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roy86

[SP/MP][COOP] Patrol Operations - Official Thread

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Thanks a lot for the info. Eagerly looking forward to PO4 ;-)

Btw. I did a manual update of VAS to v2.6. But now I seem to have messed up something. VAS itself is working, but the gear restrictions from "Patrol_Ops_3_Configuration.hpp" don't apply anymore. VAS is showing every bits and pieces of gear. How can I get the restrictions to work again?

There are a couple of scripts I modified (with permission) that introduced the restrictions. You will have to do a compare between the old/new versions of VAS and manually add those scripts back in.

Cheers,

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Hello,

great work!

Is there a way to disable the Injury-System without breaking the whole mission? I would like to use the AGM-Medicsystem instead.

Regards,

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Hello,

great work!

Is there a way to disable the Injury-System without breaking the whole mission? I would like to use the AGM-Medicsystem instead.

Regards,

You can disable it in the init.sqf. Just comment out the 2 lines about AIS.

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Messed around with the AiA terrain pack and ported OPs 3.1 to Chernarus if anyone wants it. All In Arma Terrain pack is rqd to play..

Ran a few missions and everything seems to run ok. Tested it with TFR not ACRE. Added a few custom mil bases in.

Everything is vanilla patrol ops.

http://www71.zippyshare.com/v/k5PAj38z/file.html

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Messed around with the AiA terrain pack and ported OPs 3.1 to Chernarus if anyone wants it. All In Arma Terrain pack is rqd to play..

Ran a few missions and everything seems to run ok. Tested it with TFR not ACRE. Added a few custom mil bases in.

Everything is vanilla patrol ops.

http://www71.zippyshare.com/v/k5PAj38z/file.html

Thanks :)

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yes you can disable a lot of stuff, look into the PO3 sqf and uncomment the command lines. I have turned off medic, intro, squad control, vehicle control and restrictions. Basically want the objectives only, nothing else. My group uses other mods to manage this too. Perhaps the next version can offer a vanilla option so only basics for objectives and nothing else. I also added VCOMAI and lowered its radio distance for better AI behaviors. Be careful what you uncomment.

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Basically want the objectives only, nothing else. My group uses other mods to manage this too. Perhaps the next version can offer a vanilla option so only basics for objectives and nothing else.

I'll keep it in mind.

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Roy

Couple of questions if you don't mind.

First of all, I want to change the pilots to the pilot model. I get the no licence hint when I do so. Had a look and couldn't see where to change it so that the helicopter pilot model can be used.

Also, I want to add a script to a heli. I can get it to run obviously first time via the init field. But how and where would I add a script so that it runs when a heli respawns?

Many thanks..

Again, brilliant mission..

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Roy

Couple of questions if you don't mind.

First of all, I want to change the pilots to the pilot model. I get the no licence hint when I do so. Had a look and couldn't see where to change it so that the helicopter pilot model can be used.

Also, I want to add a script to a heli. I can get it to run obviously first time via the init field. But how and where would I add a script so that it runs when a heli respawns?

Many thanks..

Again, brilliant mission..

Scroll down and modify the classnames marked with red colour.

