terox 316 Posted July 12, 2016 @Salty, yes i'm getting an intermittent error Here's the error that i sometimes get. Its a bit rare and occurs when tasks are created, skipping the mission gets rid of the constant looping error, unless the next mission also causes the same error. Havent had time to track it down and its gonna take some time too, so if anyome has a fix, i'd appreciate it _element = _this select _id; _element> 1:15:56 Error position: <select _id; _element> 1:15:56 Error Zero divisor 1:15:56 File d:\Bi_Profiles\Users\Terox\mpmissions\co_58_Patrol_Ops_NATO_zgm5k.Tanoa\fnc\core\fn_getArrayRandom.sqf, line 18 1:15:56 Error in expression <c_getArrayRandom) select 0; _distance = PO3_pos_curr distance PO3_pos_prev; if( > 1:15:56 Error position: <PO3_pos_curr distance PO3_pos_prev; if( > 1:15:56 Error Undefined variable in expression: po3_pos_curr 1:15:56 File d:\Bi_Profiles\Users\Terox\mpmissions\co_58_Patrol_Ops_NATO_zgm5k.Tanoa\fnc\position\fn_getNewPos.sqf, line 33 1:15:56 Error in expression <andom (count _this)); Share this post Link to post Share on other sites
Blackheart_Six 283 Posted July 12, 2016 It's a pos error. It might have to do with PO3 being setup for Altis, and your trying to run it on Tanoa. You need expert help. :-) Share this post Link to post Share on other sites
Blackheart_Six 283 Posted July 12, 2016 I updated to APEX. I went into the editor, drop one soldier, and saved the mission "PO3_Tanoa". Copied all the files from unpacked NATO PO3, except the "mission.sqm" file, and pasted into new tanoa folder. BAM! PO3 on Tanoa. I don't have any errors, and the first mission popped up. Destroy Arty battery. It did take longer than normal for the mission to start, and I haven't gone down range to the mission to see what spawned. I have to set up a ZEUS module for that. Share this post Link to post Share on other sites
terox 316 Posted July 12, 2016 @ Blackheart, I noticed on 1 test run, it took enough time for the task not to spawn, have a zeus slot create a mission, have the players set of to that mission, arrive and start the assault before the patrol ops task was created, so a good 15 - 20 minutes So Tanoa is causing some issue with the tasking system and I built our current Tanoa patrol ops from the build on your server, the one that has VCOMai. I haven't touched the task system at all, so we should be running identical versions of that system. It doesnt do it often for us, but when it does its a constant and fairly fast loop with hundreds of those error lines in the rpt before we can skip the mission. I have some time today so maybe i can get to the bottom of it. Lets not get Roy involved in this, 1) Its a very varied version of his original release and 2) He's too busy on PO4, or we hope he is :-) 2 Share this post Link to post Share on other sites
roy86 367 Posted July 12, 2016 Lets not get Roy involved in this, 1) Its a very varied version of his original release and 2) He's too busy on PO4, or we hope he is :-) ;) cheers, can guarantee the above is not an issue in PO4. The latest apex update has screwed my install so just dealing with that atm before final round of alpha testing with ATC. If all goes to plan... beta! 3 Share this post Link to post Share on other sites
jus61 54 Posted July 12, 2016 ;) cheers, can guarantee the above is not an issue in PO4. The latest apex update has screwed my install so just dealing with that atm before final round of alpha testing with ATC. If all goes to plan... beta! :blink: Share this post Link to post Share on other sites
salty6924 12 Posted July 12, 2016 @ Blackheart, I noticed on 1 test run, it took enough time for the task not to spawn, have a zeus slot create a mission, have the players set of to that mission, arrive and start the assault before the patrol ops task was created, so a good 15 - 20 minutes So Tanoa is causing some issue with the tasking system and I built our current Tanoa patrol ops from the build on your server, the one that has VCOMai. I haven't touched the task system at all, so we should be running identical versions of that system. It doesnt do it often for us, but when it does its a constant and fairly fast loop with hundreds of those error lines in the rpt before we can skip the mission. I have some time today so maybe i can get to the bottom of it. Lets not get Roy involved in this, 1) Its a very varied version of his original release and 2) He's too busy on PO4, or we hope he is :-) Thanks Gents. Agreed on not bothering Roy....i hate bothering the devs. Standing by and ready to help/test Share this post Link to post Share on other sites
Blackheart_Six 283 Posted July 12, 2016 Terox, I would used the standard PO3 first and work out from there. That's what I am doing. Share this post Link to post Share on other sites
