WhatTehFlup
New Member
Script restriction #44? What do i need to do?
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Hiyas Sarge,
I was using TK_INS_Warlord_EP1 (leader), TK_INS_Soldier_Sniper_EP1 (self explanatory), TK_INS_Soldier_2_EP1 and soldier 3. Would love to give you snippet of log but i delete them after done but i can say that there was nothing showing up in them indicating an issue. It all runs smoothly and they were just eyecandy anyway so no big deal, I went back to the skins you had originally and they all spawn with their weapon loadouts.
Still havin a Hoot, Blut
I have.Read the manuals ?
I have.
well, you check your line number 2 in your scripts.txt, cause that's actually the one that is affected ...What if the #number thats causing it is #0? Turns out its not yours, it's another scripts error thats causing it, but either way, what do i do with a #0?
Hi Meuk,
The markers that you see are there because you have your server configured to do so - I would recommend you can leave that on for testing, but for a live server, switch them off (ARMA2OAProfile).
I tried that on my environment - military AI are shown as green, regardless if i shoot them or not. My color switched from blue to orange after i shot one of them.
so any green unit marker you see are friendly AI units (military and survivors), and red ones are hostile AI units. The markers ARE showing their side. Blue = West, Green = resistance, orange = enemy and red = east = bandits.
Given that bandits CAN wear survivor skins, you might confuse bandit groups with survivor groups. Set the bandit skins to only contain bandit skins, and check ingame who shoots you.
cheers, Sarge
If you have dynamic spawns OFF, you should not see any AI spawning in near players. What you might see is static groups respawning though.
Medic =
a) you need to have positive humanity
b) you need to have a bloodbag on you
c) talk to the group leader
d) profit![]()
When we use the bloodbag interaction, the leader goes through the motions and the bloodbag is removed from inventory, but no players gain any health.
Thoughts?
Sarge can you help me add some stationary ai?Only the player that started the conversation and gets the bloodbag removed should gain health. I can recheck, but i think i tested that and ok'ed it.
in map config folder edit sar_cfg_grps_schernarus or whatever map you use.Sarge can you help me add some stationary ai?
Love the AI script, works great only one gripe and I cant seem to find/figure out where to change this.
Where is the parameter for the time units taken for the AI corpse's to despawn? Having real issues getting to the bodies in time to loot them would like to increase it to something around the 5-10 minute mark, seems to only be 60 or 120 seconds currently.
in map config folder edit sar_cfg_grps_schernarus or whatever map you use.
Copy paste one of the markers like this
//ZUB CASTLE
_this = createMarker ["SAR_marker_ZUBcastle",[6244.87,5205.74]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 1;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [1000, 1000];
SAR_marker_ZUB = _this;
Put the CREATE MARKER line to use the lower left corner of the box you want the units to stay in.
then use the setmarkersize to make now far east and north the units will go.
Then below add this line.
[SAR_marker_ZUB,3,0,2,"patrol",true] call SAR_AI;
make sure your SAR_marker_ name is unique and matches the defined area you created above.
the numbers are unit TYPE, SNIPERS,RIFLEMEN. the leader is also added. The TRUE/FALSE means whether they respawn when killed.
Now the bloodbag problem. Yes, I have initiated the conversation, the leader does the animation, my bloodbag is removed from my inventory but I gain no health. Others on my server say same thing and have wasted countless bloodbags. I compared the code with the medic code and it seems to be the same but there is some problem with either my server or this block:
if (_finished) then {
_actingPlayer setVariable["LastTransfusion",time,true];
_actingPlayer setVariable["USEC_lowBlood",false,true];
_actingPlayer removeMagazine "ItemBloodbag";
["usecTransfuse",[_actingPlayer,_targetAI]] call broadcastRpcCallAll;
} else {
r_interrupt = false;
doMedicAnim = [_targetAI,"Stop"];
publicVariable "doMedicAnim";
};
Can anyone else confirm that this works or doesn't work on their server?
Thanks.