Patrol_Ops_3.sqf

[color=#FF8040]    [color=#1874CD]_preAssignedRole[/color] [color=#8B3E2F][b]=[/b][/color] [color=#000000]player[/color] [color=#191970][b]setVariable[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"PO3_VAR_roleAttribute"[/color][color=#8B3E2F][b],[/b][/color][color=#000000]nil[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
   [color=#191970][b]if[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]isNil[/b][/color] [color=#7A7A7A]"_preAssignedRole"[/color][color=#8B3E2F][b])[/b][/color] [color=#191970][b]then[/b][/color] [color=#8B3E2F][b]{[/b][/color]
       [color=#191970][b]switch[/b][/color] [color=#8B3E2F][b]([/b][/color][color=#000000]true[/color][color=#8B3E2F][b])[/b][/color] [color=#191970][b]do[/b][/color] [color=#8B3E2F][b]{[/b][/color]
           [color=#191970][b]case[/b][/color] [color=#8B3E2F][b]([/b][/color] [color=#191970][b]getText[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]configFile[/b][/color] [color=#8B3E2F][b]>[/b][/color][color=#8B3E2F][b]>[/b][/color] [color=#7A7A7A]"CfgWeapons"[/color] [color=#8B3E2F][b]>[/b][/color][color=#8B3E2F][b]>[/b][/color] [color=#191970][b]primaryWeapon[/b][/color][color=#8B3E2F][b]([/b][/color][color=#000000]player[/color][color=#8B3E2F][b])[/b][/color] [color=#8B3E2F][b]>[/b][/color][color=#8B3E2F][b]>[/b][/color] [color=#7A7A7A]"UIPicture"[/color] [color=#8B3E2F][b])[/b][/color] [color=#8B3E2F][b]=[/b][/color][color=#8B3E2F][b]=[/b][/color] [color=#7A7A7A]"\a3\weapons_f\data\ui\icon_mg_ca.paa"[/color][color=#8B3E2F][b])[/b][/color] [color=#8B3E2F][b]:[/b][/color] [color=#8B3E2F][b]{[/b][/color] [color=#000000]player[/color] [color=#191970][b]setVariable[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"PO3_VAR_roleAttribute"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"MachineGunner"[/color][color=#8B3E2F][b],[/b][/color][color=#000000]true[/color][color=#8B3E2F][b]][/b][/color] [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
           [color=#191970][b]case[/b][/color] [color=#8B3E2F][b]([/b][/color] [color=#191970][b]getText[/b][/color][color=#8B3E2F][b]([/b][/color][color=#191970][b]configFile[/b][/color] [color=#8B3E2F][b]>[/b][/color][color=#8B3E2F][b]>[/b][/color] [color=#7A7A7A]"CfgWeapons"[/color] [color=#8B3E2F][b]>[/b][/color][color=#8B3E2F][b]>[/b][/color] [color=#191970][b]secondaryWeapon[/b][/color][color=#8B3E2F][b]([/b][/color][color=#000000]player[/color][color=#8B3E2F][b])[/b][/color] [color=#8B3E2F][b]>[/b][/color][color=#8B3E2F][b]>[/b][/color] [color=#7A7A7A]"UIPicture"[/color] [color=#8B3E2F][b])[/b][/color] [color=#8B3E2F][b]=[/b][/color][color=#8B3E2F][b]=[/b][/color] [color=#7A7A7A]"\a3\weapons_f\data\ui\icon_at_ca.paa"[/color][color=#8B3E2F][b])[/b][/color] [color=#8B3E2F][b]:[/b][/color] [color=#8B3E2F][b]{[/b][/color] [color=#000000]player[/color] [color=#191970][b]setVariable[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"PO3_VAR_roleAttribute"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"MissileSpecialist"[/color][color=#8B3E2F][b],[/b][/color][color=#000000]true[/color][color=#8B3E2F][b]][/b][/color] [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
           [color=#191970][b]case[/b][/color] [color=#8B3E2F][b]([/b][/color] [color=#8B3E2F][b]([/b][/color][color=#191970][b]typeOf[/b][/color] [color=#000000]player[/color][color=#8B3E2F][b])[/b][/color] [color=#191970][b]in[/b][/color] [color=#8B3E2F][b][[/b][/color][/color][b]"[color=#ff0000]B_soldier_repair_F[/color]","[color=#ff0000]O_soldier_repair_F[/color]","[color=#ff0000]I_soldier_repair_F[/color]"[/b][color=#FF8040][color=#8B3E2F][b]][/b][/color] [color=#8B3E2F][b])[/b][/color] [color=#8B3E2F][b]:[/b][/color] [color=#8B3E2F][b]{[/b][/color]
               [color=#000000]player[/color] [color=#191970][b]setVariable[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"PO3_VAR_roleAttribute"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"Support"[/color][color=#8B3E2F][b],[/b][/color][color=#000000]true[/color][color=#8B3E2F][b]][/b][/color][color=#8B3E2F][b];[/b][/color]
               [color=#8B3E2F][b][[/b][/color][color=#000000]player[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] PO3_fnc_setAsCrewman[color=#8B3E2F][b];[/b][/color] [color=#006400][i]// Automatically Assign Drivers License[/i][/color]
               [color=#8B3E2F][b][[/b][/color][color=#000000]player[/color][color=#8B3E2F][b]][/b][/color] [color=#191970][b]call[/b][/color] PO3_fnc_setAsPilot[color=#8B3E2F][b];[/b][/color] [color=#006400][i]// Automatically Assign Pilots License[/i][/color]
           [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
           [color=#191970][b]default[/b][/color] [color=#8B3E2F][b]{[/b][/color] [color=#000000]player[/color] [color=#191970][b]setVariable[/b][/color] [color=#8B3E2F][b][[/b][/color][color=#7A7A7A]"PO3_VAR_roleAttribute"[/color][color=#8B3E2F][b],[/b][/color][color=#7A7A7A]"Rifleman"[/color][color=#8B3E2F][b],[/b][/color][color=#000000]true[/color][color=#8B3E2F][b]][/b][/color] [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
       [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color]
   [color=#8B3E2F][b]}[/b][/color][color=#8B3E2F][b];[/b][/color][/color]

Made with KK's SQF to BBCode Converter

And what is the code that runs the script?

