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Jigsor

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Everything posted by Jigsor

  1. Jigsor

    BMR Insurgency

    Definitely will be making this version. At this point its to early to start though. We need updates first. 100x100 map grid is missing. Tanks fall through the ground Aircraft not yet released and several other bugs. Vehicle wise there are 10x more locked/private scope vehicles available which are incomplete then there are unlocked/public scope. There are some private scope infantry which might be nice to have as well. All this will make mission makers job easier and not require some many do overs, fixes and amendments so I am not rushing this one.
  2. Jigsor

    BMR Insurgency

    Thanks Victor, its good to hear you guys are still enjoying it. For the corpse clean up on server you can increase this delay and change this to 180 for three minute delay for example https://github.com/Jigsor/BMR_Insurgency.Altis/blob/5ac94121c35f8f731f6bae6f5b166586e1a812d2/INSfncs/server/server_fncs.sqf#L12 and there is some redundancy to corpse clean up here which will need to be increased aswell to 3*60 for 3 minute delay. https://github.com/Jigsor/BMR_Insurgency.Altis/blob/5ac94121c35f8f731f6bae6f5b166586e1a812d2/scripts/repetitive_cleanup.sqf#L21 For units created by headless client change here https://github.com/Jigsor/BMR_Insurgency.Altis/blob/5ac94121c35f8f731f6bae6f5b166586e1a812d2/INSfncs/hc/headless_client_fncs.sqf#L12 For intel. In v1.49 all intel related issues have been resolved. I've not seen any issues in this regard in this version. The intel location markers should be easy to spot with lobby settings "Show Intel Location Markers?" set to yes which is default. If you local host and turn on Debug in lobby then you should see a message when intel begins spawning and also when it completes spawning. debugging for intel is not switched on with debug lobby option. You must temporarily change this script here. https://github.com/Jigsor/BMR_Insurgency.Altis/blob/5ac94121c35f8f731f6bae6f5b166586e1a812d2/scripts/ghst_PutinBuildIntel.sqf#L48 It will log intel positions and problem positions if it fails. Increasing intel ratio can help produce any problems faster so problem area/marker can be adjusted. Maybe a structure over water or structure with interior positions but no entrances exist for example needs to be black listed in INS_definitions.sqf for that particular terrain. I believe I have already found these structures which need to be blacklisted and have done so for all supported terrains. Some thing to keep in mind if you edit and move or create additional grid zone markers. These markers which are used to spawn intel, ammo cache, are visible and used to and trigger mission ending are listed in variable all_eos_mkrs per terrain in INS_definitions.sqf. This has already been done in v1.49 and should be good in official release. You should be using the drop box release and not building with github because github mission differences is still not updated to 1.49. Only Altis vanilla is up to date on github atm. Debug lobby option should not be enabled in dedicated server environment. Many things could break. Its currently only designed for testing in local hosted environment. If this does not help then in private message you could send me your locally hosted rpt with edit #define _debug true in ghst_PutinBuildIntel.sqf and maybe dedicated server rpt with #define _debug false rpt as well. Are you using any sort of command black listing on your server?
  3. Jigsor

    BMR Insurgency

    @TheOneBender, Ah, I see you found the problem.. hehe, user error or misunderstanding. I was just on my dedi trying to reproduce the error as you updated/changed your message and could not reproduce. I was hoping the hint and chat message was enough of a clue for players. Thanks for the kind words and I'm really glad you enjoy it. Welcome to the forums and if you have any other issues i will try to help the best I can.
  4. Jigsor

    BMR Insurgency

    The Heli Crew Helmets on recruited AI is intended and double as Gas Masks. This way if recruited AI inadvertantly wonder into vanilla yellow hand grenade or yellow ugl smoke they will not die. If you turn off poison gas option in lobby then recruits will not have gas masks. Thanks for pointing out the spelling error. I've fired my secretary. I didn't feel a marker on USS Freedom was necessary as the Freedom's outline can be found on the map and can also be discovered through flag pole teleport options. Due to extra code and complications required to global hide it at mission start then player unhide it depending on side and depending if the freedom even exist on the map (on some map versions there is no sea and no carrier). I suppose I will try to create the marker and additional required code on next version which could be helpful and more obvious to new players. Access to admin tools panel is restricted to local server host player or logged in admins on dedicated only and not voted admins by design. This is to avoid trolling and abuse of tools by pubies / non trusted admin.
  5. Jigsor

    BMR Insurgency

    Hello Tyler99, Thank you. The complete mission pack (all versions) is in dropbox and also linked on first page
  6. Jigsor

