>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

control[DebugConsole]: Unexpected control type [15]

control[DebugConsole]: Unexpected control type [15]

control[Feedback]: Unexpected control type [9]

control[Feedback]: Unexpected control type [9]

control[MessageBox]: Unexpected control type [15]

control[MessageBox]: Unexpected control type [15]

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Saving undefined enum value -2147483648 / 6, context /SlowVehicles/VisibleFar/Vehicles/Item0.activationType

Saving undefined enum value -2147483648 / 6, context /SlowVehicles/VisibleFar/Vehicles/Item1.activationType

Saving undefined enum value -2147483648 / 6, context /SlowVehicles/VisibleFar/Vehicles/Item2.activationType

Any help would be greatly appreciated

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First, thank you for your script :)

Now to my question.

In your sample mission for example,

If I play with one ai player enabled, say, player "s2", play as player "s1" myself, then disable "s3" and "s4", everything appears to work in game fine.

However, the arma3.rpt file will fill up with errors from the disabled ai that are not being used and just keep repeating over and over, making a rather large error log.

I would like to use this revive script with 8-24 player missions with ai disabled. At times only a few random slots will be filled by human players and the remaining slots will be disabled.

I'm concerned about the performance with the server having to deal will all these errors. Is there a way to prevent this error from happening?

Here is a short 15 second or so rpt log below

NORRN_player_units = [s1,s2,s3,s4];

_max_respawns = (param>

Error position: <s3,s4];

_max_respawns = (param>

Error Undefined variable in expression: s3

File G:\Users\PapaJohn\Arma 3 - Other Profiles\PapaReap\mpmissions\Revive_4_ArmA3_v061.Stratis\revive_init.sqf, line 46

Error in expression <er_units = NORRN_player_units +['%1']", _x]} forEach _unitsArray;

if (isServer &>

Error position: <_x]} forEach _unitsArray;

if (isServer &>

Error Undefined variable in expression: _x

File G:\Users\PapaJohn\Arma 3 - Other Profiles\PapaReap\mpmissions\Revive_4_ArmA3_v061.Stratis\revive_sqf\init_related_scripts.sqf, line 14

Error in expression <er_units = NORRN_player_units +['%1']", _x]} forEach _unitsArray;

if (isServer &>

Error position: <_x]} forEach _unitsArray;

if (isServer &>

Error Undefined variable in expression: _x

File G:\Users\PapaJohn\Arma 3 - Other Profiles\PapaReap\mpmissions\Revive_4_ArmA3_v061.Stratis\revive_sqf\init_related_scripts.sqf, line 14

c:\w\c_branch\poseidon\futura_stable\lib\ui\uimap.cpp DisplayGetReady::Destroy:NOT IMPLEMENTED - briefing!

Fresnel k must be >0, given n=2.51,k=0

Ref to nonnetwork object Agent 0x38d8e080

Error in expression <any>

Error position: <any>

Error Undefined variable in expression: any

Error in expression <any>

Error position: <any>

Error Undefined variable in expression: any

Error in expression <any>

Error position: <any>

Error Undefined variable in expression: any

Error in expression <any>

Error position: <any>

Error Undefined variable in expression: any

Error in expression <if (!isNull any) then {_revive_units = _revive_units>

Error position: <any) then {_revive_units = _revive_units>

Error Undefined variable in expression: any

Error in expression <if (!isNull any) then {_revive_units = _revive_units>

Error position: <any) then {_revive_units = _revive_units>

Error Undefined variable in expression: any

Error in expression <if (!isNull any) then {_revive_units = _revive_units>

Error position: <any) then {_revive_units = _revive_units>

Error Undefined variable in expression: any

Error in expression <if (!isNull any) then {_revive_units = _revive_units>

Error position: <any) then {_revive_units = _revive_units>

Error Undefined variable in expression: any

Ref to nonnetwork object Agent 0x3893a080

Ref to nonnetwork object Agent 0x38944080

Cannot create non-ai vehicle HeliHEmpty,

Error in expression <if(!isNull any) then {_units = _units + [any]}>

Error position: <any) then {_units = _units + [any]}>

Error Undefined variable in expression: any

Error in expression <if(!isNull any) then {_units = _units + [any]}>

Error position: <any) then {_units = _units + [any]}>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

