T

TheLegendaryKhan

Member

Last active 9 years ago

  1. 9 years ago
    Mon Aug 3 15:34:13 2015
    T TheLegendaryKhan posted in IMPORTANT: Issue on Thirsk map.

    EUREKA. :D
    Ok so here is what was happening, I was trying to spawn in the TAOR marker area's civilian or military objective spots. Example in that outpost on the hill eat of Stratis airfield. AI Commander scanned the area at mission start and identified me as a threat. Same thing if I spawn near houses in the TAOR marker. But 1 thing beats me, i just threw in the military objective module then why did the OPCOM scanned the towns? Even putting a blacklist marker over my spawn spot didnt help.

    Appears I have to spawn in open woods or just away from civ/mil objs. Any help would be greatly appreciated I want to be behind enemy lines since the start for this mission. I made the job 50% easier for you guys. :P

    Al HAmdolillah..

  2. Mon Aug 3 10:31:04 2015
    T TheLegendaryKhan posted in IMPORTANT: Issue on Thirsk map.

    Sigh ok man.. :'(
    Thanks again for the patience.

    Maybe Ill make a video of it in a day or two.

  3. Mon Aug 3 10:30:32 2015
    T TheLegendaryKhan posted in IMPORTANT: Issue on Thirsk map.

    Sigh ok man.. :'(
    Thanks again.

  4. Sun Aug 2 15:19:43 2015
    T TheLegendaryKhan posted in IMPORTANT: Issue on Thirsk map.

    Please guys. I am waiting. :(

  5. Sat Aug 1 17:36:46 2015
    T TheLegendaryKhan posted in IMPORTANT: Issue on Thirsk map.

    Here is a simple mission:
    https://www.sendspace.com/file/gc7bmh

    NO mod just Alive (0.9.9.1506221) and CBA (1.1.23.150604 RC7 Hotfix 2). both latest. btw, im running Arma 3 ver. 1.48.131645.

    Please resolve my issue. its unnerving. AI chopppers and units rush for me no matter which corner of the map I begin the mission with.

  6. Thu Jul 30 17:02:23 2015
    T TheLegendaryKhan posted in IMPORTANT: Issue on Thirsk map.

    yeah cba and alive both are fresh. :(
    ill upload the mission soon.

  7. Thu Jul 30 14:42:11 2015
    T TheLegendaryKhan posted in IMPORTANT: Issue on Thirsk map.

    Nopes. Tried removing all these scripts from mission and copy pasted alive modules on Stratis. Still they sniff me out in bushes or even in a closed military office on the airfield. The god forsaken chopper also comes over my position and auto-hovers there. Sigh, I will play with DAC till you guys revert.
    Thank you. :(

  8. Thu Jul 30 07:23:44 2015
    T TheLegendaryKhan posted in IMPORTANT: Issue on Thirsk map.

    UPDATE:
    Oh btw, just realised, I am using 2 scripts in the mission:

    1. Civilian Vehicle Spawner by Zealot
    zlt_civveh.sqf:

    // v1d Civilian Vehicles from [STELS]Zealot
    if (not isserver) exitwith {};
    
    zlt_civveh_round = 0;
    zlt_civveh_vehicles = [];
    zlt_civveh_spawnedloc = [];
    
    zlt_rnd_seed = 3;
    
    zlt_fnc_random = {
      private ["_a","_c","_m"];
      _a = 75;
      _c = 0;
      _m = 65537;
      zlt_rnd_seed = ( zlt_rnd_seed * _a + _c ) mod (_m);
      (zlt_rnd_seed / _m) ;
    };
    
    
    zlt_fnc_selectrandom = {
    	_this select floor ( ([] call zlt_fnc_random) * count (_this));
    };
    
    zlt_fnc_civvehs = {
    	_debug = [_this, 1, false] call bis_fnc_param;
    	_lrange = _this select 2;
    	_cars = _this select 3;
    	_t1 = diag_ticktime;
    	
