doomnet 23 Posted May 4, 2015 (edited) 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 ok thanks i tried on the dedicated server but it doesn't show up at all even now on local server too i did this : // PAUSE IF REQUESTED 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;}; }; Edited May 4, 2015 by doomnet Share this post Link to post Share on other sites
cruoriss 12 Posted May 4, 2015 ok thanks i tried on the dedicated server but i cannot login in game now the games freezes during lobby load !i did this : // PAUSE IF REQUESTED 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;}; }; You forgot the {}; if (_hints) then [color="#FF0000"]{[/color][format ["Attack ETA : %1",(_pause - _counter)],"hintSilent",nil,false] call BIS_fnc_MP;[color="#FF0000"]};[/color] Share this post Link to post Share on other sites
doomnet 23 Posted May 4, 2015 You forgot the {}; if (_hints) then [color="#FF0000"]{[/color][format ["Attack ETA : %1",(_pause - _counter)],"hintSilent",nil,false] call BIS_fnc_MP;[color="#FF0000"]};[/color] Ok Cruoriss merci its working ! just one last question ho do i replace this with your code ? for "_counter" from 1 to _timeout do { if (_hints) then { if (_waves > 1) then {hint format ["Next wave ETA : %1",(_timeout - _counter)];};}; sleep 1; Share this post Link to post Share on other sites
cruoriss 12 Posted May 4, 2015 Ok Cruoriss merci its working !just one last question ho do i replace this with your code ? for "_counter" from 1 to _timeout do { if (_hints) then { if (_waves > 1) then {hint format ["Next wave ETA : %1",(_timeout - _counter)];};}; sleep 1; No problem . for "_counter" from 1 to _timeout do { if (_hints) then { if (_waves > 1) then {[format ["Next wave ETA : %1",(_timeout - _counter)],"hintSilent",nil,false] call BIS_fnc_MP;};}; sleep 1; Share this post Link to post Share on other sites
doomnet 23 Posted May 4, 2015 Thank you Dude it works like a charm It seems so simple for you lol ! Share this post Link to post Share on other sites
sergeziegler 10 Posted May 10, 2015 Hi!I did the mission for their friends, with your scriptbut there is a problem. when approaching the marker appear download video or how to say it correctly, the game brakes for some seconds, and this is not good and not enjoyable to play. What should I do? Help! Share this post Link to post Share on other sites
bangabob 42 Posted May 11, 2015 If you have very large marker with a lot of groups then it will lag a bit when you activate the zone. Try separating the marker into smaller individual markers and apply eos zones with smaller groups Share this post Link to post Share on other sites
phronk 898 Posted May 11, 2015 Hey BangaBob, I love using your EOS scripts in my missions, especially for making insurgency-style missions, but I'm having an issue with spawned unit inventories that get randomized. Here is the RPT error that I get a lot of the time: 5:51:30 soldier[i_Soldier_AAR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:30 soldier[i_Soldier_AAR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:30 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:30 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:30 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:30 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:31 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:31 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:36 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:36 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:36 soldier[i_Soldier_AAR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:37 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:37 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? This is caused from a script I'm using to randomize the clothing of spawned units to make them look like armed civilians, as well as an included attempt to slowly process the AI's intelligence features. Here's the script I am using for this: (Originally by dezza, but rewritten and added onto by me) waitUntil {!isNil "bis_fnc_init"}; _civ_clothes = ["U_OG_Guerilla2_1", "U_BG_Guerilla2_2", "U_BG_Guerilla2_3", "U_BG_Guerilla3_1", "U_C_Commoner1_1", "U_C_Commoner1_2", "U_C_Commoner1_3", "U_C_Commoner_shorts", "U_C_HunterBody_grn", "U_C_Poloshirt_blue", "U_C_Poloshirt_burgundy", "U_C_Poloshirt_redwhite", "U_C_Poloshirt_salmon", "U_C_Poloshirt_stripped", "U_C_Poloshirt_tricolour", "U_C_WorkerCoveralls", "U_Marshal", "U_OrestesBody", "U_NikosBody", "U_NikosAgedBody" ]; _civ_hats = ["H_Shemag_olive", "H_Shemag_khk", "H_Shemag_tan", "H_ShemagOpen_khk", "H_ShemagOpen_tan", "H_BandMask_khk", "H_Bandanna_surfer_blk", "H_Booniehat_grn", "H_Booniehat_khk", "H_Booniehat_oli", "H_Booniehat_tan", "H_Bandanna_camo", "H_Bandanna_gry", "H_Cap_blk", "H_Cap_blu", "H_Cap_grn", "H_Cap_oli", "H_Cap_red", "H_Cap_surfer", "H_Cap_tan" ]; _vests = ["V_TacVest_khk", "V_TacVest_oli", "V_TacVest_blk", "V_BandollierB_khk", "V_BandollierB_oli", "V_Chestrig_khk", "V_Chestrig_oli", "V_HarnessO_brn", "V_I_G_resistanceLeader_F" ]; _goggles = ["G_Balaclava_blk", "G_Balaclava_oli", "G_Bandanna_aviator", "G_Bandanna_beast", "G_Bandanna_blk", "G_Bandanna_khk", "G_Bandanna_oli", "G_Bandanna_tan", "G_Spectacles_Tinted", "G_Squares_Tinted", "G_Shades_Black", "G_Shades_Blue", "G_Shades_Green", "G_Shades_Red", "G_Aviator" ]; _unit = _this select 0; if (side _unit == Independent) then { _unit enableSimulationGlobal false; _unit disableAI "ANIM"; _unit disableAI "FSM"; _unit disableAI "MOVE"; _unit disableAI "TARGET"; _unit disableAI "AUTOTARGET"; sleep 5.0; removeAllWeapons _unit; removeUniform _unit; removeHeadgear _unit; removeVest _unit; _unit unassignItem "NVGoggles_INDEP"; _unit removeItem "NVGoggles_INDEP"; sleep 1.0; _cloth_item = _civ_clothes call BIS_fnc_selectRandom; _unit forceAddUniform _cloth_item; if(round (random 1) == 1) then { _hat_item = _civ_hats call BIS_fnc_selectRandom; _unit addHeadgear _hat_item; sleep 0.5; }; if(round (random 1) == 1) then { _vest_item = _vests call BIS_fnc_selectRandom; _unit addVest _vest_item; sleep 0.5; }; if(round (random 1) == 1) then { _goggles_item = _goggles call BIS_fnc_selectRandom; _unit addGoggles _goggles_item; sleep 0.5; }; if(round (random 3) == 1) then { removeBackpack _unit; sleep 0.5; _unit addBackpackGlobal "B_Carryall_khk"; sleep 0.5; _unit addMagazineGlobal "RPG32_F"; _unit addWeaponGlobal "launch_RPG32_F"; sleep 0.5; //"RPG32_HE_F" }; switch (round(random 4)) do { case 0: { _unit addMagazines ["ACE_30Rnd_65x39_caseless_mag_Tracer_Dim", 5]; _unit addWeaponGlobal "arifle_MXC_Black_F"; _unit addMagazines ["30Rnd_9x21_Mag", 3]; _unit addWeaponGlobal "hgun_Rook40_F";}; case 1: { _unit addMagazines ["30Rnd_556x45_Stanag_Tracer_Green", 5]; _unit addMagazines ["1Rnd_HE_Grenade_shell", 2]; _unit addWeaponGlobal "arifle_TRG21_GL_F"; }; case 2: { _unit addMagazines ["ACE_200Rnd_65x39_cased_Box_Tracer_Dim", 3]; _unit addWeaponGlobal "LMG_Mk200_F"; }; case 3: { _unit addMagazines ["30Rnd_9x21_Mag", 6]; _unit addWeaponGlobal "hgun_PDW2000_F"; }; case 4: { _unit addMagazines ["30Rnd_9x21_Mag", 6]; _unit addWeaponGlobal "hgun_PDW2000_F"; }; }; _unit addMagazineGlobal "HandGrenade"; _unit addItem "ACE_fieldDressing"; _unit addMagazineGlobal "SmokeShell"; sleep 7.0; _unit enableSimulationGlobal true; _unit enableAI "ANIM"; sleep 3.0; _unit enableAI "FSM"; sleep 2.5; _unit enableAI "MOVE"; sleep 1.5; _unit enableAI "TARGET"; sleep 0.5; _unit enableAI "AUTOTARGET"; _unit addPrimaryWeaponItem "acc_flashlight"; }; if (side _unit == East) then { _unit enableSimulationGlobal false; _unit disableAI "ANIM"; _unit disableAI "FSM"; _unit disableAI "MOVE"; _unit disableAI "TARGET"; _unit disableAI "AUTOTARGET"; sleep 7.5; _unit enableSimulationGlobal true; _unit enableAI "ANIM"; sleep 3.0; _unit enableAI "FSM"; sleep 2.5; _unit enableAI "MOVE"; sleep 1.0; _unit enableAI "TARGET"; sleep 0.5; _unit enableAI "AUTOTARGET"; }; //Civilian AI doesn't seem to disable if (side _unit == Civilian) then { _unit enableSimulationGlobal false; _unit disableAI "ANIM"; _unit disableAI "FSM"; _unit disableAI "MOVE"; _unit disableAI "TARGET"; _unit disableAI "AUTOTARGET"; sleep 7.5; _unit enableSimulationGlobal true; _unit enableAI "ANIM"; sleep 