spartan190 1 Posted July 9, 2013 I used it in my Testmission and had no problems with it. Also nice that you now did add the getMarkerSize function and a SafeZone var. Works really nice just need to find out which Safezone size fits best for me :) Great work keep going on :) Share this post Link to post Share on other sites
Guest Posted July 9, 2013 Updated version frontpaged on the Armaholic homepage. Enemy Occupation System (EOS) [bETA] v1.4 ================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
byrgesen 1 Posted July 10, 2013 Thx for this amazing script, simply loving all the new editions :) I have a question though. Have you ever tryed making this run on a HC? i would love to make a mission with a huge amount of EOS markers and massive reinforcements, running from a HC. Im thinking simply make the eos_OpenMe.sqf start on the HC, but it cant be that simple can it? Any guidance would be greatly appreciated :) Share this post Link to post Share on other sites
bangabob 42 Posted July 10, 2013 Thx for this amazing script, simply loving all the new editions :)I have a question though. Have you ever tryed making this run on a HC? i would love to make a mission with a huge amount of EOS markers and massive reinforcements, running from a HC. Im thinking simply make the eos_OpenMe.sqf start on the HC, but it cant be that simple can it? Any guidance would be greatly appreciated :) Sorry i have no experience with HC :( Share this post Link to post Share on other sites
byrgesen 1 Posted July 10, 2013 Sorry i have no experience with HC :( Ok, will see if i can make it work :) Fingers crossed. Share this post Link to post Share on other sites
BlackSheep 0 Posted July 13, 2013 Cheers for this mate, I got it working with help and code customization by/from SPUn!@BangaBob - Is that the only way to do it or? Dirty Haz Could you post the new code? Thank you very much :) Share this post Link to post Share on other sites
BlackSheep 0 Posted July 14, 2013 How to check when all markers are green? I try it this way but it never triggers _areas = ["mkr_1","mkr_2","mkr_3"]; //list of markers [] spawn { sleep 5; waitUntil {{getMarkerColor _x == "ColorGreen";} count _areas == count _areas}; [["tsk1", "SUCCEEDED"], "BIS_fnc_TaskSetState", true, true] spawn BIS_fnc_MP; [["End1", true, true], "BIS_fnc_endMission", true, true] spawn BIS_fnc_MP; }; Thanks for your help Share this post Link to post Share on other sites
bangabob 42 Posted July 14, 2013 How to check when all markers are green? I try it this way but it never triggers _areas = ["mkr_1","mkr_2","mkr_3"]; //list of markers [] spawn { sleep 5; waitUntil {{getMarkerColor _x == "ColorGreen";} count _areas == count _areas}; [["tsk1", "SUCCEEDED"], "BIS_fnc_TaskSetState", true, true] spawn BIS_fnc_MP; [["End1", true, true], "BIS_fnc_endMission", true, true] spawn BIS_fnc_MP; }; Thanks for your help Dont you need to have a foreach command. Such as { waituntil {{getMarkerColor _x == "ColorGreen";}count _areas == count _areas}; }foreach _areas; Share this post Link to post Share on other sites
BlackSheep 0 Posted July 14, 2013 Thank you Bob, i`m so a noobie in scripting :) Share this post Link to post Share on other sites
bangabob 42 Posted July 14, 2013 Thank you Bob, i`m so a noobie in scripting :) Also you dont need the "count _areas" command since the foreach command won't finish until all the colors turn green { waituntil {getMarkerColor _x == "ColorGreen";}; }foreach _areas; //PUT REWARDS ECT HERE Share this post Link to post Share on other sites
BlackSheep 0 Posted July 15, 2013 Also you dont need the "count _areas" command since the foreach command won't finish until all the colors turn green { waituntil {getMarkerColor _x == "ColorGreen";}; }foreach _areas; //PUT REWARDS ECT HERE Work's perfect, thanks buddy :D Share this post Link to post Share on other sites
bangabob 42 Posted July 16, 2013 Hi guys. v1.5 is released. ChangeLog - Swapped bis_fnc_mp command for onplayerconnected command - Reduced de-sync dramatically - Re-aligned EOS scripts to be faster - Added NEW EOS FEATURE - EOS BASTION mode implemented. Spawns Waves of enemies which attack marker position. - Updated PDF's with new features Share this post Link to post Share on other sites
Predator.v2 10 Posted July 16, 2013 Nice to hear! I will look into this release at once! Share this post Link to post Share on other sites
daskunk 1 Posted July 16, 2013 (edited) Excellent work man it just keeps getting better.. Superb Instructions too tyvm :) That new Bastion feature is brilliant. :cool: Edited July 16, 2013 by DaSkunk Share this post Link to post Share on other sites
bangabob 42 Posted July 16, 2013 Hi guys. v1.5 is released.ChangeLog - Swapped bis_fnc_mp command for onplayerconnected command - Reduced de-sync dramatically - Re-aligned EOS scripts to be faster - Added NEW EOS FEATURE - EOS BASTION mode implemented. Spawns Waves of enemies which attack marker position. - Updated PDF's with new features V1.5 - EOS_EmptyZone.sqf had some bad code. Fixed now. Download Link amended. Share this post Link to post Share on other sites
akm74 1 Posted July 16, 2013 Great work man. Special thanks for updated instractions. Keep getting better and better with every update. Share this post Link to post Share on other sites
Guest Posted July 17, 2013 Updated version frontpaged on the Armaholic homepage. Enemy Occupation System (EOS) [bETA] v1.5 ================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
