

bensch
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1 NeutralAbout bensch
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core_pfieldgroups_3
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Interests
Arma 3 and GameDevelopement/Programing
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Hello, where I find admins for the official servers of arma 3 ? Cheers
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I try to run this cos spawning script on tanoa. Its a problem with the map i guess, because other people said, that the spawning scripts run fine on stratis and altis. Edit: The error: There is a not defind variable in _connectedRoad. That means for me, that the Map has something you don`t want in the variable :)
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Its the cosCore.sqf from COS civ spawning script. first error was in line ~144 and the second one in line ~185 I marked the blocks that I ment in the code here... if (!isServer) exitWith {}; private ["_groupCount","_localGrpCount","_grp","_rdCount","_n","_r","_tempUnit","_tempVeh"]; _mkr= (_this select 0); // Get trigger status _trigID=format["trig%1", _mkr]; _isActive=server getvariable _trigID; // Get stored town variables _popVar=format["population%1", _mkr]; _information=server getvariable _popVar; _civilians=(_information select 0); _vehicles=(_information select 1); _parked=(_information select 2); _roadPosArray=(_information select 3); IF (debugCOS) then { COSGlobalSideChat=[_civilians,_vehicles,_parked, _mkr];publicvariable "COSGlobalSideChat"; player groupChat (format ["Town:%4 .Civilians:%1 .Vehicles:%2 .Parked:%3",_civilians,_vehicles,_parked, _mkr]);//for singleplayer }; /*IF (debugCOS) then { { _txt=format["roadMkr%1",_x]; _debugMkr=createMarker [_txt,getpos _x]; _debugMkr setMarkerShape "ICON"; _debugMkr setMarkerType "hd_dot"; _debugMkr setMarkerText "Road"; }foreach _roadPosArray; };*/ _glbGrps=server getvariable "cosGrpCount"; _townGrp=createGroup DefaultSide; _localGrps=1; waituntil {!populating_COS}; populating_COS=true; _glbGrps=server getvariable "cosGrpCount"; //SPAWN CIVILIANS NOW _civilianArray=[]; _vehicleArray=[]; _PatrolVehArray=[]; _ParkedArray=[]; _roadPosArray=_roadPosArray call BIS_fnc_arrayShuffle; _UnitList=COScivPool call BIS_fnc_arrayShuffle; _vehList=COSmotPool call BIS_fnc_arrayShuffle; _countVehPool=count _vehList; _countPool=count _UnitList; _v=0; _n=0; _rdCount=0; // SPAWN PEDESTRIANS for "_i" from 1 to _civilians do { if (!(server getvariable _trigID)) exitwith {_isActive=false;}; if (_i >= _countPool) then { if (_n >= _countPool) then {_n=0;}; _tempUnit=_UnitList select _n; _n=_n+1; }; if (_i < _countPool) then { _tempUnit=_UnitList select _i; }; _tempPos=_roadPosArray select _rdCount; _rdCount=_rdCount+1; if (COSmaxGrps < (_glbGrps+_localGrps+1)) then { _grp=_townGrp; }else{ _grp=createGroup DefaultSide; _localGrps=_localGrps+1; }; _unit = _grp createUnit [_tempUnit, _tempPos, [], 0, "NONE"]; _civilianArray set [count _civilianArray,_grp]; null =[_unit] execVM "cos\addScript_Unit.sqf"; IF (debugCOS) then { _txt=format["INF%1,MKR%2",_i,_mkr]; _debugMkr=createMarker [_txt,getpos _unit]; _debugMkr setMarkerShape "ICON"; _debugMkr setMarkerType "hd_dot"; _debugMkr setMarkerText "Civ Spawn"; }; }; // SPAWN VEHICLES for "_i" from 1 to _vehicles do { if (!(server getvariable _trigID)) exitwith {_isActive=false;}; if (_i >= _countVehPool) then { if (_v >= _countVehPool) then {_v=0;}; _tempVeh=_vehList select _v; _v=_v+1; }; if (_i < _countVehPool) then { _tempVeh=_vehList select _i; }; if (_i >= _countPool) then { if (_n >= _countPool) then {_n=0;}; _tempUnit=_UnitList select _n; _n=_n+1; }; if (_i < _countPool) then { _tempUnit=_UnitList select _i; }; // THIS here IS THE ~144************************************************************************************************************************************************************************************************************************************************ _tempPos=_roadPosArray select _rdCount; _rdCount=_rdCount+1; _roadConnectedTo = roadsConnectedTo _tempPos; _connectedRoad = _roadConnectedTo select 0; _direction = [_tempPos, _connectedRoad] call