    
    	_startpos= _this select 0;
    	_houses = _startpos nearobjects ["House",_lrange];
    	//_vehmax =  _cars;
    	_vehmax = 	(round ((sqrt (count _houses)) * 0.5)) max 1;
    	
    	_classes = ["C_Offroad_01_F"];
    
    	_vehs = 0;
    	_attemps = 0;
    	
    	_class = _classes select 0;
    	zlt_rnd_seed =  ((_startpos select 0) + (_startpos select 1) mod 65537);
    	while {_vehs < _vehmax and _attemps < 10} do {
    		//diag_log ["CV",_startpos, _lrange, _houses];
    		
    		_house = _houses call zlt_fnc_selectrandom;
    		
    		_housepos = _house modeltoworld [0,0,0];
    		_newpos = _housepos findEmptyPosition [ 3 , 15, _class ];
    		_houses = _houses - [_house];
    		if (count _newpos == 0) then {
    			_attemps = _attemps + 1;
    		} else {
    			_veh = _class createVehicle (_newpos ) ;
    			_veh setvariable ["zlt_civveh", true];
    			zlt_civveh_vehicles set [count zlt_civveh_vehicles, _veh];
    			
    			_direction = (random 360);
    			_nearRoads = _newpos nearRoads 10;
          
    			if(count _nearRoads > 0) then
    			{
    				_road = _nearRoads select 0;
    				_roadConnectedTo = roadsConnectedTo _road;
    				if (count _roadConnectedTo > 0) then {
    					_connectedRoad = _roadConnectedTo select 0;
    					_direction = [_road, _connectedRoad] call BIS_fnc_DirTo;
    				};
    			}; 
    		
    			_veh setdir _direction;
    			_attemps = 0;
    			_vehs = _vehs + 1;
    			if (_debug) then {
    				["crt"+str(_newpos), _newpos] call zlt_fnc_createmarkerlocal;
    			};
    		};
    	};
    	_t2 = diag_ticktime;
    	if (_debug) then {
    		diag_log str ["civeh.sqf", _t2-_t1];
    	};
    };
    
    
    zlt_civ_checkloop = {
    
    
    	zlt_civveh_notemptyloc = [];
    
    	{
    		_veh = vehicle _x;
    		_isInVeh = (vehicle _x != _x);
    		
    		
    		// or _veh getvariable ["zlt_civ_round", -1] != zlt_civveh_round
    		if (!_isInVeh || {_veh isKindOf "LandVehicle"}) then {
    			_dist = 1000;
    			_locations = nearestLocations [(getpos vehicle _x), ["NameCityCapital","NameCity","NameVillage"], _dist];
    			_locations2 = nearestLocations [(getpos vehicle _x), ["NameCityCapital","NameCity","NameVillage"], 2500];
    			{
    				if ( not (_x in zlt_civveh_spawnedloc) ) then {
    					_lrange = 50; _cars = 1;
    					switch (type _x) do {
    						case ("NameCityCapital") : {_lrange = 250; _cars = 7;};
    						case ("NameCity") : {_lrange = 150; _cars = 3;};
    					};
    					_pos = position _x;
    					[ [_pos select 0, _pos select 1, 0], false, _lrange, _cars] call zlt_fnc_civvehs;
    					zlt_civveh_spawnedloc pushBack _x; 
    //					_x setside east;
    				};
    			} foreach _locations;
    			{
    				zlt_civveh_notemptyloc pushBack _x;
    			} foreach _locations2;
    			if (_isInVeh) then { _veh setvariable ["zlt_civ_round", zlt_civveh_round];};
    		};
    	} foreach (if (player in playableunits) then {playableunits} else {[player]});
    	
