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mariodu62

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Everything posted by mariodu62

  1. mariodu62

    Bug canaddtovest

    Hi, My english is poor but there is a bug with the canadd function. it report false even if you can put some magazine in the vest. tested with "sapeur" in french and mk200. vest containing 2 handgun ammo and 2 handgrenades. put 1 mk200 band charger in the vest, no ammo in the mk200. try canaddtovest report is true. Put ammo in the mk200 and 1 in vest. try canaddtovest report is false. this function was working fine before. canadd is now buggy.
  2. First : If isdedicated is for server side. Not for client (player) _launcher = ["rhs_weap_M136_hp","rhs_weap_M136_hedp","rhs_weap_M136"]; if (SecondaryWeapon player in _launcher ) then { hint "Player sec weapon found"; };
  3. mariodu62

    File Patching

    thx Terox, it's the solution.
  4. mariodu62

    Path file error

    It's due to the new filepatching security policiy...
  5. mariodu62

    File Patching

    Thank you Dwarden, I have -Filepatching option in my startup parameters. will try -allowedFilePatching edited... Doesn't work... still need to allow for all clients in the server.cfg file and option -Filepatching Boring.....
  6. mariodu62

    File Patching

    isFilePatchingEnabled is true on server and false on my client and my HC and the option must be 2 in my server cfg if i want to load a sqf file on my server.
  7. mariodu62

    File Patching

    does this function affect the server ? As i read the filepatching is for client but i can't use loadfile with a sqf file from the server directory. To do a loadfile on the server i had to use option 2 of the allowedFilePatching. is it normal or i'm doing something wrong ?
  8. Hi, Sorry but what is -servermod ?
  9. mariodu62

    Vcom AI V2.0 - AI Overhaul

    My idea for non shooting AIs is because i kill the leader. They only lookat me but never shoot me. i think they don't receive the engage order normally send by the leader It would be nice to had a dofire if the enemy is near the ia (50m for example).
  10. mariodu62

    Vcom AI V2.0 - AI Overhaul

    Enemy AI don't shoot at me but not at the beginning of the mission. I had this issue before and it's was in relation with fire. Still have issue with the closest function. 9:53:12 Error in expression <call VCOMAI_ClosestEnemy; _EnemyGroup = group _myNearestEnemy; if ((count (units> easy to repeat. With permament mission on dedicated server. Go to combat with ai and then leave the server. You'll see the flood by error in rpt.
  11. mariodu62

    Vcom AI V2.0 - AI Overhaul

    AI's stop firing.. As i remember there is a bug with fire function. should use forceweaponfire https://forums.bistudio.com/topic/172289-is-there-something-wrong-with-the-fire-command/?hl=dofire#entry2692206
  12. mariodu62

    Vcom AI V2.0 - AI Overhaul

    Move to covergroup can't use call function because of the sleep in the movetocover.sqf
  13. mariodu62

    Vcom AI V2.0 - AI Overhaul

    Hi, error with the movetogroup.sqf init, because it isnot in the danger causes folder. Script VCOMAI\functions\DangerCauses\VCOMAI_MoveToCoverGroup.sqf not found. can i suggest you this check for the init file ? No script error with this method
  14. Ok works fine with seven but not with 8.1. i had to use the dll from wasteland github
  15. Hi code34, Wich version is needed to make it work ? i have an issue on one server. The second one is working but have c++ 2005,2008,2010,2012 x84 and x64. The first one use 2010, x86 and x64 and it doesn't work
  16. A stupid guy... like me... Was maybe tired when i read his post...
  17. you don't need to buy a game to have a dedicated server
  18. mariodu62

    =BTC= Revive

    Setcaptive is not working very fine now, since the last update.
  19. mariodu62

    AI Spawn Script Pack

    are you sure of the capacity of the little bird ?
  20. mariodu62

    Group Manager

    For me it's not in this script... Maybe i'm wrong, but...
  21. mariodu62

    Group Manager

    Never seen with group manager
  22. mariodu62

    Enemies don't spot sniper?

