Guest Posted July 25, 2013 Updated version frontpaged on the Armaholic homepage. Enemy Occupation System (EOS) [ALPHA] v1.6 Share this post Link to post Share on other sites
HorbeySpector 164 Posted July 25, 2013 (edited) is it possible to make a custom zone that chooses a random amount of units for each marker, for example from 2 to 8 units? and that also has a 0.05 chance of spawning a vehicle? :) if so.. how? I'm not a scripter.. this is the custom zone default code.. // CUSTOM ZONE 1 _RetakeEOS= [true,false]; _Options= [false,true]; _groupSize= [5,6,7,8,9,10]; _extraSQUAD= _Options select (floor(random(count _Options))); _LightVehicle= false; _APC= false; _reinforcements= false; _EOSgroupSize= _groupSize select (floor(random(count _groupSize))); _enableRetakeEOS= _RetakeEOS select (floor(random(count _RetakeEOS))); Sorry if this has allready been asked! edit: and why don't the grids turn green if I use my own made units? they're under blufor, but not under nato. Edited July 26, 2013 by ltsThomas Share this post Link to post Share on other sites
bangabob 42 Posted July 26, 2013 I am excited to release v1.7. This is a major update with many improvements and changes. - Fixed error messages - Added scaling AI with players - Dynamic battlefield - Spawn as many groups as you desire - Spawn static placements Share this post Link to post Share on other sites
HorbeySpector 164 Posted July 26, 2013 (edited) wow, very nice. marker-not-turning-green problem is solved for me in this one. :) Thanks alot!! Edited July 26, 2013 by ltsThomas Share this post Link to post Share on other sites
t-800a 151 Posted July 26, 2013 (edited) I just wanted to try the new version of the script, but the AI doesn't move or patrolle in my mission. They are standing or sitting around, doing nothing. hummelhummel-ag.de/downloads/AngriffCampRogain.Stratis.rar Edited July 26, 2013 by t-800a Share this post Link to post Share on other sites
Brickle 10 Posted July 26, 2013 I just wanted to try the new version of the script,but the AI doesn't move or patrolle in my mission. They are standing or sitting around, doing nothing. Same thing here, AI doesn't seem to be patrolling around the spawn zone anymore. Share this post Link to post Share on other sites
bangabob 42 Posted July 26, 2013 Same thing here, AI doesn't seem to be patrolling around the spawn zone anymore. Link amended. Minor change in eos_spawnInfantry.sqf. AI should now patrol around when you spawn heavy groups Share this post Link to post Share on other sites
Brickle 10 Posted July 26, 2013 (edited) Link amended. Minor change in eos_spawnInfantry.sqf.AI should now patrol around when you spawn heavy groups You're the man, testing now Seems to be working better now Edited July 26, 2013 by Brickle Share this post Link to post Share on other sites
SpacemanSpiff 10 Posted July 26, 2013 I get an error that I can't post due to no album access to load pics and link from. The error states something about an APC crew. I can email it to you or something. The PM function here doesn't allow images to be loaded in it either. Is this due to the new patch? It even occurs when I have no apc spawn zones. Share this post Link to post Share on other sites
bangabob 42 Posted July 26, 2013 I get an error that I can't post due to no album access to load pics and link from. The error states something about an APC crew. I can email it to you or something. The PM function here doesn't allow images to be loaded in it either. Is this due to the new patch? It even occurs when I have no apc spawn zones. Post your script call because i havnt had this error Share this post Link to post Share on other sites
SpacemanSpiff 10 Posted July 26, 2013 I have changed nothing this is in the template mission. I just downloaded todays updated and will test it there. If it occurs again I will load the image somewhere online and link from there so you can see it. No idea what it was. It isn't happening with 1.7 Thanks for the prompt reply though man. Great mod! Share this post Link to post Share on other sites
mantls 2 Posted July 26, 2013 (edited) Just downloaded the 1.7 Package though the units are just standing around. Could you post the change? what line is it in? Anyway, this keeps getting better! EDIT: Hm, seemed to be CBA's patrol function. Sooooorry :D Edited July 26, 2013 by mantls Share this post Link to post Share on other sites
kahna 13 Posted July 26, 2013 Loving it as always! Also, how would you force a mission to end when all sectors are green? Just throwing together an error free Capture The Island mission with working scripts. Share this post Link to post Share on other sites
t-800a 151 Posted July 26, 2013 (edited) Thanks for the quick fix Bangabob, but now my patrolling units wander out of the Markers following the next best road to nowhere (and when there is no road straight overland). :/ @edit: And sometimes there is this error who wont go away: Edited July 26, 2013 by t-800a Share this post Link to post Share on other sites
bangabob 42 Posted July 26, 2013 Thanks for the quick fix Bangabob, but now my patrolling units wander out of the Markers following the next best road to nowhere (and when there is no road straight overland). :/ Yeah that's the downside of having patrolling units. The bohemia patrol function isn't any good for keeping units in a specific area. The alternative is the bis defend function. Which I had in before but people complained about the units not moving Share this post Link to post Share on other sites
