DangerRuss
OpenDayZ Rockstar!
Just a thought, you could try disabling the missions to rule that out
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//set markers
_this = createMarker ["SAR_marker_sm11", [(_coords select 0) + 1, (_coords select 1) + 1]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [250, 250];
_this setMarkerDir 120.050;
SAR_marker_sm11 = _this;
//spawn troops
[SAR_marker_sm11,3,1,3,"patrol",false] call SAR_AI;
[SAR_marker_sm11,3,0,3,"patrol",false] call SAR_AI;
Hi, new question - and it's probably more a SargeAI question but i'll ask here anyway. So i've got the missions spawning AI using Sarge instead of add_unit_server, like this:
Code://set markers _this = createMarker ["SAR_marker_sm11", [(_coords select 0) + 1, (_coords select 1) + 1]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [250, 250]; _this setMarkerDir 120.050; SAR_marker_sm11 = _this; //spawn troops [SAR_marker_sm11,3,1,3,"patrol",false] call SAR_AI; [SAR_marker_sm11,3,0,3,"patrol",false] call SAR_AI;
And it seems to work ok, but i'm still testing it. One of the minor missions, i think its SM1, has an exit conditional that only returns when all AI are dead. In the example above, does anyone know how to test if AI spawned in marker 'SAR_marker_sm11' are alive/dead?
SniperTeam = createGroup resistance;
publicVariable "SniperTeam";
SniperTeam = createGroup resistance;//global
_SniperTeam = createGroup resistance;//Local
what the mission did before you changed it was spawn a group with the name sniperteam
then checks for the amount of alive units in that group if 0 then mission complete. You can check sarge AI's spawn script to see if the groups are spawned using a global or local variableCode:SniperTeam = createGroup resistance; publicVariable "SniperTeam";
and if its global you can check how many units are alive in that groupCode:SniperTeam = createGroup resistance;//global _SniperTeam = createGroup resistance;//Local
Could you elaborate? I never touched the faction.sqf cause im running sarge. Did i miss a step somewhere?have you loadet the faction.sqf in your unit.sqf?
they are some mistakes in your cleanup.fsm, can you upload it somewhere?
Ive got over 700k humanity and they dont hesitate to kill me and other heroes. We definitely dont shoot at them first
Could you elaborate? I never touched the faction.sqf cause im running sarge. Did i miss a step somewhere?
// side definitions
createCenter east;
createCenter resistance;
// unfriendly AI bandits
EAST setFriend [WEST, 0];
EAST setFriend [RESISTANCE, 0];
// Players
WEST setFriend [EAST, 0];
WEST setFriend [RESISTANCE, 1];
// friendly AI
RESISTANCE setFriend [EAST, 0];
RESISTANCE setFriend [WEST, 1];
SAR_AI_friendly_side = resistance;
SAR_AI_unfriendly_side = east;
" if (count units _x==0) then {" \nif ((count units _x==0) && !(_x getVariable[""SAR_protect"",false])) then {" \n
" if ((count units _x==0) && !(_x getVariable[""SAR_protect"",false])) then {" \n
yeah its the sniperteam mission. i had a quick look through the sarge code but i couldn't see where it does the checks, but its got to be in there somewhere because with sarge you can configure a marker and a corresponding static group, and sarge will respawn them when they all die (if its configured that way). I think sarge uses a group called 'west'(?), but i dont think i can use that in the mission script because there are AI units spawning/despawning all over the map with that group, so that exit condition would probably still not return true.
yeah but there arent any vehicles spawned in that mission, i think its the only mission which doesnt have any. i could add a vehicle i suppose, but then it just becomes like the other missions.in sm1 you can try changing
waitUntil{({alive _x} count (units SniperTeam)) < 1};
to
waitUntil{{isPlayer _x && _x distance _hummer < 10 } count playableunits > 0};
yeah but there arent any vehicles spawned in that mission, i think its the only mission which doesnt have any. i could add a vehicle i suppose, but then it just becomes like the other missions.
Error in expression <;
};
if (_object getVariable "Mission" == 1) exitWith {};
if (!_parachuteWest)>
22:31:20 Error position: <== 1) exitWith {};
if (!_parachuteWest)>
23:46:24 Error in expression < (vehicle _x getVariable ["Mission",0] != 1) && !(vehicle _x in _safety) && (ty>
23:46:24 Error position: <!= 1) && !(vehicle _x in _safety) && (ty>
23:46:24 Error Generic error in expression
23:46:24 "Deleting object HMMWV_DZ with invalid ID at pos [11029.1,3036.18,0.00137329]"
no i just thought you maybe used it. Have you checked this lines in Sarge_AI_init.sqf?
Code:// side definitions createCenter east; createCenter resistance; // unfriendly AI bandits EAST setFriend [WEST, 0]; EAST setFriend [RESISTANCE, 0]; // Players WEST setFriend [EAST, 0]; WEST setFriend [RESISTANCE, 1]; // friendly AI RESISTANCE setFriend [EAST, 0]; RESISTANCE setFriend [WEST, 1]; SAR_AI_friendly_side = resistance; SAR_AI_unfriendly_side = east;
// side definitions
createCenter east;
createCenter resistance;
// unfriendly AI bandits
EAST setFriend [WEST, 0];
EAST setFriend [RESISTANCE, 0];
// Players
WEST setFriend [EAST, 0];
WEST setFriend [RESISTANCE, 1];
// friendly AI
RESISTANCE setFriend [EAST, 0];
RESISTANCE setFriend [WEST, 1];
SAR_AI_friendly_side = resistance;
SAR_AI_unfriendly_side = east;