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Whitey

Lootboxen

9 posts in this topic

Ich wollte heute ein Lootbox Script auf den Server bringen.

Leider bekomme ich einen Fehler in der RPT und die Kiste spawn nicht.

Ich habe aber keine Ahnung was der Fehler ist da ich das Script so runter geladen habe.

Vielleicht weis ja einer von euch wie ich den Fehler beheben kann.

Fehler in der RPT:

Spoiler

 2:18:38 Error in expression <8361.7,29401.3,0]], [], 0, "CAN_COLLIDE"];
_vehicle_0 = _this;
_this setDir 346>
 2:18:38   Error position: <];
_vehicle_0 = _this;
_this setDir 346>
 2:18:38   Error Missing ;
 2:18:38 File mpmissions\__cur_mp.Australia\Custom\Lootboxen\Lootbox.sqf, line 10
 2:18:38 Error in expression <8361.7,29401.3,0]], [], 0, "CAN_COLLIDE"];
_vehicle_0 = _this;
_this setDir 346>
 2:18:38   Error position: <];
_vehicle_0 = _this;
_this setDir 346>
 2:18:38   Error Missing ;
 2:18:38 File mpmissions\__cur_mp.Australia\Custom\Lootboxen\Lootbox.sqf, line 10

Script:

Spoiler

if (isServer) then {

_vehicle_0 = objNull;
if (true) then
{
_this = createVehicle [["I_Cargonet_01_ammo_F", [38361.7,29401.3,0]], [], 0, "CAN_COLLIDE"];
_vehicle_0 = _this;
_this setDir 346;
//Clear Cargo
clearweaponcargoGlobal _this;
clearmagazinecargoGlobal _this;
//Add Cargo

_this addWeaponCargoGlobal ["BWA3_G36",5];
_this addWeaponCargoGlobal ["BWA3_G36K",5];
_this addWeaponCargoGlobal ["BWA3_G36_AG",5];
_this addWeaponCargoGlobal ["BWA3_G36K_AG",5];
_this addWeaponCargoGlobal ["BWA3_G28_Standard",5];
_this addWeaponCargoGlobal ["BWA3_G28_Assault",5];
_this addWeaponCargoGlobal ["BWA3_G27",5];
_this addWeaponCargoGlobal ["BWA3_G27_Tan",5];
_this addWeaponCargoGlobal ["BWA3_G27_AG",5];
_this addWeaponCargoGlobal ["BWA3_G27_Tan_AG",5];
_this addWeaponCargoGlobal ["ItemGPS",5];

_this addmagazineCargoGlobal ["BWA3_30Rnd_556x45_G36",20];
_this addmagazineCargoGlobal [ "BWA3_30Rnd_556x45_G36_Tracer",20];
_this addmagazineCargoGlobal ["BWA3_30Rnd_556x45_G36_Tracer_Dim",20];
_this addmagazineCargoGlobal ["BWA3_30Rnd_556x45_G36_SD",20];
_this addmagazineCargoGlobal ["BWA3_30Rnd_556x45_G36_AP",20];
_this addmagazineCargoGlobal ["BWA3_10Rnd_762x51_G28",20];
_this addmagazineCargoGlobal ["BWA3_10Rnd_762x51_G28_Tracer",20];
_this addmagazineCargoGlobal ["BWA3_10Rnd_762x51_G28_Tracer_Dim",20];
_this addmagazineCargoGlobal ["BWA3_10Rnd_762x51_G28_SD",20];
_this addmagazineCargoGlobal ["BWA3_10Rnd_762x51_G28_AP",20];
_this addmagazineCargoGlobal ["BWA3_10Rnd_762x51_G28_LR",20];
_this addmagazineCargoGlobal ["BWA3_20Rnd_762x51_G28",20];
_this addmagazineCargoGlobal ["BWA3_20Rnd_762x51_G28_Tracer",20];
_this addmagazineCargoGlobal ["BWA3_20Rnd_762x51_G28_Tracer_Dim",20];
_this addmagazineCargoGlobal ["BWA3_20Rnd_762x51_G28_AP",20];
_this addmagazineCargoGlobal ["BWA3_20Rnd_762x51_G28_SD",20];