ShadowSniper 10 Posted July 17, 2013 For some reason I cannot get it to work. I did all the steps and when I previewed my mission and open the map all I get are the markers in their default color, not red. Also AI aren't spawning. Here is my mission, it requires some mods: @CBA_A3, @FHQ_Accessories, @fhq_m4_a3, @mcc_sandbox_a3, @r3f_armes, RH Pistol pack 1.01-A3, and @rh_pdw_a3. https://www.dropbox.com/sh/qwb8vtxvbk9laxv/NPyxjSlht9 Share this post Link to post Share on other sites
bohicafool 12 Posted July 17, 2013 (edited) Great work, it works but have a script error message in the middle of the screen! I get a error. Line 258 "undefined variable in expression: _debugh int" . I had the same problem in version 1.4. Any solutions? Edited July 18, 2013 by bohicafool Share this post Link to post Share on other sites
bangabob 42 Posted July 18, 2013 Great work, it works but have a script error message in the middle of the screen! I get a error. Line 258 "undefined variable in expression: _debugh int" . I had the same problem in version 1.4. Any solutions? I don't get that script error. Are you using the dev build of ArmA 3? If not then all i can suggest is going through all the eos files. find "_debugHint=true" and removed the // before each one and replace with "_debugHint=false" ---------- Post added at 13:22 ---------- Previous post was at 13:20 ---------- For some reason I cannot get it to work. I did all the steps and when I previewed my mission and open the map all I get are the markers in their default color, not red. Also AI aren't spawning. Here is my mission, it requires some mods: @CBA_A3, @FHQ_Accessories, @fhq_m4_a3, @mcc_sandbox_a3, @r3f_armes, RH Pistol pack 1.01-A3, and @rh_pdw_a3. https://www.dropbox.com/sh/qwb8vtxvbk9laxv/NPyxjSlht9 If the markers aren't changing colour that means the script has not detected your markers. Make sure you use "" on all your markernames. Eg. ["markerName","anothername"], ect Share this post Link to post Share on other sites
noricum 10 Posted July 18, 2013 I'm getting this error while hosting a dedicated server: Error in expression <sZones=(_this select 0);_eosType=(_this select 1); _sideArray=(_this select 2); > Error position: <select 1); _sideArray=(_this select 2); > Error Zero divisor File mpmissions\__cur_mp.Stratis\eos\eos_init.sqf, line 3 I hope someone can help me out, i can't find the error. This is how i call it: null=[["mr_zone_1","mr_operationzone"],1,[0,1,250,0]] execVM "eos\eos_Init.sqf"; or [["mr_zone_1","mr_operationzone"],1,0,1,25,1] call callEosZone; tried both ways tho Share this post Link to post Share on other sites
bangabob 42 Posted July 18, 2013 (edited) I'm getting this error while hosting a dedicated server: Error in expression <sZones=(_this select 0);_eosType=(_this select 1); _sideArray=(_this select 2); > Error position: <select 1); _sideArray=(_this select 2); > Error Zero divisor File mpmissions\__cur_mp.Stratis\eos\eos_init.sqf, line 3 I hope someone can help me out, i can't find the error. This is how i call it: null=[["mr_zone_1","mr_operationzone"],1,[0,1,250,0]] execVM "eos\eos_Init.sqf"; or [["mr_zone_1","mr_operationzone"],1,0,1,25,1] call callEosZone; tried both ways tho Just given it a test on my dedicated and i get no script errors. I have this code inside my eos_Openme.sqf . null=[["extraAI_1","extraAI_2"],1,[0,1,250,0]] execVM "eos\eos_Init.sqf"; Note: Its important to use " and not “ with scripting. It may be my fault as in the readme microsoft word uses “†in the examples Edited July 18, 2013 by BangaBob Share this post Link to post Share on other sites
noricum 10 Posted July 18, 2013 (edited) Just given it a test on my dedicated and i get no script errors.I have this code inside my eos_Openme.sqf . null=[["extraAI_1","extraAI_2"],1,[0,1,250,0]] execVM "eos\eos_Init.sqf"; Note: Its important to use " and not “ with scripting. It may be my fault as in the readme microsoft word uses “†in the examples Alright, was able to reproduce the error. If you don't mind, i'll send you a .pbo file http://www.speedshare.org/download.php?id=64E14BB91 Maybe the size of the marker or that the markers are overlapping cause the problem? Edited July 18, 2013 by Noricum Share this post Link to post Share on other sites
bangabob 42 Posted July 18, 2013 Alright, was able to reproduce the error. If you don't mind, i'll send you a .pbo filehttp://www.speedshare.org/download.php?id=64E14BB91 Maybe the size of the marker or that the markers are overlapping cause the problem? Hmm. I see. Thats very weird. The zones still act how they are supposed too. I dont know why its showing an error though Share this post Link to post Share on other sites
bohicafool 12 Posted July 18, 2013 (edited) I don't get that script error. Are you using the dev build of ArmA 3?If not then all i can suggest is going through all the eos files. find "_debugHint=true" and removed the // before each one and replace with "_debugHint=false" ---------- Post added at 13:22 ---------- Previous post was at 13:20 ---------- Thanks and it did help but now i get a error in this "[_timeout,_sideEOSInf,_sideEOSInfTwo,_sideEOSInfThree,_crew,_vehicle,_EOSvehGrp,_APCcrew,_APC,_EOSAPCGrp] spawn {" Yes i do have the dev build Edited July 18, 2013 by bohicafool Share this post Link to post Share on other sites