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cdn_biggdogg

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Everything posted by cdn_biggdogg

  1. Ahh. I had the vehicles spawning randomly in as well I had my own loot script running that I could save those containers as well, which spawned in randomly. I had to get creative to get it all to work.
  2. Don't get me wrong, it'll be some work to implement. I had to get only the types of vehicles and containers I wanted to be saved to have the addaction. Then I had to replace that addaction to remove the object from the saved list. And I had to add all the correct variables when I reloaded them from the database on a server restart etc.... Took me quite a while to sort all through it but it's possible. Then you'll have to add all the actions ravage uses like refuel, repair, salvage etc..... Good luck!!
  3. I used code34's OOPDW (Object Oriented Persistent Data World) script for that. It's basically an extension of inidbi2 (and needs it to run). Then I put an addaction on the vehicles and the players set which ones to save by setting a variable for that object. The server scans all the objects and saves whichever ones are marked to be saved. (May not be the best idea in the world but it's what worked for me!)
  4. Congrats on your three year anniversary Zenophon!!!!
  5. Might I suggest using the BIS task system that they reworked a while back. They made it simpler to use and added built-in JIP functionality. You can research it here : BIS Task Framework I'm a huge fan of Zenophon and his framework but I personally found that his task system wasn't really designed for persistent missions where there would be cases that no player would be connected to the server and no AI would be present. I found work arounds but ultimately the native (reworked) BIS system was easier and more reliable to use in these circumstances. Sorry Zenophon, this is in no way meant to disrespect your work. The truth is I use your framework in every mission I build and find it irreplaceable!!
  6. Hey Zenophon! Zen_SpawnInfantry Spawns (4) units of side (2) as a group with skill (3) at (1). (5,6) are based upon config file organization and are subject to change by BIS. Usage : Call Params: 1. Array, group, object, string, the spawn point 2. Side, of the units to spawn 3. Skill, see Zen_SetAISkill documentation (2) (Object Functions) AND 4. Scalar, how many units to spawn OR 4. Array: 1. Scalar, the minimum number of units to spawn 2. Scalar, the maximum number of units to spawn OR 4. Array: 1. Scalar, minimum value of a Gaussian distribution 2. Scalar, center (average) value of a Gaussian distribution 3. Scalar, maximum value of a Gaussian distribution AND (opt.) 5. String, the type of soldiers to spawn, (default: 'Men'), 'MenDiver' 'MenRecon' 'MenSniper' (opt.) 6. String, the faction of soldiers to spawn, (default: 'All'), 'BLU_F', 'IND_F', 'OPF_F', 'BLU_G_F' (opt.) 7. Array of strings, classnames to blacklist from spawning, (default: []) (opt.) 8. Array or string, DLC type(s), 'All' for all DLC, (default: '') Return: Group I think in your next update that you should include the descriptions of 5,6 and 8 in your documentation so that people know what exactly to look for in the config viewer especially when using AddOn units! I know I stumbled through this on my own and was able to figure it out but it took some time. The info above would have been immensely helpful to know!
  7. It's likely that the vehicle isn't correctly configured so as a work around you'll have to spawn the vehicle using Zen_SpawnVehicle Spawns a vehicle of (2). If the height is greater than 0, the vehicle starts in flight. Uses ASL over the ocean. Do not use a human classname, only inanimate objects. Usage : Call Params: 1. Array, group, object, string, the place to spawn 2. String, the classname of the vehicle to spawn (opt.) 3. Scalar, the height above the ground to spawn the vehicle, (default: 0) (opt.) 4. Scalar, the direction the vehicle faces, in degrees, (default: 0) (opt.) 5. Boolean, true to set the vehicle's position exactly at the point, (default: false) Return: Object then spawn the crew using Zen_SpawnGroup Spawns each of (2) at (1). Makes the group the side of the first classname given. Do not use a non-human class name, only soldiers or civilians. Usage : Call Params: 1. Array, group, object, string, the spawn position 2. Array of strings or String, classname(s) of the units to spawn in order Return: Group then use this to move them into the vehicle Zen_MoveInVehicle Places all (1) in (2) instantly. It is fully multiplayer compatible and synch'd. Extra units will be left behind. Usage : Spawn Params: 1. Array, group, object, side, units 2. Object, the vehicle (opt.) 3. String, where to put the units, 'Cargo', 'Driver', 'Turret', 'All', (default: 'Cargo') (opt.) 4. Array, string, turret to put units, 'All' 'Commander' 'Gunner' 'CargoFFV', (default: ['All']) Return: Void If you read a few posts above, we discussed another user having the exact same issue. There is some info there as well.
  8. cdn_biggdogg