_this addmagazineCargoGlobal ["Land_HBarrier_5_F_Kit",10];
_this addmagazineCargoGlobal ["Land_BagBunker_Tower_F_Kit",2];

_this addbackpackCargoGlobal ["BWA3_Carryall_Fleck",2];

_this setVariable ["permaLoot",true];
_this setPos [38361.7,29401.3,0];
};
};

 

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Posted (edited)

dein script erzeugt ja nur ne bestimmte kiste an ner bestimmten stelle,wenn du das in nen ordner knallst und den "a3_custom" nennst und den dann in ne pbo packst und in @exileserver schmeisst wird IMMER eine kiste mit dem loot der im file steht da sein.

hat mit nem lootbox script,wo zufällige kisten mit markern spawnen nicht so arg viel zu tun

nimm doch das in exile eingebaute support crate drop script und pass die einstellungen in der config.cpp so an dass die deinen loot haben und mehr radius um airfields

Edited by B.A.D.

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Posted (edited)

5 hours ago, B.A.D. said:

dein script erzeugt ja nur ne bestimmte kiste an ner bestimmten stelle,wenn du das in nen ordner knallst und den "a3_custom" nennst und den dann in ne pbo packst und in @exileserver schmeisst wird IMMER eine kiste mit dem loot der im file steht da sein.

hat mit nem lootbox script,wo zufällige kisten mit markern spawnen nicht so arg viel zu tun

nimm doch das in exile eingebaute support crate drop script und pass die einstellungen in der config.cpp so an dass die deinen loot haben und mehr radius um airfields

Ja das würde schon passen.

Ich will die Kiste immer an der gleichen Pos spawnen lassen.

Sinn der Sache ist das ich eine zweite Kiste in unseren statischen Missionen haben möchte weil nur eine Kiste zuwenig Loot enthält.

Bei uns werden die statischen immer von Gruppen von 3-5 Leuten gemacht.

Und a3_dms spawnt ja immer nur eine Kiste je nach Schwierigkeit.

Da bleibt dann derzeit pro Nase nur 3000-5000 für 1,5 Std Arbeit.

Ein Script zum random spawn mit Marker hätte ich ja liegen.

Nur leider bringt mir das bei den Statischen Missionen nichts.

Darum wäre es mir wichtig wenn vielleicht jemand eine Idee hätte wie ich den Fehler aus diesem Script bekomme, bzw wo ich ein solches funktionierend finde.

Google hat mir ja leider nur dieses hervor gebracht.

Edited by Whitey

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du kannst doch auch einfach hingehen und die reward kiste doublen. sprich das er z.b. eine kiste am boden spawnt und eine weitere als helo drop ( wäre jetzt nur so ne idee).

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Danke für eure Vorschläge !!

Aber ich will keine Kiste abwerfen oder sonst etwas.

Ich möchte doch bloß eine Kiste mit angegebenen Loot an einer speziellen Stelle gespawnt haben.

Leider kann man im a3_dms nicht einstellen das er mehr als eine Kiste hinstellt.

Weil wenn das gehen würde hätten wir kein Problem.

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Ok ich denke das wir wohl noch eine ältere Version davon haben.

Weil unsere Static Mission sieht da anders aus.