    	
    	{
    		_pos = [(position _x) select 0, (position _x) select 1, 0];
    		_ent = ( (_pos) nearEntities ["C_Offroad_01_F", 300] );
    		{
    			if ( _x getvariable ["zlt_civveh", false] and {count crew _x == 0 and fuel _x == 1}) then {
    				deletevehicle _x;
    			};
    		} foreach _ent;
    		zlt_civveh_spawnedloc = zlt_civveh_spawnedloc - [_x];
    	} foreach (zlt_civveh_spawnedloc-zlt_civveh_notemptyloc);
    
    	zlt_civveh_round = zlt_civveh_round + 1;
    };
    
    while {true} do {
    //scan loop
    
    	sleep 3.4; //magic number
    	[] call zlt_civ_checkloop;
    
    };

    2. Loot Spawner by BangaBob:
    LootInit.sqf:

    if(isServer)then{
    
    // Set probability of loot spawning 1-100%
    _probability=50;
    
    // Show loot position and type on map (Debugging)
    _showLoot=true;
    
    // Set Weapon loot: Primary weapons, secondary weapons, Sidearms.
    weaponsLoot=	["arifle_MX_F","arifle_Katiba_F","arifle_Mk20_F","arifle_MXM_F","arifle_MXC_F","arifle_SDAR_F","arifle_TRG20_F","arifle_TRG21_F"];
    // Set items: Weapon attachments, first-aid, Binoculars
    itemsLoot=		["Rangefinder","Binocular","ToolKit","muzzle_snds_M","muzzle_snds_L","muzzle_snds_H_SW","muzzle_snds_H_MG","muzzle_snds_H","muzzle_snds_B","optic_Arco","optic_Aco","optic_Holosight","optic_Nightstalker","optic_Yorris","optic_tws","FirstAidKit","muzzle_snds_acp"];
    // Set Clothing: Hats, Helmets, Uniforms
    clothesLoot=	["H_Hat_camo","H_HelmetB_light","U_I_pilotCoveralls","H_Bandanna_camo","U_B_CombatUniform_mcam","U_B_CombatUniform_mcam_tshirt","U_BG_Guerilla1_1","U_BG_Guerilla2_1","U_C_Poloshirt_burgundy","U_I_CombatUniform"];
    // Set Vests: Any vests
    vestsLoot=		["V_Chestrig_blk","V_BandollierB_blk","V_HarnessO_brn","V_PlateCarrier1_blk","V_Press_F","V_TacVest_blk"];
    // Set Backpacks: Any packpacks
    backpacksLoot=	["B_AssaultPack_blk","B_AssaultPack_cbr","B_AssaultPack_khk","B_Carryall_cbr","B_Carryall_khk","B_Carryall_mcamo","B_FieldPack_blk","B_FieldPack_cbr","B_FieldPack_khk"];
    
    // Exclude buildings from loot spawn. Use 'TYPEOF' to find building name
    _exclusionList=	["Land_Pier_F","Land_Pier_small_F","Land_NavigLight","Land_LampHarbour_F"];
    
    private ["_distance","_houseList"];
    	_mkr=(_this select 0);
    	_mkr setmarkerAlpha 0;
    	_pos=markerpos _mkr;
    		_mkrY= getmarkerSize _mkr select 0;
    		_mkrX= getmarkerSize _mkr select 1;
    
     _distance=_mkrX;
    	if (_mkrY > _mkrX) 
    			then {
    			_distance=_mkrY;
    			};
    
     _houseList= _pos nearObjects ["House",_distance];
    						
    		{
    	_house=_X;
    
    	if (!(typeOf _house in _exclusionList)) 
    			then {
    
    		
     for "_n" from 0 to 50 do {
     
    	_buildingPos=_house buildingpos _n;
    		if (str _buildingPos == "[0,0,0]") exitwith {};
    					
    				if (_probability > random 100) 
    					then {
    				null=[_buildingPos,_showLoot] execVM "spawnloot.sqf";
    						};	
    					};
    				};				
    	}foreach _houseList;
    	
    };//ISSERVER

    spawnLoot.sqf:

    if(isServer)then{
    _pos=	(_this select 0);
    _pos0=	(_pos select 0);
    _pos1=	(_pos select 1);
    _pos2=	(_pos select 2);
    _showLoot=	(_this select 1);
    