    @gunter A sniper is not a camper guy ! he could have the best gillie suit of the world, he will never shoot twice from the same place. However, imagine what would you do if you ear a bullet near your body ? AIs don't move, it's a pity ...
  23. mariodu62

    AI Spawn Script Pack

    Yes, i have one. I had this issue when i was using a server cleaner. This cleaner was deleting the empty groups. The solution was to stop deleting empty groups automaticly. Now arma3 delete automaticly empty groups. Try do delay the group creation to just before the guy jump. Here is the corrected code i used in our mission to solve the issue. Try it, it was working for me, but never tried with the new functionnality of arma. BR /* *** ARMA3Alpha HELI PARADROP v1.1 - by SPUn / lostvar *** Spawns chopper which delivers paradrop group to scene Calling the script: default: nul = [this] execVM "LV\heliParadrop.sqf"; custom: nul = [spot, side, allowDamage, captive, distance, direction, flyby, fly height, jump distance, group size, jump delay, open height, smokes, flares, chems, patrol, target, cycle, skills, group, custom init, ID, MP] execVM "LV\heliParadrop.sqf"; Parameters: spot = drop spot (name of marker or object or unit, or position array) DEFAULT: -- side = 1 or 2 or 3 (1 = west, 2 = east, 3 = independent) DEFAULT: 2 allowDamage = true/false (allow or disallow damage for chopper) DEFAULT: true captive = true/false (if true, enemies wont notice chopper) DEFAULT: false distance = number (from how far chopper comes from) DEFAULT: 1500 direction = "random" or 0-360 (direction where chopper comes from, use quotes with random!) DEFAULT: "random" flyby = true/false (true = chopper just flies thru target, false = stays still while dropping units) DEFAULT: true fly height = number (how high chopper flies) DEFAULT: 200 jump distance = number (how many meters before target location units starts jumping out of heli) DEFAULT: 150 group size = number (how many units is in para drop group) DEFAULT: 8 jump delay = number (how many seconds is the delay between jumps) DEFAULT: 0.5 open height = number (in which height units opens their parachutes) DEFAULT: 50 smokes = true/false (will units throw cover smokes (on 10m height)) DEFAULT: false flares = true/false (will units throw flares (on 30m height)) DEFAULT: false chems = true/false (will units throw chemlights (on 30m height)) DEFAULT: false patrol = true/false (if false, units wont patrol in any way <- handy if you set (group player) as *group) DEFAULT: true target = patrol target (patrolling target for infantry group, options: DEFAULT: player unit = units name, ex: enemyunit1 marker = markers' name, ex: "marker01" (remember quotes with markers!) marker array = array of markers in desired order, ex: ["marker01","marker02","marker03"] group = groups name, ex: (group enemy1) OR BlueGroup17 group array, ex: [(group player), (group blue2)] ["PATROL",center position,radius] = uses patrol-vD.sqf, ex: ["PATROL",(getPos player),150] cycle = true or false (if true and target is array of markers, unit will cycle these markers) DEFAULT: false skills = "default" (default AI skills) DEFAULT: "default" or number = 0-1.0 = this value will be set to all AI skills, ex: 0.8 or array = all AI skills invidiually in array, values 0-1.0, order: [aimingAccuracy, aimingShake, aimingSpeed, spotDistance, spotTime, courage, commanding, general, reloadSpeed] ex: [0.75,0.5,0.6,0.85,0.9,1,1,0.75,1] group = group name OR nil (if you want units in existing group, set it here. if this is left empty, new group is made) DEFAULT: nil custom init = "init commands" (if you want something in init field of units, put it here) DEFAULT: nil NOTE: Keep it inside quotes, and if you need quotes in init commands, you MUST use ' or "" instead of ", ex: "hint 'this is hint';" ID = number (if you want to delete units this script creates, you'll need ID number for them) DEFAULT: nil MP = true/false true = 'drop spot' will automatically be one of alive non-captive players DEFAULT: false EXAMPLE: nul = [player, 2, false, true, 1000, "random", true, 500, 200, 6, 1, 50, true, false, true, true, player, false, 0.75, nil, nil, 1,false] execVM "LV\heliParadrop.sqf"; */ if (!isServer)exitWith{}; private ["_mp","_grp","_heliType","_men","_grp2","_center","_man1","_man2","_landingSpot","_side","_flyHeight","_openHeight","_jumpDelay","_jumperAmount","_heliDistance","_heliDirection","_flyBy","_allowDamage","_BLUmen","_OPFmen","_INDmen","_BLUchopper","_OPFchopper","_INDchopper","_landingSpotPos","_spos","_heli","_crew","_dir","_flySpot","_jumpDistanceFromTarget","_captive","_smokes","_flares","_chems","_skls","_cPosition","_cRadius","_patrol","_target","_cycle","_skills","_customInit","_grpId","_wp0","_wp1","_doorHandling"]; //Extra settings: _doorHandling = true; // _landingSpot = if (count _this > 0) then {_this select 0}; _side = if (count _this > 1) then {_this select 1}else{2}; _allowDamage = if (count _this > 2) then {_this select 2}else{true}; _captive = if (count _this > 3) then {_this select 3}else{false}; _heliDistance = if (count _this > 4) then {_this select 4}else{1500}; _heliDirection = if (count _this > 5) then {_this select 5}else{"random"}; _flyBy = if (count _this > 6) then {_this select 6}else{true}; _flyHeight = if (count _this > 7) then {_this select 7}else{200}; _jumpDistanceFromTarget = if (count _this > 8) then {_this select 8}else{150}; _jumperAmount = if (count _this > 9) then {_this select 9}else{8}; _jumpDelay = if (count _this > 10) then {_this select 10}else{0.5}; _openHeight = if (count _this > 11) then {_this select 11}else{50}; _smokes = if (count _this > 12) then {_this select 12}else{false}; _flares = if (count _this > 13) then {_this select 13}else{false}; _chems = if (count _this > 14) then {_this select 14}else{false}; _patrol = if (count _this > 15) then {_this select 15; }else{true;}; _target = if (count _this > 16) then {_this select 16; }else{player;}; _cycle = if (count _this > 17) then {_this select 17; }else{false;}; _skills = if (count _this > 18) then {_this select 18; }else{"default";}; _grp2 = if (count _this > 19) then {_this select 19; }else{nil;}; _customInit = if (count _this > 20) then {_this select 20; }else{nil;}; _grpId = if (count _this > 21) then { _this select 21;} else {nil}; _mp = if (count _this > 22) then { _this select 22;} else {false}; //Prepare functions: if(isNil("LV_ACskills"))then{LV_ACskills = compile preprocessFile "LV\LV_functions\LV_fnc_ACskills.sqf";}; if(isNil("LV_vehicleInit"))then{LV_vehicleInit = compile preprocessFile "LV\LV_functions\LV_fnc_vehicleInit.sqf";}; if(_mp)then{if(isNil("LV_GetPlayers"))then{LV_GetPlayers = compile preprocessFile "LV\LV_functions\LV_fnc_getPlayers.sqf";};}; //Classnames: _BLUmen = ["B_Soldier_A_F","B_soldier_AR_F","B_medic_F","B_engineer_F","B_soldier_exp_F","B_Soldier_GL_F","B_soldier_M_F","B_soldier_AA_F","B_soldier_AT_F","B_officer_F","B_soldier_repair_F","B_Soldier_F","B_soldier_LAT_F","B_Soldier_lite_F","B_Soldier_SL_F","B_Soldier_TL_F","B_recon_exp_F","B_recon_JTAC_F","B_recon_M_F","B_recon_medic_F","B_recon_F","B_recon_LAT_F","B_recon_TL_F","B_soldier_AAR_F","B_soldier_AAA_F","B_soldier_AAT_F"]; _OPFmen = ["O_Soldier_A_F","O_soldier_AR_F","O_medic_F","O_engineer_F","O_soldier_exp_F","O_Soldier_GL_F","O_soldier_M_F","O_soldier_AA_F","O_soldier_AT_F","O_officer_F","O_soldier_repair_F","O_Soldier_F","O_soldier_LAT_F","O_Soldier_lite_F","O_Soldier_SL_F","O_Soldier_TL_F","O_recon_exp_F","O_recon_JTAC_F","O_recon_M_F","O_recon_medic_F","O_recon_F","O_recon_LAT_F","O_recon_TL_F","O_soldier_AAR_F","O_soldier_AAA_F","O_soldier_AAT_F"]; _INDmen = ["I_Soldier_A_F","I_soldier_AR_F","I_medic_F","I_engineer_F","I_soldier_exp_F","I_Soldier_GL_F","I_soldier_M_F","I_soldier_AA_F","I_soldier_AT_F","I_officer_F","I_soldier_repair_F","I_Soldier_F","I_soldier_LAT_F","I_Soldier_lite_F","I_Soldier_SL_F","I_Soldier_TL_F","I_soldier_AAR_F","I_soldier_AAA_F","I_soldier_AAT_F"]; _BLUchopper = "B_Heli_Transport_01_F"; _OPFchopper = "O_Heli_Light_02_unarmed_F"; _INDchopper = "I_Heli_Transport_02_F"; //Side related group creation: switch(_side)do{ case 1:{ _center = createCenter west; _grp = createGroup west; _men = _BLUmen; _heliType = _BLUchopper; }; case 2:{ _center = createCenter east; _grp = createGroup east; _men = _OPFmen; _heliType = _OPFchopper; }; case 3:{ _center = createCenter resistance; _grp = createGroup resistance; _men = _INDmen; _heliType = _INDchopper; }; }; if(_mp)then{ _landingSpot = call LV_GetPlayers; _landingSpotPos = getPos(_landingSpot call BIS_fnc_selectRandom); _landingSpot = _landingSpotPos; }else{ //Check if target is marker/object/position if(_landingSpot in allMapMarkers)then{ _landingSpotPos = getMarkerPos _landingSpot; }else{ if (typeName _landingSpot == "ARRAY") then{ _landingSpotPos = _landingSpot; }else{ _landingSpotPos = getPos _landingSpot; }; }; }; //Spawn chopper if(typeName _heliDirection == "STRING")then{_heliDirection = random 360;}; _spos = [(_landingSpotPos select 0) + (sin _heliDirection) * _heliDistance, (_landingSpotPos select 1) + (cos _heliDirection) * _heliDistance, _flyHeight]; _heli = createVehicle [_heliType, _spos, [], 0, "FLY"]; _heli allowDamage _allowDamage; _crew = [_heli,_grp] call bis_fnc_spawncrew; if(_captive)then{ _heli setCaptive true; { _x setCaptive true; } forEach units _grp; }; //NOTE! This next line should make sure AI does fly where it's set to fly, BUT in recent stable release //AI sometimes acts weirdly while CARELESS, they might skip waypoints or domoves. //_grp setBehaviour "CARELESS"; //Count angle between chopper and target, and end spot for chopper _dir = ((_landingSpotPos select 0) - (_spos select 0)) atan2 ((_landingSpotPos select 1) - (_spos select 1)); _flySpot = [(_landingSpotPos select 0) + (sin _dir) * _heliDistance, (_landingSpotPos select 1) + (cos _dir) * _heliDistance, _flyHeight]; //Heli to go if(_flyBy)then{ _wp0 = _grp addWaypoint [_landingSpotPos, 0, 1]; [_grp,0] setWaypointBehaviour "CARELESS"; [_grp,0] setWaypointCompletionRadius 60; _wp1 = _grp addWaypoint [_flySpot, 0, 2]; [_grp,1] setWaypointBehaviour "CARELESS"; [_grp,1] setWaypointCompletionRadius 60; }else{ _wp0 = _grp addWaypoint [_landingSpotPos, 0, 1]; [_grp,0] setWaypointBehaviour "CARELESS"; [_grp,0] setWaypointCompletionRadius 60; }; _heli flyInHeight _flyHeight; //Make heli & crew dissapear if something goes wrong or if heli is at its end spot [_heli,_grp,_flySpot,_landingSpotPos,_heliDistance] spawn { private ["_heli","_grp","_flySpot","_landingSpotPos","_heliDistance"]; _heli = _this select 0; _grp = _this select 1; _flySpot = _this select 2; _landingSpotPos = _this select 3; _heliDistance = _this select 4; while{([_heli, _flySpot] call BIS_fnc_distance2D)>200}do{ if(!alive _heli || !canMove _heli)exitWith{}; sleep 5; }; waitUntil{([_heli, _landingSpotPos] call BIS_fnc_distance2D)>(_heliDistance * .5)}; { deleteVehicle _x; } forEach units _grp; deleteVehicle _heli; waituntil {sleep 1;(count units _grp)==0}; deletegroup _grp; }; //Wait till it's