Blackheart_Six 283 Posted July 15, 2016 Removed.... Share this post Link to post Share on other sites
salty6924 12 Posted July 15, 2016 Well, i have dug deep into this thing with my limited knowledge (Man is PO3 a beautifully complicated beast) Im assuming Tanoa is doing something different with locations and that is causing the issue. The RPT errors out on Line 33 of getnewpos saying "PO3_pos_curr" is an undefined variable. Except it is defined right here on line 3 if( isNil "PO3_pos_curr" ) then { PO3_pos_curr = [0,0,0] }; Is the issue that PO3 is reading the corner of the map as being way off center or other markers from any other map and randomly cant find something to spawn a task on? This leads me to getposarray where there is a ton of math things going on that is way beyond my ability to decipher if!(_water) then { if (surfaceIsWater _pos) then { private ["_p","_d","_l"]; _d = 0; _l = true; while { _d = _d + 20; _l && _d < 5000 } do { for "_i" from 0 to 340 step 20 do { _p = [_pos,_d,_i] call PO3_fnc_getPosRadius; if (!surfaceIsWater _p) exitwith { _l = false }; That is some straight up newtonian algebra right there. Then, i get the bright idea, Altis....stratis...thats what this mission was made for, and found this. 29 _map = toLower worldName; 30 31: if !(_map in ["altis","stratis"]) exitWith { -1 }; 32 if (_map == "stratis") then { 33 _bottomLeftX = 1302; .. 85 switch (toLower worldname) do { 86 case "stratis" : { localize "STR_A3_NearStratis" }; 87: default { localize "STR_A3_NearAltis" }; 88 }; 89 }; _bottomleftx Could this be the cause for the weirdness? Man im probably way off, but im trying? :blink: 1 Share this post Link to post Share on other sites
Blackheart_Six 283 Posted July 15, 2016 That's good stuff.....And I think your on the right path. I've got half of the missions running by editing the individual missions. The pos error is thrown when the task is fired. So I eliminated "base", and just use city and town right now. But I am going to look at what you found. There is an offset between altis and stratis. There has to be for Tanoa. Share this post Link to post Share on other sites
Blackheart_Six 283 Posted July 16, 2016 That code is coming out of fn_showTacticalText. It has nothing to do with the position error that I can tell. As I said above the error occurs when the task is fired. I think it is related to cfgLocationType or cfgLocation. From the header of the fn_showTacticalText..... Author: Jiri Wainar Modified by Eightysix Description: Display OSD with location, time and possibly some other campaign related info. Parameter(s): _this select 0: array (optional) - position (default: player's position) _this select 1: array (optional) - date in format [_year,_month,_day,_hour,_min] (default: current date) Example: [] call PO3_fnc_showTacticalText; Returns: - nothing - Share this post Link to post Share on other sites
Blackheart_Six 283 Posted July 16, 2016 Here are the missions I have working so far.... ​ PO3_missions = [ "PO3_task_m01_attackBase" // WORKED ,"PO3_task_m02_attackConvoyArmour" // WORKED ,"PO3_task_m05_captureOfficer" // WORKED ,"PO3_task_m06_captureTown" // WORKED ,"PO3_task_m07_captureVehicle" // WORKED ,"PO3_task_m08_clearMinefield" // WORKED ,"PO3_task_m09_clearRunway" // WORKED ,"PO3_task_m11_createSupplies" // WORKED ,"PO3_task_m12_createTower" // WORKED ,"PO3_task_m15_defendTown" // WORKED ,"PO3_task_m16_destroyArtillery" // WORKED ,"PO3_task_m17_destroyCaches" // WORKED ,"PO3_task_m18_destroyTower" // WORKED ,"PO3_task_m19_intelDrone" // WORKED ]; I edited each individual mission file here. // ========================================================================================================= // Define Random Location // ========================================================================================================= _location = ["city","town"] call PO3_fnc_getNewPos; I removed any reference to "base" or "poi", and replaced with "city", "town" or a combination or both. I think valid locations are airport, hill, city, town, based on what is listed in the fn_getNewPos.sqf, and for the map of Tanoa. Share this post Link to post Share on other sites
salty6924 12 Posted July 16, 2016 Edit: Got home, checked them, Made the edits as you had, Still getting Error Zero Divisor on that po3_pos_curr on certain missions. Have tested one by one to check which are causing it. Share this post Link to post Share on other sites
Blackheart_Six 283 Posted July 16, 2016 Bottom Line Up Front..... To fix the position error edit all the individual mission files and set the location to "town". This is the quickest easiest way to get up and running Tanoa until PO4 comes out. Then work back through and customize locations and missions. As far I can tell there is only 1 military base in the map. The problem is a combination of Location Types, and empty marker locations. When you change the files to "town" it gives you the largest selection of random positions, and doesn't throw an error. At least not yet. :-) Update..... Played last night on DS. Every mission fired, and no errors. 1 Share this post Link to post Share on other sites
