kylania 568 Posted August 26, 2013 (edited) Markers everywhere in a split second: townLabels = true; { _town = text _x; _sizeX = getNumber (configFile >> "CfgWorlds" >> worldName >> "Names" >> (text _x) >> "radiusA"); _sizeY = getNumber (configFile >> "CfgWorlds" >> worldName >> "Names" >> (text _x) >> "radiusB"); _name = format["mrk_%1", _town]; _foo = createmarker [_name, getPos _x]; _foo setMarkerSize [_sizeX, _sizeY]; _foo setMarkerShape "ELLIPSE"; _foo setMarkerBrush "SOLID"; _foo setMarkerColor "ColorRed"; if (townLabels) then { _label = format["lbl_%1", _town]; _foo = createmarker [_label, getPos _x]; _foo setMarkerShape "ICON"; _foo setMarkerType "selector_selectedMission"; _foo setMarkerColor "ColorBlack"; _foo setMarkerText str((text _x)); _foo setMarkerAlpha 0.5; }; } forEach nearestLocations [getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition"), ["NameCity","NameCityCapital", "NameVillage"], 25000]; Better version. :) Edited August 27, 2013 by kylania Share this post Link to post Share on other sites
HorbeySpector 164 Posted August 27, 2013 That looks good, but how would I use it together with the EOS script? I don't see it being mentioned anywhere :) Share this post Link to post Share on other sites
kylania 568 Posted August 27, 2013 I have no idea, never used EOS, but understand it works on marker colors? So you could use that kind of script to make the markers automatically maybe? Not sure really. It's basically just a way to find towns. :) Share this post Link to post Share on other sites
=kct=blackmamba 44 Posted August 27, 2013 it could work, if only u could define marker names and number: CenterEos_1, _2, _3 , eosReinf_1, _2, _3 , APCeos_1, _2, _3 , Default_1, _2, _3 , Empty_1, _2, _3 , extraAI_1, _2, _3 , lighteos_1, _2, _3 etc etc. Share this post Link to post Share on other sites
tinter 186 Posted August 27, 2013 I know a quick name to get new names is copy a marker called "Eos" and paste it so it becomes "Eos_2", paste it again it becomes "Eos_3". Also I love the idea of covering all of Altis, I did it myself for Stratis, of course it's a tad smaller. Share this post Link to post Share on other sites
HorbeySpector 164 Posted August 27, 2013 I have no idea, never used EOS, but understand it works on marker colors? So you could use that kind of script to make the markers automatically maybe? Not sure really. It's basically just a way to find towns. :) hmm, maybe something that recognizes all the 'solid black markers' and runs [["<markername>"],[1,0,0,0,0,0],[2,300,2],true] execVM "eos\eos_GearBox.sqf"; for each Share this post Link to post Share on other sites
bangabob 45 Posted August 27, 2013 I have no idea, never used EOS, but understand it works on marker colors? So you could use that kind of script to make the markers automatically maybe? Not sure really. It's basically just a way to find towns. :) EOS doesnt entirely work that way but using marker colors will be a great way to set the type of zones in future. Share this post Link to post Share on other sites
kylania 568 Posted August 27, 2013 Ahh, ok. Helping others they always talked about detecting when a marker changed colors. :) Sorry for the confusion! Share this post Link to post Share on other sites
=kct=blackmamba 44 Posted August 27, 2013 (edited) @BangaBob, I am building the mission back together for Altis. pasted and rearranged all the markers from stratis to the Kavala and Aggelochori area (added +50 markers and still it is not enough to fill the urban area's). But now when I go there it is almost impossible to hit anything cause of extreme lag, I could default the zone activation to lowest distance setting to reduce the amount of active zones but I want to reduce the amount of enemy's spawned per zone as well. question... how do I reduce the amount of spawned enemy's ? [edit] I think I found it, could it be achieved by editing the eos_DynamicAI.sqf ? Edited August 27, 2013 by =KCT=BlackMamba Share this post Link to post Share on other sites
HorbeySpector 164 Posted August 27, 2013 +50 markers? haha you have a long way to go!;) I added over 500 for my latest mission.. It's on steamworkshop! For better performance.. Put spawn distance to 200-300, and take out the squad as infantry and replace it with 4 man teams and 2 man sentries.. Classnames are in cfgGroups Previewing in the editor also gives me lower fps. Save it as mp mission and thén test is. Regards Share this post Link to post Share on other sites