BIS_fnc_dirTo; //********************************************************************************************************************** if (COSmaxGrps < (_glbGrps+_localGrps+1)) then { _grp=_townGrp; }else{ _grp=createGroup DefaultSide; _localGrps=_localGrps+1; }; _veh = createVehicle [_tempVeh, _tempPos, [], 0, "NONE"]; _unit = _grp createUnit [_tempUnit, getpos _veh, [], 0, "CAN_COLLIDE"]; _veh setdir _direction; _unit assignAsDriver _veh; _unit moveInDriver _veh; _vehPack=[_veh,_unit,_grp]; _PatrolVehArray set [count _PatrolVehArray,_grp]; _vehicleArray set [count _vehicleArray,_vehPack]; null =[_veh] execVM "cos\addScript_Vehicle.sqf"; null =[_unit] execVM "cos\addScript_Unit.sqf"; IF (debugCOS) then { _txt=format["veh%1,mkr%2",_i,_mkr]; _debugMkr=createMarker [_txt,getpos _unit]; _debugMkr setMarkerShape "ICON"; _debugMkr setMarkerType "hd_dot"; _debugMkr setMarkerText "VEH Spawn"; }; }; // SPAWN PARKED VEHICLES for "_i" from 1 to _parked do { if (!(server getvariable _trigID)) exitwith {_isActive=false;}; if (_i >= _countVehPool) then { if (_v >= _countVehPool) then {_v=0;}; _tempVeh=_vehList select _v; _v=_v+1; }; if (_i < _countVehPool) then { _tempVeh=_vehList select _i; }; // THIS here IS THE ~185************************************************************************************************************************************************************************************************************************************************ _tempPos=_roadPosArray select _rdCount; _rdCount=_rdCount+1; _roadConnectedTo = roadsConnectedTo _tempPos; _connectedRoad = _roadConnectedTo select 0; _direction = [_tempPos, _connectedRoad] call BIS_fnc_dirTo; //********************************************************************************************************************** _veh = createVehicle [_tempVeh, _tempPos, [], 0, "NONE"]; _veh setdir _direction; _veh setPos [(getPos _veh select 0)-6, getPos _veh select 1, getPos _veh select 2]; _ParkedArray set [count _ParkedArray,_veh]; null =[_veh] execVM "cos\addScript_Vehicle.sqf"; IF (debugCOS) then { _txt=format["Park%1,mkr%2",_i,_mkr]; _debugMkr=createMarker [_txt,getpos _veh]; _debugMkr setMarkerShape "ICON"; _debugMkr setMarkerType "hd_dot"; _debugMkr setMarkerText "Park Spawn"; }; }; // Apply Patrol script to all units null =[_civilianArray,_PatrolVehArray,_roadPosArray] execVM "cos\CosPatrol.sqf"; if (debugCOS) then {player sidechat (format ["Roads used:%1. Roads Stored %2",_rdCount,count _roadPosArray])}; // Count groups _glbGrps=server getvariable "cosGrpCount"; _glbGrps=_glbGrps+_localGrps; server setvariable ["cosGrpCount",_glbGrps]; populating_COS=false; // Show town label if town still active if (showTownLabel and (server getvariable _trigID)) then { COSTownLabel=[(_civilians+_vehicles),_mkr];PUBLICVARIABLE "COSTownLabel"; _population=format ["Population: %1",_civilians+_vehicles]; 0=[markerText _mkr,_population] spawn BIS_fnc_infoText;// FOR USE IN SINGLEPLAYER }; // Check every second until trigger is deactivated while {_isActive} do { _isActive=server getvariable _trigID; if (!_isActive) exitwith {}; sleep 1; }; // If another town is populating wait until it has finished before deleting population waituntil {!populating_COS}; // Delete all pedestrians _counter=0; { _grp=_x; _counter=_counter+1; if (debugCOS) then { deletemarker (format["INF%1,MKR%2",_counter,_mkr]);}; { deleteVehicle _x } forEach units _grp; deleteGroup _grp; }foreach _civilianArray; // Delete all vehicles and crew _counter=0; { _veh=_x select 0; _unit=_x select 1; _grp=_x select 2; _counter=_counter+1; if (debugCOS) then {deletemarker (format["veh%1,mkr%2",_counter,_mkr]);}; // CHECK VEHICLE IS NOT TAKEN BY PLAYER if ({isPlayer _veh} count (crew _veh) == 0) then { {deleteVehicle _x} forEach (crew _veh); deleteVehicle _veh; }; deletevehicle _unit; deletegroup _grp; }foreach _vehicleArray; // Delete all parked vehicles _counter=0; { _counter=_counter+1; if (debugCOS) then {deletemarker (format["Park%1,mkr%2",_counter,_mkr]);}; // CHECK VEHICLE IS NOT TAKEN BY PLAYER if ({isPlayer _x} count (crew _x) == 0) then { deletevehicle _x; }; }foreach _ParkedArray; deletegroup _townGrp; // Update global groups _glbGrps=server getvariable "cosGrpCount"; _glbGrps=_glbGrps-_localGrps; server setvariable ["cosGrpCount",_glbGrps];
