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Enemy occupation system (eos)

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you just have to do what i said before guys...

if (!triggeractivated _spotFriendlies) then

{// Waiting time

sleep 120;

};

if (!triggeractivated _spotFriendlies ) then

{// CACHE SEQUENCE

if (_debugHint) then {hint "PLAYER LEAVING EOS ZONE";};

_spotFriendlies setvariable ["Active",false];

if (!_eosCleared) then {

_zoneRestart=True;

};

_eosActive = false;

};

Edited by Mariodu62

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The only downside of this is if someone flies all over the island activating all the zones this will create a extra burden on the server.

You just have to put this in the eos_init.sqf, line 39 :

_spotFriendlies setTriggerStatements ["{vehicle _x in thisList && isplayer _x&& ((getPosATL _x) select 2) < 10} count allUnits > 0","",""];

As you can see, if the heli isn't under 10m high, ennemies don't spawn!! :yay:

you just have to do what i said before guys...

if (!triggeractivated _spotFriendlies) then

{// Waiting time

sleep 120;

};

if (!triggeractivated _spotFriendlies ) then

{// CACHE SEQUENCE

if (_debugHint) then {hint "PLAYER LEAVING EOS ZONE";};

_spotFriendlies setvariable ["Active",false];

if (!_eosCleared) then {

_zoneRestart=True;

};

_eosActive = false;

};

Ok i will test both! But i don't understand your script in fact :(

EDIT : ok i understood :) very usefull, and works like a charm! big thanks Mariodu62 ;)

Sorry for my bad english! i'm french !

Edited by chal00

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you just have to do what i said before guys...

if (!triggeractivated _spotFriendlies) then

{// Waiting time

sleep 120;

};

if (!triggeractivated _spotFriendlies ) then

{// CACHE SEQUENCE

if (_debugHint) then {hint "PLAYER LEAVING EOS ZONE";};

_spotFriendlies setvariable ["Active",false];

if (!_eosCleared) then {

_zoneRestart=True;

};

_eosActive = false;

};

Where do i put this?

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Where do i put this?

=> eos_Init.sqf, line 105... you have :

if (!triggeractivated _spotFriendlies ) then

{// CACHE SEQUENCE

=> then put this before :

if (!triggeractivated _spotFriendlies) then

{// Waiting time

sleep 120;

};

If you want , change "sleep 120" by what you want! I put "300" ;)

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chal00

Thanks!!! i was using blufor to activate the trigger insted the player but had to keep an blufor unit alive by the marker! Your way is much better!!!

Thanks!;)

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You just have to put this in the eos_init.sqf, line 39 :

_spotFriendlies setTriggerStatements ["{vehicle _x in thisList && isplayer _x&& ((getPosATL _x) select 2) < 10} count allUnits > 0","",""];

As you can see, if the heli isn't under 10m high, ennemies don't spawn!! :yay:

Okeedoke.

Bit unsure as to where line 39 is. I've just opened in word and the line 39 position doesn't look right so thought I'd better check :D

Could you give me a bit of the surrounding code for reference please.

Many Thanks

ToM

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I've just opened in word and the line 39 position...

When we give you a line number => never open file with "word pad" or "winword", or other... else you know something i don't !?! but!...

Open your file with a notepad or same!!... And in notepad, you press "Ctrl + G" => you have a little window asking you line number!!.. Enter the number!! ;)

If i had said number "2598", how you should do?? :butbut:

Ok, then, this is what you're shearching for :

// ZONE ACTIVE. CREAT SUB-TRIGGERS
_currentMKR setmarkercolor getmarkercolor _currentMKR;
if ("colorGreen"==getmarkercolor _currentMKR) then {_currentMKR setmarkerAlpha _mkrAlpha;} else {
_currentMKR setmarkerAlpha _mkrAlphaHighlight;};
		_spotEnemies = createTrigger ["EmptyDetector",_currentPOS]; 
		_spotEnemies setTriggerArea [_eosMarkerSizeA,_eosMarkerSizeB,0,true]; 
		_spotEnemies setTriggerActivation [_enemyFaction,"NOT PRESENT",true]; 
		_spotEnemies setTriggerStatements ["this","",""]; 
			_spotTaken = createTrigger ["EmptyDetector",_currentPOS]; 
			_spotTaken setTriggerArea [_eosMarkerSizeA,_eosMarkerSizeB,0,true]; 
			_spotTaken setTriggerActivation ["ANY","PRESENT",true]; 
			_spotTaken setTriggerStatements ["{vehicle _x in thisList && isplayer _x && ((getPosATL _x) select 2) < 10} count allUnits > 0","",""]; 

;)

Edited by chal00

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When we give you a line number => never open file with "word pad" or "winword", or other... else you know something i don't !?! but!...

Open your file with a notepad or same!!... And in notepad, you press "Ctrl + G" => you have a little window asking you line number!!.. Enter the number!! ;)

If i had said number "2598", how you should do?? :butbut:

Ok, then, this is what you're shearching for :

// ZONE ACTIVE. CREAT SUB-TRIGGERS
_currentMKR setmarkercolor getmarkercolor _currentMKR;
if ("colorGreen"==getmarkercolor _currentMKR) then {_currentMKR setmarkerAlpha _mkrAlpha;} else {
_currentMKR setmarkerAlpha _mkrAlphaHighlight;};
		_spotEnemies = createTrigger ["EmptyDetector",_currentPOS]; 
		_spotEnemies setTriggerArea [_eosMarkerSizeA,_eosMarkerSizeB,0,true]; 
		_spotEnemies setTriggerActivation [_enemyFaction,"NOT PRESENT",true]; 
		_spotEnemies setTriggerStatements ["this","",""]; 
			_spotTaken = createTrigger ["EmptyDetector",_currentPOS]; 
			_spotTaken setTriggerArea [_eosMarkerSizeA,_eosMarkerSizeB,0,true]; 
			_spotTaken setTriggerActivation ["ANY","PRESENT",true]; 
			_spotTaken setTriggerStatements ["{vehicle _x in thisList && isplayer _x && ((getPosATL _x) select 2) < 10} count allUnits > 0","",""]; 

;)

Ahh, I see. I was opening in notepad, wordpad and the word trying to find an app that had the option to show line numbers.

