bangabob 42 Posted March 19, 2015 New problem since the last patch: House patrols spawn at the correct distance but once you get to the centre of the marker they cache, and then restore once you move away from the centre, then cache when you move back to it etc. etc. Weird. So its like the EOS zone is a donut shape? Share this post Link to post Share on other sites
thelegendarykhan 15 Posted March 19, 2015 Does EOS has the ability to let spawned units patrol in more than 1 marker plpaced separately on the map? Just like DAC handles through Zone ID? If yes, then how? Thank you. :D @BangaBob need attention here too man. Thanks. Share this post Link to post Share on other sites
clydefrog 3 Posted March 19, 2015 Weird. So its like the EOS zone is a donut shape? Yeah, very weird. I kept noticing all the enemies disappearing from around me when I got to the middle of a building (which is also the middle of the zone) then coming back when I moved away from it. When I put the debug on that confirmed they were being cached when I got near the centre and restored when I moved away from it. Share this post Link to post Share on other sites
bangabob 42 Posted March 19, 2015 @BangaBob need attention here too man. Thanks. Nope. It doesnt have that ability. Sorry Share this post Link to post Share on other sites
avibird 1 154 Posted March 20, 2015 @BangaBob and anyone else is using this kickass script (: I don't see the issues with the whole disappearing units in the so called donut zone. The script is working fine for me. I have a mission with 7 different EOS zones in one mission I will continue to test but right now 2/2 work fine from the end to the middle of the zone (: Share this post Link to post Share on other sites
clydefrog 3 Posted March 20, 2015 Ok I did some more testing and when I put the marker over a town it's fine. When I put one just covering the ghost hotel on Altis the units are cached when I reach the centre of the marker. I can't understand that at all, any ideas? Share this post Link to post Share on other sites
avibird 1 154 Posted March 20, 2015 LOL ITS IT's the GHOST HOTEL (: I will test at that llocation but as I stated above it works in my mission at 7 different locations all citys, Share this post Link to post Share on other sites
slverfox94739 11 Posted March 26, 2015 How would I go about spawning Russian units from RHS in the zones? Share this post Link to post Share on other sites
katipo66 94 Posted March 26, 2015 How would I go about spawning Russian units from RHS in the zones? Look at UnitPools.sqf in the eos folder Share this post Link to post Share on other sites
jshock 513 Posted March 26, 2015 How would I go about spawning Russian units from RHS in the zones? The readme that comes with the system is a good resource to figure that out. Share this post Link to post Share on other sites
katipo66 94 Posted March 29, 2015 Some type off blacklist marker that it in itself could double as a spawn marker would be useful, for example you have one marker that covers a large area surrounding a town and then another 'blacklist' marker more focused over the town.. I simply do this anyway but she starts to lag with both markers activated. Share this post Link to post Share on other sites
slverfox94739 11 Posted March 29, 2015 The readme that comes with the system is a good resource to figure that out. I've added all units to the UnitPools.sqf, now I have a issue. When certain vehicles are spawned(BPM80 or armored troop carrier) a bunch of Crew are spawned riding on the outside of the vehicle. Share this post Link to post Share on other sites