control[DebugConsole]: Unexpected control type [15]

control[DebugConsole]: Unexpected control type [15]

control[Feedback]: Unexpected control type [9]

control[Feedback]: Unexpected control type [9]

control[MessageBox]: Unexpected control type [15]

control[MessageBox]: Unexpected control type [15]

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Error in expression <if(!isNull any && any in _units) then {}else {_unit>

Error position: <any && any in _units) then {}else {_unit>

Error Undefined variable in expression: any

Saving undefined enum value -2147483648 / 6, context /SlowVehicles/VisibleFar/Vehicles/Item0.activationType

Saving undefined enum value -2147483648 / 6, context /SlowVehicles/VisibleFar/Vehicles/Item1.activationType

Saving undefined enum value -2147483648 / 6, context /SlowVehicles/VisibleFar/Vehicles/Item2.activationType

Any help would be greatly appreciated

i'm getting the same error

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Seems that if you uncomment the line norrin had commented, then comment the line naming players it appears to work with aidisabled. Tested on dedi with a few friends and seems to work without errors.

revive_init.sqf

// LIST OF PLAYABLE UNITS

//NORRN_player_units = playableUNits; [s1,s2,s3,s4];

NORRN_player_units = playableUNits;

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Is there any way to make the script work for multiple convoys? I want one convoy to start when the player walks into a trigger, and the second convoy to start when the player kills a vehicle in the first convoy. The second one just stands there and never moves :( They are using different waypoint markers (two different routes).

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Please port the AI respawn script, the ArmA2 version works in A3 but generates script errors.

Is there any way to make the script work for multiple convoys?

Call it multiple times?

[["pos1","pos2","pos3","pos4","pos5"],[c1,c2,c3,c4,c5],true] execVM "convoyDefend\convoyDefend_init.sqf";

[["posA","posB","posC","posD","posE"],[r1,r2,r3,r4,r5],true] execVM "convoyDefend\convoyDefend_init.sqf";

etc.

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Please port the AI respawn script, the ArmA2 version works in A3 but generates script errors.

Call it multiple times?

[["pos1","pos2","pos3","pos4","pos5"],[c1,c2,c3,c4,c5],true] execVM "convoyDefend\convoyDefend_init.sqf";

[["posA","posB","posC","posD","posE"],[r1,r2,r3,r4,r5],true] execVM "convoyDefend\convoyDefend_init.sqf";

etc.

That's what I said, I am doing that but the second convoy doesn't move :(. Also reported already by z80cpu on this very page.

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Norrin, any word on further updates? I've been kind of picking at it myself, trying to update it further. The main thing that I would just... To put it simply, I may fall in love with you, if you incorporate the MenuPosition respawn function after your revive. Its concept is similar to your respawn dialog, but it is more indepth and is completely stock (BIS_fnc). I've attempted, but that will take much more time. However, since you know your script, I am sure it would go better if you did it. I will keep trying, and let you know if something sparks.

Also, I recently made a little edit, and I noticed it will actually help a few recent posters. If you are not OK with this post Norrin, please ask to have it removed, or ask me to remove it. I have no malicious intent.

Normally, in revive_init the NORRN_player_units variable will be defined as an array of units named in the editor ([s1, s2, s3, setc...]). This works when all named units are (alive) and !(isNull). Say you name 10 players s1 through s-10, play as s1, and the other 9 are AI. Works perfect. However, if you disable 1 of those AI, there will be a fatal error in the array that throws the whole script off, simply because the variable is undefined. Here is how I fixed this problem, thus allowing the disabling of AI or the neglect of extra unit spaces. Basically, this will allow you to share your COOP 4 mission to a group of only 2 players, and they can disable the AI without problem and without having to open the editor.