    BMR Insurgency

    Hello AWACS_Ghost_Eye and welcome to the forums. Yes, Rosche terrain is a good candidate for future port. This is planned as well as a Community Factions Project version for next BMR Insurgency release. I can't say when this will happen just yet as I am currently working on a completely new a different mission project which is mostly finished now.
  7. Jigsor

    BMR Insurgency

    Mission pack updated once again with some very minor changes. Moved objects at base in Lingor versions for changes in Lingor v3.9.5 terrain. Fixes some more spelling errors in Admin Menu. Updated release notes. As these changes are very minor and the code base is the same as previous 1.49 release, the version number stays the same.
  8. Jigsor

    BMR Insurgency

    Thank you. By default there are no restrictions. You are probably playing an edited version. This is where restrictions for pilots is set. To make restrictions add playable unit type class names.
  9. Jigsor

    BMR Insurgency

    I think I understand the question. Yes it is possible to change all text to Spanish. This must be done manually. The most commonly used text already supports Spanish translation in the stringtable.xml such as most scroll actions, objective descriptions and G.U.I. Lobby options have not been translated and probably a few other things such as some notifications. Feel free to translate/edit the mission as you need.
  10. Icebreaker, Thank you for the tremendous work you have done on the update. Its the best jungle map hands down! BMR Insurgency now supports the new Lingor update and Dingor mission version should be good to go hopefully if and when terrain gets updated. Mission pack info and download link
  11. Jigsor

    BMR Insurgency

    Mission pack updated and reuploaded once again. Should be no problems with these. Most versions were unaffected. BMR_Insurgency_v1_49_RHS.pja305 and BMR_Insurgency_v1_49_CUP.zargabad were missing several updates. Corrected one minor spelling mistake in briefing - add_diary.sqf. Changed default lobby options' damage modifiers of players and AI to unmodified in versions BMR_Insurgency_v1_49_OPTRE.Altis and BMR_Insurgency_v1_49.lingor3. Updated mission pack dropbox download link and date in notes.txt/release_notes.txt. Code base remains the same so no version number change.
  12. Jigsor

