Arma2 Battle Royale Carepackage Markers! HELP

Discussion in 'Script/Addon help' started by DangerRuss, Jul 6, 2017.

  1. Inkko

    Inkko Valued Member!

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    I did say its untested ;).Once I get it all working I'll have it all updated but thats the code I have at the moment for it. The repeats in the array for weapons are more for drop percentage, if you repeat a weapon it'll have a higher chance to drop.

    I do have several of those errors fixed in the dropbox files tho now.
     
  2. DangerRuss

    DangerRuss OpenDayZ Rockstar!

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    oh I know man I'm helping you test! I did not know that about the array I thought you might have just rushed through that part :)

    I like the script so far it looks very clean and configurable. I might remove the gunner bit so I can use an osprey but so far I like it. I'll toss it back on the server tomorrow and test it further for ya and let you know what I get!
     
  3. DangerRuss

    DangerRuss OpenDayZ Rockstar!

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    I actually tossed this on and tested it really quickly. I turned the spawn timers up so I didnt have to wait around for it.. it does not appear to be working but I'm also not getting any errors in the RPT, only this

    Code:
    20:46:00 ":: Carepackage :: Spawn chance Successful..."
    20:46:00 ":: Carepackage :: Starting SpawnHeli..."
    20:46:14 ":: Carepackage :: Spawn chance Successful..."
    20:46:14 ":: Carepackage :: Starting SpawnHeli..."
    20:46:26 ":: Carepackage :: Spawn chance Successful..."
    20:46:26 ":: Carepackage :: Starting SpawnHeli..."
    20:47:06 ":: Carepackage :: Spawn chance Successful..."
    20:47:06 ":: Carepackage :: Starting SpawnHeli..."
    20:47:32 ":: Carepackage :: Spawn chance Successful..."
    20:47:32 ":: Carepackage :: Starting SpawnHeli..."
     
  4. Inkko

    Inkko Valued Member!

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    I finally got my test server up and working except for cpbo randomly corrupting the server pbo half the time so I can start polishing it all up (getting it working/no errors). At the moment all the code is more of a work flow of how it is going to work, never done anything with AI so Its probably just my code that is not working, but no errors is a good thing and bad thing at the same time since its not doing anything lol. I'll add some more daig_logs to see where it seems to be stopping but it seems to be near the beginning of the CP_Heli.sqf; I suspect the AI part. I work from home so I may just install a sever on my work OS to work on it while "at work" to try and get it done quicker.
     
  5. Zeehond23

    Zeehond23 Valued Member!

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    Cpbo is terrible, use pbo manager
     
  6. Inkko

    Inkko Valued Member!

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    Well I spent some time on the script today, and I should have a revision soon that is working.

    I do have pbo manager installed on my main OS but the pack option never worked so I had to get cpbo for packing and pbo manager for unpacking. My work OS its all working fine tho with pbo manager and haven't had a single issue with repacking the server pbo.
     
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  7. Inkko

    Inkko Valued Member!

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    Well I have the dropbox files updated just not sure if its 100% working yet, the heli and everything works with the waypoints and the package drops but I have yet to see a package since I didn't have time to check it.
     
  8. DangerRuss

    DangerRuss OpenDayZ Rockstar!

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    I have literally the exact opposite opinion. PBO manager ALWAYS neglects to put the PBO prefix into my pbo. I've never actually been able to solve it. Doesn't matter how many times you edit the prefix tab to match your server directory. CPBO has always worked for me 100% of the time.
     
  9. DangerRuss

    DangerRuss OpenDayZ Rockstar!

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    [​IMG]

    I have to use USVehicleBox because I'm pretty sure the default box is for vanilla only. Anyways, it is not appearing at ground level, it is half sunk in the ground. Some times you can't even see it.
     
  10. DangerRuss

    DangerRuss OpenDayZ Rockstar!

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    So other than the crate basically being unlootable because it is not at ground level, this script seems to be running quite well. I've modified a lot of it to my liking easily enough and I'd be ready to throw this up on the server just as soon as the crate issue is fixed. I've played around with it some, and even looked at DZMS and how it sets the crate but I can't seem to figure out how to get the crate vectored to the ground. I think the issue is that you need to delete the original box and parachute when it hits the ground and create a new box at that location. I'm going to paste the DZMS script and perhaps it might give you some ideas. DZMS seems to delete the parachute as well.
     
    Last edited: Aug 1, 2017
  11. DangerRuss

    DangerRuss OpenDayZ Rockstar!