ice_age0815 37 Posted March 30, 2015 How would I go about spawning Russian units from RHS in the zones? go into yout eos folder open this sqf UnitPools and look for // EAST CSAT FACTION and ad this or replace // EAST CSAT FACTION if (_faction==0) then { _InfPool= ["rhs_msv_rifleman","rhs_msv_efreitor","rhs_msv_grenadier","rhs_msv_machinegunner","rhs_msv_machinegunner_assistant","rhs_msv_at","rhs_msv_strelok_rpg_assist","rhs_msv_marksman","rhs_msv_officer_armored","rhs_msv_officer","rhs_msv_junior_sergeant","rhs_msv_sergeant","rhs_msv_engineer","rhs_msv_driver_armored","rhs_msv_driver","rhs_msv_aa","rhs_msv_medic","rhs_msv_LAT","rhs_msv_medic","rhs_msv_engineer","rhs_msv_at","rhs_msv_medic","rhs_msv_engineer"]; _ArmPool= ["rhs_t72bc_tv","rhs_t72bd_tv","T-80BVK","rhs_t80u","rhs_prp3_msv","rhs_bmd1p","rhs_bmd2m","rhs_bmd4ma_vd","rhs_bmp1p_XX","rhs_bmp2k_XX","rhs_brm1k_msv","rhs_2s3_tv","rhs_zsu234_aa"]; _MotPool= ["RHS_BM21_MSV_01","rhs_btr60_msv","rhs_btr70_msv","rhs_btr80_msv","rhs_tigr_msv","rhs_uaz_XX","rhs_typhoon_vdv","rhs_ural_XX","rhs_ural_open_XX"]; _ACHPool= ["RHS_Mi24V_vvs","RHS_Mi8MTV3_vdv","RHS_Ka52_vvs","rhs_ka60_grey","RHS_Su25SM_vvs"]; _CHPool= ["RHS_Mi8AMT_vdv","RHS_Mi8MTV3_vvsc"]; _uavPool= ["O_UAV_01_F","O_UAV_02_CAS_F","O_UGV_01_rcws_F"]; _stPool= ["rhs_weap_2p130","rhs_weap_9k133","rhs_9m79_1Launcher","rhs_weap_dshkm"]; _shipPool= ["O_Boat_Armed_01_hmg_F","O_Boat_Transport_01_F"]; _diverPool= ["O_diver_exp_F","O_diver_F","O_diver_TL_F"]; _crewPool= ["rhs_msv_combatcrew"]; _heliCrew= ["rhs_pilot_transport_heli","rhs_pilot_combat_heli"]; }; Share this post Link to post Share on other sites
slverfox94739 11 Posted March 30, 2015 go into yout eos folder open this sqf UnitPools and look for // EAST CSAT FACTION and ad this or replace // EAST CSAT FACTION if (_faction==0) then { _InfPool= ["rhs_msv_rifleman","rhs_msv_efreitor","rhs_msv_grenadier","rhs_msv_machinegunner","rhs_msv_machinegunner_assistant","rhs_msv_at","rhs_msv_strelok_rpg_assist","rhs_msv_marksman","rhs_msv_officer_armored","rhs_msv_officer","rhs_msv_junior_sergeant","rhs_msv_sergeant","rhs_msv_engineer","rhs_msv_driver_armored","rhs_msv_driver","rhs_msv_aa","rhs_msv_medic","rhs_msv_LAT","rhs_msv_medic","rhs_msv_engineer","rhs_msv_at","rhs_msv_medic","rhs_msv_engineer"]; _ArmPool= ["rhs_t72bc_tv","rhs_t72bd_tv","T-80BVK","rhs_t80u","rhs_prp3_msv","rhs_bmd1p","rhs_bmd2m","rhs_bmd4ma_vd","rhs_bmp1p_XX","rhs_bmp2k_XX","rhs_brm1k_msv","rhs_2s3_tv","rhs_zsu234_aa"]; _MotPool= ["RHS_BM21_MSV_01","rhs_btr60_msv","rhs_btr70_msv","rhs_btr80_msv","rhs_tigr_msv","rhs_uaz_XX","rhs_typhoon_vdv","rhs_ural_XX","rhs_ural_open_XX"]; _ACHPool= ["RHS_Mi24V_vvs","RHS_Mi8MTV3_vdv","RHS_Ka52_vvs","rhs_ka60_grey","RHS_Su25SM_vvs"]; _CHPool= ["RHS_Mi8AMT_vdv","RHS_Mi8MTV3_vvsc"]; _uavPool= ["O_UAV_01_F","O_UAV_02_CAS_F","O_UGV_01_rcws_F"]; _stPool= ["rhs_weap_2p130","rhs_weap_9k133","rhs_9m79_1Launcher","rhs_weap_dshkm"]; _shipPool= ["O_Boat_Armed_01_hmg_F","O_Boat_Transport_01_F"]; _diverPool= ["O_diver_exp_F","O_diver_F","O_diver_TL_F"]; _crewPool= ["rhs_msv_combatcrew"]; _heliCrew= ["rhs_pilot_transport_heli","rhs_pilot_combat_heli"]; }; Thanks I'll give that a shot. Share this post Link to post Share on other sites
slverfox94739 11 Posted March 30, 2015 (edited) Same issue. Any BMP or BTR there are 9 crew riding on the outside of the vehicle when spawned. Tanks,trucks,anti air are no issue. Kinda lost. Not sure if its an Conflict with RHS and EOS. Edited March 30, 2015 by Slverfox94739 Share this post Link to post Share on other sites
slverfox94739 11 Posted March 31, 2015 Is there a way to link a marker to only show up and spawn units upon activating a trigger? Share this post Link to post Share on other sites
trevtemple 10 Posted April 16, 2015 for some reason eos will only spawn units if the unit listed as 'player' enters those zones. If im playing as a unit listed 'playable' and enter those zones nothing happens. How can I fix this? Share this post Link to post Share on other sites
bangabob 42 Posted April 16, 2015 Open eos_core.sqf found in: Arma 3 - Other Profiles\username\missions\EOS_1_98.Altis\eos\core Browse to lines 33,35,38,40 and remove the "&& isplayer _x" from each code beginning with _actcond. Share this post Link to post Share on other sites
