ejik[sow]

Dynamic multi convoy for EXILE

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Dynamic convoy from ejik

Dynamic convoys with a wide variety of settings. Multi convoys with multiple vehicles. 
To install the addon you need to throw exile_ejik_convoy.pbo at @ExileServer / addons

https://github.com/ejikSOW/convou/

The uniqueness of the addon:

- Bots repair vehicle.
- In one convoy can be several vehicle
- Flexible setting
- Static and dynamic loot
- Each convoy should be adjusted separately.
- The ban gets players into the technique
- Air convoys.
- Accrual of respect
- Accrual of money in vehicle and bots
- Turn off alerts
- Turn off the markers
- and other

All settings are in the config file.cpp

thanks all people.

Edited by ejik[sow]
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Just add this addon to @ExileServer/addons/
The settings are all in the config file.cpp

General setting.

classBoats = "i_survivor_F"; / / class of the bot itself
        rankBoats[] = {"CORPORAL","SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL"}; // a List of ranks bots
        abilityBots[] = {0.5,0.6,0.7,0.8,0.9}; // Random list of bots hardness. It is formed from 0 to 1, for example 50% is 0.5
        countItemBots[] = {2,1,3}; /* Number of random loot in bots written using a comma in the array. Taken randomly */
        radiusNonPlayer = 1000; / * Radius in meters, check for players, if there are no players, then after the final point, the convoy will disappear */
        radiusFiredNonPlayer = 200; / * Radius in meters, if the shooting player hid in a radius of the convoy will look for him and will not leave until the player runs away or until he is killed :) */
        betweenTime = 5; /* Delay execution of the script. */
        betweenStartTimeConvoy = 20; /* Time delay start the script after starting the server. In seconds */
        betweenTimeConvoy = 60; / * delay Time between convoys */
        betweenTimeConvoyScript = 5; /* Time to check the script of an escort */
        maxCount = 2; / * Maximum number of convoys on the map */
        maximeconvoy = 60; / * maximum number of seconds of convoy. If it is idle on the map, it is simply removed. */
        countPlayerOnline = 0; / * the Maximum number of players online for spawn convoy. */
        maxTimeStopConvoy = 80; / * If the convoy is in place since the beginning of the appearance, then do the check moved it or not. It happens on the map of the island and the point of the final path can be on the island and that they were not in vain, we will remove them. */
        countWeaponVehicle[] = {2,1}; /* the number of random weapons in the technique is written separated by commas in the array. Taken randomly */
        countItemVehicle[] = {2,1,3}; /* the number of arbitrary loot in the technique is written separated by commas in the array. Taken randomly */
        countBackpackVehicle[] = {1}; /* the number of arbitrary backpacks in the technique is written separated by commas in the array. Taken randomly */
        radiusSpawnListConvoy = 100; / * Radius of the road surface search in a given random area. Value in meters. Decreasing the value may vanicat blast equipment */
        minrespectKilledBoat = 50; /* Minimum value in respect of charges for the murder bot */
        maxrespectKilledBoat = 100; /* Maximum value in respect of charges for the murder bot */

Part of the convoy with equipment

class ejikConvouVehicleOne
        {
            playerInVehicle = 1; / * 1 - Allow players to get into transport. 0-prohibit. Players will not be able to sit in this technique. */
            convoyMarkerVehicle = 1; / * 1 - display the convoy on the map. 0-do not display on the map. */
            vehicleMarkerColor = "ColorBlack"; / / marker Color on the map. Available colors ColorGrey, ColorBlack, ColorRed, ColorBrown, ColorOrange, ColorYellow, ColorKhaki, ColorGreen, ColorBlue, ColorPink, ColorWhite
            vehicleMarkerName = "Fishermen"; / / name of the marker. Can be to leave simply an empty
            convoyAlertVehicle = 1; /* 1-Display the message that the convoy appeared. 0 - do not display. */
            vehicleAlertTitle = "NOTE"; // the title of the alert
            vehicleAlertContent = "Group insane bots looking for prey. Be careful on the road."; / / The text of the notice
            speedLimitedVehicle = 50; / * speed Limit equipment. If you have different equipment, so she was going the same speed */
            exileMoneyMin = 50; / * Set the minimum value of game money in the car. */
            exileMoneyMax = 100; / * Set the maximum value of game money in the car. */
            exileBotMoneyMin = 0; / * Set the minimum value of game money for bots. */
            exileBotMoneyMax = 10; / * Set the maximum value of game money for bots. */
            dynamicLootOn = 1; / * Add dynamic loot from class ejikConvouBotLoot. 0 - do not add, 1-add */
            vehicleList [] =
            {
                {            
                    "B_MRAP_01_gmg_F", // the Class of technology        
                    4, / / number of bots in the machine
                    {
                        {"srifle_DMR_03_F",1,1},
                        {"20Rnd_762x51_Mag",3,2}                    
                    }, / / The first parameter is a class, the second parameter is a quantity. The third parameter is the type. If this weapon then write 1, if ammo then write 2 if it is a backpack then write 3 if it is any other loot then write 4.
                    0 // the height of the object. If it is a helicopter it will appear in the air at the height specified in this parameter. Write in metres.
                },
                {            
                    "B_MRAP_01_gmg_F", // the Class of technology        
                    4, / / number of bots in the machine
                    {}, / / The first parameter is a class, the second parameter is a quantity. The third parameter is the type. If this weapon then write 1, if ammo then write 2 if it is a backpack then write 3 if it is any other loot then write 4.
                    0 // the height of the object. If it is a helicopter it will appear in the air at the height specified in this parameter. Write in metres.
                }
            };
        };

