neodyn 14 Posted November 24, 2016 Thank you for this update. For me It is one and only Convoy script ;) But is it possible to add the option to disembark alle units and patrol around at the last waypoint? Or it would also be greate to get an option to let the vehicle patrol arround the last waypoint on the streets in an defined area/distance. Share this post Link to post Share on other sites
Devastator_cm 434 Posted November 24, 2016 Thanks for your comment neodyn.Actually what you want to have is already there. The reason why I add in v.2 the file ConvoyEnd.sqf is just because of that, to give the user freedom to do such things.So you can put in that file the disembark command (your first example) or you can add in that command maybe a recall to convoy with different waypoints (your second example). That file gives you all those possibilities. Check the file I put some examples there already with explanations and if you need help to setup stomething PM me Share this post Link to post Share on other sites
.kju 3245 Posted November 24, 2016 @ Devastator_cm Didn't mean video but simple test/demo missions. :) Still video, especially comparison, would be great too. See this one for example: https://forums.bistudio.com/topic/177206-vcom-ai-driving-mod/ For assistance I would recommend you the A3 discord and streamers&videos channel. SQF cmds: useAISteeringComponent https://community.bistudio.com/wiki/useAISteeringComponent https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-6#entry3048044 https://forums.bistudio.com/topic/191515-ai-driving-feedback-topic/page-15#entry3116514 setConvoySeparation https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-6#entry3093563 forceFollowRoad https://forums.bistudio.com/topic/191515-ai-driving-feedback-topic/page-8#entry3079724 AIDriving https://forums.bistudio.com/topic/191515-ai-driving-feedback-topic/page-12#entry3095318 https://forums.bistudio.com/topic/191515-ai-driving-feedback-topic/page-13#entry3101159 Share this post Link to post Share on other sites
jandrews 116 Posted November 24, 2016 this looks like a cool script. am anticipating more arma missions. thanks! Share this post Link to post Share on other sites
4-325Ranger 62 Posted November 27, 2016 Version 2.1 released. Small bug fix which is related to stucked convoy in circular convoy paths. @4-325Ranger I beleive it will also solve the problem which you faced Still I would suggest not to plan a convoy ambush in areas where convoy is very close to the marker. I tested it and had no issue at the moment but I have a feeling that there might be a special case which I miss during test I believe the scenario where I was having the issue was very specific. By eliminating the ambush so close to the start point, I have not had an instance where the convoy wouldn't "eventually" restart. I packed more men in some of the vehicles and they all tend to "unass" upon contact, I don't know if this is intended. It takes a while, but they seem to get back in their original, or if need be secondary vehicle. The only glitch I've seen is that sometimes they get run over by another friendly convoy vehicle re-positioning itself ;) . I must say that using it for enemy AI convoys to ambush has been seamless, and the ability to run a few of them in different places off of radio triggers has been great! Share this post Link to post Share on other sites
Devastator_cm 434 Posted November 27, 2016 Runover is vanilla feature :)I just send them back but they are hitting sometimes to infantry moving around.. Share this post Link to post Share on other sites
4-325Ranger 62 Posted November 27, 2016 I just put fewer friendly AI in the vehicles in the friendly convoy, much less of an issue. Share this post Link to post Share on other sites