3.0; _unit enableAI "FSM"; sleep 2.5; _unit enableAI "MOVE"; sleep 1.0; _unit enableAI "TARGET"; sleep 0.5; _unit enableAI "AUTOTARGET"; }; The script above is placed in the "EOS\functions\" folder as "randomizeMiOPFOR.sqf" and this successfully works (for the most part) for OPFOR and INDEPENDENT spawned units by EOS. I'm not sure if it works with Civilians spawned by EOS. Anyway, as you can see, the script removes most of the original Independent unit's gear and replaces it with a random loadout. I'm not sure why the RPT error is occurring. Do I need to remove all magazines and items from all containers (Backpack, uniform, and vest) of the unit before changing the containers on that unit? Or am I missing something? Share this post Link to post Share on other sites
bangabob 42 Posted May 12, 2015 Hey BangaBob,I love using your EOS scripts in my missions, especially for making insurgency-style missions, but I'm having an issue with spawned unit inventories that get randomized. Here is the RPT error that I get a lot of the time: 5:51:30 soldier[i_Soldier_AAR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:30 soldier[i_Soldier_AAR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:30 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:30 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:30 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:30 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:31 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:31 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:36 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:36 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:36 soldier[i_Soldier_AAR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:37 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? 5:51:37 soldier[i_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform? This is caused from a script I'm using to randomize the clothing of spawned units to make them look like armed civilians, as well as an included attempt to slowly process the AI's intelligence features. Here's the script I am using for this: (Originally by dezza, but rewritten and added onto by me) waitUntil {!isNil "bis_fnc_init"}; _civ_clothes = ["U_OG_Guerilla2_1", "U_BG_Guerilla2_2", "U_BG_Guerilla2_3", "U_BG_Guerilla3_1", "U_C_Commoner1_1", "U_C_Commoner1_2", "U_C_Commoner1_3", "U_C_Commoner_shorts", "U_C_HunterBody_grn", "U_C_Poloshirt_blue", "U_C_Poloshirt_burgundy", "U_C_Poloshirt_redwhite", "U_C_Poloshirt_salmon", "U_C_Poloshirt_stripped", "U_C_Poloshirt_tricolour", "U_C_WorkerCoveralls", "U_Marshal", "U_OrestesBody", "U_NikosBody", "U_NikosAgedBody" ]; _civ_hats = ["H_Shemag_olive", "H_Shemag_khk", "H_Shemag_tan", "H_ShemagOpen_khk", "H_ShemagOpen_tan", "H_BandMask_khk", "H_Bandanna_surfer_blk", "H_Booniehat_grn", "H_Booniehat_khk", "H_Booniehat_oli", "H_Booniehat_tan", "H_Bandanna_camo", "H_Bandanna_gry", "H_Cap_blk", "H_Cap_blu", "H_Cap_grn", "H_Cap_oli", "H_Cap_red", "H_Cap_surfer", "H_Cap_tan" ]; _vests = ["V_TacVest_khk", "V_TacVest_oli", "V_TacVest_blk", "V_BandollierB_khk", "V_BandollierB_oli", "V_Chestrig_khk", "V_Chestrig_oli", "V_HarnessO_brn", "V_I_G_resistanceLeader_F" ]; _goggles = ["G_Balaclava_blk", "G_Balaclava_oli", "G_Bandanna_aviator", "G_Bandanna_beast", "G_Bandanna_blk", "G_Bandanna_khk", "G_Bandanna_oli", "G_Bandanna_tan", "G_Spectacles_Tinted", "G_Squares_Tinted", "G_Shades_Black", "G_Shades_Blue", "G_Shades_Green", "G_Shades_Red", "G_Aviator" ]; _unit = _this select 0; if (side _unit == Independent) then { _unit enableSimulationGlobal false; _unit disableAI "ANIM"; _unit disableAI "FSM"; _unit disableAI "MOVE"; _unit disableAI "TARGET"; _unit disableAI "AUTOTARGET"; sleep 5.0; removeAllWeapons _unit; removeUniform _unit; removeHeadgear _unit; removeVest _unit; _unit unassignItem "NVGoggles_INDEP"; _unit removeItem "NVGoggles_INDEP"; sleep 1.0; _cloth_item = _civ_clothes call BIS_fnc_selectRandom; _unit forceAddUniform _cloth_item; if(round (random 1) == 1) then { _hat_item = _civ_hats call BIS_fnc_selectRandom; _unit addHeadgear _hat_item; sleep 0.5; }; if(round (random 1) == 1) then { _vest_item = _vests call BIS_fnc_selectRandom; _unit addVest _vest_item; sleep 0.5; }; if(round (random 1) == 1) then { _goggles_item = _goggles call BIS_fnc_selectRandom; _unit addGoggles _goggles_item; sleep 0.5; }; if(round (random 3) == 1) then { removeBackpack _unit; sleep 0.5; _unit addBackpackGlobal "B_Carryall_khk"; sleep 0.5; _unit addMagazineGlobal "RPG32_F"; _unit addWeaponGlobal "launch_RPG32_F"; sleep 0.5; //"RPG32_HE_F" }; switch (round(random 4)) do { case 0: { _unit addMagazines ["ACE_30Rnd_65x39_caseless_mag_Tracer_Dim", 5]; _unit addWeaponGlobal "arifle_MXC_Black_F"; _unit addMagazines ["30Rnd_9x21_Mag", 3]; _unit addWeaponGlobal "hgun_Rook40_F";}; case 1: { _unit addMagazines ["30Rnd_556x45_Stanag_Tracer_Green", 5]; _unit addMagazines ["1Rnd_HE_Grenade_shell", 2]; _unit addWeaponGlobal "arifle_TRG21_GL_F"; }; case 2: { _unit addMagazines ["ACE_200Rnd_65x39_cased_Box_Tracer_Dim", 3]; _unit addWeaponGlobal "LMG_Mk200_F"; }; case 3: { _unit addMagazines ["30Rnd_9x21_Mag", 6]; _unit addWeaponGlobal "hgun_PDW2000_F"; }; case 4: { _unit addMagazines ["30Rnd_9x21_Mag", 6]; _unit addWeaponGlobal "hgun_PDW2000_F"; }; }; _unit addMagazineGlobal "HandGrenade"; _unit addItem "ACE_fieldDressing"; _unit addMagazineGlobal "SmokeShell"; sleep 7.0; _unit enableSimulationGlobal true; _unit enableAI "ANIM"; sleep 3.0; _unit enableAI "FSM"; sleep 2.5; _unit enableAI "MOVE"; sleep 1.5; _unit enableAI "TARGET"; sleep 0.5; _unit enableAI "AUTOTARGET"; _unit addPrimaryWeaponItem "acc_flashlight"; }; if (side _unit == East) then { _unit enableSimulationGlobal false; _unit disableAI "ANIM"; _unit disableAI "FSM"; _unit disableAI "MOVE"; _unit disableAI "TARGET"; _unit disableAI "AUTOTARGET"; sleep 7.5; _unit enableSimulationGlobal true; _unit enableAI "ANIM"; sleep 3.0; _unit enableAI "FSM"; sleep 2.5; _unit enableAI "MOVE"; sleep 1.0; _unit enableAI "TARGET"; sleep 0.5; _unit enableAI "AUTOTARGET"; }; //Civilian AI doesn't seem to disable if (side _unit == Civilian) then { _unit enableSimulationGlobal false; _unit disableAI "ANIM"; _unit disableAI "FSM"; _unit disableAI "MOVE"; _unit disableAI "TARGET"; _unit disableAI "AUTOTARGET"; sleep 7.5; _unit enableSimulationGlobal true; _unit enableAI "ANIM"; sleep 3.0; _unit enableAI "FSM"; sleep 2.5; _unit enableAI "MOVE"; sleep 1.0; _unit enableAI "TARGET"; sleep 0.5; _unit enableAI "AUTOTARGET"; }; The script above is placed in the "EOS\functions\" folder as "randomizeMiOPFOR.sqf" and this successfully works (for the most part) for OPFOR and INDEPENDENT spawned units by EOS. I'm not sure if it works with Civilians spawned by EOS. Anyway, as you can see, the script removes most of the original Independent unit's gear and replaces it with a random loadout. I'm not sure why the RPT error is occurring. Do I need to remove all magazines and items from all containers (Backpack, uniform, and vest) of the unit before changing the containers on that unit? Or am I missing something? Your errors are happening because there is not enough space in the containers for the magazines you are trying to add. Add a condition in the switch which detects for space in the containers before attempting to add magazines to avoid this error. Share this post Link to post Share on other sites
j_travinski 10 Posted May 14, 2015 (edited) You have to set the right faction west ,east or independant .If you don't want to change the faction and keep the same soldiers , just change the side : null =[[" EOSzone1"],[2,1],[2,2],[1,3],[1],[2],[1,2],[[color="#FF0000"]1[/color],0,35,[color="#FF0000"]WEST[/color],FALSE,FALSE]] call EOS_Spawn; The red number is for spawned unit type ( spawn csat or nato for example ) 0 : east , 1 : west , 3 : independant And the red word is faction side ( spawn unit friendly to who ) First of all, I would like to apologize for my bad english… Enemy occupation system works for me perfectly. The only problem with the faction AAF null = [["oaf_1"],[5,4],[8,2,85],[1,2],[0],[0],[0,0],[2,0,330,GUER,TRUE]] call EOS_Spawn; To do so: 3 : independant - It does not work // INDEPENDENT AAF FACTION if (_faction==2) The soldiers did not appear. The remaining fraction is working fine. ----------------------- A aaaa! We are sorry! I realized what my problem is. Writing should be as follows: null = [["oaf_1"],[5,4],[8,2,85],[1,2],[0],[0],[0,0],[2,0,330,INDEPENDENT,TRUE]] call EOS_Spawn; Happy. Super script Edited May 14, 2015 by J_Travinski Share this post Link to post Share on other sites