EricJ 759 Posted April 19, 2015 Dumb question, is CLEAR supported? I'm planning a mission using your scripts and want to make sure that the squares are invisible in-game when the players enter them. Share this post Link to post Share on other sites
bangabob 42 Posted April 20, 2015 Dumb question, is CLEAR supported? I'm planning a mission using your scripts and want to make sure that the squares are invisible in-game when the players enter them. Yeah you can make markers invisible. See the instructions for how to do it Share this post Link to post Share on other sites
doomnet 23 Posted May 4, 2015 HI banga ! first thank you for this nice script, it works fine. There is one problem i don't understand, its a bug i think with arma 3 or the script. When i host a mission i made with EOS on local computer, No problem countdown timer shows up, but when i upload the mission to my dedicated server for some reason the countdown timer doesn't show up ! I saw another guy with the exact same problem, but i didn't get a answer, i looked thru all the pages here but cannot find a solution, even on google. Does someone knows what the problem could be ? and how to resolve this bug ? thanks in advance everybody !:j: Share this post Link to post Share on other sites
cruoriss 12 Posted May 4, 2015 HI banga !first thank you for this nice script, it works fine. There is one problem i don't understand, its a bug i think with arma 3 or the script. When i host a mission i made with EOS on local computer, No problem countdown timer shows up, but when i upload the mission to my dedicated server for some reason the countdown timer doesn't show up ! I saw another guy with the exact same problem, but i didn't get a answer, i looked thru all the pages here but cannot find a solution, even on google. Does someone knows what the problem could be ? and how to resolve this bug ? thanks in advance everybody !:j: eos\b_core.sqf : Replace the Attack ETA hint by this ( can use this synthax to fix other hint on dedicated ) : [format ["Attack ETA : %1",(_pause - _counter)],"hintSilent",nil,false] call BIS_fnc_MP; Share this post Link to post Share on other sites
doomnet 23 Posted May 4, 2015 eos\b_core.sqf :Replace the Attack ETA hint by this ( can use this synthax to fix other hint on dedicated ) : [format ["Attack ETA : %1",(_pause - _counter)],"hintSilent",nil,false] call BIS_fnc_MP; thanks i are going to try this but i have a noob question do i need to replace all the line ? : if (_pause > 0 and !_initialLaunch) then { for "_counter" from 1 to _pause do { if (_hints) then {hint format ["Attack ETA : %1",(_pause - _counter)];}; sleep 1;}; }; Also i have a second ETA line in b_core.sqf do i have to replace the code there also ? for "_counter" from 1 to _timeout do { if (_hints) then { if (_waves > 1) then {hint format ["Next wave ETA : %1",(_timeout - _counter)];};}; Share this post Link to post Share on other sites
cruoriss 12 Posted May 4, 2015 thanks i are going to try this but i have a noob questiondo i need to replace all the line ? : if (_pause > 0 and !_initialLaunch) then { for "_counter" from 1 to _pause do { if (_hints) then {hint format ["Attack ETA : %1",(_pause - _counter)];}; sleep 1;}; }; Also i have a second ETA line in b_core.sqf do i have to replace the code there also ? for "_counter" from 1 to _timeout do { if (_hints) then { if (_waves > 1) then {hint format ["Next wave ETA : %1",(_timeout - _counter)];};}; Like this : if (_pause > 0 and !_initialLaunch) then { for "_counter" from 1 to _pause do { if (_hints) then {[format ["Attack ETA : %1",(_pause - _counter)],"hintSilent",nil,false] call BIS_fnc_MP;}; sleep 1;}; }; EDIT : Don't need to change the seconde one except if you use multiple waves Share this post Link to post Share on other sites