    BMR Insurgency

    Mission Pack Updated. Enjoy! 11/24/2018 BMR_Insurgency_v1_49 Added: Three new missions to pack. These are a new fork (Green versions) where main playable side is Independent and opposing playable side is Blufor. These are primarily geared for WWII so far but is expandable for other mods/factions. Thanks to LT.Dang who did the brunt of the conversion. Added: CUP Zargabad version. Added: Tanks DLC content/support Added: Global Message of who killed pilot on Pilot Rescue mission when killer is a player. Added: EOS and side mission generated AI never run out of magazines. Added: Instant deletion of useless deployed sleeping bags and respawn tents. Added: Admin Menu option to clear saved progression combined with end mission. Added: Admin Menu option and functionality to cancel current side mission ->Thanks to Rory! Added: Admin Menu option to force Random Mission Generator in case it stops working on its own. Added: Method to activate Auxiliary addons for detection in zeus/make mod requirements etc. Place content in marker "AuxiliaryContent" located next to server logic. Vehicles and units in this marker will delete at mission start. Added: Initialization of Ace Arsenal. Added: Light Snow Storm. Toggle On/Off in Admin panel. (Will auto terminate if rain is initiated by Random or Real Weather) Added: Dynamic addon activation support for CGR CAT1A2 and MR142 vehicles added in RHS patch 0.4.6 Added: More DLC vehicles to DLC restriction Bypass. Added: Set trait "explosiveSpecialist" to playable unit types listed in Array INS_W_PlayerEOD in INS_definitions.sqf. Added: Friendly map icon to extraction heli. Added: 3D icon (Range 30 meters) for fallen players when ACE_3 activated and no BTC revive systems loaded. Added: Loging of HC JIP and progress restoration details. Added: Few more blacklisted structures with building positions but no enterances for intel/ammo cache spawning to Malden, Mogadishu and Napf/Napf Winter. Added: "I_Plane_Fighter_04_F" to Vanilla Airpatrole. Added: CUP Satchel from CUP and C-7 Explosive Foam from Operation TREBUCHET to allowed ammo wich can destroy Objective Towers and Ammo Caches. Added: Data Terminal will face player upon terminal opening and corresponding player animation added. Added: Data Terminal to zeus editable objects. Added: Distance limitation of actions added to MHQs and main ammo boxes. Added: More options for Lobby option "Playable Opfor". Options now include "Enabled with no Limits", "Enabled if 5 or more blufor players present", "Enabled if 7 or more blufor players present", "Enabled if 9 or more blufor players present", "Enabled if 11 or more blufor players present", "Disabled". This results in End mission for Opfor players if not enough blufor players at mission start and is also polled by server approx every 7 minutes. Added: Ear Plugs button in Y menu now supports ACE_3 earplugs in addition to vanilla. Added: Player corpse removal when scripted revive systems are disabled through lobby and using for ex. ACE_3 mod for revive. Added: Button "Subtitle Chatter" to Y menu for cleaner screen. Enables/disables showing of subtitles in a chat. Only scripted/engine chatter is affected, player manual chat is unaffected. Change: Removed "Land_BagFence_Long_F" from BTC logistics liftable objects. Change: Many functions now compiled with preprocessFileLineNumbers instead of preprocessFile so errors can be loged. Change: Enabled support for custom licence plates. Change: Random objective is skiped and loged if suitable nearby clear position cannot be found due to poor marker placement in editor. Change: Improved performance and handling of 3rd person view in vehicles only option. Change: Improved performance and handling of Pilot Restriction code. Change: Progression saving and loading lobby option default set to disabled. Change: Updated support of OPTRE to v0.19. Change: Updated support of RHS to v0.4.8. Change: Digital Heading replaced with display control for efficiency and cleaner look. No longer blinks and now works with all turrets and screen center. Customize color in Main Menu/options/game/colors/menu/background if you wish. Change: Tons of optimizations applied to existing code by numerous methods. Change: Default lobby option for respawn loadout changed to Reload Magazine to Save Kit. Change: Auxiliary AI caching (zbe) is disabled by default and variable must be set on group to use this caching sytem. Change: DriverLess versioned vehicles are now filtered out of Vehicle Reward list. Change: Earplug volume reduced from 40% to 30%. Change: All lights on Extraction Helicopter are now disabled. Change: Briefing sections updated to reflect version update changes, improved descriptions and corrected some inacurracies. Change: Improved chance reward vehicle will not collide with other objects when created. Change: Improved chance old Arma bug "Error: No unit" will not occur. Change: Improved some exsiting language translations. Change: Updated Lingor/Dingor versions to terrain update v3.9. Change: Manual save and clear progression can survive cold Server restart. Progression restoration is currently ineffective when headless client is present at start. Workaround - headlessclient(s) need to Join after mission start. Change: All progression saving is performed on Server and no longer on HC in parallel. Change: HC can be kicked and will resume properly even if progress saving is not enabled. Note all uncaptured markers/triggers will be rejuvenated/reinforced with AI. Fixed: Clearing saved progression would restore save on mission restart when many players in lobby and HC present at mission start. Fixed: Abandoned vehicles respawned to fast. Fixed: Mission ending did not occurr with updated taskmaster script in v1.48. Fixed: Some briefing spelling errors. Fixed: Rewarded vehicles did not have dedicated destroyed cleanup provisioned. Fixed: Group extration did not globally kick callers group members out of group beyond 500 meters away from pickup marker. It kicked far members from callers group on callers machine only. Fixed: Putdown a carried injured player animation was not global. Fixed: Dynamic loadout and sensor preinit functions runaway loop. Fixed: Very old bug - Occasional missing actions on intel for JIP players. Fixed: Pilot rescue could get recruited as suicide bomber. Fixed: Freezing durring AI HALO again. Fixed: Brighter Nights would activate even if disabled when Random or Real Weather options were eanabled. Fixed: Fallen bush and tree cleanup by base markers silently failed. Fixed: Cancel Evac Action action did not appear on first Evac call. Fixed: Zeus created enemy units of groups containing one unit were not nessesarily aligned/sided with side INS_Op4_side. Fixed: Side mission objectives would not start if slotting took to long at mission start. Fixed: Praetorian on USS_Freedom would freeze when trying to fire by remote control. Fixed: Race condition/MHQs not recognized by player when many players in lobby at mission start. Fixed: Race condition/BTC punishment script error at mission start. Fixed: Script Error in Helmet Cam when in vehicle and when camera feeding AI/group member no longer exists. Fixed: Vehicle Reward action aquired by destroying an Ammo Cache remained after rewarded vehicle spawned until it was clicked again. Fixed: Ambient combat sounds were to overbearing. Fixed: Drag carry was not available while in structures. Fixed: Headless clients would stop spawning AI when local group limiter was reached. Fixed: Useless double action "Place Sandbag" would appear on medics if sand bag was placed then you respawned and removed the sand bag. Fixed: Whitelisted Arsenal interface could reenable load/save preset buttons by right clicking screen. Fixed: MHQs' markers could be seen by opposing players when Mobile MHQs were enabled with exception of BTC Revive's MHQ system. Fixed: Op4 players sometimes would unexpedely teleport once to random area sometime after start/join mission. Fixed: UAVs were inaccessible for players present at mission start (non-JIP). Fixed: Possibility for 1 or more MHQs to be missing Arsenal actions and tracking markers if multiple MHQs were destroyed at nearly same time when using the Stand alone versioned MHQ system. Issue still remains for local hosted server player. Fixed: Possibility for player to get stuck when trying to JIP.
  13. Jigsor