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With proper credit given on any mission it is applied to, unquestionably, might it be possible for someone to share the "amazing" base protection script that is being utilized in P03?

I cannot find anything that works as well or as intelligently as this.(like deactivating if the base is attacked)

Your help would be greatly appreciated.

Thank you all.

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With proper credit given on any mission it is applied to, unquestionably, might it be possible for someone to share the "amazing" base protection script that is being utilized in P03?

I cannot find anything that works as well or as intelligently as this.(like deactivating if the base is attacked)

Your help would be greatly appreciated.

Thank you all.

Its just a little event handler that gets added to the vehicle you are in/get in.

Just apply the code to what ever vehicle/unit/player.

from fnc\eventhandlers\fn_setFiredEH.sqf (with some slight recent optimisation and removed patrol ops dependency)

[color="#FF8040"]ENABLE_PROTECTION [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]true[/color][color="#8B3E2F"][b];[/b][/color]
ZONEMARKERS [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"respawn_west"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"respawn_east"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"respawn_guerrila"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]

[color="#1874CD"]_ehF[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_vehicle[/color] [color="#191970"][b]addEventHandler[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"Fired"[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b]{[/b][/color]
[color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color]ENABLE_PROTECTION[color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
	[color="#1874CD"]_p[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]_this[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]6[/color][color="#8B3E2F"][b];[/b][/color]
	[color="#006400"][i]// If player fires within restricted area[/i][/color]
	[color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_p[/color] [color="#191970"][b]distance[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]getMarkerPos[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]<[/b][/color] [color="#FF0000"]500[/color] [color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]count[/b][/color] ZONEMARKERS [color="#8B3E2F"][b]>[/b][/color] [color="#FF0000"]0[/color] [color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
			[color="#191970"][b]hintC[/b][/color] [color="#7A7A7A"]"YOU ARE FIRING IN BASE"[/color][color="#8B3E2F"][b];[/b][/color]
			[color="#191970"][b]deleteVehicle[/b][/color] [color="#1874CD"]_p[/color][color="#8B3E2F"][b];[/b][/color]
	[color="#8B3E2F"][b]}[/b][/color][color="#191970"][b]else[/b][/color][color="#8B3E2F"][b]{[/b][/color]
		[color="#006400"][i]// If projectile enters restricted area after being fired from outside the zone[/i][/color]
		[color="#1874CD"]_p[/color] [color="#191970"][b]spawn[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
			[color="#191970"][b]waitUntil[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
				[color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#000000"]_this[/color] [color="#191970"][b]distance[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]getMarkerPos[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]<[/b][/color] [color="#FF0000"]500[/color] [color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]count[/b][/color] ZONEMARKERS [color="#8B3E2F"][b]>[/b][/color] [color="#FF0000"]0[/color] [color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
					[color="#191970"][b]hintC[/b][/color] [color="#7A7A7A"]"YOU ARE FIRING INTO BASE"[/color][color="#8B3E2F"][b];[/b][/color]
					[color="#191970"][b]deleteVehicle[/b][/color] [color="#000000"]_this[/color][color="#8B3E2F"][b];[/b][/color]
				[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
				[color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color] [color="#191970"][b]isNull[/b][/color] [color="#000000"]_this[/color] [color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]exitWith[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#000000"]true[/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
				[color="#000000"]false[/color]
			[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
		[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
	[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color][/color]

Made with KK's SQF to BBCode Converter

I love the community here. I'm flat out with work and its hard for me to attend to all these questions.

I'd just like to say a BIG thank you to those who have been answering questions and giving good advise to people who enjoy Patrol Operations. It means a lot to have a great community supporting this.

Update: Progress with PO4 is a little slow atm but I will not let you down. I'll have a sneak peak video of the new Loadout editor soon ;)

Edited by roy86

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Its just a little event handler that gets added to the vehicle you are in/get in.