To add a new convoy, create a new class class ejikConvouVehicleFour for example

At the bottom of the loot settings for bots and equipment.

Edited by ejik[sow]

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I translated the whole config, then I saw you had already done some of it. Anyway here it is. Thank you @ejik[sow] for sharing this with us. looking forward to using it on our server.

Translated English Config with Cup weapons and gear

Spoiler

class CfgPatches
{
    class exile_ejik_convou
    {
        requiredVersion=1.0;
        requiredAddons[]=
        {
            "exile_server"
        };
        units[]={};
        weapons[]={};
        magazines[]={};
        ammo[]={};
    };
};


class CfgFunctions
{
    class exile_ejik_convou
    {
        class Bootstrap
        {
            file = "\exile_ejik_convou\bootstrap";
            class preInit
            {
                preInit = 1;
            };
            class postInit
            {
                postInit = 1;
            };
        };
    };
};

class ejikConvou
{
    class ejikConvouConfig
    {
        classBoats = "O_Soldier_unarmed_F"; // The class of the bot itself
        rankBoats[] = {"CORPORAL","SERGEANT","LIEUTENANT","CAPTAIN","MAJOR","COLONEL"}; // List of ranks bots
        abilityBots[] = {0.5,0.6,0.7,0.8,0.9}; // Random list of rigidity bots. Formed from 0 to 1, for example 50% is 0.5
        countItemBots[] = {2,1,3}; /* The amount of arbitrary loot in the bots is comma-separated in the array. Take randomly */
        radiusNonPlayer = 1000; /* The radius in meters, checking for the presence of players, if there are no players, then after the finishing point, the convoy will disappear */
        radiusFiredNonPlayer = 200; /* The radius in meters, if during a shootout the player hid in what radius the convoy will look for him and will not leave until the player runs away or until he is killed :) */
        betweenTime = 5; /* Script delay. */
        betweenStartTimeConvoy = 20; /* The delay time of the script start after the server start. In seconds */
        betweenTimeConvoy = 60; /* Delay time between convoys */
        betweenTimeConvoyScript = 5; /* Convoy script check time */
        maxCount = 2; /* Maximum number of convoys on the map */
        maxTimeConvoy = 60; /* The maximum number of seconds of the convoy. If it is idle on the card, it is simply removed.. */
        countPlayerOnline = 0; /* Maximum number of players online for a convoy spawn. */
        maxTimeStopConvoy = 80; /* If the convoy is in place from the beginning of the appearance, then we check whether it has moved or not. It happens on the map of the island and the point of the final path can become on the island and so that they do not stand in vain, we will clean them. */
        countWeaponVehicle[] = {2,1}; /* The number of arbitrary weapons in the technique is written with a comma in the array. Take randomly */
        countItemVehicle[] = {2,1,3}; /* The amount of arbitrary loot in the technique is written comma-separated in the array. Take randomly */
        countBackpackVehicle[] = {1}; /* The number of arbitrary backpacks in the technique is written with a comma in the array. Take randomly */
        radiusSpawnListConvoy = 100; /* The search radius of the pavement in a given random area. Value in meters. Decreasing the value may cause an explosion */
        minrespectKilledBoat = 50; /* The minimum value of the accrual respect for killing a bot */
        maxrespectKilledBoat = 100; /* The maximum value of the accrual respect for killing a bot */
    };
    