    BMR Insurgency

    Hehe, real job takes lots of my time now, but still working on Insurgency plenty. WWII Green versions fork is complete. Lingor terrain update was released today. No major rework was required to mission only a couple of adjustment. More landmass was added and also potential places for a few more grid zones. Unfortunately the Dingor counterpart was not updated so I'll have to not add more grid zones in order to keep Dingor compatibility for now. I might get a chance to test some of the ACE compatibility features on a friends server this week. Looking to 1.49 release this next weekend hopefully. 1.49beta Altis updated with a few more fixes some are ACE related others not. In bon_recruit_units\init.sqf bon_dynamic_list = true;// Select false if you want to use a a static unit list. You can customize static lists in recruitable_units_static.sqf
  14. Jigsor

    BMR Insurgency

    Sorry for late reply. Worked 65 hours this week.. Project_OPFOR is rebranded and newer supported version of Leight's Opfor Pack. The class names from Project_OPFOR are the same as they were in Leight's Opfor Pack and still contain LOP prefixes. Not sure what is unclear in the howto guide but I'll try to explain in brief again. Create a new blank mission in VR terrain. In editor Place all moded enemy units, civilians emty turrets, empty vehicles that you wish to use in a lobby option " Opposing Army/Mod Initialization". Save the mission as unbinerized and coppy all addons from mission.sqm addons[]= {....}; Some addons may differ in Project_OPFOR from Leight's Opfor Pack but the legacy addons from Leight's Opfor Pack still work with Project_OPFOR. Since this option was originally designed with Leight's before Project_OPFOR was released and it still works just fine/backwards compatible, I have not changed the addons detection/activation in init.sqf Paste all addon into lists _requiredAddons and activateAddons in init.sqf Copy/log class names in editor and paste them into the appropriate corresponding lists in eos\UnitPools.sqf. These are the class types that spawn in the grid system. Copy/log class names in editor and paste all other types that spawn outside of grid system for example civis, civi vehicles, CAS, Airpatrole and Units for objectives typically main military force ie: units, statics and vehicles, in a case option in INS_definitions.sqf. The first case has descriptions at the end of each list. Case values in init.sqf and INS_definitions correspond with lobby option " Opposing Army/Mod Initialization" values Case options in UnitPools.sqf correspond with parameters passed to eos\OpenMe.sqf in init.sqf cases ex. [EAST,14,15]execVM "eos\OpenMe.sqf"; will spawn the major faction CUP Takistan Army (case 14) and minor faction CUP Takistan Militia (case 15). This way the grid system will spawn a majority faction (typically a military army) and a minor faction (typically a guerilla faction). If you only want to fight one faction then [EAST,14,14]execVM "eos\OpenMe.sqf"; would spawn only CUP Takistan Army in the grid system. All vanilla content does not need to be detected and activated but moded content does. You can mix and match anyway you like I believe, but you must create new cases and .hpp options. The howto on first page covers this in depth.
  15. Jigsor

    BMR Insurgency

    Have you had a look at "// How to add mod support to BMR Insurgency." under Guides on first page? There already is a case/option for Project_OPFOR that utilizes civis from it. In this case it is RHS dependent. Have a look at the scripts mentioned in the guide to get some idea of how it works. Are you trying to mix mods with vanilla or other mods for one of the existing lobby options "Opposing Army/Mod Initialization"?
  16. Jigsor

    BMR Insurgency

    Sorry, it is not compatible.
  17. Jigsor

    BMR Insurgency

    Headless client is not required to save progression. At mission start you must select one of these 2 settings in lobby option - "Enable Progression Saving and Restoration?" 1."Yes, save mission progression and restore if any is saved" or 2."Yes, save mission progression and clear progression if any is saved" to allow auto saving which occurs approximately every 5 minutes after one assignable objective/task has been completed. The default option is set to 0."No" and does not save/will clear any previous save. You can also force a manual save at any time after mission start irregardless of any lobby setting through the admin menu panel located in the map-breifing section via text button "MANUAL MISSION PROGRESSION SAVE". To recall a saved progression and continue saving - at mission start select 2."Yes, save mission progression and restore if any is saved". You may also speed up/simulate this testing process by cancelling current side mission in admin menu, then run this example code side server side through debug console: {_x setMarkerColor "ColorGreen";} forEach ["m1","m2","m3","m4","m5","m6","m7","m8","m9"]; At this point if saving was allowed in lobby at mission start then you can wait for the auto save to begin or force a manual save through admin menu.
  18. Jigsor