Spoiler


// For logging purposes
_num = DMS_MissionCount;

// Set mission side (only "bandit" is supported for now)
_side = "bandit";

_pos = [16202,23142.52,0];

if ([_pos,DMS_StaticMinPlayerDistance] call DMS_fnc_IsPlayerNearby) exitWith {"delay"};

// Set general mission difficulty easy, moderate, difficult and hardcore.
_difficulty = "difficult";

// Define spawn locations for AI Soldiers. These will be used for the initial spawning of AI as well as reinforcements.
// The center spawn location is added 3 times so at least 3 AI will spawn initially at the center location, and so that future reinforcements are more likely to spawn at the center.
_AISoldierSpawnLocations =
[
 _pos,
 _pos,
 _pos, 
 [16182.691,22851.518,0.000297308],
 [16107.432,22927.279,0.00025177],
 [16138.596,22815.443,0.00255966],
 [16227.611,22803.65,0.00405264],
 [16273.963,22901.369,0.00163031],
 [16335.108,23063.205,0.00853038],
 [16306.975,22933.699,0.00172138],
 [16248.339,22906.234,0.00245309],
 [16195.294,22984.752,0.00716305],
 [16201.152,23025.209,0.00302911],
 [16295.113,23080.092,0.134727],
 [16206.121,23097.523,0.000834942],
 [16070.001,23031.66,0.463519],
 [16142.859,23061.438,0.236812],
 [16181.966,23157.807,0.180087],
 [16280.157,23156.348,0.00517321],
 [16221.863,23273.727,0.51788],
 [16149.263,23249.699,0.0016892],
 [16109.647,23241.811,0.00467014],
 [16085.601,23169.551,0.471813]
];

// Create AI
_AICount = 20 + (round (random 5));

_group =
[
 _AISoldierSpawnLocations,
 _AICount,
 _difficulty,
 "random",
 _side
] call DMS_fnc_SpawnAIGroup_MultiPos;

_staticGuns =
[
 [
 //[23424.4,18844.1,15.33],  // Top of the construction building. I added this and I thought it may be too much. Your choice if you want to uncomment ;)
 //_pos vectorAdd [10,0,0],   // 5 meters East of center pos
 //_pos vectorAdd [-10,0,0],  // 5 meters West of center pos
 //_pos vectorAdd [0,10,0],   // 5 meters North of center pos
 //_pos vectorAdd [0,-10,0],  // 5 meters South of center pos

 [16057.697,23043.797,2.78281],
 [16104.024,22842.994,2.78716],
 [16105.981,22926.924,2.80146],
 [16076.585,23240.447,2.79863],
 [16052.453,23167.734,2.78664],
 [16054.475,23230.793,2.77183],
 [16096.931,23249.469,2.76899],
 [16150.26,23274.738,2.77836],
 [16169.654,23283.512,2.78004],
 [16232.537,23312.682,2.78007],
 [16353.415,23082.811,2.78014],
 [16332.381,22983.824,2.78001],
 [16328.167,22967.254,2.77671],
 [16306.052,22876.824,2.78002],
 [16254.12,22744.627,2.77983],
 [16148.198,22789.264,2.77806],
 [16118.725,22824.252,2.80818]
 ],
 _group,
 "assault",
 _difficulty,
 "bandit",
 "random"
] call DMS_fnc_SpawnAIStaticMG;

// Create Crate 1
_crateClassname = "I_CargoNet_01_ammo_F";
deleteVehicle (nearestObject [_pos, _crateClassname]);  // Make sure to remove any previous crate.

_crate = [_crateClassname, _pos] call DMS_fnc_SpawnCrate;


/*
_baseObjs = [];
if (isNil "DMS_Terror_CampSpawned") then     // This is to prevent having to delete then respawn the base, which would create unnecessary load on the server. Best to just leave the base up (unless you don't want to respawn the mission).
{
 _baseObjs =
 [
  "Terror_Camp"
 ] call DMS_fnc_ImportFromM3E_Static;
 DMS_Terror_CampSpawned = true;
};
*/

// Spawn the vehicle AFTER the base so that it spawns the vehicle in a (relatively) clear position.
_veh =
[
 [
  [_pos,100,random 360] call DMS_fnc_SelectOffsetPos,
  _pos
 ],
 _group,
 "assault",
 _difficulty,
 _side
] call DMS_fnc_SpawnAIVehicle;


// Define mission-spawned AI Units
_missionAIUnits =
[
 _group   // We only spawned the single group for this mission
];