    Advanced Train Simulator (ATS)

    "Ability to script trains to move on their own" I think this would be awesome! A couple things though: It would need to run with a fairly low need for resources (none to small FPS hit for server) You mentioned that you plan to create a function for this, which is awesome, and can you include in that function to delete the train after it's reached it's destination or destruction(eventually). Thanks for all your hard work. Really adds to bringing the maps alive and feel populated!
  9. Option 7!! Zen_OrderInsertion Orders (1) to go to each of (2) in order. It waits for all (3) to get out of (1) at (2.1). Then, if (2.2) is given, it goes there and waits forever; otherwise, it stops at (2.1) forever. Stops executing when (3) get out and (1) stops forever. Works for all vehicles. Usage : Spawn Params: 1. Object, vehicle AND 2. Array, the positions 1. Array, group, object, string, the point to insert (opt.) 2. Array, group, object, string, where to land next OR 2. Array, group, object, string, the position AND 3. Array, object, group, side, the passengers to get off (opt.) 4. String, speed of (1), 'limited' 'normal' 'full', (default: 'normal') AND IF (1) is a helicopter (opt.) 5. Scalar, the height to fly at, (default: 40) (opt.) 6. String, insertion type, 'land', 'fastrope', 'parachute', (default: 'land') (opt.) 7. Boolean, true to delete (1) at the end, (default: false) Return: Void
  10. Zen_SpawnHelicopter Spawns a helicopter of side or type (2) at (1). Spawns a crew of the correct side. A height of 0 starts the helicopter on the ground, otherwise it starts with its engines running and in flight. Does not work for UAV's. Usage : Call Params: 1. Array, group, object, string, the spawn point AND 2. Side, the side of the random vehicle to spawn OR 2. Array, strings, the classname(s) of vehicle(s) to randomly spawn AND (opt.) 3. Scalar, the height, (default: 40) (opt.) 4. Scalar, the direction that the vehicle is facing, in degrees, (default: 0) AND IF (2) == Side (opt.) 5. Array, string, the faction(s) of the random vehicle to spawn, (default: 'All') (opt.) 6. Array or string, DLC type(s), 'All' for all DLC, (default: '') Return: Object This will try to spawn the heli crew so I'm guessing that that helo is incorrectly configured. So to stop the error use : _helicopter = [_heliSpawnPos, "GR_UH1H_2", 80] call Zen_SpawnVehicle; Zen_SpawnVehicle Spawns a vehicle of (2). If the height is greater than 0, the vehicle starts in flight. Uses ASL over the ocean. Do not use a human classname, only inanimate objects. Usage : Call Params: 1. Array, group, object, string, the place to spawn 2. String, the classname of the vehicle to spawn (opt.) 3. Scalar, the height above the ground to spawn the vehicle, (default: 0) (opt.) 4. Scalar, the direction the vehicle faces, in degrees, (default: 0) (opt.) 5. Boolean, true to set the vehicle's position exactly at the point, (default: false) Return: Object and then move the pilots into it!
  11. I don't use the unsung mod so I'm not sure why the pilot isn't there. The way around it would be to spawn the heli and then spawn the pilot on the ground then move him into the vehicle using: Zen_MoveInVehicle Places all (1) in (2) instantly. It is fully multiplayer compatible and synch'd. Extra units will be left behind. Usage : Spawn Params: 1. Array, group, object, side, units 2. Object, the vehicle (opt.) 3. String, where to put the units, 'Cargo', 'Driver', 'Turret', 'All', (default: 'Cargo') (opt.) 4. Array, string, turret to put units, 'All' 'Commander' 'Gunner' 'CargoFFV', (default: ['All']) Return: Void I have used this method in several missions and it works fine (I recommend putting a sleep of 0.2 to 0.5 between spawning the heli and the pilot but you need to move the pilot quickly if the heli is airborne). This works especially well when you want to spawn a vehicle and put units in from another faction or side.