thelegendarykhan 15 Posted May 20, 2015 Ok so I made a small SP campaign with 5 missions and AI mates on Panthera. EOS spawn distance being 1200. I completed the first mission but when i move to any mission after the first, the enemy there will just engage my AI mates and leave me be. They wont even attack me if I start killing their squad mates. Like I became invisible. Any explanation BangaBob? The missions destinations are far apart, hence enemy spawning in 2 zones simultaneously is impossible. BTW love your script :D Share this post Link to post Share on other sites
bangabob 42 Posted May 20, 2015 Ok so I made a small SP campaign with 5 missions and AI mates on Panthera. EOS spawn distance being 1200. I completed the first mission but when i move to any mission after the first, the enemy there will just engage my AI mates and leave me be. They wont even attack me if I start killing their squad mates. Like I became invisible. Any explanation BangaBob? The missions destinations are far apart, hence enemy spawning in 2 zones simultaneously is impossible.BTW love your script :D Very strange. Maybe your team mates are perceived as more threatening ;) Share this post Link to post Share on other sites
thelegendarykhan 15 Posted May 20, 2015 Very strange. Maybe your team mates are perceived as more threatening ;) Come on man. lol I am not using any sort of setcaptive script.. very weird and annoying :/ Share this post Link to post Share on other sites
holo89 10 Posted May 20, 2015 (edited) Have you checked the captive state of your player just in case with the debug tool while playing. Also the side of your player could have changed. One last, do you use a revive script? ... Just notice SP, forget this one Edited May 20, 2015 by holo89 Share this post Link to post Share on other sites
Wyga 10 Posted May 21, 2015 is any chance to off deleting units in bastion mode after all waves is complete ?? Share this post Link to post Share on other sites
thelegendarykhan 15 Posted May 21, 2015 Have you checked the captive state of your player just in case with the debug tool while playing. Also the side of your player could have changed. One last, do you use a revive script? ... Just notice SP, forget this one mm no to be honest. I will have to respart the mission by changing the last brack value in EOS script to TRUE for debugging :( A little help would be appreciated, where would that setcaptive appear (if it will)? Thank you. holo89. :) Share this post Link to post Share on other sites
holo89 10 Posted May 21, 2015 I'm more use to debug in MP but here In the description.ext in the root of your mission look for or create this variable enableDebugConsole=1; It will allow you to have the debug console when you press escape in game In that console in the edit box you can write code that you will execute or just check actual values of expression in the lines under the edit box Like if you put player in one of the four lines you get the player value under that line while playing Now when you get that behaviour as if you were captive, put Captive player In one of those line and if under it you have 'true' then you know you are captive, You could try also Side player To make sure you're still on west (I assume you play west) Let us know Share this post Link to post Share on other sites
bangabob 42 Posted May 22, 2015 mm no to be honest. I will have to respart the mission by changing the last brack value in EOS script to TRUE for debugging :(A little help would be appreciated, where would that setcaptive appear (if it will)? Thank you. holo89. :) Just put in the init.sqf PLAYER setcaptive false; If your problem persists then it's another issue Share this post Link to post Share on other sites