// Define the group reinforcements
_groupReinforcementsInfo =
[
 [
  _group,   // pass the group
  [
   [
    7,  // Only 5 "waves" (5 vehicles can spawn as reinforcement)
    0
   ],
   [
    -1,  // No need to limit the number of units since we're limiting "waves"
    0
   ]
  ],
  [
   60,  // At least a 5 minute delay between reinforcements.
   diag_tickTime
  ],
  [
  [16123.806,23170.793,0.000147343],
  [16097.616,23312.873,0.000374556],
  [16095.739,22766.861,0.00416422],
  [16252.07,22941.889,0.000475168],
  [16395.441,23004.008,0.0023458]
  ],
  "random",
  _difficulty,
  _side,
  "armed_vehicle",
  [
   7,   // Reinforcements will only trigger if there's fewer than 7 members left in the group
   "random" // Select a random armed vehicle from "DMS_ArmedVehicles"
  ]
 ],
 [
  _group,   // pass the group (again)
  [
   [
    0,  // Let's limit number of units instead...
    0
   ],
   [
    100, // Maximum 100 units can be given as reinforcements.
    0
   ]
  ],
  [
   240,  // About a 4 minute delay between reinforcements.
   diag_tickTime
  ],
  _AISoldierSpawnLocations,
  "random",
  _difficulty,
  _side,
  "reinforce",
  [
   10,   // Reinforcements will only trigger if there's fewer than 10 members left in the group
   7   // 7 reinforcement units per wave.
  ]
 ]
];

// Define mission-spawned objects and loot values
_missionObjs =
[
 _staticGuns+[_veh],   // armed AI vehicle and static gun(s). Note, we don't add the base itself because we don't want to delete it and respawn it if the mission respawns.
 [],
 [[_crate,[75,250,25]]]
];

// Define Mission Start message
_msgStart = ['#FFFF00', "Die Aufklärung hat bei der Nebelspitze ein Terroristencamp ausgemacht. Hol dir die Terroristen und sichere dir das Loot!"];

// Define Mission Win message
_msgWIN = ['#0080ff',"Das Terroristencamp wurde erfolgreich angegriffen und die Terroristen eliminiert. Die Welt ist wieder etwas sicherer!"];

// Define Mission Lose message
_msgLOSE = ['#FF0000',"Der Angriff hat wohl nicht so funktioniert wie er sollte. Die Schlacht ist vielleicht verloren aber der Krieg geht weiter."];

// Define mission name (for map marker and logging)
_missionName = "Terroristen Camp";

// Create Markers
_markers =
[
 _pos,
 _missionName,
 _difficulty
] call DMS_fnc_CreateMarker;

(_markers select 1) setMarkerSize [500,500];

// Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly)
_time = diag_tickTime;

// Parse and add mission info to missions monitor
_added =
[
 _pos,
 [
  [
   "kill",
   _group
  ],
  [
   "playerNear",
   [_pos,100]
  ]
 ],
 _groupReinforcementsInfo,
 [
  _time,
  DMS_StaticMissionTimeOut call DMS_fnc_SelectRandomVal
 ],
 _missionAIUnits,
 _missionObjs,
 [_missionName,_msgWIN,_msgLOSE],
 _markers,
 _side,
 _difficulty,
 [[],[]]
] call DMS_fnc_AddMissionToMonitor_Static;

// Check to see if it was added correctly, otherwise delete the stuff
if !(_added) exitWith
{
 diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_fnc_AddMissionToMonitor_Static! Deleting mission objects and resetting DMS_MissionCount.",_missionName];

 _cleanup = [];
 {
  _cleanup pushBack _x;
 } forEach _missionAIUnits;

 _cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
 
 {
  _cleanup pushBack (_x select 0);
 } foreach (_missionObjs select 2);

 _cleanup call DMS_fnc_CleanUp;


 // Delete the markers directly
 {deleteMarker _x;} forEach _markers;


 // Reset the mission count
 DMS_MissionCount = DMS_MissionCount - 0;
};

// Notify players
[_missionName,_msgStart] call DMS_fnc_BroadcastMissionStatus;

if (DMS_DEBUG) then
{
 (format ["MISSION: (%1) :: Mission #%2 started at %3 with %4 AI units and %5 difficulty at time %6",_missionName,_num,_pos,_AICount,_difficulty,_time]) call DMS_fnc_DebugLog;
};

_pos = [16202,23142.52,0]; ist die Koordi wo die Kiste steht.

