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I guess that bug has been in this mission so long that I've completely forgotten a technical was one of the insurgent vehicle options, lol.
Honestly not entirely sure why that's happening. I assume it has something to do with the fact that a technical has an actual "gunner" seat. I assume a similar thing might happen if you replace the technical with something that has a "gunner" and a "commander" seat.
I haven't tested it, but I suspect messing with the code around line 248 to 254 in the mainloop.sqf might be able to solve it. (The part commented as "//we don't tell ai to move into a car...")
Perhaps the combination of addVehicle and orderGetIn commands isn't proper for vehicles with an actual gunner seat. Maybe there's another command that needs to be used.
I don't think it's a problem with mission code - the waypoints are getting created (whether it's "Assault" or "Race" mode), crew gets into the vehicle and replacing armed Offroad with any unarmed vehicle gets the party started. But for some reason if the vehicle has proper gunner position (whether it's vanilla Offroad or technical from mods - I'm using 3CB Factions) it just won't budge.
Have you ever encountered such behaviour? Whether in relation to this mission, or in general?
You are correct that I did not write a lot of the original code, including the logic around those variables.
That being said, I think the original person put those "scenario logic" variables in both as naive check to make sure they'd be set to the same value on both server and client, whether running dedicated or a listen server.
From what I can tell, the "RBD_DONE" variable isn't even really needed. You are likely correct that it should probably start at a value of "0". It seems the initial intention was for RDB_DONE to be used to end the mission in some way and show up with the debug parameter.
I think in a previous iteration, RBD_DONE was used to trigger the mission ending but the latest iteration doesn't actually use that variable.
This code is definitely a mess because I just inserted new code where I needed it without ever really trying to refactor the original code.
The "scenario logic" variables are defined both in initPlayerLocal and initServer - shouldn't it be enough to just declare them in initServer?
Also why is "RBD_DONE" set to "1" in both of those init files? It seems to me it should start at "0", and only be changed to "1" by mainloop script.
I hope you can help me understand this, although I'm aware that the code was originally written by someone else.
A friend and I actually did exactly that a while ago, see the link if you wanna get some inspiration from it! :)
https://steamcommunity.com/workshop/filedetails/?id=2643428691
I'll try that in a bit and let you know how it goes!
Shouldn't be too hard to port this to another terrain then. If you can open up this mission in the editor, just CTRL+A to select everything, CTRL+C to copy it all. Create a new mission on a new terrain, CTRL+V to paste it all. Move all the objects into position. There are map markers that denote where the AI cars spawn, where they go, and where they stop. There are also map markers for any enemies.
Save that file. Then copy all of the other files from the original mission folder into your new mission folder.
I have ported Dynamic Recon Ops to several maps, actually.