Kolmain 6 Posted June 4, 2015 nope. i have access to all arsenal , and vehicle, but i can only recruit 2 AI , and basic soldier, only . Thanks, I fixed it in the dev branch. ---------- Post added at 10:24 ---------- Previous post was at 10:23 ---------- For future reference everyone, when making a bug report on here/github/PM/anywhere, please submit it using this format: What you did: What you expected to happen: What actually happened: Any errors/logs to help: ---------- Post added at 10:41 ---------- Previous post was at 10:24 ---------- EDIT: made a mistake on these 3 roadblock . it's not exactly asphalt road sized ... will correct it BIG roadblock bunker and MG pickup. [ ["Land_CncBarrier_stripes_F",[4.19336,-1.01563,0.000535965],298.222,1,0,[-1.65456,0.498962],"","",true,false], ["Land_CncBarrier_stripes_F",[3.82617,-3.36328,0.000511169],262.301,1,0,[-1.04743,1.37477],"","",true,false], ["Land_CncBarrier_stripes_F",[4.86914,-5.7041,0.000362396],232.4,1,0,[-0.222637,1.7137],"","",true,false], ["B_G_Offroad_01_armed_F",[7.7793,-2.20898,-0.00889397],254.807,1,0,[-1.63772,1.31962],"","",true,false], ["Land_HBarrierBig_F",[10.6426,-7.95313,-0.000303268],169.117,1,0,[1.35583,0.983871],"","",true,false], ["Land_HBarrierBig_F",[5.59961,15.1748,0.000812531],352.46,1,0,[-0.523464,-1.6256],"","",true,false], ["Land_HBarrierBig_F",[1.17188,19.7607,-0.00141335],83.16,1,0,[1.43482,-0.864558],"","",true,false], ["Land_HBarrierBig_F",[19.002,-6.24707,0.000497818],169.101,1,0,[0.381147,1.17121],"","",true,false], ["Land_TablePlastic_01_F",[5.57422,24.0098,0.000858307],359.986,1,0,[0.155199,-1.60398],"","",true,false], ["Land_CampingChair_V1_F",[5.66406,25.0566,0.00343132],359.96,1,0,[0.224242,-1.60378],"","",true,false], ["Land_HBarrierBig_F",[0.0449219,26.6807,-0.00151825],83.1598,1,0,[1.68643,-0.0484672],"","",true,false], ["Land_HBarrierBig_F",[27.3848,-4.59766,0.00382042],171.337,1,0,[0.0776244,2.53662],"","",true,false], ["Land_PaperBox_open_empty_F",[2.85938,27.8311,0.000572205],359.993,1,0,[0.228957,-1.75654],"","",true,false], ["Land_PaperBox_open_full_F",[5.89453,28.5605,0.000436783],359.994,1,0,[0.228993,-1.60388],"","",true,false], ["Land_BagBunker_Tower_F",[21.2285,22.2109,0.000869751],260.386,1,0,[0,0],"","",true,false], ["Land_HBarrierBig_F",[31.377,-0.288086,-0.00154114],83.16,1,0,[1.43482,-0.864558],"","",true,false], ["Land_HBarrierBig_F",[5.01172,31.1895,0.000886917],350.245,1,0,[-0.669383,-0.737542],"","",true,false], ["Land_HBarrierBig_F",[14.0469,33.0732,0.0196247],350.42,1,0,[-5.66044,-1.05574],"","",true,false], ["Land_HBarrierBig_F",[27.8945,23.3887,-0.00135231],81.1987,1,0,[1.2832,-0.198712],"","",true,false], ["Land_HBarrierBig_F",[26.5508,29.9561,-0.0014801],81.7911,1,0,[1.23067,-0.563467],"","",true,false], ["Land_HBarrierBig_F",[22.8184,34.8789,3.43323e-005],350.313,1,0,[0.192906,-2.04705],"","",true,false], ["ModuleCurator_F",[69.6172,6.89648,0],264.641,1,0,[-1.03198,-10.0797],"","",true,false] ] Radio Tower [ ["Land_BagFence_Long_F",[0.894287,43.0703,-0.000999928],170.203,1,0,[0,0],"","",true,false], ["Land_BagFence_Round_F",[-4.23901,42.8948,-0.00130129],4.70387,1,0,[0,0],"","",true,false], ["O_GMG_01_high_F",[-4.61743,44.7283,-0.0868082],229.019,1,0,[-0.000155565,0.000412643],"","",true,false], ["Land_BagFence_Round_F",[-6.11548,45.0356,-0.00130129],89.1514,1,0,[0,0],"","",true,false], ["Land_BagFence_Long_F",[5.32422,45.5198,-0.000999928],137.302,1,0,[0,-0],"","",true,false], ["Land_BagFence_Long_F",[-5.27393,49.1321,-0.000999928],286.448,1,0,[0,-0],"","",true,false], ["Land_TTowerBig_2_F",[1.45068,50.0818,0],0,1,0,[0,0],"","",true,false], ["Land_PowerGenerator_F",[2.75391,50.1196,0],91.2121,1,0,[0,0],"","",true,false], ["Land_BagFence_Long_F",[8.89429,50.0396,-0.000999928],113.133,1,0,[0,-0],"","",true,false], ["Land_BagFence_Long_F",[-2.87061,53.4644,-0.000999928],312.006,1,0,[0,0],"","",true,false], ["Land_BagFence_Long_F",[0.756104,56.3025,-0.000999928],335.657,1,0,[0,-0],"","",true,false], ["O_HMG_01_high_F",[6.15381,56.0339,-0.0871077],18.3143,1,0,[-0.000266404,-0.00120152],"","",true,false], ["Land_BagFence_Round_F",[7.84985,56.8313,-0.00130129],243.842,1,0,[0,0],"","",true,false], ["Land_BagFence_Round_F",[5.09473,58.0364,-0.00130129],159.92,1,0,[0,-0],"","",true,false], ["ModuleCurator_F",[-70.6636,-26.3508,0],0,1,0,[0,0],"","",true,false] ] light-roadblock-base-wastland-noweapon [ ["Land_CncBarrier_F",[-8.73828,7.65039,9.53674e-005],153.121,1,0,[0.14283,1.12651],"","",true,false], ["Land_CncBarrier_F",[-0.0917969,12.5625,0.000202179],150.265,1,0,[-0.0759863,1.09904],"","",true,false], ["Land_CncBarrier_F",[-11.3398,7.09082,0.0001297],176.343,1,0,[-0.434778,-0.814215],"","",true,false], ["Land_CncBarrier_F",[1.79297,14.3691,5.34058e-005],299.954,1,0,[-0.0964836,0.473429],"","",true,false], ["Land_Wreck_UAZ_F",[-14.7715,9.45801,-0.0115204],146.691,1,0,[-0.652974,-0.576422],"","",true,false], ["ModuleCurator_F",[-19.9199,-0.623047,0],0.0983044,1,0,[3.20219,1.76204],"","",true,false], ["Land_Wreck_Ural_F",[1.85156,20.3701,0.0267067],344.6,1,0,[-0.401336,0.269031],"","",true,false], ["Land_Wreck_Offroad2_F",[-17.9668,14.7402,0.0165863],320.322,1,0,[0.469035,0.206461],"","",true,false], ["Land_Wreck_UAZ_F",[-2.17773,27.582,-0.0124016],146.691,1,0,[-0.634768,-0.131356],"","",true,false], ["Land_Wreck_Skodovka_F",[-21.6777,20.8457,0.012001],0,1,0,[0,0.458367],"","",true,false], ["Land_CncBarrier_F",[-22.1172,25.6182,2.67029e-005],120.875,1,0,[-0.20886,0.498162],"","",true,false], ["Land_CncBarrier_F",[-8.55469,32.874,-3.8147e-006],353.076,1,0,[0.813565,0.362935],"","",true,false], ["Land_CncBarrier_F",[-20.1895,27.3975,-3.8147e-005],331.175,1,0,[0.431665,-0.32474],"","",true,false], ["Land_CncBarrier_F",[-11.1133,32.1689,1.52588e-005],329.843,1,0,[0.686337,0.573048],"","",true,false], ["Land_Wreck_UAZ_F",[-10.0059,49.6973,0.0109787],311.393,1,0,[0.0865062,-2.06134],"","",true,false], ] light-roadblock-HMG-wastland [ ["Land_CncBarrier_F",[-0.152344,7.14941,0.000179291],150.265,1,0,[-0.0759864,1.09904],"","",true,false], ["O_HMG_01_high_F",[-0.984375,7.89355,-0.0836983],152.933,1,0,[-0.125899,1.09426],"","",true,false], ["Land_CncBarrier_F",[1.62695,8.87793,5.34058e-005],299.954,1,0,[-0.0964836,0.473429],"","",true,false], ["Land_CncBarrier_F",[-8.9043,2.15918,9.53674e-005],153.121,1,0,[0.14283,1.12651],"","",true,false], ["Land_CncBarrier_F",[-11.5059,1.59961,0.0001297],176.343,1,0,[-0.434778,-0.814215],"","",true,false], ["Land_Wreck_Ural_F",[1.68555,14.8789,0.0267067],344.6,1,0,[-0.401336,0.269031],"","",true,false], ["Land_Wreck_UAZ_F",[-14.9375,3.9668,-0.0115204],146.691,1,0,[-0.652974,-0.576422],"","",true,false], ["Land_Wreck_Offroad2_F",[-18.1328,9.24902,0.0165863],320.322,1,0,[0.469035,0.206461],"","",true,false], ["ModuleCurator_F",[-20.0859,-6.11426,0],0.0983044,1,0,[3.20219,1.76204],"","",true,false], ["Land_Wreck_UAZ_F",[-2.34375,22.0908,-0.0124016],146.691,1,0,[-0.634768,-0.131356],"","",true,false], ["Land_Wreck_Skodovka_F",[-21.8438,15.3545,0.012001],0,1,0,[0,0.458367],"","",true,false], ["Land_CncBarrier_F",[-8.7207,27.3828,-3.8147e-006],353.076,1,0,[0.813565,0.362935],"","",true,false], ["Land_CncBarrier_F",[-11.2793,26.6777,1.52588e-005],329.843,1,0,[0.686337,0.573048],"","",true,false], ["Land_CncBarrier_F",[-20.3555,21.9063,-3.8147e-005],331.175,1,0,[0.431665,-0.32474],"","",true,false], ["Land_CncBarrier_F",[-22.2832,20.127,2.67029e-005],120.875,1,0,[-0.20886,0.498162],"","",true,false], ["Land_Wreck_UAZ_F",[-10.1719,44.2061,0.0109787],311.393,1,0,[0.0865062,-2.06134],"","",true,false], ] light-roadblock-HMG-GMG-wastland [ ["Land_CncBarrier_F",[-5.0918,5.71582,9.53674e-005],153.121,1,0,[0.14283,1.12651],"","",true,false], ["Land_CncBarrier_F",[-7.69336,5.15625,0.0001297],176.343,1,0,[-0.434778,-0.814215],"","",true,false], ["Land_CncBarrier_F",[3.66016,10.7061,0.000179291],150.265,1,0,[-0.0759864,1.09904],"","",true,false], ["O_HMG_01_high_F",[2.82813,11.4502,-0.0836983],152.933,1,0,[-0.125899,1.09426],"","",true,false], ["Land_Wreck_UAZ_F",[-11.125,7.52344,-0.0115204],146.691,1,0,[-0.652974,-0.576422],"","",true,false], ["Land_CncBarrier_F",[5.43945,12.4346,5.34058e-005],299.954,1,0,[-0.0964836,0.473429],"","",true,false], ["ModuleCurator_F",[-16.2734,-2.55762,0],0.0983044,1,0,[3.20219,1.76204],"","",true,false], ["Land_Wreck_Ural_F",[5.49805,18.4355,0.0267067],344.6,1,0,[-0.401336,0.269031],"","",true,false], ["Land_Wreck_Offroad2_F",[-14.3203,12.8057,0.0165863],320.322,1,0,[0.469035,0.206461],"","",true,false], ["Land_Wreck_UAZ_F",[1.46875,25.6475,-0.0124016],146.691,1,0,[-0.634768,-0.131356],"","",true,false], ["Land_Wreck_Skodovka_F",[-18.0313,18.9111,0.012001],0,1,0,[0,0.458367],"","",true,false], ["O_GMG_01_high_F",[-16.0703,23.5576,-0.0822716],332.387,1,0,[0.439035,-0.315387],"","",true,false], ["Land_CncBarrier_F",[-18.4707,23.6836,2.67029e-005],120.875,1,0,[-0.20886,0.498162],"","",true,false], ["Land_CncBarrier_F",[-16.543,25.4629,-3.8147e-005],331.175,1,0,[0.431665,-0.32474],"","",true,false], ["Land_CncBarrier_F",[-7.4668,30.2344,1.52588e-005],329.843,1,0,[0.686337,0.573048],"","",true,false], ["Land_CncBarrier_F",[-4.9082,30.9395,-3.8147e-006],353.076,1,0,[0.813565,0.362935],"","",true,false], ["Land_Wreck_UAZ_F",[-6.35938,47.7627,0.0109787],311.393,1,0,[0.0865062,-2.06134],"","",true,false], ] Added to master branch for 1.1. 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griffz 1 Posted June 4, 2015 Not sure what this means... can you post a RPT? Hopefully it's not Evo crashing it... my windows dedicated run well. no crash. it's related to nux server. Share this post Link to post Share on other sites
zenith777 0 Posted June 4, 2015 my windows dedicated run well. no crash. it's related to nux server. I do not recommend hosting ArmA 3 servers using Linux, as the A3 Dedicated server software is not exactly well done for linux. I know plenty of people who have had different kind of problems caused by using linux dedicated server which do not appear when using windows server or linux via wine. Share this post Link to post Share on other sites
griffz 1 Posted June 4, 2015 (edited) stable linux binary works. no crash so far. kolmain , wait a little bit until i solve the problem of composition orientation; I will recapture carefully what i already did. What do you need to align correctly my composition with road, in this case ? is that even possible ? Edited June 4, 2015 by griffz Share this post Link to post Share on other sites