Wenn ich eine zweite Koordi einstelle deaktiviere ich die ersten Koordis.

Mal sehen das ich die neue Version bekomme.

Weil wenn es dann gleich intern funkt ist es mir lieber als zusätzlich ein Script zu nutzen !!

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8 minutes ago, serveratze said:

 

 

ich habe deine sqf angepasst! kisten possis musse noch anpassen ( koordinaten )  wie gesagt ist nicht getestet sollte aber funzen

  Reveal hidden contents

// For logging purposes
_num = DMS_MissionCount;

// Set mission side (only "bandit" is supported for now)
_side = "bandit";

_pos = [16202,23142.52,0];

if ([_pos,DMS_StaticMinPlayerDistance] call DMS_fnc_IsPlayerNearby) exitWith {"delay"};

// Set general mission difficulty easy, moderate, difficult and hardcore.
_difficulty = "difficult";

// Define spawn locations for AI Soldiers. These will be used for the initial spawning of AI as well as reinforcements.
// The center spawn location is added 3 times so at least 3 AI will spawn initially at the center location, and so that future reinforcements are more likely to spawn at the center.
_AISoldierSpawnLocations =
[
 _pos,
 _pos,
 _pos,
 [16182.691,22851.518,0.000297308],
 [16107.432,22927.279,0.00025177],
 [16138.596,22815.443,0.00255966],
 [16227.611,22803.65,0.00405264],
 [16273.963,22901.369,0.00163031],
 [16335.108,23063.205,0.00853038],
 [16306.975,22933.699,0.00172138],
 [16248.339,22906.234,0.00245309],
 [16195.294,22984.752,0.00716305],
 [16201.152,23025.209,0.00302911],
 [16295.113,23080.092,0.134727],
 [16206.121,23097.523,0.000834942],
 [16070.001,23031.66,0.463519],
 [16142.859,23061.438,0.236812],
 [16181.966,23157.807,0.180087],
 [16280.157,23156.348,0.00517321],
 [16221.863,23273.727,0.51788],
 [16149.263,23249.699,0.0016892],
 [16109.647,23241.811,0.00467014],
 [16085.601,23169.551,0.471813]
];

// Create AI
_AICount = 20 + (round (random 5));

_group =
[
 _AISoldierSpawnLocations,
 _AICount,
 _difficulty,
 "random",
 _side
] call DMS_fnc_SpawnAIGroup_MultiPos;

_staticGuns =
[
 [
 //[23424.4,18844.1,15.33],  // Top of the construction building. I added this and I thought it may be too much. Your choice if you want to uncomment ;)
 //_pos vectorAdd [10,0,0],   // 5 meters East of center pos
 //_pos vectorAdd [-10,0,0],  // 5 meters West of center pos
 //_pos vectorAdd [0,10,0],   // 5 meters North of center pos
 //_pos vectorAdd [0,-10,0],  // 5 meters South of center pos

 [16057.697,23043.797,2.78281],
 [16104.024,22842.994,2.78716],
 [16105.981,22926.924,2.80146],
 [16076.585,23240.447,2.79863],
 [16052.453,23167.734,2.78664],
 [16054.475,23230.793,2.77183],
 [16096.931,23249.469,2.76899],
 [16150.26,23274.738,2.77836],
 [16169.654,23283.512,2.78004],
 [16232.537,23312.682,2.78007],
 [16353.415,23082.811,2.78014],
 [16332.381,22983.824,2.78001],
 [16328.167,22967.254,2.77671],
 [16306.052,22876.824,2.78002],
 [16254.12,22744.627,2.77983],
 [16148.198,22789.264,2.77806],
 [16118.725,22824.252,2.80818]
 ],
 _group,
 "assault",
 _difficulty,
 "bandit",
 "random"
] call DMS_fnc_SpawnAIStaticMG;

