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Topics - [US]ThaGame

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Editing & Coding / Missions won't complete
« on: Mar 17, 2018, 07:04 PM »
I found some different missions that I wanted to add. However, the missions will run fine and when all AI are killed the crates/money will spawn like it should but the mission will not complete. It will still show on the map and won't finish after all AI are dead. Any input?

Code: [Select]

// ******************************************************************************************
// * This project is licensed under the GNU Affero GPL v3. Copyright © 2014 *
// ******************************************************************************************
// @file Name: mission_altisPatrol.sqf
// @file Author: JoSchaap, AgentRev, LouD

if (!isServer) exitwith {};
#include "patrolMissionDefines.sqf";

private ["_convoyVeh","_veh1","_veh2","_veh3","_veh4","_veh5","_createVehicle","_pos","_rad","_vehiclePosArray","_vPos1","_vPos2","_vPos3","_vehiclePos1","_vehiclePos2","_vehiclePos3","_vehiclePos4","_cash","_cashamount","_cashpile","_vehicles","_leader","_speedMode","_waypoint","_vehicleName","_numWaypoints","_box1","_box2","_randomBox1","_randomBox2"];

_setupVars =
_missionType = "Altis Patrol";
_locationsArray = nil;

_setupObjects =
_town = (call cityList) call BIS_fnc_selectRandom;
_missionPos = markerPos (_town select 0);

_convoyVeh = ["I_MRAP_03_hmg_F","I_MBT_03_cannon_F","O_APC_Tracked_02_AA_F","I_MBT_03_cannon_F","I_MRAP_03_gmg_F"];

_veh1 = _convoyVeh select 0;
_veh2 = _convoyVeh select 1;
_veh3 = _convoyVeh select 2;
_veh4 = _convoyVeh select 3;
_veh5 = _convoyVeh select 4;

_createVehicle = {
private ["_type","_position","_direction","_vehicle","_soldier"];

_type = _this select 0;
_position = _this select 1;
_direction = _this select 2;

_vehicle = createVehicle [_type, _position, [], 0, "None"];
_vehicle setVehicleReportRemoteTargets true;
_vehicle setVehicleReceiveRemoteTargets true;
_vehicle setVehicleRadar 1;
_vehicle confirmSensorTarget [west, true];
_vehicle confirmSensorTarget [east, true];
_vehicle confirmSensorTarget [resistance, true];
[_vehicle] call vehicleSetup;

_vehicle setDir _direction;
_aiGroup addVehicle _vehicle;

_soldier = [_aiGroup, _position] call createRandomSoldier;
_soldier moveInDriver _vehicle;
_soldier triggerDynamicSimulation true;
_soldier = [_aiGroup, _position] call createRandomSoldier;
_soldier moveInCommander _vehicle;
_soldier = [_aiGroup, _position] call createRandomSoldier;
_soldier moveInGunner _vehicle;

//_vehicle setVehicleLock "UNLOCKED";  // force vehicles to be unlocked
//_vehicle setVariable ["R3F_LOG_disabled", false, true]; // force vehicles to be unlocked
_vehicle setVariable ["R3F_LOG_disabled", true, true]; // force vehicles to be locked
[_vehicle, _aiGroup] spawn checkMissionVehicleLock; // force vehicles to be locked


_aiGroup = createGroup CIVILIAN;

//_pos = getMarkerPos (_town select 0);
_rad = _town select 1;
_vehiclePosArray = [_missionPos,_rad,_rad + 50,5,0,0,0] call findSafePos;
/*_vPos1 = _vehiclePosArray select 0;
_vPos2 = _vehiclePosArray select 1;
_vPos3 = _vehiclePosArray select 2;
_vehiclePos1 = [_vPos1 + 5, _vPos2 + 5, _vPos3];
_vehiclePos2 = [_vPos1 + 10, _vPos2 + 10, _vPos3];
_vehiclePos3 = [_vPos1 + 15, _vPos2 + 15, _vPos3];
 - _vehiclePos4 = [_vPos1 + 20, _vPos2 + 20, _vPos3];*/