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    Code:
    /*
        AN-2 Bandit Supply Drop by Vampire
        Example Code by Halv
    */
    
    private ["_missName","_coords","_plane","_aiGrp","_pilot","_wp","_wp_pos","_loop","_half","_newPos","_plane2","_chute","_box","_dropDir","_wp2","_fallCount","_boxFin","_smoke"];
    
    //Name of the Mission
    //_missName = "Air Drop1";
    
    //DZMSFindPos loops BIS_fnc_findSafePos until it gets a valid result
    _coords = call DZMSFindPos;
    
    //[nil,nil,rTitleText,"An AN-2 with Bandit Supplies is Flying In!\nGet to the Location and Capture the Package!", "PLAIN",10] call RE;
    
    //DZMSAddMajMarker is a simple script that adds a marker to the location
    //[_coords,_missname] ExecVM DZMSAddMajMarker;
    
    //Lets get the AN2 Flying
    _plane = createVehicle ["MV22", [0,0,500], [], 0, "FLY"];
    [_plane] call DZMSProtectObj;
    _plane engineOn true;
    _plane flyInHeight 250;
    _plane forceSpeed 400;
    
    //Empty the plane
    clearMagazineCargoGlobal _plane;
    clearWeaponCargoGlobal _plane;
    
    //Lets make AI for the plane and get them in it
    _aiGrp = creategroup east;
    
    _pilot = _aiGrp createUnit ["SurvivorW2_DZ",getPos _plane,[],0,"FORM"];
    _pilot moveindriver _plane;
    _pilot assignAsDriver _plane;
    
    _wp = _aiGrp addWaypoint [[(_coords select 0), (_coords select 1),150], 0];
    _wp setWaypointType "MOVE";
    _wp setWaypointBehaviour "CARELESS";
    _wp_pos = waypointPosition [_aiGrp,1];
    
    _pilot addWeapon 'NVGoggles';
    _pilot addWeapon 'ItemCompass';
    _pilot addWeapon 'ItemRadio';
    _pilot addWeapon 'ItemMap';
    _pilot addWeapon 'ItemGPS';
    sleep 5;
    /*
    //DZMSAISpawn spawns AI to the mission.
    //Usage: [_coords, count, skillLevel, unitArray]
    [_coords,2,1,"DZMSUnitsMajor"] call DZMSAISpawn;
    sleep 5;
    [_coords,2,1,"DZMSUnitsMajor"] call DZMSAISpawn;
    sleep 5;
    [_coords,1,1,"DZMSUnitsMajor"] call DZMSAISpawn;
    sleep 5;
    */
    _loop = true;
    _half = false;
    while {_loop} do {
        if (!Alive _plane OR !Alive _pilot) then {
            sleep 5;
    
            // We are going to pretend the plane was shot down nearby
            deleteVehicle _plane;
            deleteVehicle _pilot;
    
            _newPos = [(_coords select 0) + (random(2000)),(_coords select 1) - (random(2000)),0];
    
            if (surfaceIsWater _newPos) then {
                //newPos is water, so lets just drop it on mark
                //This is a temporary fix for needed logic
                _newPos = _coords;
            };
    
            //Create the plane and kill it
            _plane2 = createVehicle ["MV22", [(_newPos select 0),(_newPos select 1),200], [], 0, "FLY"];
            [_plane2] call DZMSProtectObj;
            _plane2 engineOn true;
            _plane2 flyInHeight 200;
            _plane2 forceSpeed 400;
            sleep 2;
            _plane2 setDamage 1;
    
            //Update the location
            [_coords,"Air Drop"] ExecVM DZMSAddMajMarker;
            //[nil,nil,rTitleText,"The AN2 was shot down by UN Peacekeepers!\nGo Find the Supplies!", "PLAIN",10] call RE;
    
            _chute = createVehicle ["ParachuteMediumEast", [(_newPos select 0),(_newPos select 1),200], [], 0, "FLY"];
            [_chute] call DZMSProtectObj;
            _box = createVehicle ["USVehicleBox", [(_newPos select 0),(_newPos select 1),200],[], 0, "CAN_COLLIDE"];
            [_box] call DZMSProtectObj;
            _box attachTo [_chute, [0, 0, 1]];
            _smoke = "SmokeShellred" createVehicle (getPos _box);
            _smoke attachTo [_box, [0,0,0]];
            _loop = false;
        };
    
        if ((Alive _plane) AND (Alive _pilot) AND ((_plane distance _wp_pos) <= 1200) AND (!(_half))) then {
            //[nil,nil,rTitleText,"The AN2 is only 1200m out from the drop point!", "PLAIN",10] call RE;
    
            //Keep on truckin'
            _plane forceSpeed 375;
            _plane flyInHeight 200;
            _plane setspeedmode "LIMITED";
            _half = true;
        };
    
        if ((Alive _plane) AND (Alive _pilot) AND ((_plane distance _wp_pos) <= 200)) then {
            //Drop the package
    