Kolmain 6 Posted June 4, 2015 stable linux binary works. no crash so far.kolmain , wait a little bit until i solve the problem of composition orientation; I will recapture carefully what i already did. What do you need to align correctly my composition with road, in this case ? is that even possible ? Yep, that's possible. I can get the direction of the road, and place it by that, so just make sure that 0° is the road. If it's off I can tweak it, ie: _dir = _roadDir - 90; Share this post Link to post Share on other sites
griffz 1 Posted June 4, 2015 okay let's try that ---------- Post added at 11:17 PM ---------- Previous post was at 10:41 PM ---------- i found out why some items were on ground. i can place statics on structure now :) Share this post Link to post Share on other sites
Kolmain 6 Posted June 4, 2015 okay let's try that---------- Post added at 11:17 PM ---------- Previous post was at 10:41 PM ---------- i found out why some items were on ground. i can place statics on structure now :) What was the problem? Share this post Link to post Share on other sites
griffz 1 Posted June 4, 2015 (edited) Z axis coordinate was zeroed. it's not so easy to place stuff here and there. some place inside this tower are not even usable for AI. Test is mandatory before validating ;) BIG outpost 3 weapons + AT [ ["Land_ClutterCutter_large_F",[1.34326,-3.64966,0],360,1,0,[0,0],"","",true,false], ["Land_ClutterCutter_large_F",[1.38916,6.13525,0],360,1,0,[0,0],"","",true,false], ["Land_ClutterCutter_large_F",[-8.03418,-3.95801,0],360,1,0,[0,0],"","",true,false], ["Land_ClutterCutter_large_F",[-7.6416,6.32373,0],360,1,0,[0,0],"","",true,false], ["Land_ClutterCutter_large_F",[11.3965,-4.38184,0],360,1,0,[0,0],"","",true,false], ["O_Quadbike_01_F",[-12.2451,-3.30176,-0.00990248],271.727,1,0,[0.154957,0.0509852],"","",true,false], ["Land_ClutterCutter_large_F",[1.06836,-12.6753,0],360,1,0,[0,0],"","",true,false], ["Land_ClutterCutter_large_F",[11.7891,5.8999,0],360,1,0,[0,0],"","",true,false], ["Land_Cargo_Patrol_V2_F",[-13.1199,6.02539,0],89.8938,1,0,[0,0],"","",true,false], ["Land_HBarrierBig_F",[-7.44141,-11.0442,0.000812531],274.48,1,0,[-0.523464,-1.62672],"","",true,false], ["Flag_CSAT_F",[12.4814,7.13403,0],282.02,1,0,[0,0],"","",true,false], ["O_static_AT_F",[6.86133,12.8123,-0.0701885],0.101695,1,0,[-0.00285627,0.00133513],"","",true,false], ["Land_BagFence_Round_F",[7.17236,14.2864,-0.00130129],188.866,1,0,[0,0],"","",true,false], ["Land_ClutterCutter_large_F",[11.2183,-11.5879,0],360,1,0,[0,0],"","",true,false], ["B_G_Offroad_01_armed_F",[10.063,-12.8237,-0.018312],176.859,1,0,[-0.508046,-0.111732],"","",true,false], ["Land_HBarrierBig_F",[-10.8328,12.4719,-0.00135231],3.21903,1,0,[1.2832,-0.199511],"","",true,false], ["Land_HBarrierBig_F",[16.3018,-2.39673,0.000497818],91.121,1,0,[0.381147,1.17161],"","",true,false], ["O_Quadbike_01_F",[-16.7297,-3.3269,-0.00990248],253.624,1,0,[0.154954,0.0509797],"","",true,false], ["Land_HBarrierBig_F",[13.0503,10.9478,-0.00154114],5.18014,1,0,[1.43482,-0.868905],"","",true,false], ["Land_BarrelTrash_F",[-12.9895,-11.313,5.8651e-005],359.726,1,0,[-0.0138288,-0.013398],"","",true,false], ["Land_HBarrierBig_F",[16.4346,6.14551,0.00382042],93.3571,1,0,[0.0776244,2.53662],"","",true,false], ["O_GMG_01_high_F",[-8.06201,15.6592,-0.0868015],359.999,1,0,[-0.000278048,-0.000751246],"","",true,false], ["Land_CncBarrier_stripes_F",[8.10107,-15.7913,0.000535965],220.242,1,0,[-1.65456,0.502299],"","",true,false], ["Land_BagFence_Round_F",[-8.05273,16.7664,-0.00130129],178.375,1,0,[0,-0],"","",true,false], ["Land_ClutterCutter_large_F",[-18.0874,-3.22583,0],360,1,0,[0,0],"","",true,false], ["Weapon_srifle_DMR_01_F",[-16.071,-8.81128,0.112922],0.126348,1,0,[8.81648e-005,-7.05575e-005],"","",true,false], ["Land_TablePlastic_01_F",[-16.0862,-9.21704,0],282.062,1,0,[-1.62315e-005,2.31549e-006],"","",true,false], ["Land_ClutterCutter_large_F",[-18.0415,6.55908,0],360,1,0,[0,0],"","",true,false], ["Land_HBarrierBig_F",[-12.8494,-14.4197,-0.00141335],5.18014,1,0,[1.43482,-0.868905],"","",true,false], ["Land_CampingChair_V1_F",[-17.0925,-8.90869,0.00312519],281.605,1,0,[-0.00652155,0.00389444],"","",true,false], ["Land_CncBarrier_stripes_F",[10.3203,-16.6399,0.000511169],184.321,1,0,[-1.04743,1.37845],"","",true,false], ["Land_HBarrierBig_F",[16.2295,-10.9285,-0.000303268],91.137,1,0,[1.35583,0.988289],"","",true,false], ["Box_East_Ammo_F",[-18.4536,-6.91455,-4.76837e-007],356.1,1,0.969535,[0.000120588,-0.000185178],"","",true,false], ["CargoNet_01_barrels_F",[-20.0864,-2.53076,4.76837e-007],0.13857,1,0,[-0.000660915,0.000106214],"","",true,false], ["Land_CncBarrier_stripes_F",[12.8271,-16.1072,0.000362396],154.42,1,0,[-0.222637,1.71394],"","",true,false], ["CargoNet_01_box_F",[-20.0439,-4.76636,9.53674e-007],0.136867,1,0,[0.000972545,9.47506e-005],"","",true,false], ["Land_HBarrierBig_F",[-17.5354,12.5264,-0.0014801],3.81104,1,0,[1.23067,-0.565551],"","",true,false], ["Land_PaperBox_open_full_F",[-20.4729,-7.96826,0.000436783],282.014,1,0,[0.228993,-1.60412],"","",true,false], ["Land_PaperBox_open_empty_F",[-20.3916,-11.0884,0.000572205],282.013,1,0,[0.228957,-1.75678],"","",true,false], ["Land_HBarrierBig_F",[-23.1882,0.945557,0.0196247],272.44,1,0,[-5.66044,-1.1416],"","",true,false], ["Land_HBarrierBig_F",[-19.8523,-14.0813,-0.00151825],5.18014,1,0,[1.68643,-0.0488035],"","",true,false], ["Land_HBarrierBig_F",[-23.2273,-8.28369,0.000886917],272.265,1,0,[-0.669383,-0.73835],"","",true,false], ["Land_HBarrierBig_F",[-23.1277,9.90039,3.43323e-005],272.333,1,0,[0.192906,-2.04721],"","",true,false] ] updated Edited June 4, 2015 by griffz Share this post Link to post Share on other sites
digfig 10 Posted June 5, 2015 I know this is a little behind and I did not have a chance to read all the new posts today but here is a small right up and response to your v1.0 and your steam msg. Ignore any part others have posted or that you have already fixed. Yes we tried it and cleared out the first 2 cities. Before the map started to fall apart, first the re-spawn on the MHQ worked but it stopped functioning as an MHQ and was just another vehicle. Second the script for the re-spawn does not remove the old wreck so if it gets blown up in the base it spawns in the wreck and blows up and you end up with a pile of them witch start to blow up other vehicles and take down buildings. This spawn mess is very typical in maps like this over time and I’m not sure how to fix it. Also the pickup trucks at base had this same issue and we ended up with 50ish wrecks in a pile that flew all over the base when new ones spawned. After that every single chopper re-spawn stopped working and every tank/armored vehicle re-spawn stopped working. Also when I placed a mash on the spawn selector screen the names would swap. My mash would be called a location and the HQ’s name would change to digfig’s mash. I know this is a lot and we did not test to see if it happened again or if it was just that one map that’s broken. I do want to say despite all this we have a blast playing your map and we really do love your evo maps. We have seen a lot of people come and go trying to make one due to the countless endless errors and bugs that come with such a complicated map in Arma. As long as you’re willing to put in the work we will be here to help please keep up the good work and don’t give in. Share this post Link to post Share on other sites
Kolmain 6 Posted June 5, 2015 I know this is a little behind and I did not have a chance to read all the new posts today but here is a small right up and response to your v1.0 and your steam msg. Ignore any part others have posted or that you have already fixed.Yes we tried it and cleared out the first 2 cities. Before the map started to fall apart, first the re-spawn on the MHQ worked but it stopped functioning as an MHQ and was just another vehicle. Second the script for the re-spawn does not remove the old wreck so if it gets blown up in the base it spawns in the wreck and blows up and you end up with a pile of them witch start to blow up other vehicles and take down buildings. This spawn mess is very typical in maps like this over time and I’m not sure how to fix it. Also the pickup trucks at base had this same issue and we ended up with 50ish wrecks in a pile that flew all over the base when new ones spawned. After that every single chopper re-spawn stopped working and every tank/armored vehicle re-spawn stopped working. Also when I placed a mash on the spawn selector screen the names would swap. My mash would be called a location and the HQ’s name would change to digfig’s mash. I know this is a lot and we did not test to see if it happened again or if it was just that one map that’s broken. I do want to say despite all this we have a blast playing your map and we really do love your evo maps. We have seen a lot of people come and go trying to make one due to the countless endless errors and bugs that come with such a complicated map in Arma. As long as you’re willing to put in the work we will be here to help please keep up the good work and don’t give in. Thanks for the feedback Digfig! I'm not going anywhere, and will get to work on fixing these tomorrow. Thanks for taking the time to let me know the bugs! Were there any script errors? Share this post Link to post Share on other sites
digfig 10 Posted June 5, 2015 Thanks for the feedback Digfig! I'm not going anywhere, and will get to work on fixing these tomorrow. Thanks for taking the time to let me know the bugs! Were there any script errors? Not 100% sure what you mean by script errors despite my 1000's of hours of arma played i have very limited editing knowledge and most of what i know or display i just looked up and figured out. If its the pop ups during the mission then no i did not have any. I also forgot one thing this happened on the older maps and we have not gotten far enough on the new v1.0 to know if it still happens but after the third or forth city when you kill npc they just vanish instantly. were normal they fall over and become corpses for X amount of time. Share this post Link to post Share on other sites