_vehicles =
[_veh1, _vehiclePosArray, 0] call _createVehicle,
[_veh2, _vehiclePosArray, 0] call _createVehicle,
[_veh3, _vehiclePosArray, 0] call _createVehicle,
[_veh4, _vehiclePosArray, 0] call _createVehicle,
[_veh5, _vehiclePosArray, 0] call _createVehicle

_leader = effectiveCommander (_vehicles select 0);
_aiGroup selectLeader _leader;
_leader setRank "LIEUTENANT";

_aiGroup setCombatMode "GREEN"; // units will defend themselves
_aiGroup setBehaviour "SAFE"; // units feel safe until they spot an enemy or get into contact
_aiGroup setFormation "FILE";

_speedMode = if (missionDifficultyHard) then { "NORMAL" } else { "LIMITED" };
_aiGroup setSpeedMode _speedMode;

_waypoint = _aiGroup addWaypoint [markerPos (_x select 0), 0];
_waypoint setWaypointType "MOVE";
_waypoint setWaypointCompletionRadius 50;
_waypoint setWaypointCombatMode "GREEN";
_waypoint setWaypointBehaviour "SAFE"; // safe is the best behaviour to make AI follow roads, as soon as they spot an enemy or go into combat they WILL leave the road for cover though!
_waypoint setWaypointFormation "FILE";
_waypoint setWaypointSpeed _speedMode;
} forEach ((call cityList) call BIS_fnc_arrayShuffle);

_missionPos = getPosATL leader _aiGroup;

_missionPicture = getText (configFile >> "CfgVehicles" >> _veh2 >> "picture");
_vehicleName = getText (configFile >> "CfgVehicles" >> _veh2 >> "displayName");
_vehicleName2 = getText (configFile >> "CfgVehicles" >> _veh3 >> "displayName");
_vehicleName3 = getText (configFile >> "CfgVehicles" >> _veh4 >> "displayName");

_missionHintText = format ["A military patrol with a <t color='%4'>%1</t>, a <t color='%4'>%2</t> and a <t color='%4'>%3</t> are patrolling the island.Take them out!", _vehicleName, _vehicleName2, _vehicleName3, patrolMissionColor];

_numWaypoints = count waypoints _aiGroup;

_waitUntilMarkerPos = {getPosATL _leader};
_waitUntilExec = nil;
_waitUntilCondition = {currentWaypoint _aiGroup >= _numWaypoints};

_failedExec = nil;

// _vehicles are automatically deleted or unlocked in missionProcessor depending on the outcome
_drop_item =
private["_item", "_pos"];
_item = _this select 0;
_pos = _this select 1;

if (isNil "_item" || {typeName _item != typeName [] || {count(_item) != 2}}) exitWith {};
if (isNil "_pos" || {typeName _pos != typeName [] || {count(_pos) != 3}}) exitWith {};

private["_id", "_class"];
_id = _item select 0;
_class = _item select 1;

_obj = createVehicle [_class, _pos, [], 5, "None"];
_obj setPos ([_pos, [[2 + random 3,0,0], random 360] call BIS_fnc_rotateVector2D] call BIS_fnc_vectorAdd);
_obj setVariable ["mf_item_id", _id, true];

_successExec =
// Mission completed

//Money Drops
_cashamount = floor(random 15000);
_cashpile = selectRandom [2,3,4];

for "_i" from 1 to _cashpile do
_cash = createVehicle ["Land_Money_F",[(_lastPos select 0), (_lastPos select 1) - 5,0],[], 0, "NONE"];
_cash setPos ([_lastPos, [[2 + random 3,0,0], random 360] call BIS_fnc_rotateVector2D] call BIS_fnc_vectorAdd);
_cash setDir random 360;
_cash setVariable ["cmoney", _cashamount, true];
_cash setVariable ["owner", "world", true];

_randomBox1 = selectRandom ["mission_USLaunchers","mission_Main_A3snipers","mission_Uniform","mission_DLCLMGs","mission_ApexRifles"];
_randomBox2 = selectRandom ["mission_USSpecial","mission_HVSniper","mission_DLCRifles","mission_HVLaunchers"];