 

// Define the classnames and locations where the crates can spawn (at least 2, since we're spawning 2 crates)
_crateClasses_and_Positions =
[
    [[8443.98,25179.5,0],"Box_IND_AmmoVeh_F"],
    [[8482.86,25078.1,0],"Box_East_AmmoVeh_F"],
    [[8547.06,25050.9,0],"Box_NATO_AmmoVeh_F"],
    [[16018,16210,0.61],"I_CargoNet_01_ammo_F"],
    [[15916,16262,0],"I_CargoNet_01_ammo_F"],
    [[15975,16223.5,0.2],"I_CargoNet_01_ammo_F"],
    [[16014,16242.5,4.5],"I_CargoNet_01_ammo_F"],
    [[16026,16226.5,0.72],"I_CargoNet_01_ammo_F"]
];

{
    deleteVehicle (nearestObject _x);        // Make sure to remove any previous crates.
} forEach _crateClasses_and_Positions;

// Shuffle the list
_crateClasses_and_Positions = _crateClasses_and_Positions call ExileClient_util_array_shuffle;


// Create Crates
_crate0 = [_crateClasses_and_Positions select 0 select 1, _crateClasses_and_Positions select 0 select 0] call DMS_fnc_SpawnCrate;
_crate1 = [_crateClasses_and_Positions select 1 select 1, _crateClasses_and_Positions select 1 select 0] call DMS_fnc_SpawnCrate;
_crate2 = [_crateClasses_and_Positions select 2 select 1, _crateClasses_and_Positions select 2 select 0] call DMS_fnc_SpawnCrate;
_crate3 = [_crateClasses_and_Positions select 3 select 1, _crateClasses_and_Positions select 3 select 0] call DMS_fnc_SpawnCrate;

 

// Disable smoke on the crates so that the players have to search for them >:D
{
    _x setVariable ["DMS_AllowSmoke", false];
} forEach [_crate0,_crate1,_crate2,_crate3];


/*
_baseObjs = [];
if (isNil "DMS_Terror_CampSpawned") then     // This is to prevent having to delete then respawn the base, which would create unnecessary load on the server. Best to just leave the base up (unless you don't want to respawn the mission).
{
 _baseObjs =
 [
  "Terror_Camp"
 ] call DMS_fnc_ImportFromM3E_Static;
 DMS_Terror_CampSpawned = true;
};
*/

// Spawn the vehicle AFTER the base so that it spawns the vehicle in a (relatively) clear position.
_veh =
[
 [
  [_pos,100,random 360] call DMS_fnc_SelectOffsetPos,
  _pos
 ],
 _group,
 "assault",
 _difficulty,
 _side
] call DMS_fnc_SpawnAIVehicle;


// Define mission-spawned AI Units
_missionAIUnits =
[
 _group   // We only spawned the single group for this mission
];

// Define the group reinforcements
_groupReinforcementsInfo =
[
 [
  _group,   // pass the group
  [
   [
    7,  // Only 5 "waves" (5 vehicles can spawn as reinforcement)
    0
   ],
   [
    -1,  // No need to limit the number of units since we're limiting "waves"
    0
   ]
  ],
  [
   60,  // At least a 5 minute delay between reinforcements.
   diag_tickTime
  ],
  [
  [16123.806,23170.793,0.000147343],
  [16097.616,23312.873,0.000374556],
  [16095.739,22766.861,0.00416422],
  [16252.07,22941.889,0.000475168],
  [16395.441,23004.008,0.0023458]
  ],
  "random",
  _difficulty,
  _side,
  "armed_vehicle",
  [
   7,   // Reinforcements will only trigger if there's fewer than 7 members left in the group
   "random" // Select a random armed vehicle from "DMS_ArmedVehicles"
  ]
 ],
 [
  _group,   // pass the group (again)
  [
   [
    0,  // Let's limit number of units instead...
    0
   ],
   [
    100, // Maximum 100 units can be given as reinforcements.
    0
   ]
  ],
  [
   240,  // About a 4 minute delay between reinforcements.
   diag_tickTime
  ],
  _AISoldierSpawnLocations,
  "random",
  _difficulty,
  _side,
  "reinforce",
  [
   10,   // Reinforcements will only trigger if there's fewer than 10 members left in the group
   7   // 7 reinforcement units per wave.
  ]
 ]
];