            _dropDir = getDir _plane;
            _newPos = [(getPosATL _plane select 0) - 15*sin(_dropDir), (getPosATL _plane select 1) - 15*cos(_dropDir), (getPosATL _plane select 2) - 10];
    
            //[nil,nil,rTitleText,"The AN2 has reached the location and dropped the cargo!", "PLAIN",10] call RE;
    
            _chute = createVehicle ["ParachuteMediumEast", _newPos, [], 0, "FLY"];
            [_chute] call DZMSProtectObj;
            _box = createVehicle ["USVehicleBox", _newPos,[], 0, "CAN_COLLIDE"];
            [_box] call DZMSProtectObj;
            _box attachTo [_chute, [0, 0, 1]];
            _smoke = "SmokeShellred" createVehicle (getPos _box);
            _smoke attachTo [_box, [0,0,0]];
    
            deleteWaypoint [_aiGrp, 1];
            _wp2 = _aiGrp addWaypoint [[0,0,150], 0];
            _wp2 setWaypointType "MOVE";
            _wp2 setWaypointBehaviour "CARELESS";
            _plane forceSpeed 350;
            _plane setSpeedmode "FULL";
    
            _loop = false;
        };
    };
    
    //The box was dropped, lets get it on the ground.
    _fallCount = 0;
    while {_fallCount < 45} do {
        if (((getPos _box) select 2) < 1) then {_fallCount = 46};
        sleep 0.1;
        _fallCount = _fallCount + 0.1;
    };
    
    detach _box;
    _box setpos [(getpos _box select 0), (getpos _box select 1), 0];
    _boxFin = createVehicle ["USVehicleBox",[(getpos _box select 0),(getpos _box select 1), 0],[],0,"CAN_COLLIDE"];
    deletevehicle _box;
    deletevehicle _chute;
    [[(getpos _boxFin select 0), (getpos _boxFin select 1), 0],"Air Drop"] ExecVM DZMSAddMajMarker;
    clearWeaponCargoGlobal _boxFin;
    clearMagazineCargoGlobal _boxFin;
    clearBackpackCargoGlobal _boxFin;
    [_boxFin,"weapons"] ExecVM DZMSBoxSetup;
    [_boxFin] call DZMSProtectObj;
    
    //Wait until the player is within 30 meters and also meets the kill req
    [position _boxFin,"DZMSUnitsMajor"] call DZMSWaitMissionComp;
    
    //Let everyone know the mission is over
    [nil,nil,rTitleText,"A Player is Looting the Air Drop!", "PLAIN",6] call RE;
    diag_log text format["[DZMS]: Major SM2 AN2 Drop Mission has Ended."];
    deleteMarker "DZMSMajMarker";
    deleteMarker "DZMSMajDot";
    
    //Let the timer know the mission is over
    DZMSMajDone = true;

    specifically around the lines where it uses
    detach _box;
    and deletes the parachute and checks for water.
     
    Last edited: Aug 1, 2017
  12. Inkko

    Inkko Valued Member!

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    I'll probably do some sort of merge between this and what I have since it does work a lot nicer. But glad to hear it works other then being in the ground lol!
     
  13. DangerRuss

    DangerRuss OpenDayZ Rockstar!

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    yea it works really well. If I could just get it to NOT be in the ground I'd put it on my server! I'm trying to do a rough merge myself by just deleting the _crate and making a _crate2 or something like that but I suck at this :)
     
  14. Inkko

    Inkko Valued Member!

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    Last edited: Aug 3, 2017
    DangerRuss likes this.
  15. Inkko

    Inkko Valued Member!

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    I think I updated every file except 1 so you may have to redo any changes to it. A couple more config options as well.
     
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  16. DangerRuss

    DangerRuss OpenDayZ Rockstar!

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    This version is not working as well unfortunately. It doesn't seem to clean up the helicopters like the old script did. The old script just deleted them when they were done and flew off of the map. This one they are all just flying in circles in a group up in the north of the map.
    Also the carepackages are not attached to the parachute but rather they are on the ground and the parachute just falls from the sky on its own.
    I've attached some pictures to show you what I mean.

    [​IMG] [​IMG]
     
  17. DangerRuss

    DangerRuss OpenDayZ Rockstar!

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    on the plus side, the crates do appear to be at ground level now and still no RPT errors
     
  18. Inkko

    Inkko Valued Member!

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    I had that same issue with the parachutes but just assumed it way dayz 1.8.9. The helis for me were despawning tho, sometimes they would take a few minutes for some odd reason tho. I'll take a look at it again tomorrow and should be able to get those issues sorted out.
     
  19. Inkko

    Inkko Valued Member!

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  20. Zeehond23

    Zeehond23 Valued Member!

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    So you run this using a init in the server function?
     

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