Wilhelm Rham 8 Posted May 9, 2018 Hi, first sorry, i dont speak english XD... I am looking for a script to do this: Example: Go to a laptop,and with the Addaction, select a task from multiple task, kill oficer,destroy tower,rescue civil, etc, then this task spawn in 15 randoms posible location... you can take more task in the same time, but, if you dont complete kill oficer,, cant select kill oficer again,. ¿Is this posible? , i search for this ,but dont find it,, also i dont speak english, and cant search good,, can anone help me pls??? Thanks you very muchs!! 1 Share this post Link to post Share on other sites
Wilhelm Rham 8 Posted May 11, 2018 Ok i was looking a bit time, and i got it, i use this script but complety modified for me to do random task, Also, combined with this also i use Arma-III-Heli-Extraction-master and all scripts are working fine!! But now, i have a problem,,, if try on Editor, all work perfect,, if try in ours servers clan,,,dont works,,, dont spawn objetives ,,, dont spawn IA,,,,,do nothing!! Alls scripts works with this ""if (!isServer) exitWith {};"" and work fine on Editor I try to change all with this but no luck ""if (hasInterface) exitWith {}"" Can anyone help me pls¿¿¿¿¿ Thank you very much!! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 11, 2018 2 hours ago, Wilhelm Rham said: Can anyone help me pls¿¿¿¿¿ Hello there Wilhelm Rham ! First of all , i would suggest you to check one by one , how to start with the setup of your mission files and how and where , to execute a script . You could have a check on someones missions to have some examples , ( description.ext , init.sqf etc ) also the most of the people who create a script the most of the times ,you just need to follow the instruction for the installation - usage . Since someone has create this and it's probably already tested! , then the codes like : if (!isServer) exitWith {}; means that the certain script is for running only to the server. If something is not working properly there are a lot of facts. Try to check your mission if it's working , with no mods (every extra stuff that is not needed ) and in Multiplayer . Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted May 11, 2018 Also check this out: With some basic scripting knowledge shouldn't be a problem to expand from there. Cheers Share this post Link to post Share on other sites
Wilhelm Rham 8 Posted May 11, 2018 Thanks you very muchs for the reply!!!!!! I will do it,, step to step setup all again and try it, the AI script Spawn ,have a demo test missions, I try it on the server and dont work... try follow the tutorial for all scripts usage,and it usually works for me,,I do not have much knowledge in scripts....actually i am editing to my clan, "oficial mission",with 30gb mods,,we use a lot of parameters for default in description,,,init,,initplayer..etc.... and use diversed scripts always withows problems,, ¿maybe there may be a conflict with this param? Description Quote onLoadName = "DYNAMISCHER KRIEG"; author = "ATG"; overviewPicture = "portada.jpg"; onLoadMission = "Centro de Combate Avanzado"; corpseManagerMode = 1; corpseLimit = 30; corpseRemovalMinTime = 600; //seconds corpseRemovalMaxTime = 600; //seconds wreckManagerMode = 1; wreckLimit = 20; wreckRemovalMinTime = 600; //seconds wreckRemovalMaxTime = 600; //seconds showGPS=1; respawn = "BASE"; respawndelay = 3; disabledAI = 1; class Header { gameType = Coop; minPlayers = 1; maxPlayers = 457; }; //Activar la consola en multijugador (Solo Administrador) enableDebugConsole = 1; #include "ATM_airdrop\dialog.hpp" class CfgSounds { sounds[] = {Vent,Vent2,Para}; class Vent {name="Vent";sound[]={ATM_airdrop\data\Vent.ogg,db-11,1.0};titles[] = {};}; class Vent2 {name="Vent2";sound[]={ATM_airdrop\data\Vent2.ogg,db-11,1.0};titles[] = {};}; class Para {name="Para";sound[]={ATM_airdrop\data\parachute.ogg,db-11,1.0};titles[] = {};}; }; #include "ASORVS\menu.hpp" class CfgFunctions { #include "ASORVS\cfgfunctions.hpp" }; ; class aissp_configs { #include "LV\config_aissp.hpp" }; #include "Core\radio_dialog.hpp" Init Quote //Spawn vehiculos execVM "ASORVS\open.sqf"; //Briefing execVM "briefing.sqf"; //Configuración de la cTab cTabSide = west; // Cambiar west por el bando que usemos //Variables del TFR tf_no_auto_long_range_radio = true; TF_give_personal_radio_to_regular_soldier = true; Initplayerlocal Quote params [""]; //NO TOCAR ffWaitingToggle = { params ["_unit"]; _unit = _this select 0; waitUntil {sleep 2;!(_unit getVariable ["ACE_isUnconscious", false]);}; ffWaiting = false; }; ffLog = { _unit = _this select 0; _atacker = _this select 1; if (ffWaiting) exitWith {}; if ((_unit getVariable ["ACE_isUnconscious", false]) or !