// Define mission-spawned objects and loot values
_missionObjs =
[
    _staticGuns,            // static gun(s). Note, we don't add the base itself because it already spawns on server start.
    [],
    [[_crate0,[50,100,2]],[_crate1,[3,150,15]],[_crate2,[50,100,2]],[_crate3,[3,150,15]]]
];

// Define Mission Start message
_msgStart = ['#FFFF00', "Die Aufklärung hat bei der Nebelspitze ein Terroristencamp ausgemacht. Hol dir die Terroristen und sichere dir das Loot!"];

// Define Mission Win message
_msgWIN = ['#0080ff',"Das Terroristencamp wurde erfolgreich angegriffen und die Terroristen eliminiert. Die Welt ist wieder etwas sicherer!"];

// Define Mission Lose message
_msgLOSE = ['#FF0000',"Der Angriff hat wohl nicht so funktioniert wie er sollte. Die Schlacht ist vielleicht verloren aber der Krieg geht weiter."];

// Define mission name (for map marker and logging)
_missionName = "Terroristen Camp";

// Create Markers
_markers =
[
 _pos,
 _missionName,
 _difficulty
] call DMS_fnc_CreateMarker;

(_markers select 1) setMarkerSize [500,500];

// Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly)
_time = diag_tickTime;

// Parse and add mission info to missions monitor
_added =
[
 _pos,
 [
  [
   "kill",
   _group
  ],
  [
   "playerNear",
   [_pos,100]
  ]
 ],
 _groupReinforcementsInfo,
 [
  _time,
  DMS_StaticMissionTimeOut call DMS_fnc_SelectRandomVal
 ],
 _missionAIUnits,
 _missionObjs,
 [_missionName,_msgWIN,_msgLOSE],
 _markers,
 _side,
 _difficulty,
 [[],[]]
] call DMS_fnc_AddMissionToMonitor_Static;

// Check to see if it was added correctly, otherwise delete the stuff
if !(_added) exitWith
{
 diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_fnc_AddMissionToMonitor_Static! Deleting mission objects and resetting DMS_MissionCount.",_missionName];

 _cleanup = [];
 {
  _cleanup pushBack _x;
 } forEach _missionAIUnits;

 _cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
 
 {
  _cleanup pushBack (_x select 0);
 } foreach (_missionObjs select 2);

 _cleanup call DMS_fnc_CleanUp;


 // Delete the markers directly
 {deleteMarker _x;} forEach _markers;


 // Reset the mission count
 DMS_MissionCount = DMS_MissionCount - 0;
};

// Notify players
[_missionName,_msgStart] call DMS_fnc_BroadcastMissionStatus;

if (DMS_DEBUG) then
{
 (format ["MISSION: (%1) :: Mission #%2 started at %3 with %4 AI units and %5 difficulty at time %6",_missionName,_num,_pos,_AICount,_difficulty,_time]) call DMS_fnc_DebugLog;
};

 

Super vielen Dank !!!

Ich werde das gleich heute Abend testen sobald der Server etwas leerer ist.

Ich sage dir dann morgen Bescheid ob es funktioniert hat.

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Posted (edited)

@serveratze

Habe es jetzt gleich getestet.

Fazit:

2Kisten stehen wo sie sollen.

Aber:

Kein Missionsmarker mehr.

Alle Einheiten ca. verzehnfacht.

7 MG statt einen in jeden Turm.

Infantrie statt ca 40 Mann sind es ca 100.