bangabob 45 Posted August 27, 2013 I think I found it, could it be achieved by editing the eos_DynamicAI.sqf ? Yes that holds the default value of AI per group. To activate the default instead of dynamicness just change your init.sqf call to false [false] execVM "eos\eos_OpenMe.sqf"; ---------- Post added at 20:51 ---------- Previous post was at 20:50 ---------- +50 markers?haha you have a long way to go!;) I added over 500 for my latest mission.. It's on steamworkshop! For better performance.. Put spawn distance to 200-300, and take out the squad as infantry and replace it with 4 man teams and 2 man sentries.. Classnames are in cfgGroups Previewing in the editor also gives me lower fps. Save it as mp mission and thén test is. Regards How does the mission run with over 500 EOS markers ? Share this post Link to post Share on other sites
shinkicker 5 Posted August 27, 2013 This is on the dev branch, so don't expect a fix right away, but posting in case it gives you some lead time if it stays as it is for the main release in a couple of weeks: Error in expression < select 3} else {false}; { _eosMarkers=server getvariable "EOSmarkers"; if (isn> Error position: <server getvariable "EOSmarkers"; if (isn> Error Undefined variable in expression: server File mpmissions\__cur_mp.Altis\eos\eos_GearBox.sqf, line 9 Error in expression <r_mp.Altis\eos\eos_JIP.sqf" _eosMarkers=server getvariable "EOSmarkers"; {_x se> Error position: <server getvariable "EOSmarkers"; {_x se> Error Undefined variable in expression: server File mpmissions\__cur_mp.Altis\eos\eos_JIP.sqf, line 1 Error in expression <r_mp.Altis\eos\eos_JIP.sqf" _eosMarkers=server getvariable "EOSmarkers"; {_x se> Error position: <server getvariable "EOSmarkers"; {_x se> Error Undefined variable in expression: server File mpmissions\__cur_mp.Altis\eos\eos_JIP.sqf, line 1 Looking into it as well, but not sussed anything out yet. Share this post Link to post Share on other sites
bangabob 45 Posted August 27, 2013 This is on the dev branch, so don't expect a fix right away, but posting in case it gives you some lead time if it stays as it is for the main release in a couple of weeks: Error in expression < select 3} else {false}; { _eosMarkers=server getvariable "EOSmarkers"; if (isn> Error position: <server getvariable "EOSmarkers"; if (isn> Error Undefined variable in expression: server File mpmissions\__cur_mp.Altis\eos\eos_GearBox.sqf, line 9 Error in expression <r_mp.Altis\eos\eos_JIP.sqf" _eosMarkers=server getvariable "EOSmarkers"; {_x se> Error position: <server getvariable "EOSmarkers"; {_x se> Error Undefined variable in expression: server File mpmissions\__cur_mp.Altis\eos\eos_JIP.sqf, line 1 Error in expression <r_mp.Altis\eos\eos_JIP.sqf" _eosMarkers=server getvariable "EOSmarkers"; {_x se> Error position: <server getvariable "EOSmarkers"; {_x se> Error Undefined variable in expression: server File mpmissions\__cur_mp.Altis\eos\eos_JIP.sqf, line 1 Looking into it as well, but not sussed anything out yet. Have you got a gamelogic called server Share this post Link to post Share on other sites
shinkicker 5 Posted August 28, 2013 Have you got a gamelogic called server I am at work now so can't check, but that's a very good point. I am porting an existing mission and may well have missed that. Will update later, also great addon by the way! Share this post Link to post Share on other sites
DChristy87 1 Posted August 28, 2013 Just curious if anyone else can't use EOS to populate an area with civilians? It says (somewhere) in the documentation that you can do civilian in the parameters. But I tried it out, first trying to spawn it in with vehicles and I got an error so I only did units and I still received an error. Anybody know? ---------- Post added at 08:59 ---------- Previous post was at 08:57 ---------- Sorry, I'm at work or I'd give more specific details. Share this post Link to post Share on other sites
bangabob 45 Posted August 28, 2013 Just curious if anyone else can't use EOS to populate an area with civilians? It says (somewhere) in the documentation that you can do civilian in the parameters. But I tried it out, first trying to spawn it in with vehicles and I got an error so I only did units and I still received an error. Anybody know?---------- Post added at 08:59 ---------- Previous post was at 08:57 ---------- Sorry, I'm at work or I'd give more specific details. The next version of EOS which is not released yet has civilians and an option for Auto civilians at all settlements! Keep checking back during the next few days for the new version of EOS Share this post Link to post Share on other sites