    BMR Insurgency

    Yes it is.
  19. Jigsor

    BMR Insurgency

    @bodybag, There are 2 scripts responsible for cleanup of these objects. In v1.49 I've added a few more plane canopies/ejection seats etc item classnames to search for clean up. If you discover anymore you can add them to these lists. To get the classname, as server host/admin point your weapon at it, press escape to bring up debug console and enter command: typeof cursortarget in a watch line. v1.49beta scripts\repetitive_cleanup.sqf if (_ttdJetParts>0) then { .... ... .. } forEach ["Plane_Fighter_01_Canopy_F","Plane_CAS_01_Canopy_F","B_Ejection_Seat_Plane_Fighter_01_F","I_Ejection_Seat_Plane_Fighter_04_F","O_Ejection_Seat_Plane_Fighter_02_F","rhs_k36d5_seat","ffaa_av8b2_Canopy","rhs_mi28_wing_right","rhs_mi28_wing_left","rhs_a10_acesII_seat","CUP_B_Ejection_Seat_A10_USA"]; scripts\unattended_maintenance.sqf // Delete craters, ruins, non-Strategic objects, HEV halo pods + pod doors, Jets DLC canopys + ejection seats ... ... ... ... } forEach ["Land_Sleeping_bag_F","Land_Sleeping_bag_blue_F","Land_Sleeping_bag_brown_F","Respawn_Sleeping_bag_F","Respawn_Sleeping_bag_brown_F","Respawn_Sleeping_bag_blue_F","B_Patrol_Respawn_tent_F","Respawn_TentDome_F","Respawn_TentA_F","CraterLong","CraterLong_small","Ruins","OPTRE_HEV","OPTRE_HEV_Door","Plane_Fighter_01_Canopy_F","Plane_Fighter_02_Canopy_F","Plane_Fighter_03_Canopy_F","Plane_Fighter_04_Canopy_F","Plane_CAS_01_Canopy_F","Plane_CAS_02_Canopy_F","B_Ejection_Seat_Plane_Fighter_01_F","I_Ejection_Seat_Plane_Fighter_04_F","O_Ejection_Seat_Plane_Fighter_02_F","rhs_k36d5_seat","rhs_mi28_wing_right","rhs_mi28_wing_left","rhs_a10_acesII_seat","CUP_B_Ejection_Seat_A10_USA"]; please share any class name you think should be included ;)
  20. Jigsor

    BMR Insurgency

    BMR_Insurgency_v1_49beta
  21. Jigsor

    BMR Insurgency

    I have Heli Extract working correctly now and will be in next release, CAS also already exists and has been working. As for Arty, its a bit op and is prone to spam abuse. I would rather the players use mortars from Arsenal or choose to spawn in an Artillery vehicle where they like by earning it when they blow up an ammo cache. Welcome to the forums. Sorry, unfortunately the frame work does not support invisible grid zone markers. It could be a possibility in a future release but have not delved into it yet.
  22. Jigsor