Just apply the code to what ever vehicle/unit/player.

from fnc\eventhandlers\fn_setFiredEH.sqf (with some slight recent optimisation and removed patrol ops dependency)

[color="#FF8040"]ENABLE_PROTECTION [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]true[/color][color="#8B3E2F"][b];[/b][/color]
ZONEMARKERS [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"respawn_west"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"respawn_east"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"respawn_guerrila"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color]

[color="#1874CD"]_ehF[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_vehicle[/color] [color="#191970"][b]addEventHandler[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"Fired"[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b]{[/b][/color]
[color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color]ENABLE_PROTECTION[color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
	[color="#1874CD"]_p[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]_this[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]6[/color][color="#8B3E2F"][b];[/b][/color]
	[color="#006400"][i]// If player fires within restricted area[/i][/color]
	[color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_p[/color] [color="#191970"][b]distance[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]getMarkerPos[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]<[/b][/color] [color="#FF0000"]500[/color] [color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]count[/b][/color] ZONEMARKERS [color="#8B3E2F"][b]>[/b][/color] [color="#FF0000"]0[/color] [color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
			[color="#191970"][b]hintC[/b][/color] [color="#7A7A7A"]"YOU ARE FIRING IN BASE"[/color][color="#8B3E2F"][b];[/b][/color]
			[color="#191970"][b]deleteVehicle[/b][/color] [color="#1874CD"]_p[/color][color="#8B3E2F"][b];[/b][/color]
	[color="#8B3E2F"][b]}[/b][/color][color="#191970"][b]else[/b][/color][color="#8B3E2F"][b]{[/b][/color]
		[color="#006400"][i]// If projectile enters restricted area after being fired from outside the zone[/i][/color]
		[color="#1874CD"]_p[/color] [color="#191970"][b]spawn[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
			[color="#191970"][b]waitUntil[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
				[color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#000000"]_this[/color] [color="#191970"][b]distance[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]getMarkerPos[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b])[/b][/color] [color="#8B3E2F"][b]<[/b][/color] [color="#FF0000"]500[/color] [color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]count[/b][/color] ZONEMARKERS [color="#8B3E2F"][b]>[/b][/color] [color="#FF0000"]0[/color] [color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color]
					[color="#191970"][b]hintC[/b][/color] [color="#7A7A7A"]"YOU ARE FIRING INTO BASE"[/color][color="#8B3E2F"][b];[/b][/color]
					[color="#191970"][b]deleteVehicle[/b][/color] [color="#000000"]_this[/color][color="#8B3E2F"][b];[/b][/color]
				[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
				[color="#191970"][b]if[/b][/color][color="#8B3E2F"][b]([/b][/color] [color="#191970"][b]isNull[/b][/color] [color="#000000"]_this[/color] [color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]exitWith[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#000000"]true[/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
				[color="#000000"]false[/color]
			[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
		[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
	[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color]
[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color][/color]

Made with KK's SQF to BBCode Converter

I love the community here. I'm flat out with work and its hard for me to attend to all these questions.

I'd just like to say a BIG thank you to those who have been answering questions and giving good advise to people who enjoy Patrol Operations. It means a lot to have a great community supporting this.

Update: Progress with PO4 is a little slow atm but I will not let you down. I'll have a sneak peak video of the new Loadout editor soon ;)

ok, i created an init.sqf file and created an event handler.

{_x addEventHandler ["fired", {null = [] execVM "fn_setFiredEH.sqf";}]}foreach allunits;

But I only receive the following script error upon firing.

9qzry0.jpg

I dont have a terribly great deal of experience with event handlers, but i appear to be calling it out properly, as the error shows with each trigger pull. SO i guess the eventHandler is working.

Might someone be able to shed some light onto what it is I am going wrong?

Again, and always, thanks all!

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ok, i created an init.sqf file and created an event handler.

{_x addEventHandler ["fired", {null = [] execVM "fn_setFiredEH.sqf";}]}foreach allunits;

But I only receive the following script error upon firing.

http://i60.tinypic.com/9qzry0.jpg

I dont have a terribly great deal of experience with event handlers, but i appear to be calling it out properly, as the error shows with each trigger pull. SO i guess the eventHandler is working.

Might someone be able to shed some light onto what it is I am going wrong?

Again, and always, thanks all!

Your calling a PO3 function (PO3_fnc_log) outside of the Patrol Ops mission. It will not work as the game has no idea what "PO3_fnc_xxxx" commands are outside the mission framework that PO3 was built on.

Use the script I posted above as it has all PO3 functions removed for your pleasure ;) and should work with any object that shoots.

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Your calling a PO3 function (PO3_fnc_log) outside of the Patrol Ops mission. It will not work as the game has no idea what "PO3_fnc_xxxx" commands are outside the mission framework that PO3 was built on.

Use the script I posted above as it has all PO3 functions removed for your pleasure ;) and should work with any object that shoots.