close enough waitUntil{([_heli, _landingSpotPos] call BIS_fnc_distance2D)<_jumpDistanceFromTarget}; //Side related para group creation : switch(_side)do{ case 1:{ if(isNil("_grp2"))then{_grp2 = createGroup west;}else{_grp2 = _grp2;}; }; case 2:{ if(isNil("_grp2"))then{_grp2 = createGroup east;}else{_grp2 = _grp2;}; }; case 3:{ if(isNil("_grp2"))then{_grp2 = createGroup resistance;}else{_grp2 = _grp2;}; }; }; //Create para group for "_i" from 1 to _jumperAmount step 1 do{ _man1 = _men select (floor(random(count _men))); _man2 = _grp2 createUnit [_man1, [(getPos _heli) select 0,(getPos _heli) select 1, ((getPos _heli) select 2) - 3], [], 0, "NONE"]; _man2 setPos [(getPos _heli) select 0,(getPos _heli) select 1, ((getPos _heli) select 2) - 3]; if(typeName _skills != "STRING")then{_skls = [_man2,_skills] call LV_ACskills;}; if(!isNil("_customInit"))then{ [_man2,_customInit] spawn LV_vehicleInit; }; [_man2,_heli,_openHeight,_smokes,_flares,_chems] spawn{ private ["_man2","_heli","_openHeight","_para","_smokes","_flares","_chems","_smoke","_flare","_chem"]; _man2 = _this select 0; _heli = _this select 1; _openHeight = _this select 2; _smokes = _this select 3; _flares = _this select 4; _chems = _this select 5; waitUntil{((getPos _man2)select 2)<_openHeight}; _para = createVehicle ["NonSteerable_Parachute_F", position _man2, [], ((direction _heli)-25+(random 50)), 'NONE']; _para setPos (getPos _man2); _man2 moveInDriver _para; if(_smokes)then{ waitUntil{((getPos _man2)select 2)<10}; _smoke = "SmokeShell" createVehicle (getPos _man2); }; if(_flares)then{ waitUntil{((getPos _man2)select 2)<30}; _flare = "F_40mm_Red" createVehicle [(getPos _man2) select 0,(getPos _man2) select 1,0]; //Chemlight_red }; if(_chems)then{ waitUntil{((getPos _man2)select 2)<30}; _chem = "Chemlight_red" createVehicle (getPos _man2); }; }; _man2 allowFleeing 0; sleep _jumpDelay; }; if(!isNil("_grpId"))then{ call compile format ["LVgroup%1 = _grp2",_grpId]; }; //If it wasnt flyby, send heli to its end spot if(!_flyBy)then{ _wp1 = _grp addWaypoint [_flySpot, 0, 2]; [_grp,1] setWaypointBehaviour "CARELESS"; [_grp,1] setWaypointCompletionRadius 60; }; //Patrol stuff for para group (same as in reinforcementHeli, works but needs 'a bit' rework) if(_patrol)then{ if(typeName _target == "ARRAY")then{ //TARGET is array if((!((_target select 0) in allMapMarkers))&&(!((_target select 0) in allGroups)))then{ if((typeName (_target select 0)) == "STRING")then{ if((_target select 0) == "PATROL")then{ ////USE patrol-vD.sqf { _cPosition = _target select 1; _cRadius = _target select 2; nul = [_x,_cPosition,_cRadius,_doorHandling] execVM "LV\patrol-vD.sqf"; }forEach units _grp2; }; }; }else{ //TARGET is array of Markers or Groups { _x setVariable ["target0",_target,false]; _x setVariable ["mDis0", 1000, false]; if(_cycle)then{ nul = [_x,true] execVM "LV\LV_functions\LV_fnc_follow.sqf"; }else{ nul = [_x,false] execVM "LV\LV_functions\LV_fnc_follow.sqf"; }; sleep 2; }forEach units _grp2; }; }else{ if(_target in allMapMarkers)then{ /////TARGET is single Marker { _x doMove getMarkerPos _target; } forEach units _grp2; }else{ { ////TARGET is single Unit/Object _x setVariable ["target0",_target,false]; _x setVariable ["mDis0", 1000, false]; nul = [_x] execVM "LV\LV_functions\LV_fnc_follow.sqf"; }forEach units _grp2; }; }; }else{ //If patrol is set to false, units will idle. Additionally you can set custom actions here: };
  24. mariodu62

    AI Spawn Script Pack

    nul = [logic,3,150,[true,false],[false,false,false],false,[10,0],[3,0],"default",nil,"this removeItems 'FirstAidKit';",1] execVM "LV\militarize.sqf"; should working ;
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