Error in der RPT:

Spoiler

19:07:44 "DMS_SpawnAIGroup_MultiPos :: Spawned 21 AI using positions parameter: [[16202,23142.5,0],[16202,23142.5,0],[16202,23142.5,0],[16182.7,22851.5,0.000297308],[16107.4,22927.3,0.00025177],[16138.6,22815.4,0.00255966],[16227.6,22803.7,0.00405264],[16274,22901.4,0.00163031],[16335.1,23063.2,0.00853038],[16307,22933.7,0.00172138],[16248.3,22906.2,0.00245309],[16195.3,22984.8,0.00716305],[16201.2,23025.2,0.00302911],[16295.1,23080.1,0.134727],[16206.1,23097.5,0.000834942],[16070,23031.7,0.463519],[16142.9,23061.4,0.236812],[16182,23157.8,0.180087],[16280.2,23156.3,0.00517321],[16221.9,23273.7,0.51788],[16149.3,23249.7,0.0016892],[16109.6,23241.8,0.00467014],[16085.6,23169.6,0.471813]]."
19:07:52 "DMS ERROR :: Calling DMS_SpawnCrate with invalid parameters: [any,any]"
19:07:52 "DMS ERROR :: Calling DMS_SpawnCrate with invalid parameters: [any,any]"
19:07:52 Error in expression <
_crate3 = [_crateClasses_and_Positions select 3 select 1, _crateClasses_and_Pos>
19:07:52   Error position: <select 3 select 1, _crateClasses_and_Pos>
19:07:52   Error Zero divisor
19:07:52 File x\addons\DMS\missions\static\Terror_Camp_2.sqf, line 116
19:07:58 "<infiSTAR.de>CONNECTLOG| #2 Disconnected: TimeLord(76561197977879213) ID: 3 SteamName: BlackWulf   [09-Jun-2016 20-02-27 - v0050A]"
19:07:59 Client: Remote object 3:0 not found
19:08:00 Warning: Cleanup player - person 2:6477 not found
19:08:11 "DMS_SpawnAIGroup_MultiPos :: Spawned 21 AI using positions parameter: [[16202,23142.5,0],[16202,23142.5,0],[16202,23142.5,0],[16182.7,22851.5,0.000297308],[16107.4,22927.3,0.00025177],[16138.6,22815.4,0.00255966],[16227.6,22803.7,0.00405264],[16274,22901.4,0.00163031],[16335.1,23063.2,0.00853038],[16307,22933.7,0.00172138],[16248.3,22906.2,0.00245309],[16195.3,22984.8,0.00716305],[16201.2,23025.2,0.00302911],[16295.1,23080.1,0.134727],[16206.1,23097.5,0.000834942],[16070,23031.7,0.463519],[16142.9,23061.4,0.236812],[16182,23157.8,0.180087],[16280.2,23156.3,0.00517321],[16221.9,23273.7,0.51788],[16149.3,23249.7,0.0016892],[16109.6,23241.8,0.00467014],[16085.6,23169.6,0.471813]]."
19:08:12 "DMS ERROR :: Calling DMS_SpawnCrate with invalid parameters: [any,any]"
19:08:12 "DMS ERROR :: Calling DMS_SpawnCrate with invalid parameters: [any,any]"
19:08:12 Error in expression <
_crate3 = [_crateClasses_and_Positions select 3 select 1, _crateClasses_and_Pos>
19:08:12   Error position: <select 3 select 1, _crateClasses_and_Pos>
19:08:12   Error Zero divisor
19:08:12 File x\addons\DMS\missions\static\Terror_Camp_2.sqf, line 116

 

Edited by Whitey

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Posted (edited)

@@serveratze

Danke dir vielmals !!

Ich werde das morgen noch einmal einbinden und kucken ob es funkt.

Falls nicht habe ich mir schon die neue gezogen.

Weil mit der neuen Vers. sollte es dann ja problemlos funktionieren.

Edited by Whitey

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