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Ka-Oz

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About Ka-Oz

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  1. Running into an issue with Manually placed waypoint here. generating random mission, adding a few groups (non gaia) with manualy assigned waypoints, and after an hour or more, the waypoints start getting deleted, after the bug occur it seems all manualy added waypoints get deleted/reset every few seconds. looks like its when gaia is refreshing even if the unit is no assigned to it. tried multiple times its almost always happening Another waypoint issue i encountered but more rare, sometimes a unit is generating an unlimited number of waypoint in the same area in some sort of turning star pattern. Clearing or giving new waypoints doesnt help, neither assigning the unit to gaia, it just keep going unless u delete the unit
  2. Ka-Oz

    ASR AI 3

    I had more time to test that waypoint issues. seems to be related only to MCC, since i tried again without ASR. Generated a Mission, added 2 groups with patrol cycle, left them running without interacting and after 1 hour+ the waypoints got removed. once the bug occur, adding waypoints or new units with new waypoints gets the waypoints removed after a few seconds. tried a few time, its happening after a while, that why i thinked that removing ASR fixed it, sorry about that
  3. Ka-Oz

    ASR AI 3

    I Am running into an issue running MCC + ASR AI. Waypoint assigned manualy to groups trough Zeus or MCC are getting deleted after a few seconds when i run the 2 mods together. (no combat or enemies detected). removing Asr AI fix the issue
  4. Having same issue. generated mission Save/load just fine, but as soon as i add manually placed units / stuff, the save gets broken, sometimes loading only the zones, sometimes loading only half the units, sometimes no zones at all. and worse sometimes does'nt load at all . Its very random. i might have isolated part of the issue. i noticed while placing red Static HMG 50 (raised) with the 3d editor, they sometimes dont get assigned as MCC/zeus units. you cannot interact with them but they are there. And from there everything goes fubar, like stuff spawning randomly in the lower left end corner of the map, broken saves not loading zones ect ... its to the point i have not been able to make a single mission with hand placed units / stuff also i am also experiencing the unit respawn bug. place stuff , Delete it, wait 3 sec and half of it respawned. using MCC R5 / CBA 1.005 beta no other Mods running it on a LOCAL Lan server trough the MCC stratis mission (not dedicated server)
  5. i found my answer in the revive script topic thks xeno
  6. since 1.03 when opening a dialog with a map control, it popup an error about no entries for RscMapControl/Task.iconCreated'. RscMapControl/Task.iconCanceled'. RscMapControl/Task.iconDone'. RscMapControl/Task.iconFailed'. RscMapControl/Task.colorCreated'. RscMapControl/Task.colorCanceled'. RscMapControl/Task.colorDone'. RscMapControl/Task.colorFailed'. as anyone figured out how to fix / define those ?
  7. not sure u can use 2 times ELSE in the same IF statement it work fine without any else _unit = _this select 0; _group = group leader _unit; _posnum = round(random 2); if (_posnum == 0) then { _wp1 = _group addWaypoint [GetMarkerPos "WP1", 0]; [_group, 1] setWaypointType "MOVE"; //wp1 SetWaypointTimeout[60, 120, 180]; _wp2 = _group AddWaypoint[GetMarkerPos "WP2", 0]; [_group, 2] SetWaypointType"MOVE"; _wp3 = _group AddWaypoint[GetMarkerPos "WP3",0]; [_group, 3] SetWaypointType"GETIN NEAREST"; _wp4 = _group AddWaypoint[GetMarkerPos "StarySoborWP", 0]; [_group, 4] SetWaypointType"MOVE"; _wp5 = _group AddWaypoint[GetMarkerPos "WP5", 0]; [_group, 5] SetWaypointType"GETOUT"; _wp6 = _group AddWaypoint[GetMarkerPos "WP6", 0]; [_group, 6] SetWaypointType"MOVE"; _wp7 = _group AddWaypoint[GetMarkerPos "WP7", 0]; [_group, 7] SetWaypointType"GETIN NEAREST"; _group setCurrentWaypoint [_group, 1]; }; if (_posnum == 1) then { _wp1 = _group addWaypoint [GetMarkerPos "WP1", 0]; [_group, 1] setWaypointType "MOVE"; //wp1 SetWaypointTimeout[60, 120, 180]; _wp2 = _group AddWaypoint[GetMarkerPos "WP2", 0]; [_group, 2] SetWaypointType"MOVE"; _wp3 = _group AddWaypoint[GetMarkerPos "WP3",0]; [_group, 3] SetWaypointType"GETIN NEAREST"; _wp4 = _group AddWaypoint[GetMarkerPos "PolanaWP", 0]; [_group, 4] SetWaypointType"MOVE"; _wp5 = _group AddWaypoint[GetMarkerPos "WP5", 0]; [_group, 5] SetWaypointType"GETOUT"; _wp6 = _group AddWaypoint[GetMarkerPos "WP6", 0]; [_group, 6] SetWaypointType"MOVE"; _wp7 = _group AddWaypoint[GetMarkerPos "WP7", 0]; [_group, 7] SetWaypointType"GETIN NEAREST"; _group setCurrentWaypoint [_group, 1]; }; if (_posnum == 2) then { _wp1 = _group addWaypoint [GetMarkerPos "WP1", 0]; [_group, 1] setWaypointType "MOVE"; //wp1 SetWaypointTimeout[60, 120, 180]; _wp2 = _group AddWaypoint[GetMarkerPos "WP2", 0]; [_group, 2] SetWaypointType"MOVE"; _wp3 = _group AddWaypoint[GetMarkerPos "WP3",0]; [_group, 3] SetWaypointType"GETIN NEAREST"; _wp4 = _group AddWaypoint[GetMarkerPos "SolWP", 0]; [_group, 4] SetWaypointType"MOVE"; _wp5 = _group AddWaypoint[GetMarkerPos "WP5", 0]; [_group, 5] SetWaypointType"GETOUT"; _wp6 = _group AddWaypoint[GetMarkerPos "WP6", 0]; [_group, 6] SetWaypointType"MOVE"; _wp7 = _group AddWaypoint[GetMarkerPos "WP7", 0]; [_group, 7] SetWaypointType"GETIN NEAREST"; _group setCurrentWaypoint [_group, 1]; };
  8. yes as i stated in my comments the POSITION values are wrong and need to be changed. dont get the positions from the mission.sqm instead use getpos make a trigger , activation as radio alpha, repeatable. inside on act put pos = getpos your_marker_or_whatever_name ; hint format ["position = %1",pos];
  9. nul = [this] execVM "random.sqf"; _unit = _this select 0; _group = group leader _unit; _posnum = round(random 2); if (_posnum == 0) then { hint format ["selected random option : %1 \ngroup : %2 from %3", _posnum,_group,_unit]; //DEBUG sleep 3; //DEBUG _wp1 = _group addWaypoint [[5000,5000,0], 0]; [_group, 1] setWaypointType "MOVE"; //_wp0 SetWaypointTimeout[60, 120, 180]; hint format ["waypoint created. \ngroup : %1 \nwaypoint index number: %2", _wp1 select 0, _wp1 select 1]; //DEBUG sleep 3; //DEBUG _wp2 = _group AddWaypoint[[10443.817,6,0], 0]; [_group, 2] SetWaypointType"MOVE"; hint format ["waypoint created. \ngroup : %1 \nwaypoint index number: %2", _wp2 select 0, _wp2 select 1]; //DEBUG _wp3 = _group AddWaypoint[[10455.811,6,0],0]; [_group, 3] SetWaypointType"GETIN NEAREST"; _wp4 = _group AddWaypoint[GetMarkerPos "StarySoborWP", 0]; [_group, 4] SetWaypointType"MOVE"; _wp5 = _group AddWaypoint[[11859.793,147.4823,0], 0]; [_group, 5] SetWaypointType"GETOUT"; _wp6 = _group AddWaypoint[[12024.746,159,0], 0]; [_group, 6] SetWaypointType"MOVE"; _wp7 = _group AddWaypoint[[12255.699,159,0], 0]; [_group, 7] SetWaypointType"GETIN NEAREST"; // _group setCurrentWaypoint [_group, 1]; } else { BLAH BLAH BLAH ....................... init line : [this] = pass unit to the script script : _unit = _this select 0; : get the 1rst parameter passed to the script in this case "this" (the unit) _group = group leader _unit; :waypoints refers to groups not unit so u need to get the grp of the unit _wp1 = _group addWaypoint [[5000,5000,0], 0]; : renamed to _wp1 because a waypoint with index 0 is automaticaly created when unit spawn, this way the waypoint name will have the same numeric value as is index. NOTE : ur position values are wrong,when tested with your values the grp didnt move. the 3rd value (height above ground) should be 0 [_group, 1] setWaypointType "MOVE"; : setWaypointType need two parameters, the group wich the waypoint is assigned/linked too and the waypoint index number [_group, 1] [_wp1 select 0, _wp1 select 1] might work aswell (Lines with "// debug" at the end need to be deleted )
  10. looking very nice !! just a little remark, the lavHq looks a little bit to clean/new compared to other units but hey its the high command vehicle they got plenty of soldier to clean it during whole day :D
  11. make sure the sounds u recorded are MONO and not STEREO. from the Arma1 editing guide : http://www.armaholic.com/page.php?id=4847 *Chapter 2.10- the sound files
  12. yes normal rounds are super sonic = travels at speed over sonic speed : more speed = more range SD rounds are sub sonic = travels at speed lower than sonic speed : less speed = less range the range difference is realy noticable
  13. download cpbo http://www.armaholic.com/page.php?id=411 extract everything from ur ...\Arma 2\MPMissions\missionfile.pbo to your ...\Profile\missions\missionname.island\ example : C:\Users\username\Documents\ArmA 2\missions\missionname.Chernarus edit : Tajin was faster :)
  14. Ka-Oz

    VopSound 2.1

    a very little issue, when somone fire the scoped hunting rifle, the bolting action sound right after the fire sound can be heard at 30-50 m like if u where the guy bolting the rifle.
  15. i am not a scripter but it happen i was just reading about this issue. source : http://community.bistudio.com/wiki/6thSense.eu:EG#Join_in_Progress if i understand this right (excuse me for not typing the proper syntax as i said i aint a scripter) you will have to add for each task status change involving a marker update, a script portion looking like: onPlayerConnected if task1 = "Succeeded" do desired marker stuff.
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