terox 316 Posted July 17, 2016 I've just started to debug this, so this is my findings on my first pass at it. Some of you may find this of interest, its basically the steps i have taken to track down and fix the bug DEBUG:1 (1st thing i did) I know this is to do with locations, so first thing is get a list of all the locations that Tanoa offers by default Here is the dump of all locations listed for Tanoa, via the configfile >> CfgWorlds >> Tanoa >> Names TYPE ................... NAME ............................ POSITION " Airport --> Bala Airstrip -- > [2089.06,3523.68]" " Airport --> La Rochelle Aerodrome -- > [11650.3,13135.4]" " Airport --> Saint-George Airstrip -- > [11570,3150.79]" " Airport --> Aéroport de Tanoa -- > [6952.61,7400.35]" " Airport --> Tuvanaka Airbase -- > [1953.34,13173.8]" " Hill --> -- > [10265.3,12142.9]" " Hill --> -- > [10766,8673.97]" " Hill --> -- > [2646.24,2635.12]" " Hill --> -- > [4729.22,2131.32]" " Hill --> -- > [9552.33,9108.61]" " Hill --> -- > [11889.5,11269]" " Hill --> -- > [2181.59,12583.6]" " Hill --> -- > [2699.04,12292.3]" " Hill --> -- > [2967.29,13084.8]" " Hill --> -- > [8780.42,12787.1]" " Hill --> -- > [12935,14090.4]" " Hill --> -- > [13786.6,10967.4]" " Hill --> -- > [12823.7,9415.64]" " Hill --> -- > [9004.48,9260.41]" " Hill --> -- > [8174.41,11657.5]" " Hill --> -- > [6404.11,11797.1]" " Hill --> -- > [2442.67,7260.9]" " Hill --> -- > [3451.27,12235]" " Hill --> -- > [11865.6,3927.19]" " Hill --> -- > [10086.9,3300.36]" " NameCityCapital --> Georgetown -- > [5396.22,10334.7]" " NameCity --> Katkoula -- > [5684.68,3993.67]" " NameCity --> Balavu -- > [2677.42,7441.56]" " NameCity --> Blue Pearl industrial port -- > [13523,12134.8]" " NameCity --> Lijnhaven -- > [11802,2662.98]" " NameCity --> Tuvanaka -- > [1579.49,11937.8]" " NameCity --> Moddergat -- > [9407.35,4133.13]" " NameCity --> Doodstil -- > [12861.9,4691.1]" " NameCity --> Harcourt -- > [11122.5,5342.93]" " NameCity --> Tanouka -- > [9014.23,10214.2]" " NameCity --> Lifou -- > [7080.21,8004.08]" " NameCity --> La Rochelle -- > [9549.78,13673.4]" " NameCity --> Nicolet -- > [6164.67,12864.7]" " NameCity --> Ouméré -- > [12984.3,7321.96]" " NameCity --> Saint-Julien -- > [5808.6,11213.3]" " NameLocal --> Comms Alpha -- > [10098.7,11818.1]" " NameLocal --> hotel resort -- > [12383,14135.3]" " NameLocal --> Red Spring surface mine -- > [11868.6,10426.9]" " NameLocal --> Tanoa Sugar Company -- > [8323.44,10434.3]" " NameLocal --> training base -- > [2340.53,13230.4]" " NameLocal --> GSM station -- > [3012.63,13074.6]" " NameLocal --> camp remnants -- > [3821.88,14035.8]" " NameLocal --> vehicle range -- > [3809.57,13489.6]" " NameLocal --> firing range -- > [3314.57,12861.9]" " NameLocal --> Comms Whiskey -- > [2722.81,12317.6]" " NameLocal --> maze -- > [4132.81,12422.4]" " NameLocal --> harbor remnants -- > [4215.39,11667.7]" " NameLocal --> port -- > [13261.6,13691.9]" " NameLocal --> fortress ruins -- > [12055.2,2467.86]" " NameLocal --> forest clearing -- > [12169.8,3867.38]" " NameLocal --> ferry -- > [4473.8,5235.47]" " NameLocal --> ferry -- > [4099.94,5506.71]" " NameLocal --> plantation -- > [11043.3,7946.22]" " NameLocal --> sawmill -- > [11761.2,6949.91]" " NameLocal --> banana plantations -- > [12534,7801.59]" " NameLocal --> Ile Saint-George -- > [13313.5,5162.11]" " NameLocal --> Mont Tanoa -- > [9784.26,12114.1]" " NameLocal --> Comms Bravo -- > [10978.5,11499.6]" " NameLocal --> diesel power plant -- > [7270.84,8391.29]" " NameLocal --> lumberyard -- > [8917.03,11948.5]" " NameLocal --> temple ruins -- > [11003.1,8421.68]" " NameLocal --> cocoa plantations -- > [8939.47,6627.97]" " NameLocal --> lumberyard -- > [5511.58,11888.2]" " NameLocal --> fuel depot -- > [2263.18,6333.35]" " NameLocal --> railway depot -- > [4276.75,8527.25]" " NameLocal --> Forbidden Village -- > [1697.57,13211.4]" " NameLocal --> roadhouse -- > [8526.85,12467.3]" " NameLocal --> lumberyard -- > [9303.81,7573.6]" " NameLocal --> Sosovu Island -- > [2706.66,9120.98]" " NameLocal --> Yani Islets -- > [6176.72,6514.98]" " NameLocal --> Ile Douen -- > [742.22,11165.7]" " NameLocal --> Ile Sainte-Marie -- > [5318.48,14542.4]" " NameLocal --> Ravi-ta Island -- > [12820.8,14195]" " NameLocal --> Tuadua Island -- > [8368.14,1335.01]" " NameLocal --> Imuri Island -- > [1521.62,887.52]" " NameLocal --> Yasa Island -- > [3618.15,9410.23]" " NameLocal --> ferry -- > [2270.34,8652.99]" " NameMarine --> Baie d'Orange -- > [11075.9,2088.91]" " NameMarine --> Yanukka Bay -- > [3207.77,4160.94]" " NameMarine --> Baie de Belfort -- > [2595.65,10610]" " NameMarine --> Darwin Bay -- > [12033.8,5969.43]" " NameMarine --> coral reef -- > [8846.93,14882.8]" " NameMarine --> coral reef -- > [6292.25,14707.8]" " NameMarine --> Georgetown Bay -- > [4928.49,10615]" " NameMarine --> Madman's Straits -- > [3125.29,8507.77]" " NameMarine --> Vliegende Hollander Baai -- > [12209.7,2700.43]" " NameMarine --> Moddergat Baai -- > [9482.04,4643.75]" " NameMarine --> Harcourt Strait -- > [11072.6,5613.99]" " NameVillage --> Sosovu -- > [2686.79,9280.77]" " NameVillage --> Yanukka -- > [3051.14,3448.56]" " NameVillage --> Rautake -- > [3403.76,6836.13]" " NameVillage --> Tavu -- > [974.49,7654.05]" " NameVillage --> Muaceba -- > [1556.43,8545.12]" " NameVillage --> Namuvaka -- > [2824.25,5700.17]" " NameVillage --> Laikoro -- > [1628.02,6190.57]" " NameVillage --> Leqa -- > [2363.54,8236.87]" " NameVillage --> Vatukoulo -- > [14057.4,9955.55]" " NameVillage --> Belfort -- > [3132.55,10977.1]" " NameVillage --> Koumac -- > [1347.24,2968.37]" " NameVillage --> Blerick -- > [10255.9,2738.07]" " NameVillage --> Port-Boisé -- > [12715.1,3309.17]" " NameVillage --> Tobakoro -- > [8741.21,3556.31]" " NameVillage --> Lösi -- > [10200.8,4964.28]" " NameVillage --> Rereki -- > [13069.4,2117.94]" " NameVillage --> Cerebu -- > [2131.95,4589.63]" " NameVillage --> Savaka -- > [7211.97,4237.91]" " NameVillage --> Lailai -- > [3627.54,2208.85]" " NameVillage --> Regina -- > [4919.7,8728.68]" " NameVillage --> Lami -- > [7941.7,7663.32]" " NameVillage --> Kotomo -- > [10974.5,6232.58]" " NameVillage --> Luganville -- > [14040.9,8308.29]" " NameVillage --> Savu -- > [8393.35,13778.4]" " NameVillage --> Buawa -- > [8316.95,11132.2]" " NameVillage --> Ovau -- > [12401.7,12787.8]" " NameVillage --> Vagalala -- > [11069.2,9748.43]" " NameVillage --> Nasua -- > [11417.6,12360.2]" " NameVillage --> Lobaka -- > [6028.08,8580.17]" " NameVillage --> Nandai -- > [14496.3,8877.4]" " NameVillage --> Momea -- > [10423.8,13252.2]" " NameVillage --> Ba -- > [14295.2,11680.3]" " NameVillage --> Galili -- > [8114.07,11957.2]" " NameVillage --> Imone -- > [10487.6,10613.7]" " NameVillage --> Petit Nicolet -- > [6813.05,13439.5]" " NameVillage --> Oua-Oué -- > [5752.39,12325.8]" " NameVillage --> Pénélo -- > [10966.2,13183.5]" " NameVillage --> Ipota -- > [12317.8,13929.5]" " NameVillage --> Saint-Paul -- > [7829.41,13599.8]" " NameVillage --> Saioko -- > [12403.5,4569.93]" " NameVillage --> Nani -- > [1954.62,10727]" " NameVillage --> Lakatoro -- > [9213.6,8741.29]" " NameVillage --> Bua Bua -- > [13255.1,3019.73]" " NameVillage --> La Foa -- > [8825.16,4778.34]" " NameVillage --> Taga -- > [12255.2,1880.2]" Update I edited a lot of garbage you don't need to see, and tidied this post up a lot DEBUG:3 (3rd thing i did) I had believed Po3_PosAllowed was not filling its arrays out correctly, so I took a look at the values created by the different variables used Below in the spoiler is the return for Po3_PosAllowed _this select 0 is empty (Expected this Namecity) Reason spelling error Line 72 < "namecitycapitial" > needed to be "namecitycapital" _this select 5 is empty (Poi (Points of interest, this is empty because the fn_registerLocations has not been set up for Tanoa "--- Po3_pos_allowed---" "" "select 0 -> [[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"],[Military Post,"ColorOPFOR"]]" "" "select 1 -> []" "" "select 2 -> [[Location Hill at 2646, 2635,"ColorGreen"],[Location Hill at 4729, 2131,"ColorGreen"],[Location Hill at 2443, 7261,"ColorGreen"],[Location Hill at 10087, 3300,"ColorGreen"],[Location Hill at 11866, 3927,"ColorGreen"],[Location Hill at 2699, 12292,"ColorGreen"],[Location Hill at 3451, 12235,"ColorGreen"],[Location Hill at 2182, 12584,"ColorGreen"],[Location Hill at 9004, 9260,"ColorGreen"],[Location Hill at 9552, 9109,"ColorGreen"],[Location Hill at 2967, 13085,"ColorGreen"],[Location Hill at 6404, 11797,"ColorGreen"],[Location Hill at 10766, 8674,"ColorGreen"],[Location Hill at 8174, 11657,"ColorGreen"],[Location Hill at 8780, 12787,"ColorGreen"],[Location Hill at 10265, 12143,"ColorGreen"],[Location Hill at 12824, 9416,"ColorGreen"],[Location Hill at 11890, 11269,"ColorGreen"],[Location Hill at 13787, 10967,"ColorGreen"],[Location Hill at 12935, 14090,"ColorGreen"]]" "" "select 3 -> [[Location NameVillage at 1347, 2968,"ColorWhite"],[Location NameVillage at 3628, 2209,"ColorWhite"],[Location NameVillage at 3051, 3449,"ColorWhite"],[Location NameVillage at 2132, 4590,"ColorWhite"],[Location NameVillage at 2824, 5700,"ColorWhite"],[Location NameVillage at 1628, 6191,"ColorWhite"],[Location NameCity at 5685, 3994,"ColorWhite"],[Location