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Found 2 results

  1. This mod is no longer updated/available (that was fun but very time consuming, thanks everyone for your support) Ground Zero Scenario Series Dead or not, they are a threat Gameplay 1-40 solo/coop/PVP survival game (host the game in multi even for solo else it will be broken). Survive in a hostile environment among civilians, militaries, thugs and optionally, zombies.Every game is different! Feedbacks welcome. Main features Permanent skirmish between the 3 factions (and Zombies if Ravage or Zombies & Demons is activated) Up to 40 players/AI in coop/PVP with dynamic respawn systems Huge randomized content 3 game modes 30 different type of missions each coming with variable elements 10 random events, dynamic weather , day & night cycle impacting the game, etc. Ambient systems for increased immersion: civilians, animals etc. Classic survival pillars: food, water, temperature, loot, vehicles, advanced health system etc. Open world: explore the region, follow the available missions, encounter random events... Dedicated server support Headless client support Custom save games for mission progress Automatic multi-mods support framework Mods Collection All Ground Zero different maps/scenarios Required mods Check the "Required items" widget on the right column of Steam workshop CBA_A3 Heros Survive Optional mods supported for even more immersion vCom AI Ravage Zombies and Demons BWS Zombies Any mod bringing content in the form of men, vehicles or equipement/gear will automatically be activated and stacked Update log http://arma-3-ground-zero.wikia.com/wiki/Update_log Wiki Work in progress wiki Downloads Ground Zero Altis Ground Zero Beketov Ground Zero Chernarus Ground Zero Chernarus 2035 Ground Zero Chernarus Redux Ground Zero Isla Duala Ground Zero Kunduz Ground Zero Malden Ground Zero Ruha Ground Zero Sahrani Ground Zero Stratis Ground Zero Takistan Ground Zero Tanoa Ground Zero Trava Ground Zero Vidda Ground Zero Wake Island Credits Click here
  2. I keep getting a "zero divisor" error when trying to select from an array after using the find command. The basic situation is; 16 people each with their own individual waypoints. When the units reach the waypoint, the following is executed: For units in group 1: nul = [this,1] execVM 'law\setRotation.sqf'; For units in group 2: nul = [this,2] execVM 'law\setRotation.sqf'; setRotation.sqf contains the following: params [["_subject", objNull],["_typeCode", 0]]; if (_typeCode == 0) then { //Insert Code to generate error report here }; if (_typeCode == 1) then { _unitsAlpha = [ pak_mainyu1_2, pak_mainyu1_3, pak_mainyu1_4, pak_mainyu1_5, pak_mainyu1_6, pak_mainyu1_7, pak_mainyu1_1, pak_mainyu1_8 ]; _positionInQueue = _unitsAlpha find _subject; _bearingsBriefing_alpha = [ 271.587, 250.801, 225.084, 202.869, 172.511, 147.108, 26.615, 20.786 ]; _bearingFrom = _bearingsBriefing_alpha select _positionInQueue; _startPos = getPosAtl _subject; _watchTarget = [_startPos,3,_bearingFrom] call BIS_fnc_relPos; _watchTarget set [2,1.8]; _subject doWatch _watchTarget; }; if (_typeCode == 2) then { _unitsBravo = [ pak_mainyu2_2, pak_mainyu2_3, pak_mainyu2_4, pak_mainyu2_5, pak_mainyu2_6, pak_mainyu2_7, pak_mainyu2_1, pak_mainyu2_8 ]; _positionInQueue = _unitsBravo find _subject; _bearingsBriefing_bravo = [ 271.587, 250.801, 225.084, 202.869, 172.511, 147.108, 26.615, 20.786 ]; _bearingFrom = _bearingsBriefing_bravo select _positionInQueue; _startPos = getPosAtl _subject; _watchTarget = [_startPos,3,_bearingFrom] call BIS_fnc_relPos; _watchTarget set [2,1.8]; _subject doWatch _watchTarget; }; What i can't figure out is why it's trying to select a value that's out of range. There are 8 units in each group, a matching set of 8 names in the _unitsX arrays, and 8 entries within the bearing array. Should be a simple case of 1 - obtain unit name from waypoint completion 2 - find name within array 3 - select corresponding bearing from the bearing array I ran a separate test to go through the same process 1 by 1 which passed without error, so I'm guessing it's to do with some of these waypoints being completed at the same time: _testGroup = [ pak_mainyu2_1, pak_mainyu2_2, pak_mainyu2_3, pak_mainyu2_4, pak_mainyu2_5, pak_mainyu2_6, pak_mainyu2_7, pak_mainyu2_8 ]; { player sideChat (format ["Subject: %1",_x]); _subject = _x; _unitsBravo = [ pak_mainyu2_2, pak_mainyu2_3, pak_mainyu2_4, pak_mainyu2_5, pak_mainyu2_6, pak_mainyu2_7, pak_mainyu2_1, pak_mainyu2_8 ]; _positionInQueue = _unitsBravo find _subject; player sideChat (format ["PosInQ: %1",_positionInQueue]); _bearingsBriefing_bravo = [ 271.587, 250.801, 225.084, 202.869, 172.511, 147.108, 26.615, 20.786 ]; //player sideChat (format ["Subject: %1, Position: %2",_subject,_positionInQueue]); _bearingFrom = _bearingsBriefing_bravo select _positionInQueue; player sideChat (format ["BearingFrom: %1",_bearingFrom]); _startPos = getPosAtl _subject; _watchTarget = [_startPos,3,_bearingFrom] call BIS_fnc_relPos; _watchTarget set [2,1.8]; _subject doWatch _watchTarget; sleep 3; } forEach _testGroup; Maybe there's something to do with using local variable handles that I'm not understanding here. Thanks, Law
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