    BMR Insurgency

    @OutbreakGRD, Brighter Nights is an option in the lobby parameters which admin can set at mission start or you can permanently set the default to "Disable" in Hpp/Parameters.hpp. change default = 1; to default = 0; class Brighter_Nights//6 { title = " Brighter Nights?"; values[]={0,1}; texts[]={"Disable","Enable"}; default = 1; }; Ace Arsenal must be initialized client side to have access as described in ACE 3 manual. https://ace3mod.com/wiki/framework/arsenal-framework.html One way to do it would be to edit init_player.sqf and add this code under // Player Variables // Code below initializes Full Arsenal. It could be initialized client side on any object. Once initialized it can be placeable on an object through zeus or script. //Ace Arsenal Init if (INS_ACE_core) then {[INS_Wep_box, true] call ace_arsenal_fnc_initBox}; Launching game with mods enabled does not necessarily actually activate addons contained in them. Addons must be activated with activateAddons command or typically by placing content from these mods in the editor. Placing content in editor will make these addons a requirement. You could create an invisible marker in the editor and name it AuxiliaryContent. <-- see pic. Place units and vehicles from these mods in this marker which will add entries to Addons[] and or AutoAddons[] in mission.sqm. Put this code in init_server.sqf just above // Param enabled scripts/settings // //Add moded units and vehicles in this marker to make addons a requirement, activate the addons and make available for zeus. These items get deleted at mission start. if (markerAlpha "AuxiliaryContent" isEqualTo 1) then { "AuxiliaryContent" setMarkerAlpha 0; private _v = vehicles inAreaArray "AuxiliaryContent"; private _u = allUnits inAreaArray "AuxiliaryContent"; {deleteVehicle _x} count _v; {deleteVehicle _x} count _u; }; Please let me know if these solutions work for you so I can include them in next update.
  23. This is an expansion and enhancement built upon bis_fnc_garage wich was modified by iconic and then opec666 in this thread https://forums.bistudio.com/forums/topic/180297-virtual-garage-possible-to-use-as-spawner-like-vvs/ Thanks to these guys for thier hard work and great code. I added some things like mapclick where you want the vehicle spawned. If you add any AI to vehicle then It will add only required crew / no passengers and when you escape or close virtual garage mapclick where you want vehicle to move and patrol. If you select static emplacement then the second mapclick will set static direction relative to first mapclick weather crewed or not. Multiplayer compatible textures if available. Replaces the blue VR guys with native vehicle crew. Will make local descriptive markers at mapclick positions than delete them shortly afterward. Working with ships, fixed wing, helicopters, land vehicles and statics crewed and uncrewed. This is only a proof of concept that Virtual Garage can work/be useful in multiplayer environment and may also bring enhancements to sp environment though sp aspect is untested. The Virtual Garage UI is probably the most intuitive, feature packed, quickest to browse through and find what your looking for and why not its by BIS. Unfortunately this has been overlooked by most because of its lack of MP support. Short comings: If vehicle is not placed on relatively flat area the it could slide and move then script may not complete (could be improved with isflatempty maybe). It probably could use some optimizations for those tweakers that are interested though the performance asis is not bad at all. The purpose of this post is really to help get upvoted encouragement to BIS on Feedback tracker to improve detection of more moded vehicles. Some vehicles that are available in editor are not listed in VG such as from RHS - all the Melbs, all the apachies but one, all the cobras but one etc. Please upvote or complain of issue here https://feedback.bistudio.com/T124991 Currently its a one time use. Execute from debug console local to use/reuse. VG_map_click = { if (count _this > 1) then { (_this select 0) removeaction (_this select 2); }; if ({_x in (items player + assignedItems player)}count ["ItemMap"] < 1) exitWith {hint "Missing Map Item!";true}; if !