Kolmain 6 Posted June 5, 2015 Not 100% sure what you mean by script errors despite my 1000's of hours of arma played i have very limited editing knowledge and most of what i know or display i just looked up and figured out. If its the pop ups during the mission then no i did not have any. I also forgot one thing this happened on the older maps and we have not gotten far enough on the new v1.0 to know if it still happens but after the third or forth city when you kill npc they just vanish instantly. were normal they fall over and become corpses for X amount of time. Script errors will show up on your screen if you turn them on in the launcher. If not, you can still find them in your .RPT log file. That shouldn't occur on v1.0, I resolved that. Looking into respawn now! Share this post Link to post Share on other sites
griffz 1 Posted June 5, 2015 BIG outpost 3 weapons + AT [ ["Land_ClutterCutter_large_F",[1.34326,-3.64966,0],360,1,0,[0,0],"","",true,false], ["Land_ClutterCutter_large_F",[1.38916,6.13525,0],360,1,0,[0,0],"","",true,false], ["Land_ClutterCutter_large_F",[-8.03418,-3.95801,0],360,1,0,[0,0],"","",true,false], ["Land_ClutterCutter_large_F",[-7.6416,6.32373,0],360,1,0,[0,0],"","",true,false], ["Land_ClutterCutter_large_F",[11.3965,-4.38184,0],360,1,0,[0,0],"","",true,false], ["O_Quadbike_01_F",[-12.2451,-3.30176,-0.00990248],271.727,1,0,[0.154957,0.0509852],"","",true,false], ["Land_ClutterCutter_large_F",[1.06836,-12.6753,0],360,1,0,[0,0],"","",true,false], ["Land_ClutterCutter_large_F",[11.7891,5.8999,0],360,1,0,[0,0],"","",true,false], ["Land_Cargo_Patrol_V2_F",[-13.1199,6.02539,0],89.8938,1,0,[0,0],"","",true,false], ["Land_HBarrierBig_F",[-7.44141,-11.0442,0.000812531],274.48,1,0,[-0.523464,-1.62672],"","",true,false], ["Flag_CSAT_F",[12.4814,7.13403,0],282.02,1,0,[0,0],"","",true,false], ["O_static_AT_F",[6.86133,12.8123,-0.0701885],0.101695,1,0,[-0.00285627,0.00133513],"","",true,false], ["Land_BagFence_Round_F",[7.17236,14.2864,-0.00130129],188.866,1,0,[0,0],"","",true,false], ["Land_ClutterCutter_large_F",[11.2183,-11.5879,0],360,1,0,[0,0],"","",true,false], ["B_G_Offroad_01_armed_F",[10.063,-12.8237,-0.018312],176.859,1,0,[-0.508046,-0.111732],"","",true,false], ["Land_HBarrierBig_F",[-10.8328,12.4719,-0.00135231],3.21903,1,0,[1.2832,-0.199511],"","",true,false], ["Land_HBarrierBig_F",[16.3018,-2.39673,0.000497818],91.121,1,0,[0.381147,1.17161],"","",true,false], ["O_Quadbike_01_F",[-16.7297,-3.3269,-0.00990248],253.624,1,0,[0.154954,0.0509797],"","",true,false], ["Land_HBarrierBig_F",[13.0503,10.9478,-0.00154114],5.18014,1,0,[1.43482,-0.868905],"","",true,false], ["Land_BarrelTrash_F",[-12.9895,-11.313,5.8651e-005],359.726,1,0,[-0.0138288,-0.013398],"","",true,false], ["Land_HBarrierBig_F",[16.4346,6.14551,0.00382042],93.3571,1,0,[0.0776244,2.53662],"","",true,false], ["O_GMG_01_high_F",[-8.06201,15.6592,-0.0868015],359.999,1,0,[-0.000278048,-0.000751246],"","",true,false], ["Land_CncBarrier_stripes_F",[8.10107,-15.7913,0.000535965],220.242,1,0,[-1.65456,0.502299],"","",true,false], ["Land_BagFence_Round_F",[-8.05273,16.7664,-0.00130129],178.375,1,0,[0,-0],"","",true,false], ["Land_ClutterCutter_large_F",[-18.0874,-3.22583,0],360,1,0,[0,0],"","",true,false], ["Weapon_srifle_DMR_01_F",[-16.071,-8.81128,0.112922],0.126348,1,0,[8.81648e-005,-7.05575e-005],"","",true,false], ["Land_TablePlastic_01_F",[-16.0862,-9.21704,0],282.062,1,0,[-1.62315e-005,2.31549e-006],"","",true,false], ["Land_ClutterCutter_large_F",[-18.0415,6.55908,0],360,1,0,[0,0],"","",true,false], ["Land_HBarrierBig_F",[-12.8494,-14.4197,-0.00141335],5.18014,1,0,[1.43482,-0.868905],"","",true,false], ["Land_CampingChair_V1_F",[-17.0925,-8.90869,0.00312519],281.605,1,0,[-0.00652155,0.00389444],"","",true,false], ["Land_CncBarrier_stripes_F",[10.3203,-16.6399,0.000511169],184.321,1,0,[-1.04743,1.37845],"","",true,false], ["Land_HBarrierBig_F",[16.2295,-10.9285,-0.000303268],91.137,1,0,[1.35583,0.988289],"","",true,false], ["Box_East_Ammo_F",[-18.4536,-6.91455,-4.76837e-007],356.1,1,0.969535,[0.000120588,-0.000185178],"","",true,false], ["CargoNet_01_barrels_F",[-20.0864,-2.53076,4.76837e-007],0.13857,1,0,[-0.000660915,0.000106214],"","",true,false], ["Land_CncBarrier_stripes_F",[12.8271,-16.1072,0.000362396],154.42,1,0,[-0.222637,1.71394],"","",true,false], ["CargoNet_01_box_F",[-20.0439,-4.76636,9.53674e-007],0.136867,1,0,[0.000972545,9.47506e-005],"","",true,false], ["Land_HBarrierBig_F",[-17.5354,12.5264,-0.0014801],3.81104,1,0,[1.23067,-0.565551],"","",true,false], ["Land_PaperBox_open_full_F",[-20.4729,-7.96826,0.000436783],282.014,1,0,[0.228993,-1.60412],"","",true,false], ["Land_PaperBox_open_empty_F",[-20.3916,-11.0884,0.000572205],282.013,1,0,[0.228957,-1.75678],"","",true,false], ["Land_HBarrierBig_F",[-23.1882,0.945557,0.0196247],272.44,1,0,[-5.66044,-1.1416],"","",true,false], ["Land_HBarrierBig_F",[-19.8523,-14.0813,-0.00151825],5.18014,1,0,[1.68643,-0.0488035],"","",true,false], ["Land_HBarrierBig_F",[-23.2273,-8.28369,0.000886917],272.265,1,0,[-0.669383,-0.73835],"","",true,false], ["Land_HBarrierBig_F",[-23.1277,9.90039,3.43323e-005],272.333,1,0,[0.192906,-2.04721],"","",true,false] ] updated Kolmain , can you replace the previous BIG roadblock tower with mg pickup , by this last one i quote ? keep this one, radio tower. do not use light roadblock yet. Share this post Link to post Share on other sites
Kolmain 6 Posted June 5, 2015 Kolmain , can you replace the previous BIG roadblock tower with mg pickup , by this last one i quote ? keep this one, radio tower. do not use light roadblock yet. Done. Try to keep roadblocks thin and close to the road, otherwise its hard to determine where I can put them... Share this post Link to post Share on other sites
call_911 10 Posted June 5, 2015 (edited) Couple funny moments playing Evolution :D This aint good..(spawned on roof of bunker at base shot me skyward 500ft) :D http://images.akamai.steamusercontent.com/ugc/543028444631324116/0B37A0AE95E464147DD7427FF1627225F285978E/ TY Mr-AT soldier...scratch one Ifrit. http://images.akamai.steamusercontent.com/ugc/543028444631324553/79D134AF746C6F3E573F8FBED814E77134121FB1/ Damn where'd I put my gas mask? http://images.akamai.steamusercontent.com/ugc/543028444631324747/A6D2973C7CCFC73130591A76B81EA730B98EA0CC/ Keep up the good work Kolmain :D On a side note..is the spawn location an target towns final? Have you thought about using the main airbase as a base for Bluefor, or you just getting base gameplay etc down b4? Thought about taking a peek at the mission in the editor. Edited June 5, 2015 by Call_911 Share this post Link to post Share on other sites
Kolmain 6 Posted June 5, 2015 Couple funny moments playing Evolution :DThis aint good..(spawned on roof of bunker at base shot me skyward 500ft) :D http://images.akamai.steamusercontent.com/ugc/543028444631324116/0B37A0AE95E464147DD7427FF1627225F285978E/ TY Mr-AT soldier...scratch one Ifrit. http://images.akamai.steamusercontent.com/ugc/543028444631324553/79D134AF746C6F3E573F8FBED814E77134121FB1/ Damn where'd I put my gas mask? http://images.akamai.steamusercontent.com/ugc/543028444631324747/A6D2973C7CCFC73130591A76B81EA730B98EA0CC/ Keep up the good work Kolmain :D On a side note..is the spawn location an target towns final? Have you thought about using the main airbase as a base for Bluefor, or you just getting base gameplay etc down b4? Thought about taking a peek at the mission in the editor. Beautiful screenshots :bounce3: Why did you spawn so high, what was that?... Also, idk what that gas mask picture is lol. As far as the airbase, I have thought about it, but its so big its difficult to design a nice base. If you wanna take a stab at it, be my guest! Share this post Link to post Share on other sites
call_911 10 Posted June 6, 2015 Beautiful screenshots :bounce3:Why did you spawn so high, what was that?... Also, idk what that gas mask picture is lol. As far as the airbase, I have thought about it, but its so big its difficult to design a nice base. If you wanna take a stab at it, be my guest! I think somewhere i was falling an died an when I respawned inside the bunker at base it glitched me somehow an up I went, maybe a PhysX issue hard to say. Having some wierd issue with fog that comes an regardless of my view distance settings the world becomes foggy say maybe 300m view distance an on the second town I notice a greenish haze, have never seen it b4 but reminded thats what it looked like gas hovering just above ground. here's another pic of it... http://images.akamai.steamusercontent.com/ugc/543028444631324931/43FFA1F31210EDD1F3595C2D59CFB54A8521E618/ http://images.akamai.steamusercontent.com/ugc/543028444631324654/77A01D0429D99CAEC033B25B10BC862F5D82D22F/ Unpbo'd the mission an took a look at the files, at this point i'd probably do more harm than good :D Would probably have to switch the target towns around to so(but thats over my head). Maybe take another look tomorrow. Will try an catch yal on TG server. Share this post Link to post Share on other sites
Kolmain 6 Posted June 6, 2015 I think somewhere i was falling an died an when I respawned inside the bunker at base it glitched me somehow an up I went, maybe a PhysX issue hard to say. Having some wierd issue with fog that comes an regardless of my view distance settings the world becomes foggy say maybe 300m view distance an on the second town I notice a greenish haze, have never seen it b4 but reminded thats what it looked like gas hovering just above ground.here's another pic of it... http://images.akamai.steamusercontent.com/ugc/543028444631324931/43FFA1F31210EDD1F3595C2D59CFB54A8521E618/ http://images.akamai.steamusercontent.com/ugc/543028444631324654/77A01D0429D99CAEC033B25B10BC862F5D82D22F/ Unpbo'd the mission an took a look at the files, at this point i'd probably do more harm than good :D Would probably have to switch the target towns around to so(but thats over my head). Maybe take another look tomorrow. Will try an catch yal on TG server. Interesting, is that an EVO bug? I haven't come across anything like that?... Share this post Link to post Share on other sites