My changes:

revive_init.sqf - Line 30 - Simply place the following addition (in blue color) between the 2 red colored sections, to look as seen. What is in green is to show you that it is working. Once you know it works, just comment out/remove whats in green.

[color="#FF0000"]		T_INIT = true;
};
};
waitUntil {T_INIT};[/color]

[color="#00FF00"][color="#0000FF"]//_arrayinit
_arrayinit = []; 
{
if !(isNull _x) then {
_arrayper = [format["%1",_x]];
_arrayinit = _arrayper + _arrayinit;
};
} forEach units group player;[/color][/color]

[color="#00FF00"]hint str _arrayinit;
player globalChat str _arrayinit;[/color]

[color="#FF0000"]// =====================================================================================================================
// THE FOLLOWING CODE CAN BE MODIFIED
// =====================================================================================================================
// GENERAL REVIVE OPTIONS  (Off = 0, On = 1)
_mission_end_function 			= 0;				//array no.0  - mission ends when all players are unconscious[/color]

revive_init.sqf - Line 46 - Simply make the chance in definition, as seen.

[color="#FF0000"]// LIST OF PLAYABLE UNITS
//NORRN_player_units = playableUNits;[/color]
[color="#0000FF"]NORRN_player_units = _arrayinit;[/color]
[color="#FF0000"]// ==================================================================
// WELCOME SCREEN[/color]

And that is all. I have not tested whether this is JIP compatible or not, but given that it is an Init execution, it most likely is. Hope this helps y'all!

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How can I give the player the aerial Taxi options again after respawn, I realize I'm probably being slightly lazy here but I'm not so hot on the MP side of things.

EDIT: Ok ive got so far by placing this in units init:

this addeventhandler ["respawn","player setVariable [""NORRN_taxiHeli"", slick1, true];'"];

The issue is it spams multiple "call extractions" in the menu and multiplies on each respawn.

EDIT 2: Actually i see it already has this implemented, strange as i never saw it when testing last night? i does still give multiple instances though upon respawn with nothing in players init?

Edited by Katipo66

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Ok so i have been trying to get the convoy script to work on my mod map of Takistan. I have up to now successfully got the convoy to start on a trigger, and get out when attacked. I can not for the life of me get them back in the trucks. I get all the messages to rejoin convoy, move out etc..... but my men just stand around looking pretty.

I have the convoy start on a trigger to radio Juliet, all the mission files are as they were in the Stratis test mission. I even tried putting in the trigger from the mission that appears to be empty and the ambush_marker. which as im no coding god cant see where they are mentioned in the sqf scripts. I'm totally new to Arma series and have little scripting knowledge. If anyone else has had this problem and sorted it could they please help me with a gentle push or even the solution (would be better) :P

Also yes i ran the test misson. and other than the convoy lead getting stuck on a rock, 80% of the time it worked fine.

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Hey Norrins, great job with the convoy script, just one little question, there is a way to make them go faster? My convoy need 5 minutes for less than 2km.

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Hi Norrin,

I keep getting an error that keeps my mission from launching. I believe I set up revive init correctly.

'respawn/' is not a class ('title' accessed)

Any ideas of what parameters to check?

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Hello I am using the respawnSpecial folder and i changed it so i have 2 apc respawns, 1 on the LPD and one on land at a FOB. when i respawn i get this

Error in expression <f (_cWeapon != "") then {_ammoM = _unit ammo _muzzle};

_allItems = [_primWep,_pr>

Error position: <ammo _muzzle};

_allItems = [_primWep,_pr>

Error ammo: Type Number, expected String

The whole revive script brakes from this error. every death puts me to respawn_west marker.