NameVillage at 3404, 6836,"ColorWhite"],[Location NameVillage at 974, 7654,"ColorWhite"],[Location NameCity at 2677, 7442,"ColorWhite"],[Location NameVillage at 7212, 4238,"ColorWhite"],[Location NameVillage at 2364, 8237,"ColorWhite"],[Location NameVillage at 1556, 8545,"ColorWhite"],[Location NameVillage at 8741, 3556,"ColorWhite"],[Location NameVillage at 2687, 9281,"ColorWhite"],[Location NameVillage at 4920, 8729,"ColorWhite"],[Location NameVillage at 8825, 4778,"ColorWhite"],[Location NameCity at 9407, 4133,"ColorWhite"],[Location NameVillage at 10256, 2738,"ColorWhite"],[Location NameVillage at 1955, 10727,"ColorWhite"],[Location NameVil "" "select 4 -> [[Location NameMarine at 3208, 4161,"ColorBlue],[Location NameMarine at 3125, 8508,"ColorBlue"],[Location NameMarine at 9482, 4644,"ColorBlue"],[Location NameMarine at 2596, 10610,"ColorBlue"],[Location NameMarine at 11076, 2089,"ColorBlue"],[Location NameMarine at 4928, 10615,"ColorBlue"],[Location NameMarine at 11073, 5614,"ColorBlue"],[Location NameMarine at 12210, 2700,"ColorBlue"],[Location NameMarine at 12034, 5969,"ColorBlue"],[Location NameMarine at 6292, 14708,"ColorBlue"],[Location NameMarine at 8847, 14883,"ColorBlue"]]" "" "select 5 -> []" "" "select 6 -> [[Location Airport at 2089, 3524,"ColorOrange"],[Airfield,"ColorOrange"],[Location Airport at 11570, 3151,"ColorOrange"],[Airfield,"ColorOrange"],[Location Airport at 1953, 13174,"ColorOrange"],[Airfield,"ColorOrange"],[Location Airport at 11650, 13135,"ColorOrange"],[Airfield,"ColorOrange"]]" "" "select 7 -> [[Location NameLocal at 1522, 888,"ColorBlack"],[Location NameLocal at 2263, 6333,"ColorBlack"],[Location NameLocal at 4100, 5507,"ColorBlack"],[Location NameLocal at 4474, 5235,"ColorBlack"],[Location NameLocal at 8368, 1335,"ColorBlack"],[Location NameLocal at 2270, 8653,"ColorBlack"],[Location NameLocal at 2707, 9121,"ColorBlack"],[Location NameLocal at 4277, 8527,"ColorBlack"],[Location NameLocal at 3618, 9410,"ColorBlack"],[Location NameLocal at 8939, 6628,"ColorBlack"],[Location NameLocal at 742, 11166,"ColorBlack"],[Location NameCityCapital at 5396, 10335,"ColorBlack"],[Location NameLocal at 9304, 7574,"ColorBlack"],[Location NameLocal at 12055, 2468,"ColorBlack"],[Location NameLocal at 4215, 11668,"ColorBlack"],[Location NameLocal at 2723, 12318,"ColorBlack"],[Location NameLocal at 12170, 3867,"ColorBlack"],[Location NameLocal at 4133, 12422,"ColorBlack"],[Location NameLocal at 5512, 11888,"ColorBlack"],[Location NameLocal at 3315, 12862,"ColorBlack"],[Location NameLocal at 1698, 13211," "" "select 8 -> [[Resupply Base,"ColorRed],[Resupply Base,"ColorRed"],[Resupply Base,"ColorRed"],[Resupply Base,"ColorRed"],[Resupply Base,"ColorRed"],[Resupply Base,"ColorRed"]]" Share this post Link to post Share on other sites
jandrews 116 Posted July 17, 2016 Bottom Line Up Front..... To fix the position error edit all the individual mission files and set the location to "town". This is the quickest easiest way to get up and running Tanoa until PO4 comes out. Then work back through and customize locations and missions. As far I can tell there is only 1 military base in the map. The problem is a combination of Location Types, and empty marker locations. When you change the files to "town" it gives you the largest selection of random positions, and doesn't throw an error. At least not yet. :-) Update..... Played last night on DS. Every mission fired, and no errors. If you have a working version. could you post the updated file. Plz and thanks! Share this post Link to post Share on other sites
Blackheart_Six 283 Posted July 17, 2016 I'll see about that. I hesitate to do that because I also have TFAR customizations, respawn, and other stuff I do to the mission only I would know how to remove quickly, and easily. Join my operations server to see it run. I use CBA and TFAR mods. To get PO3 to run on tanoa: 1. Make a copy of PO3 folder for altis and place it in documents/arma3/mpmissions 2. Rename the folder from altis to tanoa. 3. Open the editor. 4. Import to the 3d editor. The file name will be gray out. 5. Quit the editor, and open the multiplayer editor. Edit the mission. 5. Move all the objects to where you want them. I placed them all in the center of the big island to start. 6. Delete all empty location markers except the 4 original. Airport, Military Base, Resupply Base, ACRE Tower Location. 