As usual, its 99.9% human error.( Me being the operative human :P )

I cut and pasted your code exactly into protection.sqf file, all by itself.

in my empty init.sqf file is:

_x addEventHandler ["fired", {null = [] execVM "protection.sqf";}]}foreach allunits;

I throw this error now that I've replaced the code exactly with the one you provided. (The human error part of me once more :P)

(all three markers are also placed. East,West & Guerilla respawns)

It refers to line 4

mu6px.jpg

line 4 being

_ehF = _vehicle addEventHandler ["Fired",{

So, what must _vehicle be? _this perhaps?

Edited by Dark_Spectre

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You are adding it incorrectly to the units. You don't need a "Fired" event handler as the script is adding one for you.

Assuming you have added the script I wrote above to "protection.sqf" then this should be your code.

{ _x execVM "protection.sqf"; } foreach allunits;

Then in the script, change "_vehicle" to "_this" and it should work.

Cheers,

Edited by roy86

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You are adding it incorrectly to the units. You don't need a "Fired" event handler as the script is adding one for you.

Assuming you have added the script I wrote above to "protection.sqf" then this should be your code.

{ _x execVM "protection.sqf"; } foreach allunits;

Then in the script, change "_vehicle" to "_this" and it should work.

Cheers,

You sir are a gentlemen and a scholar!

I will subscribe to this thread and answer any questions that are posted in the future regarding this issue to free you from it.

Again you have saved my friends, the public and myself a ton of trouble!

Anything i can do.

Again,

Your the best!

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You sir are a gentlemen and a scholar!

I will subscribe to this thread and answer any questions that are posted in the future regarding this issue to free you from it.

Again you have saved my friends, the public and myself a ton of trouble!

Anything i can do.

Again,

Your the best!

Lol not a problem and thank you too.

Cheers,

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Update: Closed Testing of PO4 has begun :o If the videos/pics are good, I'll post them up.

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Update: Closed Testing of PO4 has begun :o If the videos/pics are good, I'll post them up.

Good news, happy to hear that PO4 will maybe come soon

:yay:

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Hi Roy86

I don't know if u gonna use again ur tasks skeleton or the same calculation for the numbers of A.I

But i would like to tell u that there is maybe some errors for _b calculation, for example in the "po3_task_m01_attackBase.sqf"

_b = round(((playersNumber(PO3_side_1 select 0) max 1)*PO3_param_missionskill max 1) * abs(log(( (playersNumber(PO3_side_1 select 0) max 1)/2)/64)));

the second part of the multiplication is a little bit weird, when u have 1 player the _b will be the double of the first left member of the big multiplication but when u have 40 players it will be the half. So there will be more A.I, vehicles when u're alone but less when we'll be an army

:D but maybe i made a mistake.

1424303986.png

Edited by Aymen

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Hi Roy86

I don't know if u gonna use again ur tasks skeleton or the same calculation for the numbers of A.I

But i would like to tell u that there is maybe some errors for _b calculation, for example in the "po3_task_m01_attackBase.sqf"

the second part of the multiplication is a little bit weird, when u have 1 player the _b will be the double of the first left member of the big multiplication but when u have 40 players it will be the half. So there will be more A.I, vehicles when u're alone but less when we'll be an army

:D but maybe i made a mistake.

http://pix.toile-libre.org/upload/original/1424303986.png

I don't think you've calculated properly as that equation has been functioning properly for years. I just checked and when graphed, it should look like this:

_b = μ*(ABS(LOG((μ/2)/64)))

l1wZQah.png

Edited by roy86

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Yeah my bad :D

the calculation was good for the second member of the multiplication, in ur example: it is ABS(LOG((μ/2)/64)). But i concluded too quickly for the overall result (here _b). And we can see in ur graph that the overall equation grow slower when the number of players grow due to the second member. It was maybe too late to read some code (3:00 AM now :o)

Edited by Aymen

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Update: Closed Testing of PO4 has begun :o If the videos/pics are good, I'll post them up.

:yay: Can´t wait ... :bounce3:

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#PatrolOps4 News Update

Latest round of tests were completed successfully last week with great MP performance with >32 players.

  • 1st Tier (Patrol) and 2nd Tier (Ops) generation all functioning correctly.
  • Virtual Armoury for units is functioning correctly (maybe some more UI tweaks for aesthetics)
  • Headless Client(s) support is fully functional and delivers considerable performance boosts (just need tweaking on load balancing between multiple HCs).

There is no media from the tests however any updates I'll post here: https://twitter.com/Roy86Au

Cheers,

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