I usually just use notepad but as with most things I try and sort it myself before asking for help and that was the case here :)

Thaks for put the code in chal00 that is just the job :cool:

However, when I open the .sqf in notepad and press Ctrl + G nothing happens? I don't see a box appearing within the window?

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how to do : >EDIT > "go to (ctrl + G)" : http://www.7tutorials.com/beginners-guide-notepad ;)

Ahh, It's becuase I had word wrap selected and it disabled the "go to" option :p

I have to say chal00 there are several things about this part of the thread that I am unhappy with.

1) I've just been handed a tutorial for beginners on the use of notepad, something I've always considered the most basic of the basic word processing apps.

2) and this is the worst thing, I actually needed to use the damn thing LOL :rolleyes:

This is a new low in my IT career and I'd like to thankyou for sending me down here LOL :)

That said thanks for you help mate, I am today a wiser man.

*sneaks of to get a very long ladder*

Edited by ToM666

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Hi guys

Did anyone find a solution to the vehicles that spawn in using the EOS system not fighting?

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Hi guys

Did anyone find a solution to the vehicles that spawn in using the EOS system not fighting?

They are not fighting ???

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They are not fighting ???

Yeh, I thought I read a discussion about it earlier in the thread but couldn't find it this morning when I was trying to see where we were with the issue.

Essentially, I am finding that the infantry all spawn and for the most part try and attack us but the armour and fighting vehicles just drive about / sit looking at you waiting for you to destroy them LOL

One tank crew even got out built a fire and starting brewing a pot of tea and made no attempt to attack me.

Didn't share any biscuits either which I thought was rude so I killed them all. Bluddy provocation I call it.

Anyway, yes from what I see and experience they are like lambs to the slaughter.

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With Altis, a lot of units wont fight at times. That should be the bigger chat in this thread atm, I am not alone in this, as others have it too.. I've gone back to the old fashion way of placing units and just waypoints, and the lag is gone. EOS is also very laggy on Altis when it spawns units in a zone, and seems to stay laggy til its clear.

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Tom, search Teetimes Warfare from TB, come and try to look the driver into his eye and see what happen...

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For those who want to know, i found a setting in the EOS, because i found that ennemies were too statics for the light infantry group (house patrol)!

Then i changed one value in the string: true => false!!

And for the heavy infantry group, they were leaving their marker area ! So, for this i took the CBA_A3 taskpatrol script, because it seems to be better than the BIS_fnc_taskpatrol script, and you can set a lot of value ;)

Then you guess: you need to install @CBA-A3 :o

So, in my "eos_SpawnInfantry.sqf", at line 51, i've done this :

				0=[_currentPOS,units _sideEOSInf,_eosMarkerSizeB,0,[0,9],false] call callHouseScript;

				}else{
					if (_debugHint) then {hint "Spawning patrol";};
			0=[_sideEOSInf, _currentPOS, _eosMarkerSizeB, 7, "MOVE", "AWARE", "YELLOW", "NORMAL", "STAG COLUMN", "", [8,12,16]] call CBA_fnc_taskPatrol;
			};

""0=[_currentPOS,units _sideEOSInf,_eosMarkerSizeB,0,[0,9],false] call callHouseScript;"" <=> "false" here is what it is set to the movement for the housepatrol! Default is "true" at the begenning, for static units!

All this seems to be good for me, but i didn't test as longer as a real playing time mission!

I hope it will be usefull, and perhaps Bangabob, if you read me, it can give you ideas to improve your amazing script by using cba tools, more than I can do ;)

Guys, you can find how to set string values for those fonctions in the "fonction viewer" :yay:

Ciao ;)

Edited by chal00

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New EOS v1.9 Released!

Note that the PDF is not complete and there may be bugs!

v1.9 Changelog

- Transport helicopter unloads cargo

- Re-written EOS

- Select group sizes

- Motorised infantry fill empty seats

- Superior caching of units

- Unit pools instead of group cfg's for use with Add-ons

- Faster system

- Swapped bis patrol functions for SHK patrols.

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New EOS v1.9 Released!

Note that the PDF is not complete and there may be bugs!

v1.9 Changelog

- Transport helicopter unloads cargo

- Re-written EOS

- Select group sizes

- Motorised infantry fill empty seats

- Superior caching of units

- Unit pools instead of group cfg's for use with Add-ons

- Faster system

- Swapped bis patrol functions for SHK patrols.

Awesome news. I love this script and you appear to have addressed all those little imperfections that stopped it short of being brilliant.

Thanks for sorting this out mate :cool:

Edited by ToM666

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Does this mean if a Zamak or a transport chopper spawns, it will have units inside?

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Does this mean if a Zamak or a transport chopper spawns, it will have units inside?

As long as you give the helicopter a group size larger than 0, EOS will automatically spawn a transport chopper and fly into your marker and unload the group. :)

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just a question bangabob,

As i see in your script, the activated trigger is not delete anymore when the area is clear ?

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I'm really hoping that someone will reupload this, because 4shared is asking for me to make an account.

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