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Combat Patrol example error

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Same. Mout units were probably on dev branch, but not in stable 1.72. Perhaps a fix is on schedule?

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Hopefully. I plan on making a custom version that works with my communities mods (especially ACE because ACE Advanced Medical is bae) but that's hard to do when the sample mission is a bit... fucky...

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The workaround have found right now is to edit the mission.sqm and change every mout things like this:

 

MOUT_respawn_bag_F   becomes    B_Patrol_Respawn_Bag_F
MOUT_carrier_bag_F   becomes      B_carryall_cbr
MOUT_medic_bag_F   becomes      B_kitbag_cbr
MOUT_launcher_bag_F   becomes       B_kitbag_cbr

 

MOUT_soldier_leader_F   becomes      B_Soldier_SL_F
MOUT_soldier_marksman_F   becomes      B_Soldier_M_F
MOUT_soldier_autorifleman_F   becomes      B_Soldier_AR_F
MOUT_soldier_heavygunner_F   becomes      B_HeavyGunner_F
MOUT_soldier_carrier_F   becomes      B_Soldier_A_F
MOUT_soldier_medic_F   becomes      B_medic_F
MOUT_soldier_machinegunner_F    becomes    B_Support_MG_F
MOUT_soldier_launcher_F   becomes       B_Soldier_AT_F
MOUT_soldier_engineer_F    becomes      B_engineer_F
MOUT_soldier_operator_F   becomes       B_Soldier_UAV_F

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4 minutes ago, pierremgi said:

The workaround have found right now is to edit the mission.sqm and change every mout things like this:

 

MOUT_respawn_bag_F   becomes    B_Patrol_Respawn_Bag_F
MOUT_carrier_bag_F   becomes      B_carryall_cbr
MOUT_medic_bag_F   becomes      B_kitbag_cbr
MOUT_launcher_bag_F   becomes       B_kitbag_cbr

 

MOUT_soldier_leader_F   becomes      B_Soldier_SL_F
MOUT_soldier_marksman_F   becomes      B_Soldier_M_F
MOUT_soldier_autorifleman_F   becomes      B_Soldier_AR_F
MOUT_soldier_heavygunner_F   becomes      B_HeavyGunner_F
MOUT_soldier_carrier_F   becomes      B_Soldier_A_F
MOUT_soldier_medic_F   becomes      B_medic_F
MOUT_soldier_machinegunner_F    becomes    B_Support_MG_F
MOUT_soldier_launcher_F   becomes       B_Soldier_AT_F
MOUT_soldier_engineer_F    becomes      B_engineer_F
MOUT_soldier_operator_F   becomes       B_Soldier_UAV_F

Thanks, I'll try that tomorrow

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Thanks for the report, I will fix the references in the sample.

 

Edit: Now fixed in the Dev-Branch

 

Edited by Tom_48_97 ☠
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6 hours ago, Tom_48_97 ☠ said:

Thanks for the report, I will fix the references in the sample.

 

Edit: Now fixed in the Dev-Branch

 

Thanks man!

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Where can I find the mission file(s) to Combat Patrol to open it in the editor? Thank you.

Found it! All I really needed was the Combat Patrol Module - Working great.

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is there any way to have the combat patrol generate the random mission at the voted location, but start at a home base? without teleporting? this way i can get a player pilot to do his piece?

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1 hour ago, tswords said:

is there any way to have the combat patrol generate the random mission at the voted location, but start at a home base? without teleporting? this way i can get a player pilot to do his piece?

Good question. I re-teleport, so far!

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i was thinking that as a workaround for the time being. will let you guys know if i come up with anything

 

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I placed in init field of players:
 

if (isServer) then {
  this setVariable ["initPos",getpos this];
  0 = this spawn {
    waitUntil {visibleMap};
    waitUntil {!visibleMap};
    uiSleep 10;
    waitUntil {(_this getVariable "initPos") distanceSqr (getpos _this) > 10000};
    uisleep 2;
    _this setPos (_this getVariable "initPos")
  }
};

 

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2 hours ago, pierremgi said:

I placed in init field of players:
 


if (isServer) then {
  this setVariable ["initPos",getpos this];
  0 = this spawn {
    waitUntil {visibleMap};
    waitUntil {!visibleMap};
    uiSleep 10;
    waitUntil {(_this getVariable "initPos") distanceSqr (getpos _this) > 10000};
    uisleep 2;
    _this setPos (_this getVariable "initPos")
  }
};

 

Holy hell this is a gamechanger. Thank you!

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