7. Open each mission file and find the line // ========================================================================================================= // Define Random Location // ========================================================================================================= _location = ["city","town"] call PO3_fnc_getNewPos; 8. I replaced all lines for the missions I wanted to run with _location = "town" call PO3_fnc_getNewPos; 9. Test. The task will fire, there should be no error. To make the error repeatable, in the taskmaster file, rem out all the missions except the M01, Attack Base. If you look at the M01 file, _location = "base". Make sure you don't have any markers at the training base. Run the mission. The position error will occur when the task fires. Now to eliminate the error, make a copy of the empty military marker location, and place it on the name "training base". Run the mission. The task should fire with out error. The other option would be to place empty markers on the same type of locations as in Altis. But the problem is the points of interest are not the same, which are listed in the registered locations file. It is easier to fix the issue using "city" and "town" locations to get things up and running. NOTE: Use NOTEPAD++ or equivalent code editor. Share this post Link to post Share on other sites
terox 316 Posted July 18, 2016 Okay solution. These files are for Tanoa version only I've rerun around 10 times now with no errors, but could do with others verifying, I might just have been lucky not tom catch the error You need to replace the fn_registerLocations found in \fnc\position\fn_registerLocations.sqf with the version below (Make a backup of the file first) fn_registerLocations (see spoiler below) (Apologies for the lack of tabulation, these forums are crap at keeping them, so here's a pastebin link of the code http://pastebin.com/6Dzk9wyq private["_worldradius","_all","_locations","_locBSE","_locCTY","_locHIL","_locPOI","_locTWN","_locWTR"]; { _position = _x call PO3_fnc_getPos; if(_position distance [0,0,0] > 10) then { _location = createLocation ["NameLocal", _position, 200, 200]; _location setText "Military Post"; _location setName "Military Post"; }; }forEach [ "PO3_loc_military_1","PO3_loc_military_2","PO3_loc_military_3","PO3_loc_military_4","PO3_loc_military_5" ,"PO3_loc_military_6","PO3_loc_military_7","PO3_loc_military_8","PO3_loc_military_9","PO3_loc_military_10" ,"PO3_loc_military_11","PO3_loc_military_12","PO3_loc_military_13","PO3_loc_military_14" /* TEROX EDIT I had to edit these as i added more Po3_loc_military_* post markers */ ,"PO3_loc_military_15","PO3_loc_military_16","PO3_loc_military_17","PO3_loc_military_18","PO3_loc_military_19" ]; { _position = _x call PO3_fnc_getPos; if(_position distance [0,0,0] > 10) then { _location = createLocation ["NameLocal", _position, 100, 100]; _location setText "Resupply Base"; _location setName "Resupply Base"; }; }forEach [ "PO3_loc_resupplybase_1","PO3_loc_resupplybase_2","PO3_loc_resupplybase_3","PO3_loc_resupplybase_4" /* TEROX EDIT I had to edit these as i added more Po3_loc_resupplybase_* post markers */ ,"PO3_loc_resupplybase_5","PO3_loc_resupplybase_6" ]; { _position = _x call PO3_fnc_getPos; if(_position distance [0,0,0] > 10) then { _location = createLocation ["Airport", _position, 300, 300]; _location setText "Airfield"; _location setName "Airfield"; }; /* TEROX EDIT I had to remove "PO3_loc_airport_5" not enough airports on Tanoa */ }forEach ["PO3_loc_airport_1","PO3_loc_airport_2","PO3_loc_airport_3","PO3_loc_airport_4"]; _worldradius = 1500*Log(PO3_worldsize/1000); _all = nearestLocations [[0,0],["Airport","CityCenter","Hill","NameCity","NameCityCapital","NameLocal","NameMarine","NameVillage"],100000]; _locations = []; _locAIR = []; _locBSE = []; _locCTY = []; _locHIL = []; _locPOI = []; _locTWN = []; _locWTR = []; _locOTH = []; _locRSP = []; PO3_gvar_locations = []; { if( position _x distance getMarkerPos "respawn_west" > _worldradius && position _x distance getMarkerPos "respawn_east" > _worldradius && !(toLower(text _x) IN [ "sagonisi","katalaki bay","melanera bay","pefkas bay","tonos bay" /* TEROX EDIT Do I need to add any for Tanoa */ ]) ) then { _text = switch (toLower (type _x)) do { case "airport" : { _locAIR set [count _locAIR,[_x,"ColorOrange"]]; "Airport" }; case "citycenter"; case "namecitycapital" : { _locCTY set [count _locCTY,[_x,"ColorOrange"]]; "City" }; case "namecity" : { _locCTY set [count _locCTY,[_x,"ColorOrange"]]; "City" }; case "namevillage" : { _locTWN set [count _locTWN, [_x,"ColorWhite"]]; "Town" }; case "namemarine" : { _locWTR set [count _locWTR, [_x,"ColorBlue" ]]; "Bay" }; case "hill" : { _locHIL set [count _locHIL, [_x,"ColorGreen"]]; "Hill" }; case "namelocal" : { switch ( toLower(text _x) ) do { case "castle" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "POI" }; case "factory" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Factory" }; case "storage" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Factory" }; case "mine" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Mine" }; case "quarry" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Mine" }; case "stadium" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Stadium" }; case "power plant" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Power" }; case "military post" : { _locBSE set [count _locBSE,[_x,"ColorOPFOR"]]; "Military" }; case "resupply base" : { _locRSP set [count _locRSP,[_x,"ColorRed"]]; "Resupply" }; /* TEROX EDIT Added these for Tanoa */ case "Comms Alpha" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Transmitter" }; case "Comms Bravo" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Transmitter" }; case "Comms Whiskey" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Transmitter" }; case "GSM station" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Transmitter" }; case "ferry": { _locWTR set [count _locWTR ,[_x,"ColorIndependent"]]; "Ferry" }; case "Red Spring surface mine": { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Mine" }; case "hotel resort" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Hotel" }; case "plantation" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Plantation" }; case "banana plantations":{ _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Plantation" }; case "cocoa plantations": { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Plantation" }; case "Tanoa Sugar Company":{ _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Factory" }; case "sawmill" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Factory" }; case "lumberyard" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Factory" }; case "fuel depot" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Factory" }; case "railway depot" : { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Factory" }; case "diesel power plant": { _locPOI set [count _locPOI,[_x,"ColorIndependent"]]; "Power" }; case "Forbidden Village": { _locTWN set [count _locTWN,[_x,"ColorWhite"]]; "Town" }; case "training base" : { _locBSE set [count _locBSE,[_x,"ColorOPFOR"]]; "Military" }; case "camp remnants" : { _locBSE set [count _locBSE,[_x,"ColorOPFOR"]]; "Military" }; case "vehicle range" : { _locBSE set [count _locBSE,[_x,"ColorOPFOR"]]; "Military" }; case "firing range" : { _locBSE set [count _locBSE,[_x,"ColorOPFOR"]]; "Military" }; case "fortress ruins" : { _locBSE set [count _locBSE,[_x,"ColorOPFOR"]]; "Military" }; default { _locOTH set [count _locOTH,[_x,"ColorBlack"]]; "Other" }; }; }; default { _locOTH set [count _locOTH,[_x,"ColorBlack"]]; "Other" }; }; PO3_gvar_locations set [count PO3_gvar_locations,[_text,_x,_x call PO3_fnc_getPos]]; }; } foreach _all; if(PO3_debug) then { { _marker = createMarkerlocal [format["PO3_LOC_%1",_x select 0],position (_x select 0)]; _marker setMarkerShapelocal "ICON"; _marker setMarkerTypelocal "mil_dot"; _marker setMarkerColorlocal (_x select 1); _marker setMarkerSizeLocal [0.5,0.5]; _marker setMarkerAlpha 0.3; } foreach (_locPOI+_locTWN+_locCTY+_locBSE+_locHIL+_locWTR+_locRSP); }; PO3_pos_allowed = [_locBSE,_locCTY,_locHIL,_locTWN,_locWTR,_locPOI,_locAIR,_locOTH,_locRSP]; ["PO3_fnc_registerLocations",format["Locations Registered: %1",PO3_pos_allowed]] call PO3_fnc_log; ["PO3_fnc_registerLocations",format["Locations Registered: %1",PO3_gvar_locations]] call PO3_fnc_log; PO3_pos_allowed; Things to note. RED TEXT = code I changed that was an error BLUE TEXT = comments GREEN TEXT = new code 1) In my version I created extra military bases and therefore added extra "PO3_loc_military_*" markers ​Edit the first foreach array on line 12 to suit your needs 2) In my version i added additional "PO3_loc_resupplybase_*" markers because i added some F.O.B's to aid teleporting between islands Edit the foreach array on line 28 to suit your needs 3) I use the main airbase on tanoa as the players base, so that only leaves 4 airports, therefore I only have 4 "PO3_loc_airport_*" markers Edit the foreach array on line line 41 to suit your needs 4) There is a typo in the script on line 70. It was namecitycapitial, this has been corrected to namecitycapital and will exist in your Altis and Stratis versions, so you might want to edit them Questions for Roy 1) You do not define a statement for case "namecity" on line 71 (of my version of the script), It was simply case "namecity"; For now I have edited this so _locCty now contains a list of all locations: namecity There must have been a reason to omit this, can you remember why 2) On line 63 of my version you omit to include any locations of the following location namemarine. Specifically ""sagonisi","katalaki bay","melanera bay","pefkas bay","tonos bay", Can you remember why, I cant figure it out and wonder if i need to add some Tanoa bays 2 Share this post Link to post Share on other sites
Blackheart_Six 283 Posted July 20, 2016 Terox, Great job! Works like a charm. I've gone back and updated my tasks, and it opened a lot more locations. Share this post Link to post Share on other sites
