Bulleit

Bigfoot's Shipwrecks

102 posts in this topic

2 hours ago, Bulleit said:

Perfect, thanks.

Here's a related question: if something was null, when it absolutely should not be, and there's no good default value, what's the "good" approach for handling these in SQF, e.g try/catch/log/exit or just let them bubble up to (a magical unhandled exception handler?)

Second_Coming is right, here's an example.

//catching error
try
{
    if (isNil (_this select 0)) then 
    {
        throw "param 0 isnil";
    };
}
catch
{
    diag_log _exception;
};

//check to see if the param is not nil and then assign it
if !(isnil (_this select 0)) then 
{
    _myvar = _this select 0;
};

You can do it either way. But to be honest, if there is a high chance that one of your params is nil(not existent) you should probably rethink your logic :P

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On 8/6/2016 at 7:01 AM, ApiStef said:

I've the same bug....position outside the map ...

 

On 8/6/2016 at 8:20 PM, serveratze said:

What is it is a script error ?

pic:

  Hide contents

20160806022249_1.thumb.jpg.f1ff56fbf25b4

 

There's two possibilities:

1) In BigfootsShipwrecks_Server/config.sqf, is the value of "BS_locations_distance_max" set too high given the value of "BS_locations_center"?

If so, the shipwreckcs will spawn off the map. Try lowering the value of "BS_locations_distance_max".

Here's my config.sqf location values (for Altis), which keeps everything on the map:

BS_locations_crateWreckOffset = 10; // Distance from wreck to spawn crate.
BS_locations_center = [14912.4,15108.7,0]; // Center o fmap from which to spawn wrecks, on Altis this is in the central bay
BS_locations_distance_min = 0; // Minimum distance from BS_location_center to spawn crate.
BS_locations_distance_max = 13000; // Maximum distance from BS_locations_center to spawn crate. Careful putting this too high or they will spawn off the map!

2) Something else going wrong in the script because the config isn't being read correctly or there is another script error - in that case, try reinstalling fresh or paste your .RPT and I'll see if I can figure it out.

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8 minutes ago, serveratze said:

@Bulleit  map center and max distance is not the problem.

it also spawn 6 boxes as I have set it , The problem is that me an AI appears on infistar which is caused by their script

and if I am to these ai porte always comes this message you see on the picture

the script work well up to this trouble 

sorry for my bad english :D

 

Not sure I completely understand. 

AI are at crate?

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On 8/5/2016 at 7:39 PM, Taylor Swift said:

Second_Coming is right, here's an example.


//catching error
try
{
    if (isNil (_this select 0)) then 
    {
        throw "param 0 isnil";
    };
}
catch
{
    diag_log _exception;
};

//check to see if the param is not nil and then assign it
if !(isnil (_this select 0)) then 
{
    _myvar = _this select 0;
};

You can do it either way. But to be honest, if there is a high chance that one of your params is nil(not existent) you should probably rethink your logic :P

I'd hope so, but in ARMA I assume anything that could possibly go wrong will definitely go wrong...

 

1 hour ago, serveratze said:

no they can view a screenshot

infistar shows ai but there's no ai

up to the message of their script  gear crate @ bla bla bla

I hope you understand what I mean  :)

I see no AI in my infistar map; so I don't know why you can see AI marker.

If you post the entire BigfootsShipwrecks_Server.pbo file you're using, I'll search for problems.

Edited by Bulleit

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10 minutes ago, serveratze said:

I see the ai is not always  look at my screenshots to 

pic 1:

  Hide contents

20160808011728_1.thumb.jpg.5f6ffc185f1c8

pic 2:

  Hide contents

20160808011731_1.thumb.jpg.569438f6bea5f

this ai is created by its script  for whatever reason 

I have no idea... I can promise you that there's no code in this script that spawns "real" AI. 

It's possible infistar recognizes the spawned crate or shipwreck as AI?

Also, this addon has not been tested by me  on any map other than Altis.

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what other mods are you running? DMS, occupation etc...

I noticed on my first map read with showAi it flicked through AI's at that location you had but then nothing left showing.

It will not be from shipwrecks, as mentioned in other post before it has no ai (even the crate won't label as AI as it is not AI). It must be from another system you have implemented that is not loading fully.

On Tanoa my map centre is set as 9900,10025.7 and I have set max spawn distance to 5500.

 

Edited by jungleNZ

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7 hours ago, jungleNZ said:

what other mods are you running? DMS, occupation etc...

I noticed on my first map read with showAi it flicked through AI's at that location you had but then nothing left showing.

It will not be from shipwrecks, as mentioned in other post before it has no ai (even the crate won't label as AI as it is not AI). It must be from another system you have implemented that is not loading fully.

On Tanoa my map centre is set as 9900,10025.7 and I have set max spawn distance to 5500.

 

Did you modify your map center? ive set my distance to 2000 and its still spawning off the map for Tanoa  


Also, to complete this mission, do you mount the box crate into another boat? 

Edited by William =D

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