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Erendil

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Everything posted by Erendil

  1. Erendil

    [CTI-COOP] Dissension

    After a game of 3 hours, this is the situation : https://s29.postimg.org/mozznr72f/20170604152142_1.jpg https://pastebin.com/t7Wph3e2 At least 3 areas couldn't be captured because of bugs (green units doesn't spawn or there elimination doesn't trigger the capture. No problem with the buildings but I have changed the starting resources (*10)
  2. Erendil

    [CTI-COOP] Dissension

    Here some errors: https://pastebin.com/huD5mhsk Still have the construction bug, only the barrack and supply points were build. More than 2 hours of gameplay with blue commander. If the commander doesn't find some free space to build, why not instead only build an HQ building then use an upgrade system to unlock new units, with specific cost and units for each commander types. The green units are still not considered like the red units by the blue commander, when it come to protect a town. Resistance (green) is too strong from the start. Why not add some "heat meter" like in GTA ? The more a commander take territories, the more organised and agressive the resistance become. For exemple, the fist town could have only light defences (4 or 5 soldiers under equipted) an no car. Later, the resistance could spawn some trap or counter attack.
  3. Erendil

    [CTI-COOP] Dissension

    You can find the parameter in init.sqf of the mission : dis_MaxUnit I got a lot of _grp2 variable error in multiple scripts.
  4. Erendil

    [CTI-COOP] Dissension

    If I delete the lines linked to the dome in SpawnCommanders.sqf, the commander build the buildings closer to the vehicle and have more space to build new buildings. He doesn't relocate like before after building 2 or 3 buildings. He relocate if he doesn't find any free space but the script send him to neutral town or in the middle of nowhere.
  5. Erendil

    [CTI-COOP] Dissension

    The cause for the building problem isn't the resources. I changed the option Debug console to avalable to everyone two days ago. I revert it to host only today and the commander build the static building. It could also be the fact that I played Alpha 1-2 instead of Alpha 1-1(the leader) for 2 days. Only if I play Alpha 1-1, I could get the missions for the commander. Even if I create a group after the start of the mission. The problem I got with the greens attacking the base being troublesome, is linked to the fact that blue commander doesn't spawn defensive groupes when the town is attacked by IND. When EAST lunched an attack with paratroopers, the blue commander spawned defensive troops to repel them. In some cases, grids or towns can't be captured as defense troops spawn inside rocks or in some remote places where the AI can't find a way down or up. There is also cases where the greens spawn behind the blue group and move the other way. If the 2 groups doesn't fight, the grid is not captured, even with a huge disparity in strength.
  6. Erendil

    [CTI-COOP] Dissension

    Does the commander need to be in the base to build ? Even one hour later, there isn't new building and the commander relocate to a neutral town 10 min after the start. I only see new supply depots. He have build the barrack, supply depot and camp. Materials are -5 so I think there isn't enough materials to build. Could you add in the parameters a way to give the commanders more starting resources ?
  7. Erendil

    [CTI-COOP] Dissension

    Two points : The green defense teams are too agressive, they left there towns undefended to strike the player or the command center, after dealing with the attack team. Maybe you could ask them to patrol the town. The ressource spots are too random, like all ressources are cash around the starting point, making impossible the construction of advanced buildings. The commander stop building things after the supply depot or the camp. Didn't have that problem in the previous build. Also, a lot of parts of Tanoa doesn't have a resource spot as there not enough space for a full square, like small islands or the coast.
  8. Erendil

    [CTI-COOP] Dissension

    Some new errors, in Altis, vanilla : At the star of the map : Fresnel k must be >0, given n=2.51,k=0 13:28:32 Error in expression <lePos,true] call dis_closestobj; if ((_ClosestUnit distance _PolePos) < ((getM> 13:28:32 Error position: <_ClosestUnit distance _PolePos) < ((getM> 13:28:32 Error Undefined variable in expression: _closestunit mpmissions\Dissension.Altis\MapMonitor\dis_DefenceSpawn.sqf, line 804 13:28:32 Error in expression <dMPos,true] call dis_closestobj; if ((_ClosestUnit distance _GridMPos) < 501 &> 13:28:32 Error position: <_ClosestUnit distance _GridMPos) < 501 &> 13:28:32 Error Undefined variable in expression: _closestunit Dissension.Altis\MapMonitor\dis_DefenceSpawn.sqf, line 1935 13:35:03 Error in expression < [_positions, resistance, (selectrandom DIS_GIndieA)] call BIS_fnc_spawnGroup; > 13:35:03 Error position: <DIS_GIndieA)] call BIS_fnc_spawnGroup; > 13:35:03 Error Undefined variable in expression: dis_gindiea \Dissension.Altis\Missions\Dis_Ambush.sqf, line 37 13:35:42 Error in expression <oy our enemies!<br/> " ,"Hai" ] ]; if (_WestRun) then {dis_WNewsArray pushback > 13:35:42 Error position: <_WestRun) then {dis_WNewsArray pushback > 13:35:42 Error Undefined variable in expression: _westrun 13:35:42 File Commander\specialmission\fn_SECrate.sqf [DIS_fnc_SECrate], line 46 13:50:42 Error in expression <BarracksSwitch = true;_InfList pushback _BarrackU;}; true; } count _Buildinglist> 13:50:42 Error position: <_BarrackU;}; true; } count _Buildinglist> 13:50:42 Error Undefined variable in expression: _barracku \Dissension.Altis\Commander\specialmission\dis_GScout.sqf, line 53 13:50:42 Error in expression < _NewObjectDistance = _CompareObjectPos distance _position; _DistanceArray pushb> 13:50:42 Error position: <distance _position; _DistanceArray pushb> 13:50:42 Error Type Object, expected Number \Dissension.Altis\Functions\dis_closestobj.sqf, line 25 13:50:42 soldier[B_recon_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 13:50:42 soldier[B_recon_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 13:50:43 Error in expression <s_closestobj; private _SpwnPos = getpos _SpawnLoc; private _EnemyPos = getpos _E> 13:50:43 Error position: <_SpawnLoc; private _EnemyPos = getpos _E> 13:50:43 Error Undefined variable in expression: _spawnloc 13:50:43 File Commander\specialmission\fn_SEMedic.sqf [DIS_fnc_SEMedic], line 224 14:01:11 Error in expression <nFIN = _CRoad findEmptyPosition [0,150,(_ActualSpawnHeavy select 0)]; if (_posi> 14:01:11 Error position: <_ActualSpawnHeavy select 0)]; if (_posi> 14:01:11 Error Undefined variable in expression: _actualspawnheavy \Dissension.Altis\Commander\threatresp\dis_SupportEnthusiast.sqf, line 551 14:01:11 Error in expression <Dis_OpforTickets - 1;}; }; }; [_grp2,((_rndU select 0) select 0)] spawn dis_Veh> 14:01:11 Error position: <_rndU select 0) select 0)] spawn dis_Veh> 14:01:11 Error Undefined variable in expression: _rndu Dissension.Altis\Commander\threatresp\dis_SupportEnthusiast.sqf, line 575
  9. Erendil