Devastator_cm 434 Posted November 27, 2016 @ Devastator_cm Didn't mean video but simple test/demo missions. :) Still video, especially comparison, would be great too. See this one for example: https://forums.bistudio.com/topic/177206-vcom-ai-driving-mod/ For assistance I would recommend you the A3 discord and streamers&videos channel. SQF cmds: useAISteeringComponent https://community.bistudio.com/wiki/useAISteeringComponent https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-6#entry3048044 https://forums.bistudio.com/topic/191515-ai-driving-feedback-topic/page-15#entry3116514 setConvoySeparation https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-6#entry3093563 forceFollowRoad https://forums.bistudio.com/topic/191515-ai-driving-feedback-topic/page-8#entry3079724 AIDriving https://forums.bistudio.com/topic/191515-ai-driving-feedback-topic/page-12#entry3095318 https://forums.bistudio.com/topic/191515-ai-driving-feedback-topic/page-13#entry3101159 I didn't use useAIStreeingComponent. I see it is still in dev, when it comes to stable I will add it to my script and will check the behaviour. Thanks for pointing out those topics! Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 4, 2016 Hi All, a minor bug fix release related to the following topic https://forums.bistudio.com/topic/199812-bis-fnc-enemytargets-does-not-find-staticweapons/ Thanks to Grumpy Old Man, I applied his workaround until BI fixes their function. Enjoy! Share this post Link to post Share on other sites
johnnyboy 3797 Posted December 4, 2016 Hi Devas. For videos I recommend: Fraps for recording in-game Windows Movie Maker for editing I am a novice at video editing, but found them very easy to use. If using Movie Maker, I recommend recording in smaller time segments (<5 minutes), and drag the smaller segments into Movie Maker to trim and order them. With larger videos, Movie Maker crashes alot for me. Movie Maker is simple to use for following tasks: Drag .avi videos into your video project timeline. Split video segments. Trim/cut segments. Add titles Add music or other audio Adjust volume Export final movie to youTube friendly format wmv or mp4 Thanks much for making "Convoy Ambush" missions possible again. I can't wait to finish JBOY Dog scripts so I can go back to mission making, and a "Convoy Ambush" mission is on my short list. Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 4, 2016 Thanks Johny!I really need to make a video to show what kind of possibilities this script will give in mission making but had no time till now :unsure: Still working on my air patrol script at the moment Keep in mind, it is not just convoy script anymore but also provides patrol functionality B) 1 Share this post Link to post Share on other sites
Guest Posted December 5, 2016 Thanks for the headsup about the update :) New version frontpaged on the Armaholic homepage. Devas Convoy & Vehicle Patrol v2.2 Share this post Link to post Share on other sites
YesYoa 40 Posted December 5, 2016 Sounds pretty nice! Do you think about to share a sample mission with us? ;) 1 Share this post Link to post Share on other sites
MANTIA 55 Posted December 18, 2016 Will this work in testing via the Eden preview or does it require to be on a dedicated server? Share this post Link to post Share on other sites
Devastator_cm 434 Posted December 18, 2016 It works everywhere, eden preview, sp, mp. Just put initialization call to your init.sqf file and then trigger the convoy (like written in readme file) 1 Share this post Link to post Share on other sites
Devastator_cm 434 Posted January 1, 2017 On 04.12.2016 at 7:02 PM, johnnyboy said: Hi Devas. For videos I recommend: Fraps for recording in-game Windows Movie Maker for editing Windows Movie Maker makes the quality really low :( I need to find something better than that. Share this post Link to post Share on other sites
davidoss 552 Posted January 1, 2017 Try OBS studio is free and very cool. https://obsproject.com/ HNY 1 Share this post Link to post Share on other sites
Devastator_cm 434 Posted January 1, 2017 Recording is no problem by me. My GPU has software already. I need something to edit recorded videos to cut scenes, add scenest etc. Windows movie maker is easy to use but the result file has lower quality then the source files which I use... Share this post Link to post Share on other sites
