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dlegion

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Everything posted by dlegion

  1. Oh yeah !! Thanks for the info, will try to do as you say! Its not very clear ti me the part about cfgvehicles.....can you please give an example of what can i do with it ? Thanks man !!
  2. actual SPAWNER.sqf (MRAP just for vehicle testing purposes) while {true} do { uiSleep 1; _ALLspawned = []; {if (_x getVariable "FARdelete") then {_ALLspawned pushBack _x};} forEach allUnits; _activeUnits = count _ALLspawned; if (_activeUnits < 10) then { randomplayer = selectRandom playableUnits; randomplayerpos = getPos randomplayer; _posBlacklist = playableUnits apply {[_x,20]}; private _grpDveh = [[randomplayerpos, 5, 25, 5, 0, 0.3, 0,_posBlacklist] call BIS_fnc_findSafePos,independent,["I_MRAP_03_hmg_F"]] call BIS_fnc_spawnGroup; _grpDveh deleteGroupWhenEmpty true; {_x setVariable ["FARdelete",true,false];} forEach (units _grpDveh); {(vehicle _X) setVariable ["FARdelete",true,false];} forEach (units _grpDveh); }; }; and actual DELETEai.sqf while {true} do { uiSleep 3; {uiSleep 0.1;if (_x getVariable "FARdelete") then {if (_x distance ({_x} foreach allplayers) > 5) then {deleteVehicle _x;}}} foreach allUnits; {uiSleep 0.1;if (_x getVariable "FARdelete") then {if (_x distance ({_x} foreach allplayers) > 5) then {deleteVehicle _x;}}} foreach vehicles; }; ...the result is good, i dont know if its good performance-wise too , or if it can be made even slimmer.... (quite sure the repetition units-vehicles can be avoided somehow...) the problem still needing an answer is how randomize units in efficient way, so it can randomly spawn every possible military unit/vehicle of its faction...
  3. the sleep inside forEach is for better distribute the performance drop over time. do you think its useless ? consider i will have around 100 units spawned with that system... can you please explain how and why its better spawn the code? thanks :) i think i'm deleting the correct units...in this test case scenario the ones that are at distance bigger than 5 meters. whats wrong here ? thanks for your help !
  4. Ultra, ultra THANKS ! yes, its run on server, the context is a mission running 24/7 (but i set a reboot every night), so this script in theory keep working all the time. i use playableunits instead of allplayers because it returns only alive players, that are the one i care to create the bubble around, but if you think its better use allplayers, i will do! my wish is to make a script useful to the community, simple to use and configure even for people not used to scripts. thanks again! ============ E D I T =============== done as you say, tested, it works perfectly ! randomplayer = selectRandom playableUnits; randomplayerpos = getPos randomplayer; _posBlacklist = playableUnits apply {[_x,20]}; private _grpDveh = [[randomplayerpos, 5, 25, 5, 0, 0.3, 0,_posBlacklist] call BIS_fnc_findSafePos,independent,1] call BIS_fnc_spawnGroup; _grpDveh deleteGroupWhenEmpty true; now the next and last question is about spawned units randomization, patrol waypoints and de-spawn conditions. As you can see, my old approach was to manually define each unit, and then select it randomly, this gives a great customization (i can set more or less of each single unit type) but for sure its not very user-friendly, probably is not very efficient too, and is not open to new units added by patches, new DLCs ecc... (i mean that you have to manually add them if you want them, a bit complex). define for each type its own waypoint range and spawn/de-spawn ranges was very good for customization (i had a great control over it), but again i feel its very inefficient and not good for performance... really thanks for your help! ================ E D I T 2 ========================= for de-spawing, when too far (maybe i will add "or dead" too), i was thinking about this: {uiSleep 0.2; if (_x getVariable "FARdelete") then {if (_x distance ({_x} foreach allplayers) > 5) then {deleteVehicle _x;}}} foreach allUnits; ...and repeat this code forever every 30 seconds. what do you think about it ? will it be enought delete units, or i must also delete groups or something else i should take care of to "perfect clean" ? FARdelete variable to discriminate "bubble units" to remove when far away from players, and units to never remove even if far away. thanks again !
  5. right now i came up with: randomplayer = playableUnits call BIS_fnc_selectRandom; randomplayerpos = getPos randomplayer; private _grpDveh = [[randomplayerpos, 5, 25, 5, 0, 0.3, 0,[[p1,20],[p2,20],[p3,20]]] call BIS_fnc_findSafePos,independent,1] call BIS_fnc_spawnGroup; it works, but i need a more efficient way to call every player , instead of calling them 1 by one like now (p1, p2,p3 ecc... up to 64 !! ) i thinked about : playerspos = []; {playersPos pushBack getpos _x} foreach playableUnits; ...and it kinda works, but the problem is that there is need to assign a range too (for example the number "20" in [p1,20] ). i have no idea how do it! thanks again ========== E D I T ================ idea of the moment...maybe this could work...will test tomorrow.... playerSarray = []; {playerSarray = playerSarray + [_x];playerSarray = playerSarray + [20] } foreach playableUnits; private _grpDveh = [[randomplayerpos, 5, 25, 5, 0, 0.3, 0,[playerSarray]] call BIS_fnc_findSafePos,independent,1] call BIS_fnc_spawnGroup;
  6. really thanks for the help !! here is the actual code i wish to make simpler: DFN_CARS is an example , i have also similar function tailored for military vehicles, infantry, helicopters, boats, planes ecc. as it is now...it works, but i feel it can be simpified, and as younoticed i'm a bit in "tunnelvision", often overcomplicating things! Maybe its "oversimplifyng", but i had in mind something like this: [center, minDist, maxDist, objDist, waterMode, maxGrad, shoreMode, blacklistPos, defaultPos] call BIS_fnc_findSafePos in this substitute "center" OR "blacklist" with ALL-PLAYERS-POSITION_ARRAY ...but it gives an error :( then put the previous into this: private _grpDveh = [[center, minDist, maxDist, objDist, waterMode, maxGrad, shoreMode, blacklistPos, defaultPos] call BIS_fnc_findSafePos,independent,10] call BIS_fnc_spawnGroup; _grpDveh deleteGroupWhenEmpty true; so in theory at this point i just have to find a way to make them move (maybe patrol houses too) and delete them when too far from players, and its done! but i'm too confused right now, and i need your help guys ! thanks a lot!
  7. dlegion