(getMarkerColor GarageMkrName isEqualTo "") then {deleteMarkerLocal GarageMkrName}; hint ""; GetClick1 = true; openMap true; [] spawn {[format ["MapClick for %1 Positioning", GarageMkrName],0,.1,3,.005,.1] call bis_fnc_dynamictext;}; ["VGarage_mapclick","onMapSingleClick", { private ["_nearestRoad","_roads","_marker","_dir"]; if (isOnRoad _pos) then { _nearestRoad = objNull; _roads = _pos nearRoads 15; if (count _roads > 0) then { _nearestRoad = ([_roads,[],{_pos distance _x},"ASCEND"] call BIS_fnc_sortBy) select 0; }; }; _marker=createMarkerLocal [GarageMkrName, _pos]; _marker setMarkerShapeLocal "ICON"; _marker setMarkerSizeLocal [1, 1]; _marker setMarkerTypeLocal "mil_dot"; _marker setMarkerColorLocal "Color3_FD_F"; _marker setMarkerTextLocal GarageMkrName; if (!isNull _nearestRoad) then { _marker setMarkerDirLocal ([_pos, _nearestRoad] call BIS_fnc_dirTo); }else{ _marker setMarkerDirLocal (direction (vehicle player)); }; GetClick1 = false; }] call BIS_fnc_addStackedEventHandler; waitUntil {!GetClick1 or !(visiblemap)}; ["VGarage_mapclick", "onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; if (!visibleMap) exitWith {}; mapAnimAdd [0.5, 0.1, markerPos GarageMkrName]; mapAnimCommit; sleep 1.2; openMap false; sleep 0.1; [] spawn { private _m = GarageMkrName; sleep 30; private _VG_open = player getVariable ["VGopen", true]; if (_VG_open) then { waitUntil {sleep 30; !(player getVariable "VGopen")}; }; if !(getMarkerType _m isEqualTo "") then {deleteMarkerLocal _m}; }; if (GarageMkrName isEqualTo "VG_Vehicle") exitWith { null =[(GarageMkrName)] call opec_fnc_garageNew }; GarageMkrName }; Prep_VG_Aquisitions = { params ["_veh_list", "_textures", "_cc", "_veh"]; private ["_mcMkr", "_wGrp", "_speed", "_height", "_grgMkrPos", "_desMkrPos", "_relDir", "_vehDir", "_vel", "_bellDir", "_mrkDis", "_midLength", "_midPos", "_pointC", "_wpArray", "_i", "_wp0", "_wp1", "_wp2", "_patrol", "_count"]; { _count = 0; { _veh setObjectTextureGlobal [ _count, _x ]; _count = _count + 1; } forEach _textures; if (_cc > 0) then { if (alive _veh) then { createVehicleCrew _veh; sleep 0.1; if (_veh isKindOf "StaticWeapon") then { if (GarageMkrName isEqualTo "Destination") then {deleteMarkerLocal GarageMkrName;}; GarageMkrName = "Direction"; } else { if (GarageMkrName isEqualTo "Direction") then {deleteMarkerLocal GarageMkrName;}; GarageMkrName = "Destination"; }; private ["_mcMkr","_wGrp"]; _mcMkr = [] call VG_map_click; _wGrp = (group (crew _veh select 0)); switch (true) do { case ((_veh isKindOf "Plane") || (_veh isKindOf "Helicopter")) : { private ["_speed","_height","_bellDir","_grgMkrPos","_desMkrPos","_mrkDis","_midLength","_relDir","_midPos","_pointC","_vel","_wpArray","_wp0","_wp1","_wp2"]; driver _veh action ["engineOn", _veh]; if (_veh isKindOf "Plane") then { _speed = 180; _height = 400; } else { _speed = 65; _height = 2000; }; _grgMkrPos = getmarkerPos "VG_Vehicle"; _desMkrPos = getmarkerPos "Destination"; _relDir = [ _grgMkrPos, _desMkrPos ] call BIS_fnc_dirTo; _vehDir = direction _veh; _vel = velocity _veh; _veh setpos [( position _veh select 0 ) + (sin (_relDir -180)), ( position _veh select 1 ) + (cos (_relDir -180)), _height]; _veh setVelocity [(_vel select 0)+(sin _vehDir*_speed), (_vel select 1)+(cos _vehDir*_speed), _vel select 2]; if (round(random(1)) isEqualTo 0) then {_bellDir = 90;}else{_bellDir = 270;}; _mrkDis = _grgMkrPos distance _desMkrPos; _midLength = _mrkDis / 2; if (_mrkDis > 2200) then {_midLength = 2200}; if (_mrkDis < 1200) then {_midLength = _midLength + 1200}; _midPos = [ _grgMkrPos, _midLength, _relDir ] call BIS_fnc_relPos; _pointC = [ _midPos, _midLength - 1, (_relDir + _bellDir) ] call BIS_fnc_relPos; _veh sidechat "Aircraft Enroute"; _wpArray = wayPoints _wGrp; for "_i" from 0 to (count _wpArray -1) do { deleteWaypoint [_wGrp, _i] }; _wp0 = _wGrp addWaypoint [_grgMkrPos, 200]; _wp0 setWaypointType "MOVE"; _wp0 setWaypointBehaviour "AWARE"; _wp0 setWaypointCombatMode "RED"; _wp0 setWaypointStatements ["true", ""]; _wp1 = _wGrp addWaypoint [_desMkrPos, 200]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "AWARE"; _wp1 setWaypointCombatMode "RED"; _wp1 setWaypointStatements ["true", ""]; _wp2 = _wGrp addWaypoint [_pointC, 200]; _wp2 setWaypointType "Cycle"; _wp2 setWaypointBehaviour "AWARE"; _wp2 setWaypointCombatMode "RED"; _wp2 setWaypointStatements ["true", ""]; }; case (_veh isKindOf "StaticWeapon") : { private _relDir = [ ( getmarkerPos "VG_Vehicle"), (getmarkerPos "Direction") ] call BIS_fnc_dirTo; _veh setDir _relDir; _wGrp setBehaviour "COMBAT"; _wGrp setCombatMode "RED"; }; case (_veh isKindOf "Ship") : { if (surfaceIsWater position _veh) then { private _patrol = [ _wGrp, (getMarkerPos _mcMkr), 75 ] call bis_fnc_taskPatrol; _veh sidechat "Ship Enroute"; }; }; default { private _patrol = [ _wGrp, (getMarkerPos _mcMkr), 75 ] call bis_fnc_taskPatrol; _veh sidechat "Vehicle Enroute"; }; }; }; }; if ((_cc isEqualTo 0) && (_veh isKindOf "StaticWeapon")) then { if (GarageMkrName isEqualTo "Destination") then {deleteMarkerLocal GarageMkrName}; GarageMkrName = "Direction"; private _mcMkr = [] call VG_map_click; private _relDir = [ ( getmarkerPos "VG_Vehicle"), (getmarkerPos _mcMkr) ] call BIS_fnc_dirTo; _veh setDir _relDir; } else { if ((!isOnRoad _veh) && _cc isEqualTo 0) then { _veh setDir (direction (vehicle player)); }; }; } forEach _veh_list; }; opec_fnc_garageNew = { private ["_fullVersion","_veh","_displayMission","_marker","_pad","_veh_list","_vehType","_textures","_crew","_cc","_veh","_vehDir","_count"]; hintSilent format ["%1", (_this select 0)]; disableSerialization; uiNamespace setVariable [ "current_garage", ( _this select 0 ) ]; _fullVersion = missionNamespace getVariable [ "BIS_fnc_arsenal_fullGarage", false ]; if !( isNull ( uiNamespace getVariable [ "BIS_fnc_arsenal_cam", objNull ] ) ) exitwith { "Garage Viewer is already running" call bis_fnc_logFormat; }; player setVariable ["VGopen", true]; { deleteVehicle _x; } forEach nearestObjects [ getMarkerPos ( _this select 0 ), [ "AllVehicles" ], 10 ]; _veh = createVehicle [ "Land_HelipadEmpty_F", getMarkerPos ( _this select 0 ), [], 0, "CAN_COLLIDE" ]; uiNamespace setVariable [ "garage_pad", _veh ]; missionNamespace setVariable [ "BIS_fnc_arsenal_fullGarage", [ true, 0, false, [ false ] ] call bis_fnc_param ]; with missionNamespace do { BIS_fnc_garage_center = [ true, 1, _veh, [ objNull ] ] call bis_fnc_param; }; with uiNamespace do { _displayMission = [] call ( uiNamespace getVariable "bis_fnc_displayMission" ); if !( isNull findDisplay 312 ) then { _displayMission = findDisplay 312; }; _displayMission createDisplay "RscDisplayGarage"; uiNamespace setVariable [ "running_garage", true ]; waitUntil { sleep 0.25; isNull ( uiNamespace getVariable [ "BIS_fnc_arsenal_cam", objNull ] ) }; _marker = uiNamespace getVariable "current_garage"; _pad = uiNamespace getVariable "garage_pad"; deleteVehicle _pad; _veh_list = ( getMarkerPos _marker ) nearEntities 5; { _vehType = typeOf _x; _textures = getObjectTextures _x; _crew = crew _x; _cc = count _crew; { _x spawn { _this action [ "Eject", vehicle _this ]; sleep ( random 2 ); _this setDamage 1; sleep ( random 5 ); deleteVehicle _this; }; } forEach _crew; deleteVehicle _x; sleep 0.5; _veh = createVehicle [ _vehType, getMarkerPos _marker, [], 0, "NONE" ]; sleep 0.1; if !(_veh isKindOf "Ship") then { _veh setPosATL [ ( position _veh select 0 ), ( position _veh select 1 ), 0.25 ]; }; _vehDir = markerDir _marker; _veh setDir _vehDir; player setVariable [ "VGopen", false ]; [_veh_list, _textures, _cc, _veh] spawn Prep_VG_Aquisitions; } forEach _veh_list; }; }; (vehicle player) addaction ["<t color='#FFFF00'>Virtual Garage Mod</t>", {GarageMkrName = "VG_Vehicle"; call VG_map_click}]; Comments and suggestions welcomed.
  24. Jigsor

    BMR Insurgency

    Thank you god-father, Your terrain has become one of my top favorites for its diversity, beauty, vastness, detail, preformance and use of modern objects. I reccomend everyone to check out Saint Kapaulio. Persistence options of the main core component grid zone/capture progression are included in v1.48. I really don't have plans for other persistence options. Was there something else you had in mind? I feel that deployment of MHQs and other vehicles are part of the challenge and fun.
  25. @heavygunner Ahh, well then I think its more of an age old problem that BIS will never totally sort out which is friendly AI shooting through other friendlies who get caught in the crossfire and shooting through objects based on last known position and expected position. This might describe the problem a little better? But, ofcourse the Freedom should not be allowed to take damage at anytime do to the reasons I mentioned before..
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