_box1 = createVehicle ["Box_NATO_Wps_F", _lastPos, [], 2, "None"];
_box1 setVariable ["moveable", true, true];
_box1 setDir random 360;
[_box1, _randomBox1] call fn_refillbox;

_box2 = createVehicle ["Box_NATO_Wps_F", _lastPos, [], 2, "None"];
_box2 setVariable ["moveable", true, true];
_box2 setDir random 360;
[_box2, _randomBox2] call fn_refillbox;

_successHintMessage = "The Patrol has been taken out! Go get the crates!";

_this call patrolMissionsProcessor;

Technical Support / Adding seperate StoreConfig for trader
« on: Mar 07, 2018, 06:34 PM »
I have been playing around with a script I came across that will create a random trader location throughout the map. Currently I am using some code from A3Armory which let's you have mission only items which cannot be bought in the stores. My plan is to keep those items mission only but allow them to be bought as well only at this random traders location. I tried messing around with it but kept coming up short.

In the trader file it calls the gunstore as so      [] call loadGunStore;

I copy the StoreConfig.cfg and make a blackStoreConfig.cfg keeping only the arrays that I need for the mission only items but available to buy in this cfg.

So what I did was pretty much replicate the gunStore folder and rename it blackStore. Same with the file loadGunStore rename to loadBlackStore and adjust some of the other files and lines inside to try and point to the new store config. Remove the mission only checks that it does. I also have tried renaming the arrays incase it trys to get the arrays from the other store config.

I add this in the clientcompile so then in the trader it can call loadBlackStore;
loadBlackStore = "client\systems\blackStore\loadBlackStore.sqf" call mf_compile;

I have tried to make sense of this previous post and apply some of it to what I am trying to do but either the store list will be bugged or it will just show the regular store config with the mission only items cannot be bought.

Being as I am really new to this, this is the point where I could use someone who really knows what they are looking at. Any help would be greatly appreciated! Thank you!

So if a player is using say a Jet, Heli, Vehicle etc etc....upon being blown up their money will disappear that they have on them. When the player is shot or killed not in a vehicle the money drops like normal. Any ideas where to start looking?

Magnificent Bastards A3Wasteland Altis

+ $10000 Start
+ 1st Person Only - No 3rd Person View
+ $1,000,000 Bank ATM Limit
+ Harder AI Missions
+ Player & Crate Storage
+ Vehicle Storage/Parking
+ Base Objects & Object Locking/Saving
+ Uniform/Vehicle Painter
+ Bounty System
+ Random Trader Post (WIP)
+ Balanced Gun/General/Vehicle Stores
+ Specific Mission Only Weapons/Items
+ High Performance Server - i7 6700K / 32GB DDR4 / 256GB SSD


Hello all! Long time player and some what new to setting/running up a server. So I got everything down pat pretty good I think. Took a lot of trial and error but I wanted to try everything myself without asking for help yet but I'm near the end I just have somethings in my RPT that I'm not sure if it's just arma being arma or not. I made some batch files to delegate the server restart bec etc etc that all good. I appreciate the valuable information given out there. Now on to my issues. So these pop up in my RPT:

Performance warning: SimpleSerialization::Write 'messageSystem' is using type of ',TEXT' which is not optimized by simple serialization, falling back to generic serialization, use generic type or ask for optimizations for these types

Duurrrr......I had parseText format in missionController & missionHint. Changed and fixed!

18:32:48 Wrong init state
18:32:48 c:\w\stable\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing!
18:32:48  Mission id: 9e10ae5fc1e150d0d101307bdf9e28b64c72d349
18:32:48 Attempt to override final function - bis_fnc_storeparamsvalues_data
18:32:48 Attempt to override final function - a3w_fnc_getteammarkercolor
18:32:48 "############################# usa3wastelandv1 #############################"
18:32:48 "WASTELAND SERVER - Initializing Server"
18:32:48 Warning Message: Script \A3Wasteland_settings\antihack\payload.sqf not found
18:32:48 "ANTI-HACK: External payload unavailable, using internal payload"

And just wondering if that's anything to worry about or not.

Besides that and a mission or 2 saying an error in a line it runs great.

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