The respawning works until somone get's this error.

can anyone help me?

Edited by R-o-x

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;2594333']Norrin' date=' ... To put it simply, I may fall in love with you, if you incorporate the MenuPosition respawn function after your revive. [/quote']

Amen! :ok:

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Hello there! anybody experienced the problem that you aren't revivable as soon as you are shoot by an enemy soldier.

Can't get this script to work properly. Is it possible that other mods break those scripts?! i am using bcombat, jsrs, blastcore and alive mod...

edit: it seems like the script is breaking after some time... when i get shoot at mission start i can be revived, after that i respawn

Edited by flex

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I'm getting the similar problem. Some times my buddies and I can't be revived and have to spawn back at base. Then other times it will instantly spawn us back to base when we get killed. I did notice that before we use to get the black screen and would have to disconnect and reconnect to fix the black screen issue. Now it seems that instead of a black screen, we get the "can't be revived" issue. I guess it is better than the black screen.

But I could be wrong. I only got to play it once since I got the patch.

I am using SVIS, VAS, ALive, Norrin's Revive, Drongos Artillery.

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Just to point it out, both of you reporting the same problem are also reporting the use of Alive. Do you have -showScriptErrors in your launch properties? If something is failing, that'll tell you what you need to do. Perhaps there is a conflict somewhere.

I have no idea what Alive is, just pointing out a consistency.

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good idea! i tried it and i got several errors.

one is bis support module related and some are from the revive script. is there a way to create an errorfile?!

edit: already found the error file

Error in expression <"Ping_New_Available", BIS_SUPP_channels select ([WEST, EAST, RESISTANCE] find si>

Error position: <select ([WEST, EAST, RESISTANCE] find si>

Error Zero divisor

File A3\modules_f\supports\procedures\refreshMainWindow.sqf, line 45

OPCOM and TACOM starting...

OPCOM INIT COMPLETE

OPCOM and TACOM starting...

OPCOM INIT COMPLETE

B Bravo 2-3: Cycle as first waypoint has no sense

B Bravo 1-3: Cycle as first waypoint has no sense

B Bravo 2-1: Cycle as first waypoint has no sense

Error in expression <

_max_respawns = (paramsArray select 1);

_JIP_respawns = [2,30]>

Error position: <select 1);

_JIP_respawns = [2,30]>

Error Zero divisor

File C:\Users\...\Documents\Arma 3 - Other Profiles\...\missions\Alive_test_revive2.Altis\revive_init.sqf, line 52

Error in expression <t = 400;

OFPEC_range_to_unit = 5;

if (_max_respawns == 2000) then {[]execVm "r>

Error position: <_max_respawns == 2000) then {[]execVm "r>

Error Undefined variable in expression: _max_respawns

File C:\Users\...\Documents\Arma 3 - Other Profiles\...\missions\Alive_test_revive2.Altis\revive_sqf\init_related_scripts.sqf, line 113

Error in expression <xecVM "revive_sqf\trigger_mkr.sqf";

if (_max_respawns == 2000) exitWith {};

onCo>

Error position: <_max_respawns == 2000) exitWith {};

onCo>

Error Undefined variable in expression: _max_respawns

File C:\Users\...\Documents\Arma 3 - Other Profiles\...\missions\Alive_test_revive2.Altis\revive_sqf\revive_init.sqf, line 27

"CQB Init finished"

Error in expression <if(!isNull <NULL-object>) then {_units = _units + [>

Error position: <<NULL-object>) then {_units = _units + [>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object>) then {_units = _units + [>

Error position: <<NULL-object>) then {_units = _units + [>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Error in expression <if(!isNull <NULL-object> && <NULL-object> in _units>

Error position: <<NULL-object> && <NULL-object> in _units>

Error Invalid number in expression

Edited by flex

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The params found in the description.ext are in the wrong spot. You'll need to go and re-number them. If you don't know what I mean by this, post up your description.ext and I'll point out your problem.