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thx. Do you have an idea to handle this errors? [BIS_fnc_dirTo] Error: type ANY, expected OBJECT, on index 1, in [1692496: ,<null>] [BIS_fnc_dirTo] Error: type ANY, expected OBJECT, on index 1, in [1898: invisibleroadway_sqaure_f.p3d,<null>]
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Hello Guys, how I can check an array content, that the content is only filled with objects? Cheers
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Helikopter DLC Flight Model permission
bensch replied to bensch's topic in ARMA 3 - SERVERS & ADMINISTRATION
ok thx -
bensch started following Helikopter DLC Flight Model permission
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Hey Guys, is it possible to give a specific player on a server the permission to the Helikopter DLC Flight Model without creating a mod for the server? Cheers, Bensch
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Mission File Patch (diffrents)?
bensch replied to bensch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah thx -
Hey Guys, my Arma-Mapping skills are a bit rusky, long time ago that I created missions :). What was the diffrents between this path C:\Users\Bench\Documents\Arma 3\missions and this patch C:\Games\Steam\steamapps\common\Arma 3\MPMissions? I guess the Users patch is the source of the mission and in the steam arma folder its "zipped" pbo file? Cheers, Bensch
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Hello, why my Server have allways a red ping (2500) in the Server-Browser? When I connect to the Server I have a ping around 15. Cheers, Bensch Update: Found a other thread with the same problem: http://forums.bistudio.com/showthread.php?152762-Dedicated-Server-with-2500-Ping-why
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Desync & bad performance on server (running on Linux using Wine)
bensch replied to farooqaaa's topic in ARMA 3 - SERVERS & ADMINISTRATION
I don't think that it is a Linux problem. That is your connection, that is not a 100mbit/100mbit connection that sounds like a 100mbit/6mbit connection. :) I have at home a 100/10 connection and the server runs well with around 12players. But after 20min. running the Server and more then 20 Player my testserver had desync's like hell too. So i am 100% sure, that the connection is the problem. -
New STEAM patch update 25th March 2013
bensch replied to Solarghost's topic in ARMA 3 - BETA DISCUSSION
this is a alpha and they said that they may need to change classes, bones etc. so don't cry... -
In Arma is not like you know it from FPS-Shooter to join a "Team", you know it as guild or clan. In Arma you will find to 95% communities, that is a mix from fixed "Team-Members" and guests. Currently the most communities are playing still Arma 2 AO, they will come to Arma 3. You must search a good public server from a community that you like and play on it a bit. If you like the server + community you can contact them. Good communities have his own map and goal what they want to do, so test a few communties, then you will find a good one. Btw. you can find communities over the world. I live in Germany, but I found a community I like in USA where I playing since 8 mounth. Good Luck
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Possible to mod the mission editor itself?
bensch replied to igneous01's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
they announced that they don't release/create a 3D-Editor... because they have no time to build a good one. Source: http://www.gamestar.de/spiele/arma-3/artikel/arma_3_interview_mit_projektleiter_joris_jan_van_t_land,46950,3009968.html This part is the interesting one: In English: But if they give us a good API, the community can handle it? What you think :rolleyes:? -
ArmA 3 Alpha dedicated server auto-restarter batch file.
bensch replied to erazeri's topic in ARMA 3 - SERVERS & ADMINISTRATION
If you use a windows server machine, then I recommend the Windows Powershell to organize your server. It's a modern way and in my opinion the better way. :)