    class ejikConvouVehicle
    {
        class ejikConvouVehicleOne
        {
            playerInVehicle = 1; /* 1 - Allow players to board vehicles. 0 - disable. Players will not be able to sit in this technique. */
            convoyMarkerVehicle = 1; /* 1 - Display the convoy on the map. 0 - do not display on the map. */
            vehicleMarkerColor = "ColorBlack"; // The color of the marker on the map. Available colors ColorGrey, ColorBlack, ColorRed, ColorBrown, ColorOrange, ColorYellow, ColorKhaki, ColorGreen, ColorBlue, ColorPink, ColorWhite
            vehicleMarkerName = "Convoy"; // The name of the marker. You can just leave blank
            convoyAlertVehicle = 1; /* 1 - Display a message that a convoy appeared. 0 - do not display. */
            vehicleAlertTitle = "Convoy Reported"; // Alert header
            vehicleAlertContent = "Convoy operations have been reported in the region."; // Opposition text
            speedLimitedVehicle = 50; /* The speed limit technology. If you have a different technique, then so that it goes at the same speed */
            exileMoneyMin = 50; /* Put the minimum value of play money in the car.. */
            exileMoneyMax = 100; /* Put the max value of play money in the car... */
            exileBotMoneyMin = 0; /* We set the minimum value of game money for bots. */
            exileBotMoneyMax = 10; /* We set the max value of game money for bots. */
            dynamicLootOn = 1; /* Add dynamic loot from class ejikConvouBotLoot. 0 - do not add, 1 - add */
            vehicleList[] =
            {
                {            
                    "B_MRAP_01_gmg_F", // Vehicle class        
                    4, // The number of bots in the car
                    {
                        {"srifle_DMR_03_F",1,1},
                        {"20Rnd_762x51_Mag",3,2}                    
                    }, // The first parameter is a class, the second parameter is a quantity. The third parameter is type. If this weapon is written 1, if it is ammunition, then we write 2, if this is a backpack, then we write 3, if it is any other loot, then we write 4.
                    0 // object height. If this is a helicopter, it will appear in the air at the height indicated in this parameter. Write in meters.
                },
                {            
                    "B_MRAP_01_gmg_F", // Vehicle class        
                    4, // The number of bots in the car
                    {}, // The first parameter is a class, the second parameter is a quantity. The third parameter is type. If this weapon is written 1, if it is ammunition, then we write 2, if this is a backpack, then we write 3, if it is any other loot, then we write 4.
                    0 //object height. If this is a helicopter, it will appear in the air at the height indicated in this parameter. Write in meters.
                }
            };
        };
        
        class ejikConvouVehicleTwo
        {
            playerInVehicle = 1; /* 1 - Allow players to board vehicles. 0 - disable. Players will not be able to sit in this technique. */
            convoyMarkerVehicle = 1; /* 1 - Display the convoy on the map. 0 - do not display on the map. */
            vehicleMarkerColor = "ColorBlack"; // The color of the marker on the map. Available colors ColorGrey, ColorBlack, ColorRed, ColorBrown, ColorOrange, ColorYellow, ColorKhaki, ColorGreen, ColorBlue, ColorPink, ColorWhite
            vehicleMarkerName = "Convoy"; // The name of the marker. You can just leave blank
            convoyAlertVehicle = 1; /* 1 - Display a message that a convoy appeared. 0 - do not display. */
            vehicleAlertTitle = "Convoy Reported"; // Alert header
            vehicleAlertContent = "Convoy operations have been reported in the region."; // Opposition text
            speedLimitedVehicle = 50; /* The speed limit technology. If you have a different technique, then so that it goes at the same speed */
            exileMoneyMin = 50; /* Put the minimum value of play money in the car.. */
            exileMoneyMax = 100; /* Put the max value of play money in the car... */
            exileBotMoneyMin = 0; /* We set the minimum value of game money for bots. */
            exileBotMoneyMax = 10; /* We set the max value of game money for bots. */
            dynamicLootOn = 1; /* Add dynamic loot from class ejikConvouBotLoot. 0 - do not add, 1 - add */
            vehicleList[] =
            {
                {            
                    "B_MRAP_01_gmg_F", // Vehicle class        
                    4, // The number of bots in the car
                    {}, // The first parameter is a class, the second parameter is a quantity. The third parameter is type. If this weapon is written 1, if it is ammunition, then we write 2, if this is a backpack, then we write 3, if it is any other loot, then we write 4.
                    0 //object height. If this is a helicopter, it will appear in the air at the height indicated in this parameter. Write in meters.
                },
                {            
                    "B_MRAP_01_gmg_F", // Vehicle class        
                    4, // The number of bots in the car
                    {}, // The first parameter is a class, the second parameter is a quantity. The third parameter is type. If this weapon is written 1, if it is ammunition, then we write 2, if this is a backpack, then we write 3, if it is any other loot, then we write 4.
                    0 //object height. If this is a helicopter, it will appear in the air at the height indicated in this parameter. Write in meters.
                }
            };
        };
        
