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Tankbuster

One unit of each side found at 0,0,0

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While using the lovely new specator to track the driving of my AI, I noticed these three guys.

 

There's one of each side, they appear to be called HQ. Each one has his name duplicated in the spectator list. For example, the Independent guys Kamalis is the HQ, but it's also the name of the first guy, or maybe a group, dunno. :)

 

This is on Altis and these guys are at 0,0,0.

 

Am I doing something wrong?

 

7C4875206845FA1EC51F4DA9B702829AB9CFE411

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Bumping this one as I was told it was a 1.64 bug and was fixed (although I never did see any mention of it in changelogs)

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Not sure who said it was a bug, but my first guess would be an AI script or possibly one of the built-in modules is creating them. The issue doesn't occur on a vanilla empty map on 1.68.

 

Pick your mission apart removing various scripts/addons and see at which point those groups AI start appearing. If it's a module you can try posting on the feedback tracker, if it's a script/addon find/post in the relevant thread.

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i am missing playable AIs on my deathmatch map (and its purely vanilla as can be) after their expected respawn. Its happening on my dedi srv since 1.68. Ill take a look wether they hang around at 0,0,0...

Btw how did you fin them, its not a common place to be...

Greets Oldiron

 

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I've come back to this this evening.

In a SP editor map,[0,0,0] nearEntities 200 returns  [L Modules:1,NSS_AC_Curator_Server]. NSS is the debug tool I use, so it seems the curator server is down there out of the way. If I don't run any mods, the L Modules:1 is still there, so I guess that's something I neednt worry about.

 

But in my mission, count ( [0,0,0] nearEntities 200 ) returns 6 Here's the array.

 

[L Alpha 1-1:1 REMOTE,Agent 0x880820c0,Agent 0x88150100,Agent 0x8815e140,L Zeus:1 REMOTE,L Bravo 1-3:61 REMOTE]

Typeof foreach of them returns 

2017/03/31, 21:11:31 "Logic"
2017/03/31, 21:11:31 "Logic"
2017/03/31, 21:11:31 "Logic"
2017/03/31, 21:11:31 "Logic"
2017/03/31, 21:11:31 "ModuleCurator_F"
2017/03/31, 21:11:31 "Logic"

I'm not seeing any swimming men there. Presumably they've drowned? The mission has been up for 30 minutes by now

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Yes, confirmed. They are there at mission start.

 

2017/03/31, 21:29:22 "L Modules:1 ..... Logic"
2017/03/31, 21:29:22 "BIS_SUPP_HQ_WEST ..... B_Soldier_F"
2017/03/31, 21:29:22 "BIS_SUPP_HQ_EAST ..... O_Soldier_F"
2017/03/31, 21:29:22 "BIS_SUPP_HQ_GUER ..... I_soldier_F"
2017/03/31, 21:29:22 "Agent 0x2751a4c0 ..... Logic"
2017/03/31, 21:29:22 "Agent 0x27524540 ..... Logic"
2017/03/31, 21:29:22 "Agent 0xbb465c0 ..... Logic"
2017/03/31, 21:29:22 "NSS_AC_Curator_Server ..... ModuleCurator_F"
2017/03/31, 21:29:22 "L Bravo 1-3:61 ..... Logic"

 

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According to the biki createcenter is essentially deprecated in arma 3.

Quote

In Arma 3, the centers for all sides are created for you. An attempt to create center for existing side is ignored.

So I wonder if using createcenter  in initserver is doing this. I am doing this, so I'll remark out those commands and see what happens.

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I removed all the createCenter commands and that broke the mission. :) Apparently, a createCenter is required for sideLogic. 

 

I put back the createCenter for sidelogic but not for the east or civs and the mission works, but I still have a swimming guy called HQ for east west and indi but not for civilian.

 

My mission doesn't spawn civilians until much later in the game, though when it does spawn civs, there is no HQ swimmer.

 

Also, the west guy, same side as players, seems to drown, or is removed, within a few minutes of mission start

 

Also #2, there never has been a createcenter command for west in my mission as there are west guys in the sqm

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