watarimono 0 Posted June 6, 2015 After a couple of hours playing on our public server we noticed a huge fps drop, I zeus'd in to the AO and were greeted by this... https://imgur.com/a/NKIyb Share this post Link to post Share on other sites
call_911 10 Posted June 6, 2015 (edited) Interesting, is that an EVO bug? I haven't come across anything like that?... I have a funny feeling the falling is a physX issue with the roof of the building an the spot of the spawn. If I see it again I'll get a screeny. The fog issue I have no clue why I noticed b4 on my last server that over time seems like server degrades frame rate loss an view distance, I dunno why. Have come to accept it I guess. Hard to say who knows maybe it could be my pc. Might be good to test play in TG today an see if some of this stuff re-occurs on a differnt server. Might've been when I died on halo an got dragged into a fence or building or shot b4 I was done being dragged 30m by my chute :D Edited June 6, 2015 by Call_911 Share this post Link to post Share on other sites
dky7 0 Posted June 6, 2015 Just to let all EVO lovers know The Grunts Clan server are testing this map all day today All are welcome to help iron out these bugs :) Share this post Link to post Share on other sites
griffz 1 Posted June 6, 2015 (edited) Beautiful screenshots :bounce3:Why did you spawn so high, what was that?... Also, idk what that gas mask picture is lol. As far as the airbase, I have thought about it, but its so big its difficult to design a nice base. If you wanna take a stab at it, be my guest! i was not sure. but i want to report the same fog bug . i usually play with 1 addon : blastcore. (amd card etc) the condition to that for appears seems to be "random weather" ---------- Post added at 01:14 PM ---------- Previous post was at 01:12 PM ---------- skyrocketing is , i think related to instant (spawn) collision. same for vehicle wreck ---------- Post added at 01:20 PM ---------- Previous post was at 01:14 PM ---------- After a couple of hours playing on our public server we noticed a huge fps drop, I zeus'd in to the AO and were greeted by this...https://imgur.com/a/NKIyb holy jesus . civilian ??? and who own these lift chopper ? Edited June 6, 2015 by griffz Share this post Link to post Share on other sites
griffz 1 Posted June 7, 2015 kolmain,do you think you can set AI team default behaviour to safe mode , at start ? would be more immersive i think . Share this post Link to post Share on other sites
tartar1102 10 Posted June 8, 2015 Hy in your evolution you have in the EVO/fn_capture.sqf a clerical error, etc. in the line 7 Line 7 # [[[], {_pow swtichMove ""}], "BIS_fnc_spawn", true] call BIS_fnc_MP; and would be spelled correctly, [[[], {_pow switchMove ""}], "BIS_fnc_spawn", true] call BIS_fnc_MP; Then I have a question, the cities are sometimes not resolved in your version, because some groups to run outside and they are not found. Have it edited so that at least when you have gone beyond the Tower, the mission appears done. here the script to! New: fn_initTarget.sqf private ["_currentTarget","_targetType","_currentTargetMarker","_aoSize","_x1","_y1","_towerClass","_center","_spawnPos","_max_distance","_dir","_comp","_grp","_mortarGunner","_loop2","_obj","_newComp","_mortar","_officer","_pos","_pass","_msg","_null","_ret","_heli","_heliGrp","_class","_tank","_sound","_tskName","_locationType","_type","_nearUnits","_unit","_score"]; currentTargetRT = nil; currentTargetOF = nil; if (isNil "currentAOunits") then { currentAOunits = []; publicVariable "currentAOunits"; }; lastAOunits = currentAOunits; publicVariable "lastAOunits"; currentAOunits = []; publicVariable "currentAOunits"; RTonline = true; officerAlive = true; currentTargetName = text currentTarget; publicVariable "currentTargetName"; _currentTarget = currentTarget; currentTargetType = type currentTarget; publicVariable "currentTargetType"; currentTargetMarkerName = format ["%1_ao", currentTargetName]; publicVariable "currentTargetMarkerName"; _currentTargetMarker = createMarker [currentTargetMarkerName, position _currentTarget]; currentTargetMarkerName setMarkerShape "ELLIPSE"; currentTargetMarkerName setMarkerBrush "Border"; currentTargetMarkerName setMarkerDir direction currentTarget; _aoSize = [(((size currentTarget) select 0) + 200), (((size currentTarget) select 1) + 200)]; currentTargetMarkerName setMarkerSize _aoSize; currentTargetMarkerName setMarkerColor "ColorEAST"; currentTargetMarkerName setMarkerPos (position currentTarget); _x1 = ((size currentTarget) select 0) / 1000; _y1 = ((size currentTarget) select 1) / 1000; currentTargetSqkm = (_x1 * _y1); publicVariable "currentTargetSqkm"; "opforair" setMarkerPos (getMarkerPos currentTargetMarkerName); _nextTargetMarker = createMarker [nextTargetMarkerName, position _currentTarget]; nextTargetMarkerName setMarkerShape "ELLIPSE"; nextTargetMarkerName setMarkerBrush "FDiagonal"; nextTargetMarkerName setMarkerDir direction (targetLocations select (targetCounter + 1)); _aoSize = [(((size (targetLocations select (targetCounter + 1))) select 0) + 200), (((size (targetLocations select (targetCounter + 1))) select 1) + 200)]; nextTargetMarkerName setMarkerSize _aoSize; nextTargetMarkerName setMarkerColor "ColorEAST"; nextTargetMarkerName setMarkerPos (position (targetLocations select (targetCounter + 1))); _pos = (position (targetLocations select (targetCounter + 1))); _array = nearestObjects [_pos, ["house"], 500]; _obj = _array select 0; "opforArrow" setMarkerPos (getPos _obj); "opforArrow" setMarkerDir (([_obj, getMarkerPos currentTargetMarkerName] call bis_fnc_relativeDirTo) + 90); _towerClass = "Land_Communication_F"; //_towerClass = ["Land_Communication_F", "Land_TTowerBig_2_F", "Land_TTowerBig_1_F"] call BIS_fnc_selectRandom; /* _center = [ getMarkerPos currentTargetMarkerName, random 80 , random 360 ] call BIS_fnc_relPos; _spawnPos = []; _max_distance = 100; while{ count _spawnPos < 1 } do { _spawnPos = _center findEmptyPosition[ 30 , _max_distance , _towerClass ]; _max_distance = _max_distance + 50; }; */ _spawnPos = [position currentTarget , 50, 300, 10, 0, 0.3, 0] call BIS_fnc_findSafePos; currentTargetRT = _towerClass createVehicle _spawnPos; publicVariable "currentTargetRT"; handle = [currentTargetRT] spawn EVO_fnc_demoOnly; currentTargetRT addEventHandler ["Killed", {_this spawn EVO_fnc_onUnitKilled}]; currentTargetRT addEventHandler ["Killed", {_this call EVO_fnc_RToffline}]; RTonline = true; publicVariable "RTonline"; _center = [ getMarkerPos currentTargetMarkerName, (600 + random 500) , random 360 ] call BIS_fnc_relPos; _spawnPos = []; _max_distance = 100; while{ count _spawnPos < 1 } do { _spawnPos = _center findEmptyPosition[ 30 , _max_distance , "Land_Cargo_Patrol_V3_F" ]; _max_distance = _max_distance + 50; }; _dir = [_spawnPos, position currentTarget] call BIS_fnc_dirTo; _comp = ["comps\mortar.sqf", "comps\mortar_50.sqf", "comps\mortar_50_2.sqf", "comps\mortar_50_tower.sqf"] call BIS_fnc_selectRandom; _grp = createGroup EAST; _mortarGunner = _grp createUnit ["O_crew_F", _spawnPos, [], 0, "FORM"]; _newComp = [_spawnPos, _dir, _comp, false] call (compile (preprocessFileLineNumbers "scripts\otl7_Mapper.sqf")); _mortar = nearestObject [_spawnPos, "O_Mortar_01_F"]; _mortarGunner assignAsGunner _mortar; _mortarGunner moveInGunner _mortar; nul = [_mortar] execVM "scripts\UPSMON\MON_artillery_add.sqf"; _grp = [_spawnPos, EAST, (configFile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam_AA")] call EVO_fnc_spawnGroup; { if (HCconnected) then { handle = [_x] call EVO_fnc_sendToHC; }; } forEach units _grp; [_grp, _spawnPos] call bis_fnc_taskDefend; [_newComp, _grp, _mortarGunner, currentTarget] spawn { waitUntil {; sleep 10; _this select 3 != currentTarget}; { [_x] call EVO_fnc_wrapUp; } forEach _this select 0; { [_x] call EVO_fnc_wrapUp; } forEach units _this select 1; [_this select 2] call EVO_fnc_wrapUp; }; /* _center = [ getMarkerPos currentTargetMarkerName, random 150 , random 360 ] call BIS_fnc_relPos; _spawnPos = []; _max_distance = 100; while{ count _spawnPos < 1 } do { _spawnPos = _center findEmptyPosition[ 30 , _max_distance , _towerClass ]; _max_distance = _max_distance + 50; }; */ _spawnPos = [position currentTarget , 50, 300, 10, 0, 0.3, 0] call BIS_fnc_findSafePos; _grp = createGroup east; currentTargetOF = _grp createUnit ["O_officer_F", _spawnPos, [], 0, "FORM"]; publicVariable "currentTargetOF"; currentTargetOF addEventHandler ["Killed", {officerAlive = false; publicVariable "officerAlive";}]; _officer = currentTargetOF; _pos = (getPos _officer); _spawnPos = []; _max_distance = 100; while{ count _spawnPos < 1 } do { _spawnPos = _pos findEmptyPosition[ 30 , _max_distance , (typeOf _officer)]; _max_distance = _max_distance + 50; }; _officer setPosASL _spawnPos; removeAllWeapons _officer; _officer setCaptive true; doStop _officer; [[[], { currentTargetOF addAction [format["<t color='#CCCC00'>Capture COLONEL %1</t>", name currentTargetOF],"_this spawn EVO_fnc_capture",nil,1,false,true,"","true"]; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; handle = [currentTargetOF, currentTarget] spawn { _OF = _this select 0; _currentTarget = _this select 1; _loop = true; while {_loop} do { if (_currentTarget != currentTarget) exitWith {_loop = false}; if (!alive _OF) then { [officerTask, "Failed", false] call bis_fnc_taskSetState; [[[_OF], { _msg = format ["Colonel %1 has been killed.", name (_this select 0)]; ["TaskFailed",["OFFICER KIA", _msg]] call BIS_fnc_showNotification; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; _loop = false; }; sleep 10; }; }; _grp = [getPos currentTargetRT, EAST, (configFile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call EVO_fnc_spawnGroup; { if (HCconnected) then { handle = [_x] call EVO_fnc_sendToHC; }; currentAOunits pushBack _x; publicVariable "currentAOunits"; _x AddMPEventHandler ["mpkilled", {currentAOunits = currentAOunits - [_this select 1]}]; } forEach units _grp; [_grp, getPos currentTargetRT] call bis_fnc_taskDefend; _grp = [getPos currentTargetOF, EAST, (configFile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call EVO_fnc_spawnGroup; { if (HCconnected) then { handle = [_x] call EVO_fnc_sendToHC; }; currentAOunits pushBack _x; publicVariable "currentAOunits"; _x AddMPEventHandler ["mpkilled", {currentAOunits = currentAOunits - [_this select 1]}]; } forEach units _grp; [_grp, getPos currentTargetOF] call bis_fnc_taskDefend; for "_i" from 1 to infSquads do { _null = [_currentTarget] spawn { _grp = [_this select 0, "infantry", true] call EVO_fnc_sendToAO; waitUntil {({alive _x} count units _grp) < 5}; while {RTonline} do { _grp = [_this select 0, "infantry"] call EVO_fnc_sendToAO; waitUntil {({alive _x} count units _grp) < 5}; }; }; }; for "_i" from 1 to armorSquads do { _null = [_currentTarget] spawn { _grp = [_this select 0, "armor", true] call EVO_fnc_sendToAO; _tank = vehicle leader _grp; waitUntil {({alive _x} count units _grp) < 1 || !canMove _tank || !alive _tank}; while {RTonline} do { _grp = [_this select 0, "armor"] call EVO_fnc_sendToAO; _tank = vehicle leader _grp; waitUntil {({alive _x} count units _grp) < 1 || !canMove _tank || !alive _tank}; }; }; }; sleep 1; [CROSSROADS, format ["We've received our next target, all forces converge on %1!", currentTargetName]] call EVO_fnc_globalSideChat; [[[], { if (!isDedicated) then { _sound = ["opforCaptured_2", "opforCaptured_1", "opforCaptured_0"] call BIS_fnc_selectRandom; playSound _sound; }; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; [] call EVO_fnc_newTargetTasks; waitUntil {!RTonline}; [[[], { if (!isDedicated) then { _tskName = format ["Radio Tower Destroyed at %1", currentTargetName]; ["TaskSucceeded",["",_tskName]] call BIS_fnc_showNotification; playsound "goodjob"; }; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; [towerTask, "Succeeded", false] call bis_fnc_taskSetState; sleep (random 15); [CROSSROADS, format ["We've received confirmation that the OPFOR communications tower has been destroyed, %1 will no longer be reinforced by OPFOR.", currentTargetName]] call EVO_fnc_globalSideChat; _sound = ["capturing_2", "capturing_1", "capturing_0"] call BIS_fnc_selectRandom; playSound _sound; waitUntil { sleep 10; _EVO_var_EnemyCountInCity = 0; if ((alive _x) && {(_x distance _currentTarget) < 1000}) then { _EVO_var_EnemyCountInCity = _EVO_var_EnemyCountInCity + 1; }; _EVO_var_EnemyCountInCity < 7 }; { deleteVehicle _x; } forEach currentAOunits; _sound = ["sectorCaptured_2", "sectorCaptured_1", "sectorCaptured_0"] call BIS_fnc_selectRandom; playSound _sound; [CROSSROADS, format ["OPFOR are retreating from %1. Nice job men!", currentTargetName]] call EVO_fnc_globalSideChat; [attackTask, "Succeeded", false] call bis_fnc_taskSetState; if (alive currentTargetOF) then { [officerTask, "Failed", false] call bis_fnc_taskSetState; _tskName = format ["Colonel %1 Escaped.", name currentTargetOF]; ["TaskFailed",["",_tskName]] call BIS_fnc_showNotification; }; [[[], { if (!isDedicated) then { _tskName = format ["%1 Secured.", currentTargetName]; _score = player getVariable "EVO_score"; _score = _score + 5; player setVariable ["EVO_score", _score, true]; ["PointsAdded",["BLUFOR completed a mission objective.", 5]] call BIS_fnc_showNotification; ["TaskSucceeded",["",_tskName]] call BIS_fnc_showNotification; playsound "goodjob"; }; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; _finishedMarkerName = format ["%1_ao_done", currentTargetName]; _finishedMarker = createMarker [_finishedMarkerName, position _currentTarget]; _finishedMarkerName setMarkerShape "ELLIPSE"; _finishedMarkerName setMarkerBrush "SOLID"; _finishedMarkerName setMarkerDir direction currentTarget; _aoSize = [(((size currentTarget) select 0) + 200), (((size currentTarget) select 1) + 200)]; _finishedMarkerName setMarkerSize _aoSize; _finishedMarkerName setMarkerColor "ColorWEST"; _finishedMarkerName setMarkerPos (position currentTarget); //deleteMarker currentTargetMarkerName; currentTargetMarkerName setMarkerAlpha 0; sleep random 30; deleteVehicle currentTargetOF; targetCounter = targetCounter + 1; publicVariable "targetCounter"; currentTarget = targetLocations select targetCounter; publicVariable "currentTarget"; currentTargetName = text currentTarget; publicVariable "currentTargetName"; RTonline = true; publicVariable "RTonline"; handle = [] spawn EVO_fnc_initTarget; Old: private ["_currentTarget","_targetType","_currentTargetMarker","_aoSize","_x1","_y1","_towerClass","_center","_spawnPos","_max_distance","_dir","_comp","_grp","_mortarGunner","_loop2","_obj","_newComp","_mortar","_officer","_pos","_pass","_msg","_null","_ret","_heli","_heliGrp","_class","_tank","_sound","_tskName","_locationType","_type","_nearUnits","_unit","_score"]; currentTargetRT = nil; currentTargetOF = nil; if (isNil "currentAOunits") then { currentAOunits = []; publicVariable "currentAOunits"; }; lastAOunits = currentAOunits; publicVariable "lastAOunits"; currentAOunits = []; publicVariable "currentAOunits"; RTonline = true; officerAlive = true; currentTargetName = text currentTarget; publicVariable "currentTargetName"; _currentTarget = currentTarget; currentTargetType = type currentTarget; publicVariable "currentTargetType"; currentTargetMarkerName = format ["%1_ao", currentTargetName]; publicVariable "currentTargetMarkerName"; _currentTargetMarker = createMarker [currentTargetMarkerName, position _currentTarget]; currentTargetMarkerName setMarkerShape "ELLIPSE"; currentTargetMarkerName setMarkerBrush "Border"; currentTargetMarkerName setMarkerDir direction currentTarget; _aoSize = [(((size currentTarget) select 0) + 200), (((size currentTarget) select 1) + 200)]; currentTargetMarkerName setMarkerSize _aoSize; currentTargetMarkerName setMarkerColor "ColorEAST"; currentTargetMarkerName setMarkerPos (position currentTarget); _x1 = ((size currentTarget) select 0) / 1000; _y1 = ((size currentTarget) select 1) / 1000; currentTargetSqkm = (_x1 * _y1); publicVariable "currentTargetSqkm"; "opforair" setMarkerPos (getMarkerPos currentTargetMarkerName); _nextTargetMarker = createMarker [nextTargetMarkerName, position _currentTarget]; nextTargetMarkerName setMarkerShape "ELLIPSE"; nextTargetMarkerName setMarkerBrush "FDiagonal"; nextTargetMarkerName setMarkerDir direction (targetLocations select (targetCounter + 1)); _aoSize = [(((size (targetLocations select (targetCounter + 1))) select 0) + 200), (((size (targetLocations select (targetCounter + 1))) select 1) + 200)]; nextTargetMarkerName setMarkerSize _aoSize; nextTargetMarkerName setMarkerColor "ColorEAST"; nextTargetMarkerName setMarkerPos (position (targetLocations select (targetCounter + 1))); _pos = (position (targetLocations select (targetCounter + 1))); _array = nearestObjects [_pos, ["house"], 500]; _obj = _array select 0; "opforArrow" setMarkerPos (getPos _obj); "opforArrow" setMarkerDir (([_obj, getMarkerPos currentTargetMarkerName] call bis_fnc_relativeDirTo) + 90); _towerClass = "Land_Communication_F"; //_towerClass = ["Land_Communication_F", "Land_TTowerBig_2_F", "Land_TTowerBig_1_F"] call BIS_fnc_selectRandom; /* _center = [ getMarkerPos currentTargetMarkerName, random 80 , random 360 ] call BIS_fnc_relPos; _spawnPos = []; _max_distance = 100; while{ count _spawnPos < 1 } do { _spawnPos = _center findEmptyPosition[ 30 , _max_distance , _towerClass ]; _max_distance = _max_distance + 50; }; */ _spawnPos = [position currentTarget , 50, 300, 10, 0, 0.3, 0] call BIS_fnc_findSafePos; currentTargetRT = _towerClass createVehicle _spawnPos; publicVariable "currentTargetRT"; handle = [currentTargetRT] spawn EVO_fnc_demoOnly; currentTargetRT addEventHandler ["Killed", {_this spawn EVO_fnc_onUnitKilled}]; currentTargetRT addEventHandler ["Killed", {_this call EVO_fnc_RToffline}]; RTonline = true; publicVariable "RTonline"; _center = [ getMarkerPos currentTargetMarkerName, (600 + random 500) , random 360 ] call BIS_fnc_relPos; _spawnPos = []; _max_distance = 100; while{ count _spawnPos < 1 } do { _spawnPos = _center findEmptyPosition[ 30 , _max_distance , "Land_Cargo_Patrol_V3_F" ]; _max_distance = _max_distance + 50; }; _dir = [_spawnPos, position currentTarget] call BIS_fnc_dirTo; _comp = ["comps\mortar.sqf", "comps\mortar_50.sqf", "comps\mortar_50_2.sqf", "comps\mortar_50_tower.sqf"] call BIS_fnc_selectRandom; _grp = createGroup EAST; _mortarGunner = _grp createUnit ["O_crew_F", _spawnPos, [], 0, "FORM"]; _newComp = [_spawnPos, _dir, _comp, false] call (compile (preprocessFileLineNumbers "scripts\otl7_Mapper.sqf")); _mortar = nearestObject [_spawnPos, "O_Mortar_01_F"]; _mortarGunner assignAsGunner _mortar; _mortarGunner moveInGunner _mortar; nul = [_mortar] execVM "scripts\UPSMON\MON_artillery_add.sqf"; _grp = [_spawnPos, EAST, (configFile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam_AA")] call EVO_fnc_spawnGroup; { if (HCconnected) then { handle = [_x] call EVO_fnc_sendToHC; }; } forEach units _grp; [_grp, _spawnPos] call bis_fnc_taskDefend; [_newComp, _grp, _mortarGunner, currentTarget] spawn { waitUntil {; sleep 10; _this select 3 != currentTarget}; { [_x] call EVO_fnc_wrapUp; } forEach _this select 0; { [_x] call EVO_fnc_wrapUp; } forEach units _this select 1; [_this select 2] call EVO_fnc_wrapUp; }; /* _center = [ getMarkerPos currentTargetMarkerName, random 150 , random 360 ] call BIS_fnc_relPos; _spawnPos = []; _max_distance = 100; while{ count _spawnPos < 1 } do { _spawnPos = _center findEmptyPosition[ 30 , _max_distance , _towerClass ]; _max_distance = _max_distance + 50; }; */ _spawnPos = [position currentTarget , 50, 300, 10, 0, 0.3, 0] call BIS_fnc_findSafePos; _grp = createGroup east; currentTargetOF = _grp createUnit ["O_officer_F", _spawnPos, [], 0, "FORM"]; publicVariable "currentTargetOF"; currentTargetOF addEventHandler ["Killed", {officerAlive = false; publicVariable "officerAlive";}]; _officer = currentTargetOF; _pos = (getPos _officer); _spawnPos = []; _max_distance = 100; while{ count _spawnPos < 1 } do { _spawnPos = _pos findEmptyPosition[ 30 , _max_distance , (typeOf _officer)]; _max_distance = _max_distance + 50; }; _officer setPosASL _spawnPos; removeAllWeapons _officer; _officer setCaptive true; doStop _officer; [[[], { currentTargetOF addAction [format["<t color='#CCCC00'>Capture COLONEL %1</t>", name currentTargetOF],"_this spawn EVO_fnc_capture",nil,1,false,true,"","true"]; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; handle = [currentTargetOF, currentTarget] spawn { _OF = _this select 0; _currentTarget = _this select 1; _loop = true; while {_loop} do { if (_currentTarget != currentTarget) exitWith {_loop = false}; if (!alive _OF) then { [officerTask, "Failed", false] call bis_fnc_taskSetState; [[[_OF], { _msg = format ["Colonel %1 has been killed.", name (_this select 0)]; ["TaskFailed",["OFFICER KIA", _msg]] call BIS_fnc_showNotification; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; _loop = false; }; sleep 10; }; }; _grp = [getPos currentTargetRT, EAST, (configFile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call EVO_fnc_spawnGroup; { if (HCconnected) then { handle = [_x] call EVO_fnc_sendToHC; }; currentAOunits pushBack _x; publicVariable "currentAOunits"; _x AddMPEventHandler ["mpkilled", {currentAOunits = currentAOunits - [_this select 1]}]; } forEach units _grp; [_grp, getPos currentTargetRT] call bis_fnc_taskDefend; _grp = [getPos currentTargetOF, EAST, (configFile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call EVO_fnc_spawnGroup; { if (HCconnected) then { handle = [_x] call EVO_fnc_sendToHC; }; currentAOunits pushBack _x; publicVariable "currentAOunits"; _x AddMPEventHandler ["mpkilled", {currentAOunits = currentAOunits - [_this select 1]}]; } forEach units _grp; [_grp, getPos currentTargetOF] call bis_fnc_taskDefend; for "_i" from 1 to infSquads do { _null = [_currentTarget] spawn { _grp = [_this select 0, "infantry", true] call EVO_fnc_sendToAO; waitUntil {({alive _x} count units _grp) < 5}; while {RTonline} do { _grp = [_this select 0, "infantry"] call EVO_fnc_sendToAO; waitUntil {({alive _x} count units _grp) < 5}; }; }; }; for "_i" from 1 to armorSquads do { _null = [_currentTarget] spawn { _grp = [_this select 0, "armor", true] call EVO_fnc_sendToAO; _tank = vehicle leader _grp; waitUntil {({alive _x} count units _grp) < 1 || !canMove _tank || !alive _tank}; while {RTonline} do { _grp = [_this select 0, "armor"] call EVO_fnc_sendToAO; _tank = vehicle leader _grp; waitUntil {({alive _x} count units _grp) < 1 || !canMove _tank || !alive _tank}; }; }; }; sleep 1; [CROSSROADS, format ["We've received our next target, all forces converge on %1!", currentTargetName]] call EVO_fnc_globalSideChat; [[[], { if (!isDedicated) then { _sound = ["opforCaptured_2", "opforCaptured_1", "opforCaptured_0"] call BIS_fnc_selectRandom; playSound _sound; }; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; [] call EVO_fnc_newTargetTasks; waitUntil {!RTonline}; [[[], { if (!isDedicated) then { _tskName = format ["Radio Tower Destroyed at %1", currentTargetName]; ["TaskSucceeded",["",_tskName]] call BIS_fnc_showNotification; playsound "goodjob"; }; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; [towerTask, "Succeeded", false] call bis_fnc_taskSetState; sleep (random 15); [CROSSROADS, format ["We've received confirmation that the OPFOR communications tower has been destroyed, %1 will no longer be reinforced by OPFOR.", currentTargetName]] call EVO_fnc_globalSideChat; _sound = ["capturing_2", "capturing_1", "capturing_0"] call BIS_fnc_selectRandom; playSound _sound; _loop = true; _count = 0; while {_loop} do { _count = 0; sleep 10; { if (alive _x) then { _count = _count + 1; }; } forEach currentAOunits; if (_count < 9) then { _loop = false; }; }; if (_count > 0) then { { if ([true, false] call bis_fnc_selectRandom) then { [_x] spawn EVO_fnc_surrender; } else { [_x] spawn { _unit = _this select 0; _loop = true; while {_loop} do { _players = [_unit, 1000] call EVO_fnc_playersNearby; if (!_players || !alive _unit) then { _loop = false; }; }; deleteVehicle _unit; }; }; } forEach currentAOunits; }; _sound = ["sectorCaptured_2", "sectorCaptured_1", "sectorCaptured_0"] call BIS_fnc_selectRandom; playSound _sound; [CROSSROADS, format ["OPFOR are retreating from %1. Nice job men!", currentTargetName]] call EVO_fnc_globalSideChat; [attackTask, "Succeeded", false] call bis_fnc_taskSetState; if (alive currentTargetOF) then { [officerTask, "Failed", false] call bis_fnc_taskSetState; _tskName = format ["Colonel %1 Escaped.", name currentTargetOF]; ["TaskFailed",["",_tskName]] call BIS_fnc_showNotification; }; [[[], { if (!isDedicated) then { _tskName = format ["%1 Secured.", currentTargetName]; _score = player getVariable "EVO_score"; _score = _score + 5; player setVariable ["EVO_score", _score, true]; ["PointsAdded",["BLUFOR completed a mission objective.", 5]] call BIS_fnc_showNotification; ["TaskSucceeded",["",_tskName]] call BIS_fnc_showNotification; playsound "goodjob"; }; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; _finishedMarkerName = format ["%1_ao_done", currentTargetName]; _finishedMarker = createMarker [_finishedMarkerName, position _currentTarget]; _finishedMarkerName setMarkerShape "ELLIPSE"; _finishedMarkerName setMarkerBrush "SOLID"; _finishedMarkerName setMarkerDir direction currentTarget; _aoSize = [(((size currentTarget) select 0) + 200), (((size currentTarget) select 1) + 200)]; _finishedMarkerName setMarkerSize _aoSize; _finishedMarkerName setMarkerColor "ColorWEST"; _finishedMarkerName setMarkerPos (position currentTarget); //deleteMarker currentTargetMarkerName; currentTargetMarkerName setMarkerAlpha 0; sleep random 30; deleteVehicle currentTargetOF; targetCounter = targetCounter + 1; publicVariable "targetCounter"; currentTarget = targetLocations select targetCounter; publicVariable "currentTarget"; currentTargetName = text currentTarget; publicVariable "currentTargetName"; RTonline = true; publicVariable "RTonline"; handle = [] spawn EVO_fnc_initTarget; and sorry my english is to poorly ;-) German : in deiner Evolution hast du in der fn_capture.sqf einen schreib Fehler usw. in der line 7 [[[], {_pow swtichMove ""}], "BIS_fnc_spawn", true] call BIS_fnc_MP; und richtig geschrieben wäre , [[[], {_pow switchMove ""}], "BIS_fnc_spawn", true] call BIS_fnc_MP; Dann hätte ich noch eine frage , die Städte werden in deiner Version manchmal nicht gelöst , weil manche Gruppen außerhalb laufen und man sie nicht findet . Habe es bearbeitet damit wenigstens wenn man den Tower gesprengt hat , die Mission geschafft angezeigt wird . hier das Script dazu ! LG tartar1102 (BierAigTartar) Share this post Link to post Share on other sites
Kolmain 6 Posted June 8, 2015 kolmain,do you think you can set AI team default behaviour to safe mode , at start ? would be more immersive i think . I'm not sure that's possible, but can you elaborate more? Are you talking about your AI members or the OPFOR in the AO? Hyin your evolution you have in the EVO/fn_capture.sqf a clerical error, etc. in the line 7 Line 7 # [[[], {_pow swtichMove ""}], "BIS_fnc_spawn", true] call BIS_fnc_MP; and would be spelled correctly, [[[], {_pow switchMove ""}], "BIS_fnc_spawn", true] call BIS_fnc_MP; Then I have a question, the cities are sometimes not resolved in your version, because some groups to run outside and they are not found. Have it edited so that at least when you have gone beyond the Tower, the mission appears done. here the script to! New: fn_initTarget.sqf [/php] private ["_currentTarget","_targetType","_currentTargetMarker","_aoSize","_x1","_y1","_towerClass","_center","_spawnPos","_max_distance","_dir","_comp","_grp","_mortarGunner","_loop2","_obj","_newComp","_mortar","_officer","_pos","_pass","_msg","_null","_ret","_heli","_heliGrp","_class","_tank","_sound","_tskName","_locationType","_type","_nearUnits","_unit","_score"]; currentTargetRT = nil; currentTargetOF = nil; if (isNil "currentAOunits") then { currentAOunits = []; publicVariable "currentAOunits"; }; lastAOunits = currentAOunits; publicVariable "lastAOunits"; currentAOunits = []; publicVariable "currentAOunits"; RTonline = true; officerAlive = true; currentTargetName = text currentTarget; publicVariable "currentTargetName"; _currentTarget = currentTarget; currentTargetType = type currentTarget; publicVariable "currentTargetType"; currentTargetMarkerName = format ["%1_ao", currentTargetName]; publicVariable "currentTargetMarkerName"; _currentTargetMarker = createMarker [currentTargetMarkerName, position _currentTarget]; currentTargetMarkerName setMarkerShape "ELLIPSE"; currentTargetMarkerName setMarkerBrush "Border"; currentTargetMarkerName setMarkerDir direction currentTarget; _aoSize = [(((size currentTarget) select 0) + 200), (((size currentTarget) select 1) + 200)]; currentTargetMarkerName setMarkerSize _aoSize; currentTargetMarkerName setMarkerColor "ColorEAST"; currentTargetMarkerName setMarkerPos (position currentTarget); _x1 = ((size currentTarget) select 0) / 1000; _y1 = ((size currentTarget) select 1) / 1000; currentTargetSqkm = (_x1 * _y1); publicVariable "currentTargetSqkm"; "opforair" setMarkerPos (getMarkerPos currentTargetMarkerName); _nextTargetMarker = createMarker [nextTargetMarkerName, position _currentTarget]; nextTargetMarkerName setMarkerShape "ELLIPSE"; nextTargetMarkerName setMarkerBrush "FDiagonal"; nextTargetMarkerName setMarkerDir direction (targetLocations select (targetCounter + 1)); _aoSize = [(((size (targetLocations select (targetCounter + 1))) select 0) + 200), (((size (targetLocations select (targetCounter + 1))) select 1) + 200)]; nextTargetMarkerName setMarkerSize _aoSize; nextTargetMarkerName setMarkerColor "ColorEAST"; nextTargetMarkerName setMarkerPos (position (targetLocations select (targetCounter + 1))); _pos = (position (targetLocations select (targetCounter + 1))); _array = nearestObjects [_pos, ["house"], 500]; _obj = _array select 0; "opforArrow" setMarkerPos (getPos _obj); "opforArrow" setMarkerDir (([_obj, getMarkerPos currentTargetMarkerName] call bis_fnc_relativeDirTo) + 90); _towerClass = "Land_Communication_F"; //_towerClass = ["Land_Communication_F", "Land_TTowerBig_2_F", "Land_TTowerBig_1_F"] call BIS_fnc_selectRandom; /* _center = [ getMarkerPos currentTargetMarkerName, random 80 , random 360 ] call BIS_fnc_relPos; _spawnPos = []; _max_distance = 100; while{ count _spawnPos < 1 } do { _spawnPos = _center findEmptyPosition[ 30 , _max_distance , _towerClass ]; _max_distance = _max_distance + 50; }; */ _spawnPos = [position currentTarget , 50, 300, 10, 0, 0.3, 0] call BIS_fnc_findSafePos; currentTargetRT = _towerClass createVehicle _spawnPos; publicVariable "currentTargetRT"; handle = [currentTargetRT] spawn EVO_fnc_demoOnly; currentTargetRT addEventHandler ["Killed", {_this spawn EVO_fnc_onUnitKilled}]; currentTargetRT addEventHandler ["Killed", {_this call EVO_fnc_RToffline}]; RTonline = true; publicVariable "RTonline"; _center = [ getMarkerPos currentTargetMarkerName, (600 + random 500) , random 360 ] call BIS_fnc_relPos; _spawnPos = []; _max_distance = 100; while{ count _spawnPos < 1 } do { _spawnPos = _center findEmptyPosition[ 30 , _max_distance , "Land_Cargo_Patrol_V3_F" ]; _max_distance = _max_distance + 50; }; _dir = [_spawnPos, position currentTarget] call BIS_fnc_dirTo; _comp = ["comps\mortar.sqf", "comps\mortar_50.sqf", "comps\mortar_50_2.sqf", "comps\mortar_50_tower.sqf"] call BIS_fnc_selectRandom; _grp = createGroup EAST; _mortarGunner = _grp createUnit ["O_crew_F", _spawnPos, [], 0, "FORM"]; _newComp = [_spawnPos, _dir, _comp, false] call (compile (preprocessFileLineNumbers "scripts\otl7_Mapper.sqf")); _mortar = nearestObject [_spawnPos, "O_Mortar_01_F"]; _mortarGunner assignAsGunner _mortar; _mortarGunner moveInGunner _mortar; nul = [_mortar] execVM "scripts\UPSMON\MON_artillery_add.sqf"; _grp = [_spawnPos, EAST, (configFile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam_AA")] call EVO_fnc_spawnGroup; { if (HCconnected) then { handle = [_x] call EVO_fnc_sendToHC; }; } forEach units _grp; [_grp, _spawnPos] call bis_fnc_taskDefend; [_newComp, _grp, _mortarGunner, currentTarget] spawn { waitUntil {; sleep 10; _this select 3 != currentTarget}; { [_x] call EVO_fnc_wrapUp; } forEach _this select 0; { [_x] call EVO_fnc_wrapUp; } forEach units _this select 1; [_this select 2] call EVO_fnc_wrapUp; }; /* _center = [ getMarkerPos currentTargetMarkerName, random 150 , random 360 ] call BIS_fnc_relPos; _spawnPos = []; _max_distance = 100; while{ count _spawnPos < 1 } do { _spawnPos = _center findEmptyPosition[ 30 , _max_distance , _towerClass ]; _max_distance = _max_distance + 50; }; */ _spawnPos = [position currentTarget , 50, 300, 10, 0, 0.3, 0] call BIS_fnc_findSafePos; _grp = createGroup east; currentTargetOF = _grp createUnit ["O_officer_F", _spawnPos, [], 0, "FORM"]; publicVariable "currentTargetOF"; currentTargetOF addEventHandler ["Killed", {officerAlive = false; publicVariable "officerAlive";}]; _officer = currentTargetOF; _pos = (getPos _officer); _spawnPos = []; _max_distance = 100; while{ count _spawnPos < 1 } do { _spawnPos = _pos findEmptyPosition[ 30 , _max_distance , (typeOf _officer)]; _max_distance = _max_distance + 50; }; _officer setPosASL _spawnPos; removeAllWeapons _officer; _officer setCaptive true; doStop _officer; [[[], { currentTargetOF addAction [format["<t color='#CCCC00'>Capture COLONEL %1</t>", name currentTargetOF],"_this spawn EVO_fnc_capture",nil,1,false,true,"","true"]; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; handle = [currentTargetOF, currentTarget] spawn { _OF = _this select 0; _currentTarget = _this select 1; _loop = true; while {_loop} do { if (_currentTarget != currentTarget) exitWith {_loop = false}; if (!alive _OF) then { [officerTask, "Failed", false] call bis_fnc_taskSetState; [[[_OF], { _msg = format ["Colonel %1 has been killed.", name (_this select 0)]; ["TaskFailed",["OFFICER KIA", _msg]] call BIS_fnc_showNotification; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; _loop = false; }; sleep 10; }; }; _grp = [getPos currentTargetRT, EAST, (configFile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call EVO_fnc_spawnGroup; { if (HCconnected) then { handle = [_x] call EVO_fnc_sendToHC; }; currentAOunits pushBack _x; publicVariable "currentAOunits"; _x AddMPEventHandler ["mpkilled", {currentAOunits = currentAOunits - [_this select 1]}]; } forEach units _grp; [_grp, getPos currentTargetRT] call bis_fnc_taskDefend; _grp = [getPos currentTargetOF, EAST, (configFile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call EVO_fnc_spawnGroup; { if (HCconnected) then { handle = [_x] call EVO_fnc_sendToHC; }; currentAOunits pushBack _x; publicVariable "currentAOunits"; _x AddMPEventHandler ["mpkilled", {currentAOunits = currentAOunits - [_this select 1]}]; } forEach units _grp; [_grp, getPos currentTargetOF] call bis_fnc_taskDefend; for "_i" from 1 to infSquads do { _null = [_currentTarget] spawn { _grp = [_this select 0, "infantry", true] call EVO_fnc_sendToAO; waitUntil {({alive _x} count units _grp) < 5}; while {RTonline} do { _grp = [_this select 0, "infantry"] call EVO_fnc_sendToAO; waitUntil {({alive _x} count units _grp) < 5}; }; }; }; for "_i" from 1 to armorSquads do { _null = [_currentTarget] spawn { _grp = [_this select 0, "armor", true] call EVO_fnc_sendToAO; _tank = vehicle leader _grp; waitUntil {({alive _x} count units _grp) < 1 || !canMove _tank || !alive _tank}; while {RTonline} do { _grp = [_this select 0, "armor"] call EVO_fnc_sendToAO; _tank = vehicle leader _grp; waitUntil {({alive _x} count units _grp) < 1 || !canMove _tank || !alive _tank}; }; }; }; sleep 1; [CROSSROADS, format ["We've received our next target, all forces converge on %1!", currentTargetName]] call EVO_fnc_globalSideChat; [[[], { if (!isDedicated) then { _sound = ["opforCaptured_2", "opforCaptured_1", "opforCaptured_0"] call BIS_fnc_selectRandom; playSound _sound; }; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; [] call EVO_fnc_newTargetTasks; waitUntil {!RTonline}; [[[], { if (!isDedicated) then { _tskName = format ["Radio Tower Destroyed at %1", currentTargetName]; ["TaskSucceeded",["",_tskName]] call BIS_fnc_showNotification; playsound "goodjob"; }; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; [towerTask, "Succeeded", false] call bis_fnc_taskSetState; sleep (random 15); [CROSSROADS, format ["We've received confirmation that the OPFOR communications tower has been destroyed, %1 will no longer be reinforced by OPFOR.", currentTargetName]] call EVO_fnc_globalSideChat; _sound = ["capturing_2", "capturing_1", "capturing_0"] call BIS_fnc_selectRandom; playSound _sound; waitUntil { sleep 10; _EVO_var_EnemyCountInCity = 0; if ((alive _x) && {(_x distance _currentTarget) < 1000}) then { _EVO_var_EnemyCountInCity = _EVO_var_EnemyCountInCity + 1; }; _EVO_var_EnemyCountInCity < 7 }; { deleteVehicle _x; } forEach currentAOunits; _sound = ["sectorCaptured_2", "sectorCaptured_1", "sectorCaptured_0"] call BIS_fnc_selectRandom; playSound _sound; [CROSSROADS, format ["OPFOR are retreating from %1. Nice job men!", currentTargetName]] call EVO_fnc_globalSideChat; [attackTask, "Succeeded", false] call bis_fnc_taskSetState; if (alive currentTargetOF) then { [officerTask, "Failed", false] call bis_fnc_taskSetState; _tskName = format ["Colonel %1 Escaped.", name currentTargetOF]; ["TaskFailed",["",_tskName]] call BIS_fnc_showNotification; }; [[[], { if (!isDedicated) then { _tskName = format ["%1 Secured.", currentTargetName]; _score = player getVariable "EVO_score"; _score = _score + 5; player setVariable ["EVO_score", _score, true]; ["PointsAdded",["BLUFOR completed a mission objective.", 5]] call BIS_fnc_showNotification; ["TaskSucceeded",["",_tskName]] call BIS_fnc_showNotification; playsound "goodjob"; }; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; _finishedMarkerName = format ["%1_ao_done", currentTargetName]; _finishedMarker = createMarker [_finishedMarkerName, position _currentTarget]; _finishedMarkerName setMarkerShape "ELLIPSE"; _finishedMarkerName setMarkerBrush "SOLID"; _finishedMarkerName setMarkerDir direction currentTarget; _aoSize = [(((size currentTarget) select 0) + 200), (((size currentTarget) select 1) + 200)]; _finishedMarkerName setMarkerSize _aoSize; _finishedMarkerName setMarkerColor "ColorWEST"; _finishedMarkerName setMarkerPos (position currentTarget); //deleteMarker currentTargetMarkerName; currentTargetMarkerName setMarkerAlpha 0; sleep random 30; deleteVehicle currentTargetOF; targetCounter = targetCounter + 1; publicVariable "targetCounter"; currentTarget = targetLocations select targetCounter; publicVariable "currentTarget"; currentTargetName = text currentTarget; publicVariable "currentTargetName"; RTonline = true; publicVariable "RTonline"; handle = [] spawn EVO_fnc_initTarget; [/php] Old: [/php] private ["_currentTarget","_targetType","_currentTargetMarker","_aoSize","_x1","_y1","_towerClass","_center","_spawnPos","_max_distance","_dir","_comp","_grp","_mortarGunner","_loop2","_obj","_newComp","_mortar","_officer","_pos","_pass","_msg","_null","_ret","_heli","_heliGrp","_class","_tank","_sound","_tskName","_locationType","_type","_nearUnits","_unit","_score"]; currentTargetRT = nil; currentTargetOF = nil; if (isNil "currentAOunits") then { currentAOunits = []; publicVariable "currentAOunits"; }; lastAOunits = currentAOunits; publicVariable "lastAOunits"; currentAOunits = []; publicVariable "currentAOunits"; RTonline = true; officerAlive = true; currentTargetName = text currentTarget; publicVariable "currentTargetName"; _currentTarget = currentTarget; currentTargetType = type currentTarget; publicVariable "currentTargetType"; currentTargetMarkerName = format ["%1_ao", currentTargetName]; publicVariable "currentTargetMarkerName"; _currentTargetMarker = createMarker [currentTargetMarkerName, position _currentTarget]; currentTargetMarkerName setMarkerShape "ELLIPSE"; currentTargetMarkerName setMarkerBrush "Border"; currentTargetMarkerName setMarkerDir direction currentTarget; _aoSize = [(((size currentTarget) select 0) + 200), (((size currentTarget) select 1) + 200)]; currentTargetMarkerName setMarkerSize _aoSize; currentTargetMarkerName setMarkerColor "ColorEAST"; currentTargetMarkerName setMarkerPos (position currentTarget); _x1 = ((size currentTarget) select 0) / 1000; _y1 = ((size currentTarget) select 1) / 1000; currentTargetSqkm = (_x1 * _y1); publicVariable "currentTargetSqkm"; "opforair" setMarkerPos (getMarkerPos currentTargetMarkerName); _nextTargetMarker = createMarker [nextTargetMarkerName, position _currentTarget]; nextTargetMarkerName setMarkerShape "ELLIPSE"; nextTargetMarkerName setMarkerBrush "FDiagonal"; nextTargetMarkerName setMarkerDir direction (targetLocations select (targetCounter + 1)); _aoSize = [(((size (targetLocations select (targetCounter + 1))) select 0) + 200), (((size (targetLocations select (targetCounter + 1))) select 1) + 200)]; nextTargetMarkerName setMarkerSize _aoSize; nextTargetMarkerName setMarkerColor "ColorEAST"; nextTargetMarkerName setMarkerPos (position (targetLocations select (targetCounter + 1))); _pos = (position (targetLocations