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Tankbuster

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Posts posted by Tankbuster


  1. On 4/12/2024 at 11:25 AM, RumberO said:

    Hi @Tankbuster first of all, thank you very much for your time on this mission.

    I want to try it (Authority Altis) on a dedicated server, but when I try to connect it shows me "you have reached the max. number of players".

    Regards.

    Hi!
    First thing - are you running any mods? Don't run ACE or CBA, they can break the mission.

    Make sure the server isn't trying to autoinit the mission. Server CFG file, I think. I use FASTER launcher if it helps
    Also, the server max players might be set to zero, also in server.cfg

    If you're having issues, let me know and we'll see if you can join my serverr/


     


  2. Mission Updated to 1.26.5186

     

    5175 Added RF classnames for airbase compositions
    5176 Added RF classnames to arrays for; manroadblock secondary mission, opforconvoytrucktypes, civcars and dep helicopters
    5178 New format for prizes array, now contains an init string to change camo nets, slat armour etc <<<< Thanks to @Schatten
    5183 New prize system works for airdropped land vehicles
    5184 New prize system works for aircraft spawned out of airdrop containers
    5186 Build


  3. That works. I was never going to stumble across that solution, thank you, brother.
    Interesting point, top line of code works, bottom one gives error
     

    ["B_MBT_01_cannon_F","['Sand',1],['showBags',1,'showCamonetTurret',1,'showCamonetHull',1]"]
    
    ['B_MBT_01_cannon_F','["Sand",1],["showBags",1,"showCamonetTurret",1,"showCamonetHull",1]']

     


  4. Guys, I'm struggling with BIS_fnc_initvehicle.
    I'm spawning a randomly chosen vehicle, its class name comes from an array and the init line comes from there too.
     

    ["B_MBT_01_cannon_F","['Sand',1],['showBags',1,'showCamonetTurret',1,'showCamonetHull',1]"]

    The script gets the classname and spawns the vehicle, but the vehicle doesn't get the camonet. (it's spawned behind a flying aircraft and has a parachute attached and drifts to the ground if that's relevant)

     

    private ["_initresult"];
    _cargo= createVehicle [_droptype, (_dropvehactual modelToWorld [0,-25,-10]), [],0,"FLY"];
    sleep 1;
    if (_initstring isNotEqualTo "") then
    {
    	_initresult = [_cargo, _initstring] call BIS_fnc_initVehicle;
    	diag_log format ["&&&Applied init %1, %2", _initstring, _initresult];
    };

     

    //17:29:08 "&&&Applied init ['Sand',1],['showBags',1,'showCamonetTurret',1,'showCamonetHull',1], true"

     

    Note that if I use the export function from virtual garage and execute that from BIS debug, the vehicle spawns complete with camo net


  5. Mission updated build1.26.5174

    Mostly bug fixes and some optimisations

    Spoiler

    5164 Added confirmation screen when players ask to scuttle FOB vehicle
    5167 Removed deprecated secondary disgsuie inflitration mission
    5168 Improved sensing of towns when driving in kidnap mission and kidnap occurs instantly if players roll their vehicle
    5169 Fixed persistence of release hostage action after he'd been released, and some optimised code
    5170 Optimised bighouse choosing in kidnap player secondary mission. Allowed kidnapped to take damage after release
    5171 Removed old code, further optimisations for kidnap player
    5172 Old UAVs are removed when server is empty or when admin runs recoverFPS script
    5173 Fix for embassy building not being in the bighouses array
    5174 Build and publish



     


  6. OMG lol

     

    The embassy is (partly) 3686993: vn_embassy_01_02.p3d

    (((str _x) find "sy_01") isEqualTo -1) and 

    OK, so I need to find out what I was trying to filter out with that string and improve the filter. I have a vague memory that it's something on Tanoa, maybe the piles of sugar cane or something similar.

    **edit** Yeah, it's all the Tanoa stockyard conveyors and stuff. OK, I need to improve that filter

    • Like 1

  7. Guys, can anyone help?

    During mission start, I use this to find all the big buildings on each map.

    bighouses = (nearestTerrainObjects [[worldSize/2, worldSize/2], ["house", "tourism", "building", "hospital"], worldSize/sqrt 2, false, true]) select 
    {
    	((count (_x buildingPos -1)) > 11) and 
    	(((str _x) find "pier_f") isEqualTo -1) and 
    	(((str _x) find "BIS_N") isEqualTo -1) and 
    	(((str _x) find "cargo") isEqualTo -1) and 
    	(((str _x) find "small") isEqualTo -1) and 
    	(((str _x) find "shop") isEqualTo -1) and 
    	(((str _x) find "hangar") isEqualTo -1) and 
    	(((str _x) find "scf") isEqualTo -1) and 
    	(((str _x) find "warehouse_02") isEqualTo -1) and 
    	(((str _x) find "warehouse_01") isEqualTo -1) and 
    	(((str _x) find "drydock") isEqualTo -1) and
    	(((str _x) find "storagetank") isEqualTo -1) and 
    	(((str _x) find "addon") isEqualTo -1) and 
    	(((str _x) find "slum") isEqualTo -1) and 
    	(((str _x) find "crane") isEqualTo -1) and 
    	(((str _x) find "containerline") isEqualTo -1) and 
    	(((str _x) find "sy_01") isEqualTo -1) and 
    	(((str _x) find "multistorybuilding") isEqualTo -1) and 
    	(((str _x) find "hut_") isEqualTo -1) and 
    	(((str _x) find "ruins") isEqualTo -1) and 
    
    	((_x call BIS_fnc_objectHeight) > 5.6)
    
    };// used when we need a large house with lots of positions, barricade defend etc. included barracks

    Problem is, it doesn't find the embassy on Cam_Lao_Nam.
    The object is a building as far as nearestTerrainObjects is concerned, and is within the radius of the position suppliled- - I've checked that.
    nearestterrainobjects pos is  [10240,10240] and the radius is 14481. The embassy is actually 9100m away, so it's well within range
    It fits the other criteria in the code too, it's 33m high and has 55 buildingpos in it.
    The bighouses array is populated. On CLN it has 523 objects in it, but not the embassy in Saigon.