(alive _unit)) then { ffWaiting = true; format ["%1 ha matado a %2", name _atacker, name _unit] remoteExec ["systemChat"]; [_unit] spawn ffWaitingToggle; }; }; ffWaiting = false; player addEventHandler ["HandleDamage", { if !((_this select 6) in playableUnits) exitWith {}; [_this select 0, _this select 6] spawn ffLog }]; Until now the task are working perfects on server, with random positions,, and randoms objetives., and the heli script also...but the script Ai spawn dont work! Thanks you very muchs for your help!! EDIT; I dont know how to is server hosted,,param etc,,, this is the job for other member of the clan. Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted May 11, 2018 Making a dynamic MP mission that should run flawlessly for a few hours isn't exactly beginner friendly. Best start making some simple SP missions or very basic MP coop to grow some roots first. Cheers Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 11, 2018 1 hour ago, Wilhelm Rham said: #include "ASORVS\menu.hpp" class CfgFunctions { #include "ASORVS\cfgfunctions.hpp" }; ; class aissp_configs { #include "LV\config_aissp.hpp" }; #include "Core\radio_dialog.hpp" in the description.ext there is one : ";" it shouldn't be there. class CfgFunctions { #include "ASORVS\cfgfunctions.hpp" }; ; <----- delete also the #included files for RscTitles and CfgFunctions Should be at the correct place and not messed up This is why , for this " ; " is not running 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 11, 2018 This is an example that is including a lot of stuff from a mission of mine check: https://pastebin.com/tr4tP7KL 1 Share this post Link to post Share on other sites
Wilhelm Rham 8 Posted May 11, 2018 44 minutes ago, Grumpy Old Man said: Making a dynamic MP mission that should run flawlessly for a few hours isn't exactly beginner friendly. Best start making some simple SP missions or very basic MP coop to grow some roots first. Cheers Exactly , i know,,, but I have already made some small ones and I would like to do something bigger that motivates me XDDDD ,,,very Hard but not imposible!! 10 minutes ago, GEORGE FLOROS GR said: in the description.ext there is one : ";" it shouldn't be there. class CfgFunctions { #include "ASORVS\cfgfunctions.hpp" }; ; <----- delete also the #included files for RscTitles and CfgFunctions Should be at the correct place and not messed up This is why for this " ; " that is not running Thanks, corrected, tested ,and dont work, iI just discovered this other spawn script... and for this mision, i think that is more interesting I go to rebuild the complete mision again with this script and see how work!!XDDDD Thanks you very much for help me!!!! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 11, 2018 1 minute ago, Wilhelm Rham said: Thanks, corrected, tested ,and dont work It's not working as a told you , because you have an error with that ";" and you need to put all of your CfgFunctions togethere and the same for the RscTitles . Share this post Link to post Share on other sites
Wilhelm Rham 8 Posted May 11, 2018 13 minutes ago, GEORGE FLOROS GR said: This is an example that is including a lot of stuff from a mission of mine check: https://pastebin.com/CZvWpfNq WOw, Awesome, I will do that, I will reconstruct everything from the beginning step by step to make sure there are no failures Again, thank you very much for the help, greetings! 1 Share this post Link to post Share on other sites
Wilhelm Rham 8 Posted May 11, 2018 5 minutes ago, GEORGE FLOROS GR said: It's not working as a told you , because you have an error with that ";" and you need to put all of your CfgFunctions togethere and the same for the RscTitles . Sry, the google translator dont work fine XD you say this ¿¿ Quote class CfgFunctions { #include "ASORVS\cfgfunctions.hpp" #include "Core\radio_dialog.hpp" #include "ASORVS\menu.hpp" #include "ATM_airdrop\dialog.hpp" }; class aissp_configs { #include "LV\config_aissp.hpp" }; 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 11, 2018 yes , but generally there are a lot of times that all these .hpp can confuse , on where to put. Let me check it once. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 11, 2018 I didn't find what script is this: #include "Core\radio_dialog.hpp" it should be in the Rsc class RscTitles { #include "ASORVS\menu.hpp" #include "ATM_airdrop\dialog.hpp" }; class CfgFunctions { #include "ASORVS\cfgfunctions.hpp" }; class aissp_configs { #include "LV\config_aissp.hpp" }; Share this post Link to post Share on other sites
