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greywolf907

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Everything posted by greywolf907

  1. greywolf907

    Random tasks\objectives

    K I will give that a try. ---------- Post added at 03:44 PM ---------- Previous post was at 03:39 PM ---------- Got a error with line 110 {_units pushBack _x} forEach (crew _veh pushBack _veh);
  2. greywolf907

    Random tasks\objectives

    Hey JShock do I still need the JSHK_patrols.sqf since we now have the fn_patrols.sqf? Also what line would I change to have the chopper patrol a larger area in the AO is it this one _rndPos = [_AOmarker,50,_radius,5,0,0.5,0,[],[]] call BIS_fnc_findSafePos; Because it still just sits in the middle of the AO until you shoot at it which makes it easy to drop with a rocket.
  3. greywolf907

    Random tasks\objectives

    K yup tested with Zeus cleared objective and it flipped nice. I will keep testing seems all good at this point just have to add more objectives and polish up couple things then it will be ready for release. I will keep you up to date if I come across anything else your the man JShock thanks!
  4. greywolf907

    Random tasks\objectives

    K would that cause the objective not flipping then?
  5. greywolf907

    Random tasks\objectives

    Ok done testing it now. ---------- Post added at 10:27 AM ---------- Previous post was at 08:34 AM ---------- Alright I cleared out the first AO tower as well they both showed as succeeded but no next task ever activated? Should this line_objType = floor(random(7)); in the objectiveInit.sqf be 7 or 6 Or do you always put one number more than the objectives?
  6. greywolf907

    Random tasks\objectives

    K after testing through 2 AO'S everything works as intended couple probs though if someone JIP'S in after you start the mission it then assigns a new AO task location so how to make it JIP compatible? Is there a way to get the destroyed armor, chopper, vehicles, and tower to despawn after the AO task completes so that it doesn't just jumble up the server? As of now on that mission I have 6 objective markers when we completed the first town it spawned the next task at the same town then after killing everything again to make sure it would choose a new location it flipped to another objective like it should So is there some way to make it not pic the same objective twice to avoid that issue? I figure this script will just keep going forever and never have a ending which is fine for what I intended it for but say you did want to have the mission end after all objective complete how could that be achieved? Aside from a few wrinkles it played real nice and smooth thanks again for all the help JShock :)
  7. greywolf907

