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Thread: Cached Units with Vehicle Support - v2.0

  1. #21
    HI

    I am using this excellent script with Jw Custom USPS When CEP is ran from the init any Ai soliders spawned do nothing just stand there, but vehicles work and patrol as aware as set in the USPS command.

    Init from mission sqm for Soldier:

    init="nul = [this, 100, ""patrol7"", ""patrol7"", 100, ""AWARE"", 100, ""LIMITED"", ""FILE"", 0, 0] execVM ""USPS.sqf""; ";
    Init for t72

    init="nul = [this, 100, ""patrol8"", ""patrol8"", 100, ""AWARE"", 100, ""LIMITED"", ""FILE"", 0, 0] execVM ""USPS.sqf""; ";
    T72 is a killing machine but the solider and his squad do nothing just stand around. Removing CEP from init.sqf and it works but as the mission is on Fallujah it hammers the server out of it.

    is there any known reason for this? Really would like to use CEP and USPS together if possible.

    thanks
    Pc Format Official Runner Up Award 2010

  2. #22
    @Wolffy

    Not sure if you are still working on this or not.

    I have noticed something strange when I use this script. I will try and explain the best I can. Units blink , one sec they are there. The next they are gone. Then they come back, usually in a different place if they were moving at the time they disappeared. Sometimes they disappear once , sometimes 2-3 times.

    I did some tests, hopefully you can reproduce this. Using just plain ole vanilla Arma2 CO v1.57, no mods, no betas...edit ... BAF lite and PMC lite running also
    I set up a map on the desert , easier to see..
    1 bluefor player, set damage false;
    1 opfor squad.

    I put the cache distance at 500m and time at 30. This way I know it is not because I am getting out of range. I make sure the bluefor is not near the opfor at the beginning, more than 500m away.

    Start it up, I wait 30-40 secs , to make sure the units have been cached. then I teleport close enough to the opfor group to bring them back, but not close enough to engage. Again I wait 30-60 secs , to act like a real mission , where the distance would be 1000 to 1500 meters to bring the units back. Give the units time to start doing what ever they have been assigned to do.



    Then I attack them , Random units will dissapear, then come back. Sometimes the whole squad, never the leader though, sometimes just a few.

    This problem is worse when something is put in the init line of the leader. I was using BIN_Taskpatrol for this test. But it still happens if nothing is in the init line of the leader, just not as often.

    Also, It only happens if you engage the opfor. If you do this a civilian everything seems fine.

    If I remove this script no more disappearing units.


    I hope I have explained this well enough. I have had to disable this in all my missons because of units blinking on and off like light bulbs when you first fight them.

    Nomadd
    Last edited by Nomadd; Jan 7 2011 at 16:23.

  3. #23
    Gunnery Sergeant Wolffy.au's Avatar
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    Quote Originally Posted by kdjac View Post
    is there any known reason for this? Really would like to use CEP and USPS together if possible.
    Quote Originally Posted by Nomadd View Post
    Not sure if you are still working on this or not.
    I haven't worked on this script for ages. I probably have improved versions that I haven't published individually (but within missions).

    What I'd suggest is, create a extremely simple reproducible mission and PM me a download. I won't spend a huge amount of time on it, but I will attempt to update with my latest version and see if it fixes the issue.

    Don't give me the mission in its entirity - it will be too hard for me to ensure its the script and not something else.

    Latest published version can be found here - http://creobellum.org/node/21

  4. #24
    Gunnery Sergeant Wolffy.au's Avatar
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    v2.3
    - Changed from SQF to FSM
    - Removed initial 30 sec delay
    - Added statistics to report log
    - Wait 30s or 10% AI increase to refresh cache

  5. #25
    Second Lieutenant Kremator's Avatar
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    Thanks Wolffy !

  6. #26
    Staff Sergeant Acelondoner's Avatar
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    Quote Originally Posted by Wolffy.au View Post
    There you go boys!

    Version 2.1
    - Added group setVariable ["crB_disableCache", true]; to disable caching on groups
    I am having trouble as this caching script is deleting a unit (objective) and is causing the task to be completed. I'm assuming the code above will sort out this issue but I don't know where to use it

    Could someone tell me where to put this bit of code:
    Code:
    ["crB_disableCache", true];
    Thanks in advance to anyone that helps

    EDIT: Think I figured it out: _war1 setVariable ["crB_disableCache", true];. Will this work in multiplayer?
    Last edited by Acelondoner; Jan 25 2011 at 11:33.

  7. #27
    Gunnery Sergeant Wolffy.au's Avatar
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    Hard to tell what you mean, but if _war1 is your unit, it should be:
    (group _war1) setVariable ["crB_disableCache", true];

    And yes, it works in multiplayer.

  8. #28
    Master Sergeant RangerPL's Avatar
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    Is there any way to keep the "units cached" hint from appearing? I don't want players knowing that they're near enemies.

    Also I'm using script-spawned AI so not only are the hints a dead giveaway, they get annoying.

    Other than that,
    this is a great script! Excellent for cleaning up missions.

    Never mind that, I got it to work properly!

    Cheers
    Last edited by RangerPL; Feb 23 2011 at 03:04.

  9. #29
    Never mind that, I got it to work properly!
    Ah, this was what I was lookign for - how do I disable the hint for unit caching (not the first one that contains the total unit count, but the one on the left of the screen) ?

    Any help appreciated.

    @Wolffy - great script mate, many thanks for this.
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  10. #30
    Gunnery Sergeant Wolffy.au's Avatar
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    The script was originally designed for dedicated server, so I didn't add a debug parameter (cause hints don't show up in dedi).

    To disable the hints, you need to search the SQF file for the word 'hint' and comment it out using '//' at the beginning of the line.

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