Wilhelm Rham 8 Posted May 13, 2018 On 11/5/2018 at 8:06 PM, GEORGE FLOROS GR said: I didn't find what script is this: #include "Core\radio_dialog.hpp" it should be in the Rsc class RscTitles { #include "ASORVS\menu.hpp" #include "ATM_airdrop\dialog.hpp" }; class CfgFunctions { #include "ASORVS\cfgfunctions.hpp" }; class aissp_configs { #include "LV\config_aissp.hpp" }; Thanks you very muchs!! I try to change it and continue withow work,,the line #include "Core\radio_dialog.hpp" is for the script Arma-III-Heli-Extraction-master, and work fine., I try DAC script and dont work in server,,,,,i think that this is a problem with server configuration, but there are 2 script that dont work,,. Actually i am doing the scripts again ,y try with Enemy Occupation System EOS & BASTION V1.98 And is workings perfect, but it isnt that i need, i need a script that do spawn AI around the player, to more randomly inmersive combat. Example ;i drive at a road, in random position ,and spawn near a heli that is attacking a group of armory vehicle,, or a squad defend a zone of a enemy attack.. The AI Script Spawn V1 was perfect for this, IT use Quote ARMA3Alpha AMBIENT COMBAT SCRIPT v3.2 - by SPUn / Kaarto Media , but i cant do it work on server!! ¿do you know another script whit this function? Thanks you very muchS!! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 13, 2018 when you are saying that AI Script Spawn V1 is not working , you mean that , is working in the editor and not in the mission? Try also this: class RscTitles { #include "ASORVS\menu.hpp" #include "ATM_airdrop\dialog.hpp" }; class CfgFunctions { #include "ASORVS\cfgfunctions.hpp" #include "LV\config_aissp.hpp" }; There are a lot of spawn scripts but i can't suggest you something. Share this post Link to post Share on other sites
Wilhelm Rham 8 Posted May 14, 2018 Ey!!!! i dont know that was, but now, AI Script Spawn V1 is working on server also !! THANKS YOU VERY MUCHS!!!!!!!!!!!!! Actually i have AI Script Spawn and EOS working at same time withow problems!!! Now i try to do new task,,, i wanna do more diferents randoms task,, !!!! and a system regard point, to call air support!! or artylleri support THANks! Only a question,, this is a task, destroy the tank, It is workings perfect, but the tank is empty,,, can you say me why?¿ thanks! Quote _centerPos = (_this select 0); _mygroup1 = [_centerPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "LOP_ISTS_OPF_Infantry_Rifleman")] call BIS_fnc_spawnGroup; nul = [_mygroup1,_centerPos, 150] call BIS_fnc_taskPatrol; _unit9 = _mygroup1 createUnit ["LOP_ISTS_OPF_Infantry_Rifleman", _centerPos, [], 0, "FORM"]; _unit10 = _mygroup1 createUnit ["LOP_ISTS_OPF_Infantry_Rifleman", _centerPos, [], 0, "FORM"]; _unit91 = _mygroup1 createUnit ["LOP_ISTS_OPF_Infantry_Rifleman", _centerPos, [], 0, "FORM"]; _unit16 = _mygroup1 createUnit ["LOP_ISTS_OPF_Infantry_Rifleman", _centerPos, [], 0, "FORM"]; _tank = createVehicle ["LOP_ISTS_OPF_T34", _centerPos, [], 0, "NONE"]; //This is where any DAC stuff would go, assuming it can use the "_centerPos" to spawn stuff around [ "Tanque", true, ["Destruye el blindado enemigo.","Destruir blindado","Destruir blindado"], _centerPos, "AUTOASSIGNED", 5, true, true ] call BIS_fnc_setTask; waitUntil {!alive _tank}; ["Tanque","Succeeded"] call BIS_fnc_taskSetState; hintSilent "Buen Trabajo, Tanque Eliminado!"; sleep 10; ["Tanque"] call BIS_fnc_deleteTask; 0 = [] execVM "Objetivos\listaobjetivos.sqf"; 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 14, 2018 5 hours ago, Wilhelm Rham said: It is workings perfect, but the tank is empty Try this (NOT Tested) : _tank_1 = createVehicle ["LOP_ISTS_OPF_T34", _centerPos, [], 0, "NONE"]; _tank_1_Driver = _tank_group1 createUnit ["LOP_ISTS_OPF_Infantry_Rifleman", _centerPos, [], 0, "NONE"]; _tank_1_Gunner = _tank_group1 createUnit ["LOP_ISTS_OPF_Infantry_Rifleman", _centerPos, [], 0, "NONE"]; _tank_1_Cargo = _tank_group1 createUnit ["LOP_ISTS_OPF_Infantry_Rifleman", _centerPos, [], 0, "NONE"]; _tank_1_Driver assignAsDriver _tank_1; _tank_1_Driver moveInDriver _tank_1; _tank_1_Gunner assignAsGunner _tank_1; _tank_1_Gunner moveInGunner _tank_1; _tank_1_Cargo assignAsCargo _tank_1; _tank_1_Cargo moveInCargo _tank_1; _tank_1 lock 3; _tank_1 allowCrewInImmobile true; Share this post Link to post Share on other sites
Wilhelm Rham 8 Posted May 25, 2018 All is working perfect!! Thanks you very much!! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted May 25, 2018 2 hours ago, Wilhelm Rham said: All is working perfect!! Thanks you very much!! No problem Wilhelm Rham ! If it's anything feel free to ask! Share this post Link to post Share on other sites