    flaps are still useful?

    to cut it short, i will keep it simple so forgive the intentional over-simplification: flaps are used to modify wing geometry increasing wing surface and drag, with the result of slowing down aircraft AND reducing the stall speed. so for example, if you stall without flaps at 200 knots, with flaps you stall at 150 knots. and game was exactly like this, but after a patch planes suddenly act the same with or without flaps, making flaps totally useless and unrealistic!
  8. dlegion

    "You were kicked off the game"

    Its a BATTLEYE problem, introduced many patches ago (before tanks DLC for sure), where battleye randomly kicks players, sometime with "session lost" error, sometimes with "kicked by battleye, client not responding" . it kicked me with server connected to my home LAN with my client PC, so its clearly bug. i contacted BI support and BATTLEYE support, sadly BE dont even care to answer me, while BI support tried, but at last suggested me to open a bug tracker, that i have done here: https://feedback.bistudio.com/T128085 sadly DEVS seems to dont care too :-( only solution i found working 100% is to turn OFF battleye on server. tried even formatting client and server, nothing changed.... i'm really sorry to give bad news :(
  9. awesome ! thanks man, tonight i try this ! thanks again !
  10. hello guys, i'm having a little issue with hostages rescue script...i use this code : [h1, h2, h3, h4] joinsilent (group _x); ...where h1 h2 h3 h4 are hostages and _x is player saving them, and all works in editor MP, but on dedicated server, hostages join player group, but remain civilian faction! i wish they change team to player's team (red or blue) so opponent AI (green) shoot to kill them after rescue! any idea how make it happen also on dedicated ? thanks guys !
  11. thanks Belbo! well no, they are just spawed as normal civilians, i suspect a locality issue , because on local server it works but not on dedicated...its strange. i explain it better: the hostages side is civilian by default, but as soon as a player approach them (3 m range), i wish they take the faction of the player near them, that can be RED or BLU. so i cant for example make a blu hostage captive waiting to be saved, because it can be saved by red players. checking with editor, i see that they take player faction (but they are probably local to player already, being editor), while on dedicated this does not happen, and they stay civilian faction. as additional info, all the script runs server side. maybe i need to somehow run it on clients too ?
  12. @genesis92x i noticed AI steal empty land vehicles, but not air vehicles (helo / airplanes) , is that normal ? thanks man !
  13. perfect, thanks for the info, and again thanks for this great script man !!
  14. dlegion

    Random Crash in arma 3

    Its a custom mission running when it crash?
  15. @genesis92x i've a little question...i wish that some AI with no waypoints (so menaged by VCOM i suppose), at a certain point that a trigger fires, start to move to a certain specific point (lets call it point "P"). i usually use "move" command in the script to make this happen. will this work, or will VCOM take AI control before the AI unit reach its P point ? thanks!
  16. yep, its exactly my same problem. i run test 24/7 on my server , and i discovered that soon or later every player gets kicked, its just random. sometimes 6 minutes sometimes 6 hours. i also found what can be a workaround, placing regularCheck = "{}"; in server.cfg seems to remove the random (not regular, lol) check that is clearly bugged. notice the addition of the {} to the already present regularCheck = ""; command. hope it helps .
  17. GLove this mod ! You made what BIS should have done ! Thanks man !
  18. dlegion

    Random Crash in arma 3

    yep, thats absolutely fine to shut down server process, what is strange is that i have to reboot the whole PC (server)!
  19. dlegion

    Random Crash in arma 3

    ok...a little good news, the crash is still there (and i strongly suspect BIS AI spawner command), but seems i found what was causing the random "kicked by battleye" : i found that battleye check the files at start, then randomly (heh!) check the files, and something is broken there on BE side, but this random check can be "turned off" with this command in the server.cfg: regularCheck = "{}"; NB: probably everyone already have: regularCheck = ""; but this does not work. the {} are needed to make it stop random checks! after two days of test , seems it works! another strange things is that i have to reboot server after changes, otherwise it kinda mix old and new settings, causing the error! really weird...mah ! hope this helps someone else out there! bye !
  20. its 2018, and after 5 years i still have this problem. any solution found ? thx...i'm quite desperate....
  21. dlegion

    Vcom AI V2.0 - AI Overhaul

    damn me too! tonight will test it , yeah!
  22. dlegion

    Random Crash in arma 3

    Sorry, forgot about that ! Cpu intel i5 4440 (no ht) Gpu geforce 660 ti 2gb Ram 12 gb on 2 banks (8 and 4) Win7 ultimate, updated. I have 3 hdd and an ssd. 2hdd and ssd have win7 and steam with arma installed, so for the software part its like have 3 pc ! (I tried them all)
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