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      Bohemia Store Steam Redeem   06/24/17

      We started experiencing problems with the Steam redeem from our Store on Friday June 23rd.   For anyone that got affected by this, please go to your store account, after you select the product you purchased, you should see your steam key with a link to a how to article to activate it manually through Steam.   We apologize for the inconvenience.


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  1. Just copy the airport from the warfare mission templates and paste into your mission. But AI won't buy from it. Follow this thread Then do the same for planes. Just need to move them into one of the vehicle factories. You can have the plane spawn at airport with Server_BuyUnits.sqf. I'd just have them spawn in air at base.
  2. In the Server_BuyUnit.sqf, I'm using the following for random soldier types. _unit = Call Compile Format["[%1%2Units] Call BIS_WF_GetRandomElement",_sideText,_factoryName]; But, how do I exclude certain units like pilot and crew? I've tried _unit = Call Compile Format["[%1%2Units] Call BIS_WF_GetRandomElement",_sideText,_factoryName]; while{_unit == "%1CREW" || _unit == "%1PILOT"} do { _unit = Call Compile Format["[%1%2Units] Call BIS_WF_GetRandomElement",_sideText,_factoryName]; }; But pilot and crew still gets picked.
  3. I'm trying to get rid of duplicate weapons detected msgs in warfare. I've tried removeAllItems in the Common_EquipLoadout.sqf, but the error still persists for both west and east factions. Duplicate weapon ItemMap detected for TK_Soldier_EP1 Duplicate weapon ItemCompass detected for TK_Soldier_EP1 Duplicate weapon ItemRadio detected for TK_Soldier_EP1
  4. Everyone has their own and opinion of masterpiece at some point. With or without Vehicle and select 0 it didn't cause the error, its not the main problem here. What's wrong with the syntax? position nearObjects [typeName, radius] https://community.bistudio.com/wiki/nearObjects I'll test with nearestObjects. Edit: same error Bad conversion: array Error in expression <n {sleep 6; {deleteVehicle _x} foreach (nearestObjects [_this, ["CraterLong"], 5> Error position: <nearestObjects [_this, ["CraterLong"], 5> Error 0 elements provided, 3 expected //Client bodies or client/server vehicles. else { if(([_victim] Select 0) isKindOf "Air")then { [_victim] Select 0 spawn {sleep 6; {deleteVehicle _x} foreach (nearestObjects [_this, ["CraterLong"], 50])}; }; [_victim] Select 0 spawn {sleep 12; deleteVehicle _this}; }; Edit: Fixed with getPos using nearObjects.
  5. I'm trying to delete CraterLong objects from aircraft crashes in warfare using Common_UnitKilled.sqf. It works, but it sometimes gives the following error. Bad conversion: array Error in expression <ep 6; {deleteVehicle _x} foreach (_this nearObjects ["CraterLong",25])}; }; Error position: <nearObjects ["CraterLong",25])}; }; Error 0 elements provided, 3 expected } //Client bodies or client/server vehicles. else { if(([Vehicle _victim] Select 0) isKindOf "Air")then { [Vehicle _victim] Select 0 spawn {sleep 6; {deleteVehicle _x} foreach (_this nearObjects ["CraterLong",25])}; }; [_victim] Select 0 spawn {sleep 12; deleteVehicle _this}; };
  6. Works great, but sometimes it gives this error and it happens randomly. String STR_EVAL_TYPENAN not found Error in expression <call BIS_fnc_rotateVector2D; _obj setVectorDirAndUp [_vdir, _vup];> Error position: <setVectorDirAndUp [_vdir, _vup];> Error Type , expected Number File ca\modules\functions\objects\fn_setPitchBank.sqf, line 99
  7. Sorry, my title was confusing, I meant I'm hoping to correct the default game AI dismount behavior via warfare scripts if possible. Maybe the fix has to be done with vehicle cfg, but I can't find the location of the vehicle variables. I also observed that tank crews doesn't dismount like wheeled vehicles. Also, the dismount behavior only happens in groups of more than 1 wheeled vehicle. Maybe tank vehicles have a variable that be used for the wheeled vehicles.
  8. Is there a reason why AI driver/gunner dismounting in a group of more than 1 wheeled vehicles with turrets after engaging hostiles? The crew just goes into harms way, they do it even if vehicles are undamaged.
  9. No, although I'm on beta, this is default AI behavior. Do you mean if mods are the cause or recommend using mods to correct this? Place a platoon of Stryker MGS and add 1 or 2 groups of hostile infantry in editor. After or during firefight a vehicle driver sometimes gunner will disembark. Same result if using other wheeled vehicles with turrets. As long as there's more than 1 vehicle in the group.
  10. The AI gunners of those vehicles won't fire directly on targets like they can with M119, D30. I've tried inGunnerMayFire = true; in the vehicle init, but didn't work. What's the variable that allows the gunners to fire at targets?
  11. AI drivers/gunners in wheeled vehicles would dismount seemingly without apparent reason then get back in, and often they get killed. Tank type vehicles doesn't seem to have this issue. Example: A tank team with M1A1 and M1128 MGS, the styrker crew would disembark randomly. I tried setVehicleLock "LOCKED"; in Server_BuyUnit.sqf, but it doesn't prevent AI from exiting the vehicle.
  12. Thanks for the help. I'm wondering if the base defense mortar only can rearm a limited amount of times? Before the artillery call limit, I had a lot empty AI mortars that doesn't seem to get rearmed after a while. Then I noticed mortars only get their ammo refilled once or twice when I tried it then it just stays empty.
  13. I changed crew number of AH6J_EP1 to 1 in Config_AircraftFactory and lowered wait time on all vehicles. I'm using default corepath for Team_ReinforceAction and Team_update.sqf. If I paire it with another chopper(except MH6J_EP1), it will not spawn loop, if AH6J_EP1 is set to 1 crew in factory. If the team is a single AH6J_EP1 with 1 crew set in factory, AI won't spawn it at all. If team is single AH6J_EP1 with 2 crew set, it won't loop except with move leader into pilot in Server_BuyUnit. It also spawn loops when AH6J_EP1 is paired with MH6J_EP1 with either 1 or 2 crews set in factory. After moving the planes into Config_AircraftFactory, I've noticed all planes needs to have at least 2 crews set in factory or AI will not buy the last unit listed in Config_Teams, or if single unit, it won't spawn at all.
  14. Wouldn't the variable data get overridden by the initialization when the script is run again? BIS has these notes in the script. Not sure how to pass it as _data.
  15. I'm stuck at setting a condition where it fires 5 times per patrol point. Tried using variable _a for counting but it complains about undefined variable. If I define it, then the loop would clear its count. if (Leader _team Distance _destination > 30 && (_a < 5)) then { _a = _a + 1; if (_type In [Localize "STR_WF_TEAMINF",Localize "STR_WF_TEAMMECH"]) then {_team SetVariable ["transportDisembarkRange",(_location GetVariable "range") * 1.2]} else {_team SetVariable ["transportDisembarkRange",-1]}; [_team,([_destination,_radius,_radius * 1.3] Call GetRandomPosition)] Call BIS_WF_AITeamMove; _team SetVariable ["missionLocation",_location]; _timeNextMove = time + 90; _base = Call Compile Format ["%1Base",WFSideText _side]; _position = getPos _base; [_side,_position,_destination,_radius,2,2] Spawn BIS_WF_FireLocalArtillery; };