        class ejikConvouVehicleThree
        {
            playerInVehicle = 1; /* 1 - Allow players to board vehicles. 0 - disable. Players will not be able to sit in this technique. */
            convoyMarkerVehicle = 1; /* 1 - Display the convoy on the map. 0 - do not display on the map. */
            vehicleMarkerColor = "ColorBlack"; // The color of the marker on the map. Available colors ColorGrey, ColorBlack, ColorRed, ColorBrown, ColorOrange, ColorYellow, ColorKhaki, ColorGreen, ColorBlue, ColorPink, ColorWhite
            vehicleMarkerName = "Convoy"; // The name of the marker. You can just leave blank
            convoyAlertVehicle = 1; /* 1 - Display a message that a convoy appeared. 0 - do not display. */
            vehicleAlertTitle = "Convoy Reported"; // Alert header
            vehicleAlertContent = "Convoy operations have been reported in the region."; // Opposition text
            speedLimitedVehicle = 50; /* The speed limit technology. If you have a different technique, then so that it goes at the same speed */
            exileMoneyMin = 50; /* Put the minimum value of play money in the car.. */
            exileMoneyMax = 100; /* Put the max value of play money in the car... */
            exileBotMoneyMin = 0; /* We set the minimum value of game money for bots. */
            exileBotMoneyMax = 10; /* We set the max value of game money for bots. */
            dynamicLootOn = 1; /* Add dynamic loot from class ejikConvouBotLoot. 0 - do not add, 1 - add */
            vehicleList[] =
            {
                {            
                    "I_C_Heli_Light_01_civil_F", // Vehicle class        
                    2, // The number of bots in the car
                    {}, // The first parameter is a class, the second parameter is a quantity. The third parameter is type. If this weapon is written 1, if it is ammunition, then we write 2, if this is a backpack, then we write 3, if it is any other loot, then we write 4.
                    1200 // object height. If this is a helicopter, it will appear in the air at the height indicated in this parameter. Write in meters.
                },
                {            
                    "I_C_Heli_Light_01_civil_F", // Vehicle class        
                    2, // The number of bots in the car
                    {}, // The first parameter is a class, the second parameter is a quantity. The third parameter is type. If this weapon is written 1, if it is ammunition, then we write 2, if this is a backpack, then we write 3, if it is any other loot, then we write 4.
                    1200 // object height. If this is a helicopter, it will appear in the air at the height indicated in this parameter. Write in meters.
                }
            };
        };
    };
    