thelegendarykhan 15 Posted May 22, 2015 Wow thanks, both of you BangaBob and holo89. Will try tonight. Might as well share the mission with you all. It looks beautiful on Panthera :D Share this post Link to post Share on other sites
beqanyc 10 Posted May 25, 2015 (edited) BangaBob Thank you for your amazing script! its been very useful, I have several questions I would greatly appreciate any help I can get. Im noob when It comes to scripting. I will try to explain my situation , Iv selected an altis map with 190 EOS zons all around the map. My gol is to create a single player mission where you capture all 190 zones and clean out the enemy from the map. however , I seem to hit a dead end. when I capture 12 or 13 zones , the game brakes , and all other zones stop working , they just spawn empty vehicles and empty static. no Ai activity nothing. However everything works perfectly at the beginning My question is , is there limit to how many EOZ zones I can have? Or is there limit on how many AI EOS can spawn during one game? I would greatly appreciate any help I can get :) BTW im using several other scripts with it , maybe they are in conflict? 1)bon_recruit_units 2)Patxitron_MobileRepair 3)cleanup 4)zlt_fieldrepair Edited May 26, 2015 by Beqanyc Share this post Link to post Share on other sites
perfk 1 Posted May 25, 2015 (edited) What is the easiest way of adding a gear script to all spawned units? I'm currently calling it with: [this,"East","rifle"] call tb3_floadout; (https://docs.google.com/document/d/1FwwKL6FgW7XOqciO1A2lyX5fzrOyJRCdO5YAHDLPfes/edit) Also can i activate a zone after having called "EOS_deactivate"? i would like to deactivate a bastion zone and then reactivate it at a later point. Edited May 25, 2015 by Perfk Share this post Link to post Share on other sites
remi6 18 Posted May 31, 2015 I can't seem to figure out why the CAF Aggressors faction im trying to add to the EOS UnitPools.sqf aren't spawning. mod: http://www.armaholic.com/page.php?id=24441 Where it says // ADD CLASSNAMES , can we name the faction anything we choose or does it have to have the specific faction name given by the mod creator? And when we list units inside of _InfPool, do we list individual units? For example, i'm trying to have the Middle Eastern Tribal OPFOR faction spawn in my EOS Insurgency zones; and my code looks like this: _InfPool= ["CAF_AG_ME_T_AK47","CAF_AG_ME_T_AK74","CAF_AG_ME_T_GL","CAF_AG_ME_T_PKM","CAF_AG_ME_T_RPG","CAF_AG_ME_T_RPK74","CAF_AG_ME_T_SVD"]; and my _MotPool looks like this: _MotPool= ["CAF_AG_ME_T_Offroad","CAF_AG_ME_T_Offroad_armed_01","CAF_AG_ME_T_van_01"]; and i'm not seeing any vehicles spawn either. I got all of these class names by putting them down as individual units in Editor. Share this post Link to post Share on other sites
Rickyfoxx 10 Posted May 31, 2015 I'll have a look at the package in the next days, thanks for sharing it! Share this post Link to post Share on other sites
phronk 898 Posted May 31, 2015 Make sure your EOS markers call the right faction. It's the first value in the last bracketed array. For example: null = [["mkr0"],[2,1,100],[2,2,100],[1,3,30],[1,30],[1,30],[0,0,0],[2,0,500,INDEPENDENT,FALSE]] call EOS_Spawn; The faction numbers are listed in the UnitPools.sqf before all the unit classnames are listed for that faction. For example, the first custom faction is number 5. So in the line I posted above, the "2" should be a "5" and the "INDEPENDENT" should say "EAST" if that is where you setup your CAF Aggressors' faction. Share this post Link to post Share on other sites
beqanyc 10 Posted May 31, 2015 Hey guys , sorry for another post, I have a single player mission , with around 190 EOs zones all around altis , everything works perfect at the beginning , however after capturing 26 zones the enemy does not spawn anymore , all other zones are empty. Is there a limit for EOS zones ? Or is there limit on how many AI can be spawn at one game? Please help , this script is very important for my mission Share this post Link to post Share on other sites