    [CTI-COOP] Dissension

    The mod is selected in the parameters and the units and armors are WWII. It's the transport boat and the command center unit which are vanilla. an other error I got with vanilla, after the commander move around the map. 12:59:08 Error in expression <s_closestobj; _CLTCheck = [_SummedOwned,_CLT,true] call dis_closestobj; if (Type> 12:59:08 Error position: <_CLT,true] call dis_closestobj; if (Type> 12:59:08 Error Undefined variable in expression: _clt 12:59:08 Error in expression <_CLTCheck distance _CLT < 2000 && (count W_ActiveUnits) > 1> 12:59:08 Error position: <_CLT < 2000 && (count W_ActiveUnits) > 1> 12:59:08 Error Undefined variable in expression: _clt Also, there is only the barrack and the supplie post build. Resource are low and no ressource territory around. Could you add a fonction to the commander, like the market in some games (He exchange some resources for other ressources) ?
  10. Erendil

    [CTI-COOP] Dissension

    HQ relocation is troublesome. The HQ drives to a neutral town and get destroyed. Also, I played with IFA3 and the boat and command center are still modern units, same with buildings. I'm not talking about the choppers for the supply as there is no other choices for now. here the errors I got in 1 hour : Error in expression <_index = currentWaypoint _Group; _index setWaypointBehaviour "SAFE"; _Positio> 9:38:39 Error position: <setWaypointBehaviour "SAFE"; _Positio> 9:38:39 Error setwaypointbehaviour: Type Number, expected Array \Dissension.Tanoa\Functions\dis_VehicleManage.sqf, line 20 Error in expression <nFIN = _CRoad findEmptyPosition [0,150,(_ActualSpawnHeavy select 0)]; if (_posi> 9:51:09 Error position: <_ActualSpawnHeavy select 0)]; if (_posi> 9:51:09 Error Undefined variable in expression: _actualspawnheavy \Dissension.Tanoa\Commander\threatresp\dis_Guerrilla.sqf, line 582 9:51:12 Error in expression <Dis_OpforTickets - 1;}; }; }; [_grp2,((_rndU select 0) select 0)] spawn dis_Veh> 9:51:12 Error position: <_rndU select 0) select 0)] spawn dis_Veh> 9:51:12 Error Undefined variable in expression: _rndu Dissension.Tanoa\Commander\threatresp\dis_Guerrilla.sqf, line 605 10:01:39 Error in expression < _NewObjectDistance = _CompareObjectPos distance _position; _DistanceArray pushb> 10:01:39 Error position: <distance _position; _DistanceArray pushb> 10:01:39 Error Type Object, expected Number \Dissension.Tanoa\Functions\dis_closestobj.sqf, line 25
  11. Erendil

    [CTI-COOP] Dissension

    Static bay building is the cause of the transport error. Before it's construction, the transport script doesn't bug. AI can't capture Blue Pearl Industrial Port as green units spawn inside containers. Same with Tobakoro, but for an other reason. The capture point is on the sea. In the end, both commanders failed to capture any town and get stucked. https://pastebin.com/4gEevegB
  12. Erendil

    [CTI-COOP] Dissension

    Some bugs: Red commander start in an area full of green soldiers, weakening him from the start. I have some errors : https://pastebin.com/FGp3iY2D Could you adjust the resource numbers to the size of the map. Smaller map = more resources per spot. Same with the ressources type : I had 3 power ressources next to the base. Tested on Stratis (smaller size, no forest were armors get stuck). can you sync the assault units ? If 3 groups attack a base, they must arrive at the same time or they get wipe out.
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