    Am I just killing the VM with the huge radius?
     


  8. Ooops, fixed a couple of broken bits. )

     

    MIssion updated to 1.26.5164

    New secondary mission; recover space capsule

     

    Changelog below and google drive on first page updated

     

    Spoiler

    5158: Fixed broken Secondary MIssion Manager. Ugh.
    5160: Added invisible helipad to heli deck of destroyer.
    5161: Fixed syntax error in sniper shot secondary mission
    5163: Added new secondary mission; recover space capsule
    5164: Build and publish 1.22.5164

     

    • Thanks 1

  9. Having spent time alone with my first bite on the Covid sandwich, it seemed like a good time to get down into the mission and write some stuff.


    Mission updated to 1.26.5157.

     

    Two new secondary missions, both quite good fun.
    KIll the enemy spy sub is teased in the above post - players are tasked with destroying an enemy SDV that is reconnoitering BLUFOR assets nearby. The sub comes to periscope depth near the shore, raises scopes, takes a few pics, then submerges and relocates before coming up again. It's quite hard to complete this one. I've found MAAWS HE rockets are the best way, and they are still hard to get accurate fire in. It might be possible to 'depth-charge' the sub with grenades from a boat if you can get accurate fire on it before it dives. I've not actually tried that particular method yet - having a drone overhead to help spot will help, it can see the SDV underwater quite well. Thermal only shows the mast and periscope when it's on the surface.

    The other new secondary is called mortar smoke. Friendlies have asked for fire support in the shape of a smoke screen while they attempt to break contact with the enemy. Mk6 mortars are the way to do this. Bit easier, this one.

    Few other fixes including making services at the vehicle depot easier by increasing its radius.

     

    Full changelog in spoiler below and new files on Google drive link on first post.

     

    Spoiler

    5138: Fix for AI units spawning and getting stuck inside shipping containers.
    5139: Increased radius so vehicles don't have to get so close to vehicle depot to be serviced.
    5140: Tweaks to inhouse function so units and vehicles won't spawn inside dome_big and dome_small.
    5142: Fixed minor bug in DEP when not playing a Prairie Fire mission.
    5144: Players get more time to instruct airdrop crew where they want ne assets dropped. Was 60 seconds, now 90.
    5146: Added data for subsspy secondary to secondary mission manager.
    5148: Fixed bugged adding of magazines to BLUFOR boat in nastyboatpatrol secondary.
    5149: Gave findriverroute function more time to run. Speeded up the 'park the boat at a pier' routine for nastyboatpatrol.
    5151: Replaced first instance of Cheetah with Sandstorm in prize array.
    5153 and 5154: Improved landmassid data on Tanoa.
    5155: Added new secondary missions, killspysub and mortarsmoke
    5157: build publish 1.26.5157



     


  10. Mission updated to 5137

    Just bug fixes relating to some secondary missions and removed a few towns that are too small from the primary target roster

     

    Spoiler

    5129 Fix for patrol enemytown failing when there was only a few candidate towns
    5130 Fix for sniper shot mission where objective man might run away
    5131 Altis Agios Petros no longer a primary as it's too small
    5132 Fix for syntax error breaking mission completion checking loop in slingloaddeliver secondary
    5133 Altis Nifi, Ioanina and Delfinaki no longer primaries as too small
    5134 Patrolenemytown now will only choose towns, used to be able to choose civilian installations such as Altis Airbase. Also removed debug
    5135 Increased number of encounters in manroadblock secondary mission
    5136 fixed issue where release action wasn't removed when player kidnapee was released

    5137 Build

     

    • Like 1

  11. MIssion updated to 5129

     

    Some bug fixes related to mission reload system and added some missing CLN classnames

     

    Spoiler

    5123 Added some CLN classnames, tanks MIGs etc
    5124 Removed deprecated restore script
    5125 In restore2, destroyed vehicles being recreated are not named
    5126 Destroyed fobvehicle has it's name removed
    5127 Destroyed Fobveh replaced with actual wreck object
    5128 Added periodic check of radar status
    5129 Build

     

    • Like 3

  12. MIssion updated to 1.24.5119

     

    Spoiler

    5092: Fixed bad size of marker in barricade defend SM.
    5093: Helmetcam, sort of. Since abandoned.
    5098: Fixed bad reset of shotcounter when entering a test server for developing mission.
    5102: Player icons and other blufor side icons now black instead of blue to improve readability.
    5103: Barricade defend mission now won't spawn in a friendly town.
    5104: Player death in kill1man SM wasn't failing as it should, now fixed.
    5105: Fixed reloaded servers not running airhead textures scripts.
    5106: Made killvecdepot mission more resilient on tanoa and name, won't break if failing to find good location.
    5107: Fixed dead drones being counted as wrecks on airfield in runwaywreckclear SM.
    5108: Scaled back CQB troops slightly. Less houses have CQB and each house might have less enemies inside.
    5109: Added debug_recoverFPS.sqf. Tries to cleanup mission by removing deads, also turns off some environment features.
    5110: Optimised outsidemode in tky_findsafepos.
    5111: Added button to admin panel that runs recoverFPS. George!
    5112: RecoverFPS doesn't do a skiptime if it's already daylight
    5113: Build

     

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