DChristy87 1 Posted August 28, 2013 Oh wow, awesome! Appreciate the quick response! :) Share this post Link to post Share on other sites
kremator 1065 Posted August 28, 2013 Nice BangaBob. I see tpw has now a civ script too .... so looking forwards to seeing yours. Share this post Link to post Share on other sites
grillob3 11 Posted August 28, 2013 (edited) I just gave this script a quick shot, and while it clearly does what it is intended to, i am missing one feature: Saving the number of soldiers that has been in one zone. I explain on the example mission: the first zone is red, 5 enemy units spawn and want to kill me. I kill all 5 of them, spawn gets green, no more spawning here. Next zone further done the airfield: 5 Units spawn, i kill 3, go away, come back and 5 units spawn. Could it be possible to "safe" the ammount of left units and let the respawn? BangaBob Add that in your future EOS! Please!!! I use CEP because does that but your script is way more complete , easy to work with and i get better performance!! And how do i make the marker to don't de-spawn opfor enemy if there is still blufor AI in the marker (not the player)! Edited August 28, 2013 by Grillob3 Share this post Link to post Share on other sites
shinkicker 5 Posted August 28, 2013 Have you got a gamelogic called server Checked, and it is there: class Groups { items=1; class Item0 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={3216.4248,2.0353706,12865.922}; id=0; side="CIV"; vehicle="C_man_1"; player="PLAYER COMMANDER"; leader=1; skill=0.60000002; }; }; }; class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={10382.313,51.145489,16534.664}; id=1; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.60000002; text="server"; }; }; }; }; Share this post Link to post Share on other sites
bangabob 45 Posted August 28, 2013 (edited) And how do i make the marker to don't de-spawn opfor enemy if there is still blufor AI in the marker (not the player)! EOS works around players (Not AI) However it's possible to alter the _spotfriendlies trigger to detect a certain side instead instead of just players. Replace _spotFriendlies = createTrigger ["EmptyDetector",_eosPOS]; _spotFriendlies setTriggerArea [(_SafeZone+ _eosMkrSizeA),(_SafeZone+ _eosMkrSizeB),0,true]; _spotFriendlies setTriggerActivation ["ANY","PRESENT",true]; _spotFriendlies setTriggerStatements ["{vehicle _x in thisList && isplayer _x} count allUnits > 0","",""]; with _spotFriendlies = createTrigger ["EmptyDetector",_eosPOS]; _spotFriendlies setTriggerArea [(_SafeZone+ _eosMkrSizeA),(_SafeZone+ _eosMkrSizeB),0,true]; _spotFriendlies setTriggerActivation ["WEST","PRESENT",true]; _spotFriendlies setTriggerStatements ["this","",""]; Now your EOS will activate on any WEST units. I plan on implementing simple caching of units with the next version of EOS. ---------- Post added at 22:30 ---------- Previous post was at 22:28 ---------- Checked, and it is there: Im currently loading the DEV version of ArmA 3 and if i get the same errors i will look into it with the next build. (ETA next EOS version - Full ArmA 3 (12th Septemeber)) Edited August 28, 2013 by BangaBob Share this post Link to post Share on other sites
shinkicker 5 Posted August 28, 2013 Im currently loading the DEV version of ArmA 3 and if i get the same errors i will look into it with the next build. (ETA next EOS version - Full ArmA 3 (12th Septemeber)) No problem, like I said its dev and constantly changing so I don't expect you to have to fix around such an unstable foundation as the dev branch. Share this post Link to post Share on other sites
ck-claw 1 Posted August 28, 2013 How does the mission run with over 500 EOS markers ? It run good on our server-my only gripe was that i was not able to turn grass off/adjust view distance(i'm sure this was in the original Occupation/Insurgencey??) which eventually brought my pc to its knees! Share this post Link to post Share on other sites
grillob3 11 Posted August 28, 2013 (edited) BangaBob Big thanks!!!! Cant wait until set 12!!! Not for arma 3 but for EOS!!!It just keep getting better! Really good work! Just made a mission with 120 EOS markers in altis and plays nice!! really good performance! Edited August 29, 2013 by Grillob3 Share this post Link to post Share on other sites
BadHabitz 235 Posted August 29, 2013 my only gripe was that i was not able to turn grass off/adjust view distance(i'm sure this was in the original Occupation/Insurgencey??) which eventually brought my pc to its knees!That's a different script. You can find them if you search the forums for 'view distance'. Share this post Link to post Share on other sites