davidoss 552 Posted January 1, 2017 For that i use http://www.virtualdub.org/index. and some time https://avidemux.org/ Share this post Link to post Share on other sites
Duke101 18 Posted January 5, 2017 Thanks @Devas for this script, it's really appreciated and I like it a lot. I have a question, if you can help please? When my convoy ends, I want all units within the convoy to "GETOUT" and then patrol, this is what I have, within the ConvoyEnd.sqf: private _convoyArray = _this select 0; private _all_groups = _this select 1; private _ConvoyID = _this select 2; private _LastMarker = _this select 3; if(_ConvoyID == 1 && _LastMarker == "pos_14") then { _wp1 = _inf_groups addWaypoint [getmarkerpos "patrol_1", 0]; _wp1 setWaypointType "GETOUT"; _wp1 setWaypointSpeed "NORMAL"; _wp1 setWaypointBehaviour "SAFE"; _wp1 setWaypointFormation "COLUMN"; _wp2 = _inf_groups addWaypoint [getmarkerpos "patrol_2", 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "NORMAL"; _wp2 setWaypointBehaviour "SAFE"; _wp2 setWaypointFormation "COLUMN"; _wp3 = _inf_groups addWaypoint [getmarkerpos "patrol_3", 0]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointSpeed "NORMAL"; _wp3 setWaypointBehaviour "SAFE"; _wp3 setWaypointFormation "COLUMN"; _wp4 = _inf_groups addWaypoint [getmarkerpos "patrol_4", 0]; _wp4 setWaypointType "MOVE"; _wp4 setWaypointSpeed "NORMAL"; _wp4 setWaypointBehaviour "SAFE"; _wp4 setWaypointFormation "COLUMN"; _wp5 = _inf_groups addWaypoint [getmarkerpos "patrol_5", 0]; _wp5 setWaypointType "CYCLE"; _wp5 setWaypointSpeed "NORMAL"; _wp5 setWaypointBehaviour "SAFE"; _wp5 setWaypointFormation "COLUMN"; } But I have an error, essentially saying it's expecting a group/object. How can I define the groups for the way points? I tried _all_groups, then _inf_groups or is there another way to do it? Any help/suggestions would great. Thanks Share this post Link to post Share on other sites
Devastator_cm 434 Posted January 5, 2017 Try this one (I didn't test it so be aware :) ) Spoiler private _convoyArray = _this select 0; private _all_groups = _this select 1; private _ConvoyID = _this select 2; private _LastMarker = _this select 3; private _inf_groups = objNull; if(_ConvoyID == 1 && _LastMarker == "pos_14") then { _inf_groups = group (driver VEHICLE_NAME); { _x action ["GetOut", kamyon_1]; [_x] allowGetIn false; if(! group _x in _groups) then { _groups = _groups + [];} } foreach crew VEHICLE_NAME; _wp = _inf_groups addWaypoint [getmarkerpos "patrol_2", 0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "NORMAL"; _wp setWaypointBehaviour "SAFE"; _wp setWaypointFormation "COLUMN"; _wp = _inf_groups addWaypoint [getmarkerpos "patrol_3", 0]; _wp setWaypointType "MOVE" _wp setWaypointSpeed "NORMAL"; _wp setWaypointBehaviour "SAFE"; _wp setWaypointFormation "COLUMN"; _wp = _inf_groups addWaypoint [getmarkerpos "patrol_4", 0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "NORMAL"; _wp setWaypointBehaviour "SAFE"; _wp setWaypointFormation "COLUMN"; _wp = _inf_groups addWaypoint [getmarkerpos "patrol_5", 0]; _wp setWaypointType "CYCLE"; _wp setWaypointSpeed "NORMAL"; _wp setWaypointBehaviour "SAFE"; _wp setWaypointFormation "COLUMN"; }; put the vehicle's variable where I wrote VEHICLE_NAME. I assume your vehicles are trucks so I move out all units. If they are not trucks keep in mind that the driver and the units in cargo will have different groups, which means you need to capture both groups or merge them before you set the wps Share this post Link to post Share on other sites