    class ejikConvouBotLoot
    {
        /* List of main weapons for bots.
         1st value weapon class
         2nd value class of clips
         3rd value number of clips
         4th value of grenade cartridge. If you do not specify it will not
         5th number of under-barrel cartridges */
        weaponBots[] =
        {
            {"srifle_DMR_03_F","20Rnd_762x51_Mag",7},
            {"LMG_Zafir_F","150Rnd_762x54_Box",3},
            {"srifle_DMR_05_blk_F","10Rnd_93x64_DMR_05_Mag",7},
            {"MMG_01_hex_F","150Rnd_93x64_Mag",3},
            {"srifle_GM6_F","5Rnd_127x108_Mag",7},
            {"srifle_LRR_F","7Rnd_408_Mag",7},
            {"srifle_EBR_F","20Rnd_762x51_Mag",7},
            {"srifle_EBR_F","20Rnd_762x51_Mag",7},
            {"srifle_EBR_F","20Rnd_762x51_Mag",7},
            {"LMG_Mk200_F","200Rnd_65x39_cased_Box",3},
            {"LMG_Mk200_F","200Rnd_65x39_cased_Box",3},
            {"LMG_Mk200_F","200Rnd_65x39_cased_Box",3},
            {"LMG_Mk200_F","200Rnd_65x39_cased_Box",3},
            {"LMG_Mk200_F","200Rnd_65x39_cased_Box",3},
            {"LMG_Mk200_F","200Rnd_65x39_cased_Box",3},
            {"arifle_Katiba_GL_F","30Rnd_65x39_caseless_green",5,"1Rnd_HE_Grenade_shell",3},
            {"arifle_MX_GL_F","30Rnd_65x39_caseless_mag",5,"3Rnd_HE_Grenade_shell",3},
            {"arifle_MX_GL_F","30Rnd_65x39_caseless_mag",5,"3Rnd_HE_Grenade_shell",3},
            {"arifle_MX_GL_F","30Rnd_65x39_caseless_mag",5,"3Rnd_HE_Grenade_shell",3},
            {"arifle_MXC_Black_F","30Rnd_65x39_caseless_mag",5}
        };
        /* List of secondary weapons for bots.
        1st value weapon class
        2nd value class of clips
        3rd value number of clips
        {"", "", 0} - means nothing to give
        {"launch_RPG7_F", "", 0} - if the second parameter is empty then there will be no charges */
        weaponSecondaryBots[] =
        {
            {"","",0},
            {"","",0},
            {"","",0},
            {"CUP_launch_RPG18","CUP_RPG18_M",1},
            {"launch_RPG7_F","RPG7_F",2}
        };
        rifleOptics[] =
        {
            "optic_ERCO_khk_F",
            "optic_MRCO",
            "optic_Hamr",
            "optic_ERCO_khk_F",
            "optic_MRCO",
            "optic_Hamr",
            "optic_Nightstalker",
            "optic_DMS"
        };
        itemmy[] =
        {
            "HandGrenade",
            "HandGrenade",
            "HandGrenade",
            "HandGrenade",
            "HandGrenade",
            "HandGrenade",
            "APERSBoundingMine_Range_Mag",
            "APERSMine_Range_Mag",
            "RPG32_HE_F",
            "Rangefinder",
            "optic_Nightstalker",
            "Rangefinder"
        };
        uniform_bots[] =
        {
            "CUP_O_TKI_Khet_Partug_01",
            "CUP_O_TKI_Khet_Partug_02",
            "CUP_O_TKI_Khet_Partug_03",
            "CUP_O_TKI_Khet_Partug_04",
            "CUP_O_TKI_Khet_Partug_05",
            "CUP_O_TKI_Khet_Partug_06"
        };
        vst_bots[] =
        {
            "CUP_V_OI_TKI_Jacket2_03",
            "CUP_V_OI_TKI_Jacket2_04",
            "CUP_V_OI_TKI_Jacket2_05",
            "CUP_V_OI_TKI_Jacket2_06",
            "CUP_V_OI_TKI_Jacket3_01"
        };
        headgear_bots[] =
        {
            "VSM_FullShemagh_Tan",
            "VSM_FullShemagh_Tan_pattern",
            "VSM_FullShemagh_OD",
            "VSM_FullShemagh_OD_pattern"
        };
        backpack_bots[] =
        {
            "CUP_B_AssaultPack_ACU",
            "CUP_B_AssaultPack_Black",
            "CUP_B_AssaultPack_Coyote",
            "CUP_B_HikingPack_Civ"
        };
        /* List of main weapons for bots.
         1st value weapon class
         2nd value class of clips
         3rd value number of clips */
        weaponVehicle[] =
        {
            {"srifle_DMR_03_F","20Rnd_762x51_Mag",7},
            {"LMG_Zafir_F","150Rnd_762x54_Box",3},
            {"srifle_DMR_05_blk_F","10Rnd_93x64_DMR_05_Mag",7},
            {"MMG_01_hex_F","150Rnd_93x64_Mag",3},
            {"srifle_GM6_F","5Rnd_127x108_Mag",7},
            {"srifle_LRR_F","7Rnd_408_Mag",7},
            {"srifle_EBR_F","20Rnd_762x51_Mag",7},
            {"srifle_EBR_F","20Rnd_762x51_Mag",7},
            {"srifle_EBR_F","20Rnd_762x51_Mag",7},
            {"LMG_Mk200_F","200Rnd_65x39_cased_Box",3},
            {"LMG_Mk200_F","200Rnd_65x39_cased_Box",3},
            {"LMG_Mk200_F","200Rnd_65x39_cased_Box",3},
            {"LMG_Mk200_F","200Rnd_65x39_cased_Box",3},
            {"LMG_Mk200_F","200Rnd_65x39_cased_Box",3},
            {"LMG_Mk200_F","200Rnd_65x39_cased_Box",3},
            {"arifle_Katiba_GL_F","30Rnd_65x39_caseless_green",5},
            {"arifle_MX_GL_F","30Rnd_65x39_caseless_mag",5},
            {"arifle_MX_GL_F","30Rnd_65x39_caseless_mag",5},
            {"arifle_MX_GL_F","30Rnd_65x39_caseless_mag",5},
            {"arifle_MXC_Black_F","30Rnd_65x39_caseless_mag",5}
        };
        vehItemmy[] =
        {
            "HandGrenade",
            "HandGrenade",
            "APERSBoundingMine_Range_Mag",
            "Rangefinder",
            "optic_Nightstalker"
        };
        vehBackpack_bots[] =
        {
            "B_Carryall_ocamo"
        };
    };
};