lawndartleo 109 Posted August 14, 2016 Hello Roy, Is PO4 still under active development? It been a month since you last post and that usually means real life has taken precedent. Hope all is well. You have a legion of beta testers at the ready when you need us. 1 Share this post Link to post Share on other sites
roy86 367 Posted August 15, 2016 Hello Roy, Is PO4 still under active development? It been a month since you last post and that usually means real life has taken precedent. Hope all is well. You have a legion of beta testers at the ready when you need us. Hey Lawndart, Still in dev however slowed a little. Kids got sick (Flu) and work is insane so sleep eludes me at the moment which makes programming impossible. This is exactly where the major features stand: MPSF (Core MP Framework) is complete - Tested Ambient Events are complete - Tested Virtual Armoury (Virtual Arsenal Modified) is complete - Tested Virtual Depot (Base Vehicle Spawner) is under review - Tested requires small fix Squad Management is basic but complete - Untested Task System is under review - Tested... The Task system is being re-written. After testing with ATC, I was not happy at all with how it flowed. While it's far better than PO3 and performed really well, it was not intuitive and the progress through the missions was dis-jointed. Once this is tackled, it is good to go. Cheers, 6 Share this post Link to post Share on other sites
jus61 54 Posted August 15, 2016 Okay solution. These files are for Tanoa version only I've rerun around 10 times now with no errors, but could do with others verifying, I might just have been lucky not tom catch the error You need to replace the fn_registerLocations found in \fnc\position\fn_registerLocations.sqf with the version below (Make a backup of the file first) fn_registerLocations (see spoiler below) (Apologies for the lack of tabulation, these forums are crap at keeping them, so here's a pastebin link of the code http://pastebin.com/6Dzk9wyq Things to note. RED TEXT = code I changed that was an error BLUE TEXT = comments GREEN TEXT = new code 1) In my version I created extra military bases and therefore added extra "PO3_loc_military_*" markers ​Edit the first foreach array on line 12 to suit your needs 2) In my version i added additional "PO3_loc_resupplybase_*" markers because i added some F.O.B's to aid teleporting between islands Edit the foreach array on line 28 to suit your needs 3) I use the main airbase on tanoa as the players base, so that only leaves 4 airports, therefore I only have 4 "PO3_loc_airport_*" markers Edit the foreach array on line line 41 to suit your needs 4) There is a typo in the script on line 70. It was namecitycapitial, this has been corrected to namecitycapital and will exist in your Altis and Stratis versions, so you might want to edit them Questions for Roy 1) You do not define a statement for case "namecity" on line 71 (of my version of the script), It was simply case "namecity"; For now I have edited this so _locCty now contains a list of all locations: namecity There must have been a reason to omit this, can you remember why 2) On line 63 of my version you omit to include any locations of the following location namemarine. Specifically ""sagonisi","katalaki bay","melanera bay","pefkas bay","tonos bay", Can you remember why, I cant figure it out and wonder if i need to add some Tanoa bays Hallo Terox! Would you publish the missions Fils? Share this post Link to post Share on other sites
roy86 367 Posted August 15, 2016 Sorry Terox, didn't see your questions for me. Questions for Roy 1) You do not define a statement for case "namecity" on line 71 (of my version of the script), It was simply case "namecity"; For now I have edited this so _locCty now contains a list of all locations: namecity There must have been a reason to omit this, can you remember why 2) On line 63 of my version you omit to include any locations of the following location namemarine. Specifically ""sagonisi","katalaki bay","melanera bay","pefkas bay","tonos bay", Can you remember why, I cant figure it out and wonder if i need to add some Tanoa bays 1) case "NameCity"; in the switch statment uses the subsequent code statement from the next case statement to execute. Example 1 & 4 from switch_do shows how this works 2) from memory, those are bays or locations that caused problems with spawning or their size wasn't sufficent for the tasks. Cheers, Share this post Link to post Share on other sites
terox 316 Posted August 18, 2016 Hallo Terox! Would you publish the missions Fils? Here ya go, pbo and source.. http://www.zeus-community.net/temp/tanoaPO3.zip @ Roy, thanks for the reply mate 1 Share this post Link to post Share on other sites