    	_BARREL = createVehicle ["Land_BarrelEmpty_F",[_pos0,_pos1,_pos2+0.1], [], 0, "can_Collide"];
    		sleep 0.5;
    		_holder = createVehicle ["groundweaponholder",[_pos0,_pos1,(getposATL _BARREL select 2)], [], 0, "can_Collide"];
    			deletevehicle _BARREL;
    			
    _type=floor (random 5);
    
    	if (_showLoot) 
    			then {			
    			_id=format ["%1",_pos];
    			_debug=createMarker [_id,GETPOS _holder];
    			_debug setMarkerShape "ICON";
    			_debug setMarkerType "hd_dot";
    			_debug setMarkerColor "ColorRed";
    			_txt=format ["%1",_type];
    			_debug setMarkerText _txt;	
    					};
    						
    // Spawn Weapon
     if (_type == 0) 
    		then {
    	_weapon= weaponsLoot call bis_fnc_selectRandom; 
    	
    		_magazines = getArray (configFile / "CfgWeapons" / _weapon / "magazines");
    		_magazineClass = _magazines call bis_fnc_selectRandom; 
    
    	_holder addWeaponCargoGlobal [_weapon, 1];
    	 _holder addMagazineCargoGlobal [_magazineClass, 2];
    				};
    					
    					
    // Spawn Magazines
     if (_type == 1) 
    		then {
    	_weapon= weaponsLoot call bis_fnc_selectRandom; 
    		_magazines = getArray (configFile / "CfgWeapons" / _weapon / "magazines");
    		_magazineClass = _magazines call bis_fnc_selectRandom; 
    
    	 _holder addMagazineCargoGlobal [_magazineClass, 2];
    				};	
    					
    					
    // Spawn Items
     if (_type == 2) 
    		then {
    	_item= itemsLoot call bis_fnc_selectRandom;
    	 _holder addItemCargoGlobal [_item, 1];
    	
    	_clothing= clothesLoot call bis_fnc_selectRandom;
    	 _holder addItemCargoGlobal [_clothing, 1];
    				};	
    					
    					
    // Spawn Vests
     if (_type == 3) 
    		then {
    	_vest= vestsLoot call bis_fnc_selectRandom;
    	 _holder addItemCargoGlobal [_vest, 1];
    				};
    					
    					
    // Spawn Backpacks
     if (_type == 4) 
    		then {
    	_backpack= backpacksLoot call bis_fnc_selectRandom;
    	 _holder addBackpackCargoGlobal [_backpack, 1];
    				};
    };//IsServer 

    Are any of these culprits? But they are an essential part of my mission. :(

    SpyderBlack and Savage can you guys please give them a glance?

    Regards

  9. Wed Jul 29 18:25:18 2015
    T TheLegendaryKhan posted in IMPORTANT: Issue on Thirsk map.

    I will get back to you guys tomorrow. 12 am where I am. :D Thanks by the way. Such immediate support makes Alive what it is :)

    Regards

  10. Wed Jul 29 16:25:22 2015
    T TheLegendaryKhan posted in IMPORTANT: Issue on Thirsk map.

    Oh still the same problem after limiting addons.
    I got a marker "m1" covering most of Thirsk:
    Alive (Required)
    Virtual AI system
    AI Commander (Nato, set to Occupation)
    Military placement Civ obj (throughout m1)
    Military placement Mil obj (throughout m1)
    And syncing the 2 placement modules with AI Commander.
    This time I have added the c2ISTAR module and only chosen the auto tasks for Opfor to be "Yes", Nato and IND's Auto tasks are set to "No" as I thought that was causing Nato commander to figure a threat already in town.

    I spawn in a hidden corner inside a town filled with Nato troops, no way to detect me and still every AI unit is coming for me after 2-3 minutes of preview start. Frankly this is getting on my nerves. I want to be "behind enemy lines" undetected at the start for heaven's sake. These are the limited mods I have activated for this trial:
    -image-

    Please respond.

View more