select (targetCounter + 1))); _array = nearestObjects [_pos, ["house"], 500]; _obj = _array select 0; "opforArrow" setMarkerPos (getPos _obj); "opforArrow" setMarkerDir (([_obj, getMarkerPos currentTargetMarkerName] call bis_fnc_relativeDirTo) + 90); _towerClass = "Land_Communication_F"; //_towerClass = ["Land_Communication_F", "Land_TTowerBig_2_F", "Land_TTowerBig_1_F"] call BIS_fnc_selectRandom; /* _center = [ getMarkerPos currentTargetMarkerName, random 80 , random 360 ] call BIS_fnc_relPos; _spawnPos = []; _max_distance = 100; while{ count _spawnPos < 1 } do { _spawnPos = _center findEmptyPosition[ 30 , _max_distance , _towerClass ]; _max_distance = _max_distance + 50; }; */ _spawnPos = [position currentTarget , 50, 300, 10, 0, 0.3, 0] call BIS_fnc_findSafePos; currentTargetRT = _towerClass createVehicle _spawnPos; publicVariable "currentTargetRT"; handle = [currentTargetRT] spawn EVO_fnc_demoOnly; currentTargetRT addEventHandler ["Killed", {_this spawn EVO_fnc_onUnitKilled}]; currentTargetRT addEventHandler ["Killed", {_this call EVO_fnc_RToffline}]; RTonline = true; publicVariable "RTonline"; _center = [ getMarkerPos currentTargetMarkerName, (600 + random 500) , random 360 ] call BIS_fnc_relPos; _spawnPos = []; _max_distance = 100; while{ count _spawnPos < 1 } do { _spawnPos = _center findEmptyPosition[ 30 , _max_distance , "Land_Cargo_Patrol_V3_F" ]; _max_distance = _max_distance + 50; }; _dir = [_spawnPos, position currentTarget] call BIS_fnc_dirTo; _comp = ["comps\mortar.sqf", "comps\mortar_50.sqf", "comps\mortar_50_2.sqf", "comps\mortar_50_tower.sqf"] call BIS_fnc_selectRandom; _grp = createGroup EAST; _mortarGunner = _grp createUnit ["O_crew_F", _spawnPos, [], 0, "FORM"]; _newComp = [_spawnPos, _dir, _comp, false] call (compile (preprocessFileLineNumbers "scripts\otl7_Mapper.sqf")); _mortar = nearestObject [_spawnPos, "O_Mortar_01_F"]; _mortarGunner assignAsGunner _mortar; _mortarGunner moveInGunner _mortar; nul = [_mortar] execVM "scripts\UPSMON\MON_artillery_add.sqf"; _grp = [_spawnPos, EAST, (configFile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam_AA")] call EVO_fnc_spawnGroup; { if (HCconnected) then { handle = [_x] call EVO_fnc_sendToHC; }; } forEach units _grp; [_grp, _spawnPos] call bis_fnc_taskDefend; [_newComp, _grp, _mortarGunner, currentTarget] spawn { waitUntil {; sleep 10; _this select 3 != currentTarget}; { [_x] call EVO_fnc_wrapUp; } forEach _this select 0; { [_x] call EVO_fnc_wrapUp; } forEach units _this select 1; [_this select 2] call EVO_fnc_wrapUp; }; /* _center = [ getMarkerPos currentTargetMarkerName, random 150 , random 360 ] call BIS_fnc_relPos; _spawnPos = []; _max_distance = 100; while{ count _spawnPos < 1 } do { _spawnPos = _center findEmptyPosition[ 30 , _max_distance , _towerClass ]; _max_distance = _max_distance + 50; }; */ _spawnPos = [position currentTarget , 50, 300, 10, 0, 0.3, 0] call BIS_fnc_findSafePos; _grp = createGroup east; currentTargetOF = _grp createUnit ["O_officer_F", _spawnPos, [], 0, "FORM"]; publicVariable "currentTargetOF"; currentTargetOF addEventHandler ["Killed", {officerAlive = false; publicVariable "officerAlive";}]; _officer = currentTargetOF; _pos = (getPos _officer); _spawnPos = []; _max_distance = 100; while{ count _spawnPos < 1 } do { _spawnPos = _pos findEmptyPosition[ 30 , _max_distance , (typeOf _officer)]; _max_distance = _max_distance + 50; }; _officer setPosASL _spawnPos; removeAllWeapons _officer; _officer setCaptive true; doStop _officer; [[[], { currentTargetOF addAction [format["<t color='#CCCC00'>Capture COLONEL %1</t>", name currentTargetOF],"_this spawn EVO_fnc_capture",nil,1,false,true,"","true"]; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; handle = [currentTargetOF, currentTarget] spawn { _OF = _this select 0; _currentTarget = _this select 1; _loop = true; while {_loop} do { if (_currentTarget != currentTarget) exitWith {_loop = false}; if (!alive _OF) then { [officerTask, "Failed", false] call bis_fnc_taskSetState; [[[_OF], { _msg = format ["Colonel %1 has been killed.", name (_this select 0)]; ["TaskFailed",["OFFICER KIA", _msg]] call BIS_fnc_showNotification; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; _loop = false; }; sleep 10; }; }; _grp = [getPos currentTargetRT, EAST, (configFile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call EVO_fnc_spawnGroup; { if (HCconnected) then { handle = [_x] call EVO_fnc_sendToHC; }; currentAOunits pushBack _x; publicVariable "currentAOunits"; _x AddMPEventHandler ["mpkilled", {currentAOunits = currentAOunits - [_this select 1]}]; } forEach units _grp; [_grp, getPos currentTargetRT] call bis_fnc_taskDefend; _grp = [getPos currentTargetOF, EAST, (configFile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call EVO_fnc_spawnGroup; { if (HCconnected) then { handle = [_x] call EVO_fnc_sendToHC; }; currentAOunits pushBack _x; publicVariable "currentAOunits"; _x AddMPEventHandler ["mpkilled", {currentAOunits = currentAOunits - [_this select 1]}]; } forEach units _grp; [_grp, getPos currentTargetOF] call bis_fnc_taskDefend; for "_i" from 1 to infSquads do { _null = [_currentTarget] spawn { _grp = [_this select 0, "infantry", true] call EVO_fnc_sendToAO; waitUntil {({alive _x} count units _grp) < 5}; while {RTonline} do { _grp = [_this select 0, "infantry"] call EVO_fnc_sendToAO; waitUntil {({alive _x} count units _grp) < 5}; }; }; }; for "_i" from 1 to armorSquads do { _null = [_currentTarget] spawn { _grp = [_this select 0, "armor", true] call EVO_fnc_sendToAO; _tank = vehicle leader _grp; waitUntil {({alive _x} count units _grp) < 1 || !canMove _tank || !alive _tank}; while {RTonline} do { _grp = [_this select 0, "armor"] call EVO_fnc_sendToAO; _tank = vehicle leader _grp; waitUntil {({alive _x} count units _grp) < 1 || !canMove _tank || !alive _tank}; }; }; }; sleep 1; [CROSSROADS, format ["We've received our next target, all forces converge on %1!", currentTargetName]] call EVO_fnc_globalSideChat; [[[], { if (!isDedicated) then { _sound = ["opforCaptured_2", "opforCaptured_1", "opforCaptured_0"] call BIS_fnc_selectRandom; playSound _sound; }; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; [] call EVO_fnc_newTargetTasks; waitUntil {!RTonline}; [[[], { if (!isDedicated) then { _tskName = format ["Radio Tower Destroyed at %1", currentTargetName]; ["TaskSucceeded",["",_tskName]] call BIS_fnc_showNotification; playsound "goodjob"; }; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; [towerTask, "Succeeded", false] call bis_fnc_taskSetState; sleep (random 15); [CROSSROADS, format ["We've received confirmation that the OPFOR communications tower has been destroyed, %1 will no longer be reinforced by OPFOR.", currentTargetName]] call EVO_fnc_globalSideChat; _sound = ["capturing_2", "capturing_1", "capturing_0"] call BIS_fnc_selectRandom; playSound _sound; _loop = true; _count = 0; while {_loop} do { _count = 0; sleep 10; { if (alive _x) then { _count = _count + 1; }; } forEach currentAOunits; if (_count < 9) then { _loop = false; }; }; if (_count > 0) then { { if ([true, false] call bis_fnc_selectRandom) then { [_x] spawn EVO_fnc_surrender; } else { [_x] spawn { _unit = _this select 0; _loop = true; while {_loop} do { _players = [_unit, 1000] call EVO_fnc_playersNearby; if (!_players || !alive _unit) then { _loop = false; }; }; deleteVehicle _unit; }; }; } forEach currentAOunits; }; _sound = ["sectorCaptured_2", "sectorCaptured_1", "sectorCaptured_0"] call BIS_fnc_selectRandom; playSound _sound; [CROSSROADS, format ["OPFOR are retreating from %1. Nice job men!", currentTargetName]] call EVO_fnc_globalSideChat; [attackTask, "Succeeded", false] call bis_fnc_taskSetState; if (alive currentTargetOF) then { [officerTask, "Failed", false] call bis_fnc_taskSetState; _tskName = format ["Colonel %1 Escaped.", name currentTargetOF]; ["TaskFailed",["",_tskName]] call BIS_fnc_showNotification; }; [[[], { if (!isDedicated) then { _tskName = format ["%1 Secured.", currentTargetName]; _score = player getVariable "EVO_score"; _score = _score + 5; player setVariable ["EVO_score", _score, true]; ["PointsAdded",["BLUFOR completed a mission objective.", 5]] call BIS_fnc_showNotification; ["TaskSucceeded",["",_tskName]] call BIS_fnc_showNotification; playsound "goodjob"; }; }], "BIS_fnc_spawn", true] call BIS_fnc_MP; _finishedMarkerName = format ["%1_ao_done", currentTargetName]; _finishedMarker = createMarker [_finishedMarkerName, position _currentTarget]; _finishedMarkerName setMarkerShape "ELLIPSE"; _finishedMarkerName setMarkerBrush "SOLID"; _finishedMarkerName setMarkerDir direction currentTarget; _aoSize = [(((size currentTarget) select 0) + 200), (((size currentTarget) select 1) + 200)]; _finishedMarkerName setMarkerSize _aoSize; _finishedMarkerName setMarkerColor "ColorWEST"; _finishedMarkerName setMarkerPos (position currentTarget); //deleteMarker currentTargetMarkerName; currentTargetMarkerName setMarkerAlpha 0; sleep random 30; deleteVehicle currentTargetOF; targetCounter = targetCounter + 1; publicVariable "targetCounter"; currentTarget = targetLocations select targetCounter; publicVariable "currentTarget"; currentTargetName = text currentTarget; publicVariable "currentTargetName"; RTonline = true; publicVariable "RTonline"; handle = [] spawn EVO_fnc_initTarget; [/php] and sorry my english is to poorly ;-) German : in deiner Evolution hast du in der fn_capture.sqf einen schreib Fehler usw. in der line 7 [[[], {_pow swtichMove ""}], "BIS_fnc_spawn", true] call BIS_fnc_MP; und richtig geschrieben wäre , [[[], {_pow switchMove ""}], "BIS_fnc_spawn", true] call BIS_fnc_MP; Dann hätte ich noch eine frage , die Städte werden in deiner Version manchmal nicht gelöst , weil manche Gruppen außerhalb laufen und man sie nicht findet . Habe es bearbeitet damit wenigstens wenn man den Tower gesprengt hat , die Mission geschafft angezeigt wird . hier das Script dazu ! LG tartar1102 (BierAigTartar) Hi TarTar, Thanks for the feedback. I've already corrected the siwtchMove typo and included an edit to only count units that are within X distance of the AO. If you'd like to help contribute to the project, check out the GitHub page. The Mrs. speaks German, so i'll have her translate for me to see if I missed anything. :) Share this post Link to post Share on other sites