 

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Hey nice work i have one problem

waitUntil { (_unitRepair distance _vehicle) < 5 };
_u>
 2:25:13   Error position: <_unitRepair distance _vehicle) < 5 };
_u>
 2:25:13   Error Undefined variable in expression: _unitrepair
 2:25:13 File exile_ejik_convou\code\ExileServer_ejik_convou_repairVehicleUnit.sqf, line 21
 2:25:13 Error in expression <epair doMove _vehiclePos;

waitUntil { (_unitRepair distance _vehicle) < 5 };
_u>
 2:25:13   Error position: <_unitRepair distance _vehicle) < 5 };
_u>
 2:25:13   Error Undefined variable in expression: _unitrepair
 2:25:13 File exile_ejik_convou\code\ExileServer_ejik_convou_repairVehicleUnit.sqf, line 21
 2:25:13 Error in expression <epair doMove _vehiclePos;

waitUntil { (_unitRepair distance _vehicle) < 5 };
_u>
 2:25:13   Error position: <_unitRepair distance _vehicle) < 5 };
_u>
 2:25:13   Error Undefined variable in expression: _unitrepair
 2:25:13 File exile_ejik_convou\code\ExileServer_ejik_convou_repairVehicleUnit.sqf, line 21
 2:25:13 Error in expression <epair doMove _vehiclePos;

when mission cleared come this an map marker freezed

 

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2 hours ago, reVolt said:

Hey nice work i have one problem


waitUntil { (_unitRepair distance _vehicle) < 5 };
_u>
 2:25:13   Error position: <_unitRepair distance _vehicle) < 5 };
_u>
 2:25:13   Error Undefined variable in expression: _unitrepair
 2:25:13 File exile_ejik_convou\code\ExileServer_ejik_convou_repairVehicleUnit.sqf, line 21
 2:25:13 Error in expression <epair doMove _vehiclePos;

waitUntil { (_unitRepair distance _vehicle) < 5 };
_u>
 2:25:13   Error position: <_unitRepair distance _vehicle) < 5 };
_u>
 2:25:13   Error Undefined variable in expression: _unitrepair
 2:25:13 File exile_ejik_convou\code\ExileServer_ejik_convou_repairVehicleUnit.sqf, line 21
 2:25:13 Error in expression <epair doMove _vehiclePos;

waitUntil { (_unitRepair distance _vehicle) < 5 };
_u>
 2:25:13   Error position: <_unitRepair distance _vehicle) < 5 };
_u>
 2:25:13   Error Undefined variable in expression: _unitrepair
 2:25:13 File exile_ejik_convou\code\ExileServer_ejik_convou_repairVehicleUnit.sqf, line 21
 2:25:13 Error in expression <epair doMove _vehiclePos;

when mission cleared come this an map marker freezed

 

This problem happens when he fixes it, and you kill him, right? Because just when you fix the error no, but I will put extra condition to her.

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10 hours ago, ♜ Ģօɾɱ էհε Ølძ said:

Nice script. however, when I kill all the associated ai the vehicle despawns... Looked for a setting for this couldn't see one.

 

Verify the setting 
radiusNonPlayer = 1000; / * Radius in meters, check for players, if there are no players, then after the final point, the convoy will disappear */
This parameter is responsible for checking the distance at which the player is located. If the distance from which you killed the bots had more, then of course the car will be gone. You can enlarge it. Either there is another point is checking the car drove off from the starting point or not. If you immediately killed them they have not had time to leave, the car will disappear I fix it.

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