kahna 13 Posted July 27, 2013 (edited) @edit: And sometimes there is this error who wont go away: http://www.hummelhummel-ag.de/downloads/a3error_01.png Edit: Nvm, still getting it. I think that section of code is a clean-up script? Edited July 27, 2013 by Kahna Share this post Link to post Share on other sites
ChardWreck 10 Posted July 27, 2013 Hey Banga. Loving the changes. Quick question on the spawn types. Housepatrols I assume are spawned inside houses and Heavypatrols are spawned outside of houses? If I'm wrong on this assumption let me know but I'm seeing the HousePatrols run out of the houses as soon as you engage the area. One of my favorite things about the EOS was you had to clear building by building which doesn't seem to be the case now. Share this post Link to post Share on other sites
Predator.v2 10 Posted July 27, 2013 I am also getting script errors with the newest version. Share this post Link to post Share on other sites
t-800a 151 Posted July 27, 2013 (edited) Yeah that's the downside of having patrolling units. The bohemia patrol function isn't any good for keeping units in a specific area. The alternative is the bis defend function. Which I had in before but people complained about the units not moving I'd rather take units sitting around where they belong then units wandering out of my mission zone. @Edit: did some experiments: [i]in eos_SpawnInfantry.sqf:[/i] 0 = [ _sideEOSInf, _currentPOS, 40] call bis_fnc_taskPatrol; setting the distance to 40 didnt make them run away anymore, but going below 40 makes them leave the marker area straight. Edited July 27, 2013 by t-800a Share this post Link to post Share on other sites
bangabob 42 Posted July 27, 2013 Edit: Nvm, still getting it. I think that section of code is a clean-up script? I have an idea how to fix that. It seems I am deleting the Trigger(which holds the active variable) before the script gets the active variable. A simple waituntil command will fix this error ---------- Post added at 19:05 ---------- Previous post was at 19:04 ---------- I am also getting script errors with the newest version. Thanks that's very helpful. What kind of script errors? ---------- Post added at 19:06 ---------- Previous post was at 19:05 ---------- Hey Banga. Loving the changes. Quick question on the spawn types. Housepatrols I assume are spawned inside houses and Heavypatrols are spawned outside of houses?If I'm wrong on this assumption let me know but I'm seeing the HousePatrols run out of the houses as soon as you engage the area. One of my favorite things about the EOS was you had to clear building by building which doesn't seem to be the case now. It seems a case by case basis but I will look into it ---------- Post added at 19:08 ---------- Previous post was at 19:06 ---------- I'd rather take units sitting around where they belong then units wandering out of my mission zone.@Edit: did some experiments: [i]in eos_SpawnInfantry.sqf:[/i] 0 = [ _sideEOSInf, _currentPOS, 40] call bis_fnc_taskPatrol; setting the distance to 40 didnt make them run away anymore, but going below 40 makes them leave the marker area straight. Okay that's weird. I will also look into this. Any one know a alternative except for the cba patrol(which I heard is great) Share this post Link to post Share on other sites
BlackSheep 0 Posted July 27, 2013 using this in let them patrol the area perfect, for me. 0=[_sideEOSInf, _currentPOS, (_eosMarkerSizeB * 0.5)] call BIS_fnc_taskPatrol;}; About errors Error in expression <arkercolor (getMarkercolor _x);}foreach EOSmarkers; if !(isServer) exitwith {> Error position: <EOSmarkers; if !(isServer) exitwith {> Error Undefined variable in expression: eosmarkers File mpmissions\__cur_mp.Stratis\eos\eos_GearBox.sqf, line 4 Only on Host Share this post Link to post Share on other sites
mariodu62 5 Posted July 27, 2013 Hi, There is a mistake in the script... this is not independant but resistance... _enemyFactionVehicle =Resistance; not independant... Share this post Link to post Share on other sites
bangabob 42 Posted July 27, 2013 (edited) v1.75 released - Patched (_active) script error - Much increased stability when caching EOS zones (Tested with over 200 units at one time) - Helicopters available in EOS and Bastion! - Helicopters will approach zone and circle it - Updated PDF's with new information - Patrol groups will stay within the zone. Thanks to Black Sheeps code ---------- Post added at 23:24 ---------- Previous post was at 23:22 ---------- Hi,There is a mistake in the script... this is not independant but resistance... _enemyFactionVehicle =Resistance; not independant... Nope. Independent works just fine Edited July 27, 2013 by BangaBob Share this post Link to post Share on other sites
Guest Posted July 27, 2013 Updated version frontpaged on the Armaholic homepage. Enemy Occupation System (EOS) [ALPHA] v1.75 Share this post Link to post Share on other sites
bohicafool 12 Posted July 28, 2013 Thanks again Banga it works great!!! Share this post Link to post Share on other sites