    Random tasks\objectives

    Wow thanks for this going to test now.
  8. greywolf907

    Random tasks\objectives

    JShock where you at man I could really use your help with your script thanks.
  9. Yeah not trying to go around you just figured you are busy thought maybe someone could help and not bug you with it. You know how when you have a project that is right on the verge of working the way you want except for one little thing holding you up that drive me nuts so I have to keep fooling with it until its fixed. Thanks man How do you spot all these posts you must live on BI forums ey :)
  10. So I have My co op test mission as is it has 6 random objectives and a secondary drop the tower objective that spawn in at the random location where I placed the markers. The primary objective is to clear out all enemy within the area and the task should complete but after killing all units it doesn't flip, the secondary objective works just fine though. Here is the script hope someone can tell me what to adjust to make it work thanks. /* ////////////////////////////////////////////// Author: J.Shock File: JSHK_patrols.sqf Description: Creates randomly positioned and sized patrols throughout a defined radius of an AO using a marker as the center position. Parameters: 1- Center position: (array) (default: empty array) 2- Radius to spawn units: (integer) (default: 300) 3- Number of foot patrol groups: (integer) (default: 5) 4- Number of vehicle patrol groups: (integer) (default: 3) 5- Number of mechanized patrol groups: (integer) (default: 2) 6- Number of armor patrol groups: (integer) (default: 2) 7- Number of air patrol groups: (integer) (default: 1) 8- Side: (side) (default: EAST) Return: Spawned units. Example Call line: ["mrkName",200,5,3,2,2,1,EAST] execVM "JSHK_patrols.sqf"; */////////////////////////////////////////////// private ["_configGrps","_AOmarker","_radius","_numPatrols","_units","_center"]; _AOmarker = [_this, 0, [], [[]]] call BIS_fnc_param; _radius = [_this, 1, 300, [0]] call BIS_fnc_param; _numFootPatrols = [_this, 2, 5, [0]] call BIS_fnc_param; _numVehPatrols = [_this, 3, 3, [0]] call BIS_fnc_param; _numArmorPatrols = [_this, 4, 2, [0]] call BIS_fnc_param; _numMechPatrols = [_this, 5, 2, [0]] call BIS_fnc_param; _numAirPatrols = [_this, 6, 1, [0]] call BIS_fnc_param; _side = [_this, 7, EAST, [WEST]] call BIS_fnc_param; _footUnits = ["OIA_InfSentry", "OIA_InfTeam", "OIA_InfTeam_AT", "OIA_InfTeam_AA"]; _vehUnits = ["O_MRAP_02_hmg_F","O_MRAP_02_gmg_F"]; _armorUnits = ["O_MBT_02_cannon_F"]; _mechUnits = ["O_APC_Wheeled_02_rcws_F","O_APC_Tracked_02_cannon_F"]; _airUnits = ["O_Heli_Attack_02_black_F"]; _center = createCenter _side; _units = []; if (_numFootPatrols > 0) then { for "_i" from 1 to (_numFootPatrols) step 1 do { _configGrp = _footUnits call BIS_fnc_selectRandom; _rndPos = [[[_AOmarker, _radius], []], ["water", "out"]] call BIS_fnc_randomPos; _grp = [_rndPos, _center, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> (_configGrp))] call BIS_fnc_spawnGroup; [_grp, (_AOmarker), (random(50)+75)] call BIS_fnc_taskPatrol; //{_units pushBack _x} forEach units _grp; sleep 0.05; }; }; if (_numVehPatrols > 0) then { for "_i" from 1 to (_numVehPatrols) step 1 do { _rndVeh = _vehUnits call BIS_fnc_selectRandom; _rndPos = [_AOmarker,50,_radius,5,0,0.5,0,[],[]] call BIS_fnc_findSafePos; _veh = [_rndPos,random(359),_rndVeh,_center] call BIS_fnc_spawnVehicle; [(_veh select 2),(_AOmarker),(random(50)+100)] call BIS_fnc_taskPatrol; // {_units pushBack _x} forEach ((_veh select 1) + (_veh select 0)); sleep 0.05; }; }; if (_numArmorPatrols > 0) then { for "_i" from 1 to (_numArmorPatrols) step 1 do { _rndVeh = _armorUnits call BIS_fnc_selectRandom; _rndPos = [_AOmarker,50,_radius,5,0,0.5,0,[],[]] call BIS_fnc_findSafePos; _veh = [_rndPos,random(359),_rndVeh,_center] call BIS_fnc_spawnVehicle; [(_veh select 2),(_AOmarker),(random(50)+100)] call BIS_fnc_taskPatrol; //{_units pushBack _x} forEach ((_veh select 1) + (_veh select 0)); sleep 0.05; }; }; if (_numMechPatrols > 0) then { for "_i" from 1 to (_numMechPatrols) step 1 do { _rndVeh = _mechUnits call BIS_fnc_selectRandom; _rndPos = [_AOmarker,50,_radius,5,0,0.5,0,[],[]] call BIS_fnc_findSafePos; _veh = [_rndPos,random(359),_rndVeh,_center] call BIS_fnc_spawnVehicle; [(_veh select 2),(_AOmarker),(random(50)+100)] call BIS_fnc_taskPatrol; // {_units pushBack _x} forEach ((_veh select 1) + (_veh select 0)); sleep 0.05; }; }; if (_numAirPatrols > 0) then { for "_i" from 1 to (_numAirPatrols) step 1 do { _rndVeh = _airUnits call BIS_fnc_selectRandom; _rndPos = [_AOmarker,50,_radius,5,0,0.5,0,[],[]] call BIS_fnc_findSafePos; _veh = createVehicle [_rndVeh,_rndPos,[],0,"FLY"]; createVehicleCrew _veh; [(group _veh),(_AOmarker),(random(50)+100)] call BIS_fnc_taskPatrol; //{_units pushBack _x} forEach (crew _veh pushBack _veh); sleep 0.05; }; };
  11. greywolf907

    Random tasks\objectives

    Did you try this out how did it work?
  12. greywolf907

    Random tasks\objectives

    Lol sorry man didn't read that since the edited versions you gave me got it thanks. On a side note though just retested in editor and then on our server with second player and myself everything is working fine except for a random flipped over vehicle that spawns on a rock or whatever . Not sure why they got stuck yesterday may have been on my end.
  13. greywolf907

    Random tasks\objectives

    Hhhm k what I was after is exactly what those parameter numbers are calling from the patrol script to adjust certain numbers of waypoints, area to patrol etc...
  14. greywolf907

