Member
Last active 8 years ago
Everything is working but after a few minutes ;)
So I'm working on script that will allow me to generate task from module.
I dont want to use tablet for this.
I've read one conversation about autogenerating task and this is what I've got
in object ini
this addAction["Assign Task", "tasks.sqf", nil, 6, True, True, "", "(_target distance _this) < 4"]
tasks.sqf
task = ["Assassination", "Sabotage", "MilAssault", "DestroyVehicles", "DestroyInfantry"] call BIS_fnc_selectRandom; //returns one of the variables ALIVE_autoGeneratedTasks = [task]; PAPABEAR = [West,"HQ"]; PAPABEAR sideChat "Confirmed. Unit is available for immediate tasking."; // hintSilent str ALIVE_autoGeneratedTasks; // Debug. Lists selected mission as hint. ALIVE_autoGeneratedTasks = [""]; PAPABEAR = [West,"HQ"]; PAPABEAR sideChat "Confirmed. Unit is unavailable for tasking at this time.";
So each time I chose "Assign task" from my object action I want C2ISTAR to generate task for me.
I see I'm missing this part of code that execute generating missions....right?
Any help please?
So I want OPCOM to use units I've placed to attack civilian objectives.
I've placed Commander AI module - synch it to millitary civ objective ( TAORS done, placement = objective only)
Then I've placed one group and synch it to Virtual AI module.
In game - TACOM gets " no available groups "
Can't figure what is wrong ;/
Last test:
I thought that maybe my base I created with editor was f*** up spawning so:
TEST1
a)Change place of all blufor modules and TAOR on the map
b)turn off debug
c)delete ambient civilian placement and TAOR for it
--> everything works!
TEST2
a) Place everything back to previous locations
b) turn off debug
--> everything works!
TEST3
a) add civilian TAOR and placement module
--> NOT SPAWNING BLUFOR UNITS
Conclusion - civilian placement with his taor was causing problems with blufor units spawn.
HeroesandvillainsOS - I have read conversation you started and you had similar problems with civilian placement so there is some kind of bug with it.
I was trying to high populate nearest city.
Devs should really look at this ;)
Ok so it seems more modules I place --> less units I get
A) I placed custom base with 50 groups spawn, no other placement modules -> got 50 groups
B)Place custom base, military obj and civ obj
Also strange group names - I have e0-10 and 20-56 , e10-20 are on OPF_F side ?????
I really need help with this ;/
"All modules was synched with TAOR marker for my side" = I mean all placement modules got TAOR ( not synched by lines ofc :P )
So as far as I understand I cant place custom module spawning 50 groups and then mil civ placement module with just objectives assigned to one TAOR?
I need to chose "place units" in mil civ - otherwise groups from custom module are not spawned.
Ok i solved the problem I think ....
Everything seems to be good to this point.
Later I'm gonna place other modules.
Before tests I wanted to spawn units only in my custom main base , I've placed other modules but objective only because I wanted OPCOM to capture them with units from my main base - It doesnt seem to work that way?
All modules was synched with TAOR marker for my side.
Ok I run a few tests and Im pretty sure it's some kind of debugger bug (lel)
Test 1 : military placement without debug - show placements on map, doesnt populate
Test 2 : military placement with debug - show placement, populate with 4 groups (...)
Test 3 : custom mil placement with debug - same result like in test 2
Test 4: custom mil placement without debug - do nothing
Also I noticed that sometimes OPF-F get extra groups. f.e I have groups number 78-79 and other numbers are in OPF_F side O_o
Removing ARP2 objects doesnt have any impact on OPCOM behaviour.
I've came across annoying problem with AI spawn.
Run scenario from 3d editor -> everything is ok, AI spawn correctly.
Placed player combat support connected to player CS art, run scenario -> got error "There are are no groups for OPCOM faction(s) ["OPF_F"]", BLU_F dont spawn either but without error msg.
Double checked all millitary AI, run scenario -> same thing but BLU_F spawn
Run with modules debug -> everything is ok, all factions spawn correctly
Run again -> all AI spawns for OPF_F - I mean , I have no info thath BLU_F cant spawn - If I look at the map I see that ALL AI spawned only for OPF_F
Srsl - any ideas what is wrong?
Spawning vanilla units.
Maybe its ARP2 items? Got few on map but everything was ok before.