Duke101 18 Posted January 5, 2017 2 hours ago, Devastator_cm said: Try this one (I didn't test it so be aware :) ) Hide contents private _convoyArray = _this select 0; private _all_groups = _this select 1; private _ConvoyID = _this select 2; private _LastMarker = _this select 3; private _inf_groups = objNull; if(_ConvoyID == 1 && _LastMarker == "pos_14") then { _inf_groups = group (driver VEHICLE_NAME); { _x action ["GetOut", kamyon_1]; [_x] allowGetIn false; if(! group _x in _groups) then { _groups = _groups + [];} } foreach crew VEHICLE_NAME; _wp = _inf_groups addWaypoint [getmarkerpos "patrol_2", 0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "NORMAL"; _wp setWaypointBehaviour "SAFE"; _wp setWaypointFormation "COLUMN"; _wp = _inf_groups addWaypoint [getmarkerpos "patrol_3", 0]; _wp setWaypointType "MOVE" _wp setWaypointSpeed "NORMAL"; _wp setWaypointBehaviour "SAFE"; _wp setWaypointFormation "COLUMN"; _wp = _inf_groups addWaypoint [getmarkerpos "patrol_4", 0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "NORMAL"; _wp setWaypointBehaviour "SAFE"; _wp setWaypointFormation "COLUMN"; _wp = _inf_groups addWaypoint [getmarkerpos "patrol_5", 0]; _wp setWaypointType "CYCLE"; _wp setWaypointSpeed "NORMAL"; _wp setWaypointBehaviour "SAFE"; _wp setWaypointFormation "COLUMN"; }; put the vehicle's variable where I wrote VEHICLE_NAME. I assume your vehicles are trucks so I move out all units. If they are not trucks keep in mind that the driver and the units in cargo will have different groups, which means you need to capture both groups or merge them before you set the wps Thanks a lot. Looks promising. I will try it later and let you know if it works. Share this post Link to post Share on other sites
Duke101 18 Posted January 8, 2017 Thanks Devas, that works. I had to omitt one line, however: private _convoyArray = _this select 0; private _all_groups = _this select 1; private _ConvoyID = _this select 2; private _LastMarker = _this select 3; private _inf_groups = objNull; if(_ConvoyID == 1 && _LastMarker == "pos_14") then { _inf_groups = group (driver c1); { _x action ["GetOut"]; [_x] allowGetIn false; //if(! group _x in _groups) then { _groups = _groups + [];} } foreach crew c1; _wp = _inf_groups addWaypoint [getmarkerpos "patrol_2", 0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "LIMITED"; _wp setWaypointBehaviour "SAFE"; _wp setWaypointFormation "COLUMN"; _wp = _inf_groups addWaypoint [getmarkerpos "patrol_3", 0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "LIMITED"; _wp setWaypointBehaviour "SAFE"; _wp setWaypointFormation "COLUMN"; _wp = _inf_groups addWaypoint [getmarkerpos "patrol_4", 0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "LIMITED"; _wp setWaypointBehaviour "SAFE"; _wp setWaypointFormation "COLUMN"; _wp = _inf_groups addWaypoint [getmarkerpos "patrol_5", 0]; _wp setWaypointType "CYCLE"; _wp setWaypointSpeed "LIMITED"; _wp setWaypointBehaviour "SAFE"; _wp setWaypointFormation "COLUMN"; }; [/php] At least it works fine in the editor, but the script doesn't run on our dedicated server? Is it DS compatible ? Anyone else had problems running this script on a dedicated server? If not, I wonder what I'm doing wrong...? Thanks. Share this post Link to post Share on other sites
Devastator_cm 434 Posted January 8, 2017 I am using dedicated by myself. What do you mean with not working? How do you start the script? Share this post Link to post Share on other sites
Duke101 18 Posted January 8, 2017 1 hour ago, Devastator_cm said: I am using dedicated by myself. What do you mean with not working? How do you start the script? Ah right. It must be me then. I'm calling it from a trigger, with a countdown of about 20 mins: if (isServer) then { _handle = [["pos_1","pos_2","pos_3","pos_4","pos_5","pos_6","pos_7","pos_8","pos_9","pos_10","pos_11","pos_12","pos_13","pos_14"],[c1,c2,c3,c4,c5,c6,c7,c8,c9], 25, 500, 120, 1, "NORMAL", "CARELESS"] spawn DEVAS_ConvoyMove; }; and have this within my init.sqf execVM "convoy\convoyInit.sqf"; It wouldn't start. So after 20 min s or so, I expected it to start moving and it never did - we restarted the server and tried it again, but nothing. I even put the syntax through debug, to try and get the convoy moving, but that didn't work either. Thanks for your help. Share this post Link to post Share on other sites