    Random tasks\objectives

    Test update\ So I threw my test mission on our server we rent and tried it the vehicles move around like they should but the chopper just sits in one spot until you fire at it or are spotted by enemy so maybe the script acts differently when on a personal multiplayer or with Tophe's dedi tool not sure need to test a bit more. Can you give me a run down off what the different numbers represent in the group lines within the patrol script as in _AOmarker = [_this, 0, [], [[]]] call BIS_fnc_param; _radius = [_this, 1, 300, [0]] call BIS_fnc_param; _numFootPatrols = [_this, 2, 5, [0]] call BIS_fnc_param; _numVehPatrols = [_this, 3, 3, [0]] call BIS_fnc_param; _numArmorPatrols = [_this, 4, 2, [0]] call BIS_fnc_param; _numMechPatrols = [_this, 5, 2, [0]] call BIS_fnc_param; _numAirPatrols = [_this, 6, 1, [0]] call BIS_fnc_param; _side = [_this, 7, EAST, [WEST]] call BIS_fnc_param;
  15. So I need help with how to make the DAC zone only fire when the random objective is activated. My co op mission has 10 objective locations that fire randomly each time the missions starts so how can I link the DAC zone with the objective so it will only fire when that certain objective is activated? Thanks.
  16. greywolf907

    Random tasks\objectives

    Hhhmm well I hope its a fixable problem. If not once we can get the AO task to complete and flip the next AO objective I can most likely combine your patrol script and DAC to create the same result I would just have your patrol script handle the infantry and DAC handle all the rest of the vehicles, I would rather just use your script for everything much cleaner hope you can figure it out thanks.
  17. greywolf907

    Random tasks\objectives

    LOL tasting taste great woops ha ha. Testing now K will do. ---------- Post added at 01:15 PM ---------- Previous post was at 12:44 PM ---------- K so tested just throwing up a lan game and on tophes dedicated tool strange all the tanks and vehicles will start off on the patrols then they all get stuck still trying to drive but cant move some were stuck in the ground and some not but they all stop moving.
  18. greywolf907

    Random tasks\objectives

    No worries man I really appreciate all you foot work. tasting now error on line 66 in the patrol script so far.
  19. greywolf907

    Random tasks\objectives

    Awesome man thanks going to give this a test run right now. Since we didn't change anything in the objectiveInit.sqf the AO task will still not be completed once all enemy are dead still right?
  20. greywolf907

    Random tasks\objectives

    Test run results\ everything works as to units spawning and moving along the waypoints but once all enemy in AO are dead the task never flips tower task works great. Also have some questions about how to add in the armor, mechanized, vehicle, and air patrols? But one thing at a time.
  21. greywolf907

    Random tasks\objectives

    F**k yeah buddy that did the trick enemy at the markers thanks. I will be testing this and if all is well using it in my mission for sure, If you have some time I would like to hook up with you in TS or e mail about creating some unique secondary objectives for the mission. Thanks again script wizard:yay:
  22. greywolf907

    Random tasks\objectives

    K replaced scripts with above no errors no AI spawns? Do you want me to upload my test mission and give you a link to trouble shoot? Thanks jAndrews1 yeah Arma best and worse game ever nothings ever easy but after I work out a few kinks I will edit my full mission it won't take long just got to get these basic spawn issues figured out.
  23. greywolf907

    Random tasks\objectives

    K so that line should look like this {_units pushBack _x} count units (_grp) > 0; Or like this {_units pushBack _x} "count units _grp > 0;" ---------- Post added at 06:04 PM ---------- Previous post was at 05:58 PM ---------- Oh looks like you adjusted it in your script above changed to {_units pushBack _x} count units (_grp) > 0; no error but no units spawn?
  24. greywolf907

    Random tasks\objectives

    K so changed the objective0create through objective2create with the modified script lines and added the patrol script with the change you made to it preview in editor towers spawn but no enemy units what am I missing? ---------- Post added at 05:38 PM ---------- Previous post was at 05:14 PM ---------- Ok figured it out I thought your name of the patrol script was fn_patrols.sqf instead of JSHK_patrols.sqf once changed it tried to fire but got error here is a link to the screenshot sorry about the res I have tripple monitor setup just zoom in to read. https://drive.google.com/file/d/0B3aP4n_r-2_xSnVkSEliS1lwNWc/view?usp=sharing
  25. greywolf907

    Random tasks\objectives

    Ok thanks I will try this out as soon as I get to my pc.
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