  12. Look in the object functions section. You can use: Zen_AreInArea Determines whether all (1) are inside (2) or the logical polygon. Usage : Call Params: 1. Array, group, object, side, objects to test AND 2. String, a marker (opt.) 3. Array, markeMy Activity Streams rs units cannot be in, (default: []) OR 2. Array, group, object, string, the center of the polygon 3. Array, the dimensions of the polygon 1. Scalar, the horizontal radius 2. Scalar, the vertical radius 4. Scalar, the angle of the polygon as rotated from 0 degrees 5. String, the shape of the polygon, only 'ellipse' or 'rectangle' (opt.) 6. Array, markers units cannot be in, (default: []) Return: Boolean, true if all are inside and/or (probably this one) Zen_AreNotInArea Determines whether none of (1) is inside (2) or the logical polygon. Usage : Call Params: 1. Array, group, object, side, objects to test AND 2. String, a marker (opt.) 3. Array, markers units cannot be in, (default: []) OR 2. Array, group, object, string, the center of the polygon 3. Array, the dimensions of the polygon 1. Scalar, the horizontal radius 2. Scalar, the vertical radius 4. Scalar, the angle of the polygon as rotated from 0 degrees 5. String, the shape of the polygon, only 'ellipse' or 'rectangle' (opt.) 6. Array, markers units cannot be in, (default: []) Return: Boolean, true if none is in the given area to create logic in your mission to change colour of the marker and set conditions as you want them for who has control. I highly recommend going through all the documentation Zenophon has provided and you will find that most of the questions are answered in there! He's sub-divided it smartly into sections of what the functions do (e.g. spawning, positioning etc.)
  13. Yes. Using addons you'll have to look for the correct parameters for options 5, 6 and 8 for it to work correctly.
  14. As stated in the documentation the function that spawns a group: Zen_SpawnGroup Spawns each of (2) at (1). Makes the group the side of the first classname given. Do not use a non-human class name, only soldiers or civilians. Usage : Call Params: 1. Array, group, object, string, the spawn position 2. Array of strings or String, classname(s) of the units to spawn in order Return: Group It only spawns one because you only told it to spawn one! _group = ["guard", ["uns_men_VC_regional_AS1","uns_men_VC_regional_AS1","uns_men_VC_regional_AS1","uns_men_VC_regional_AS1"]] call Zen_SpawnGroup; This will spawn 4 soldiers! Also this _group = ["guard", "uns_men_VC_regional_AS1"] call Zen_SpawnGroup; I believe will spawn them at the center of the marker named "guard". I believe you want to use: _group = [_PatrolPosition, "uns_men_VC_regional_AS1"] call Zen_SpawnGroup; or _group = [_PatrolPosition, ["uns_men_VC_regional_AS1","uns_men_VC_regional_AS1","uns_men_VC_regional_AS1","uns_men_VC_regional_AS1"]] call Zen_SpawnGroup; You may also want to look at the Zen_SpawnInfantry Zen_SpawnInfantry Spawns (4) units of side (2) as a group with skill (3) at (1). (5,6) are based upon config file organization and are subject to change by BIS. Usage : Call Params: 1. Array, group, object, string, the spawn point 2. Side, of the units to spawn 3. Skill, see Zen_SetAISkill documentation (2) (Object Functions) AND 4. Scalar, how many units to spawn OR 4. Array: 1. Scalar, the minimum number of units to spawn 2. Scalar, the maximum number of units to spawn OR 4. Array: 1. Scalar, minimum value of a Gaussian distribution 2. Scalar, center (average) value of a Gaussian distribution 3. Scalar, maximum value of a Gaussian distribution AND (opt.) 5. String, the type of soldiers to spawn, (default: 'Men'), 'MenDiver' 'MenRecon' 'MenSniper' (opt.) 6. String, the faction of soldiers to spawn, (default: 'All'), 'BLU_F', 'IND_F', 'OPF_F', 'BLU_G_F' (opt.) 7. Array of strings, classnames to blacklist from spawning, (default: []) (opt.) 8. Array or string, DLC type(s), 'All' for all DLC, (default: '') Return: Group
  15. I'll have to make a separate test mission and restart the testing to see if I can repro the issues and maybe get a better understanding of what might be happening!
  16. @Herosandvillains I've been testing and I'm not understanding the results. I can have all 4 of the helo's in each category (CAS and transport) or as few as 2 show up and any combination in between. I messed with mods and I don't think it's from other mods loaded (not really sure to be honest). For the most part I'm missing chopper number 3 but this varies as well. Adding more vehicles doesn't change the effect. I did try just repacking the mission several times (without changes) and it changed the outcome of which choppers displayed almost every time. Some times just restarting the dedicated server had an effect. Both vanilla and mod choppers were excluded equally. It does work flawlessly on a local server however. Which leads me to wonder if it's a loading problem. If you have several mods to load then it misses something (because the server is busy). Or perhaps a locality issue when loading maybe?
  17. cdn_biggdogg