Basically,

_max_respawns = (paramsArray select 1);
_JIP_respawns = [2,30]>
Error position: <select 1);
_JIP_respawns = [2,30]>
Error Zero divisor

The paramsArray select 1 pulls from the selected or default value of the 2nd defined class in the description.ext's class Params. In your case, you either manually entered 0 when you were supposed to simply select/default 2000, or you added param definitions before Norrin definitions by either defining it in the description.ext, or #include ing a file before the Norrin definitions that contained Param definitions.

Nothings broken, just misaligned the gears.

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thank you so much.. would have never looked there

i'll try to use the description.ext from the sample mission and will report back when i had time to test it

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thank you so much.. would have never looked there

i'll try to use the description.ext from the sample mission and will report back when i had time to test it

That's what I like to see. You learn more about this stuff by doing it yourself, as dead as a beaten horse it seems. Let me know if still can't get it after taking a look. Remember, Alive or whatever script is conflicting will have the same thing, so either way you'll have to adjust the selects on either that script or Norrin's script. At the same time, no harm done, just gotta get the variables right. Notepad++ and its Find in Files feature will assist you on that one, if it does need to be done.

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Ok so i have been trying to get the convoy script to work on my mod map of Takistan. I have up to now successfully got the convoy to start on a trigger, and get out when attacked. I can not for the life of me get them back in the trucks. I get all the messages to rejoin convoy, move out etc..... but my men just stand around looking pretty.

I have the convoy start on a trigger to radio Juliet, all the mission files are as they were in the Stratis test mission. I even tried putting in the trigger from the mission that appears to be empty and the ambush_marker. which as im no coding god cant see where they are mentioned in the sqf scripts. I'm totally new to Arma series and have little scripting knowledge. If anyone else has had this problem and sorted it could they please help me with a gentle push or even the solution (would be better) :P

Also yes i ran the test misson. and other than the convoy lead getting stuck on a rock, 80% of the time it worked fine.

Yeah, getting them restarted seems to be a problem. Here's what I've discovered so far:

In convoryRestart.sqf, there appears to be a bug at line 20. The script kicks everyone out when an ambush happens (in convoyMove), unless they are a tank or helicopter crew. However, at restart it unassigns and kicks everyone out again - including tank and helicopter crews (which seems ill-advised for a heli). Then it tells everyone to get back in using a variable that says which vehicle they were assigned to. However, tank and helicopter crews don't have this variable assigned since they weren't ejected to begin with. What happens is that the tank crew hops out and won't get back in while everyone else remounts their vehicles. Then the restart script sits waiting for everyone to board and so never restarts.

That can be avoided by changing line 20 to the following:

	{
		_tmpVcl = vehicle _x;
		if( (driver _tmpVcl) != _x && (gunner _tmpVcl) != _x && (commander _tmpVcl) != _x ) then {
			unAssignVehicle _x;
			[_x] allowGetIn false;
			doStop _x;
		};
	}forEach _units;

That gets everyone loaded and the convoy will restart, but then something else is not right and after about 20-50 meters or so, the convoy will come to a near halt. Sometimes (possibly only when the lead vehicle is hit) they'll get started and then 2-3 seconds later come to a complete halt and dismount again, in which case they won't start moving at all (although they seem to remount).

There's also a problem if (for whatever reason) a unit or units won't get back into a vehicle. In this case, the script seems to just wait and wait and wait and wait (lines 55-60 in convoyRestart). I'm thinking about ways to deal with that, possibly after a certain amount of time just using a moveIn command in case they're stuck for some reason. Alternatively, it might work to drop them from the convoy if they won't load up.

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hmm... no more script related errors but the instant dying/respawning continues :(

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hmm... no more script related errors but the instant dying/respawning continues :(

Make sure in description.ext that respawn = "BASE", and that the characters that should be respawning are named correctly.

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