    Tanks - Fire-control system

    Can you lase aircraft and have the FCS aquire a firing solution. IE. a hovering or slow moving helo or a jet coming straight at you?
  18. I'm not at my own computer and won't be for a couple days. I'll be a few days before I can get back to you. Thanks for your info. I'll get back to you as soon as I can!
  19. My issue is the exact same except with CUP vehicles. It will only display three of the four CAS and Transport vehicles. Mine are module placed, not manually placed. Only an issue on a dedicated server. I'll investigate further to see if I can narrow it down. As of right now it looks like the GUI of the tablet won't include anything if it has to make the selections scroll. (GUI has room for 3 vehicles but 4 would require it to be scrolled to so it's not included) I can swap the vehicles to change the selections but it will only display 3. But I've only tried 4 vehicles, something else I'll investigate to be sure of. I'll look at which vehicle is being excluded as well to see if it's also the second vehicle. I use many mods so I can't discount that being the issue. I'll look into it further! I'll get back to you with my results. BTW this is an old mission that I didn't have issues with previously.
  20. I'm still getting the issue where the combat support module isn't showing all the CAS and Transport modules on a dedicated server. I was wondering if the problem was identified yet or if there was a workaround\fix for it?
  21. Changing the variable to _movecenter fixed the issue. The [0,0,0] issue wasn't caused by the fact that on line 44 of the Zen_OrderAircraftPatrol is defined as: _mpos = [0,0,0]; \ ??? What about moveTo orders? Are aircraft ,created using createVehicle, going to move to the location of the moveTo order then go down to [0,0,0]??
  22. Hey Zenophon! I tested the new patrol functions and it looks like the aircraft patrol function is broken. I have a test mission that spawns helo's from all 3 sides and are all ordered to patrol the same area (designated by an area marker) around the main airport on Altis but after the last update the helo's all head down to [0,0] and stay there! This mission was built long ago and was tested and working(even on your last update). I have an identical mission for tanks and it is working correctly. I don't have a mission for boats or infantry so I haven't tested those but it seems to be limited to aircraft!
  23. cdn_biggdogg

    ASR AI 3

    I don't think ASR_AI works that way (I may be wrong) as it's more about the AI using cover and flanking as well as adjusting aiming and shooting and other skills. If your using ORBAT and your RPG guy isn't using his RPG! You might have to go back and create him by inheriting from an existing AT or LAT character to get the proper characteristics. Although I thought you could put a RPG on any character and he'd use it??
  24. cdn_biggdogg

    ASR AI 3

    In the the asr_ai3 folder inside the userconfig folder just edit the asr_ai3_config.sqf. Add your faction to the asr_ai3_main_factions array: ["your_faction",1], The number is the multiplier for the skill level. Default coefficient for unlisted factions is 1, meaning no change. Note that all entries must have a comma after them except the last entry or it throws an error!
  25. cdn_biggdogg

    Ravage

    I use inidbi2 and object oriented persistent world made by code34 to save vehicles and tents with their inventories. But I set them up so that you have to make them saveable through the action menu so it's not saving everything in the mission. Only what you choose gets saved. You'll need to have some coding skills to set that up however as it's not plug and play!
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