TheScar Posted December 3, 2018 Share Posted December 3, 2018 i need the estimate time of when EU1# (EU2#,EU3#) will get updated (dont we all hate autoupdates) kthxbye Link to comment Share on other sites More sharing options...
GhostDragon Posted December 3, 2018 Share Posted December 3, 2018 The server restarts every morning so the soonest it will update unless someone decides a full server restart is required. this applies to EU1/2 EU3 will be a few days behind as I would like to await mod compatibility. Link to comment Share on other sites More sharing options...
TheScar Posted December 3, 2018 Author Share Posted December 3, 2018 ooooookkkkkk i m getting the concept there,but doesnt it make sense if awareness of a update is out to update the server asap as a 5 player filled 60 slot server is kinda contraproductive when most clients have already autoupdate ´d Not trying to push anyone´s timeline here ... but ... You dont suggest that i shall wait till tommorow untill i can access EU1# ,do you? Link to comment Share on other sites More sharing options...
GhostDragon Posted December 3, 2018 Share Posted December 3, 2018 Im suggesting im waiting on a discussion but that timeframe is the "latest it will be available Link to comment Share on other sites More sharing options...
Stanhope Posted December 3, 2018 Share Posted December 3, 2018 You know that you can turn auto update off right scar? Link to comment Share on other sites More sharing options...
TheScar Posted December 3, 2018 Author Share Posted December 3, 2018 thx for updating Link to comment Share on other sites More sharing options...
ansin11 Posted December 3, 2018 Share Posted December 3, 2018 Tiny I & A mission update is also planned on my side. Link to comment Share on other sites More sharing options...
TheScar Posted December 3, 2018 Author Share Posted December 3, 2018 update on updating : server is up,mission is live - but no main task or side task gets asigned Link to comment Share on other sites More sharing options...
ansin11 Posted December 3, 2018 Share Posted December 3, 2018 Assigned or created? Link to comment Share on other sites More sharing options...
Stanhope Posted December 3, 2018 Share Posted December 3, 2018 30 minutes ago, ansin11 said: Assigned or created? BI messed up causing a certain command to throw an error when used the way I&A3 uses it. Link to comment Share on other sites More sharing options...
Ryko Posted December 3, 2018 Share Posted December 3, 2018 For anyone looking to update I&A3 - The mission uses a fairly old method for finding a flat, empty location that's not on water. An example: private _position = [[[getMarkerPos currentAO , PARAMS_AOSize]],["water","out"]] call BIS_fnc_randomPos; The problem that we identified is that BIS_fnc_randomPos itself uses BIS_fnc_getArea to validate the array presented to it, and the data we are sending doesn't conform to that, thus throwing the error. We are almost finished an update to I&A3 which should allow the mission to work, involving changing all the references to BIS_fnc_randomPos to the more modern BIS_fnc_findSafePos function... about 79 in total, scattered across all the files. Now you know why I wanted to start I&A4 completely from scratch! - Ryko MidnightRunner and Mark T 2 Link to comment Share on other sites More sharing options...
Ryko Posted December 3, 2018 Share Posted December 3, 2018 ... and EU1 is now running I&A3 again. MidnightRunner, TheScar and Stanhope 3 Link to comment Share on other sites More sharing options...
gigglebok Posted December 5, 2018 Share Posted December 5, 2018 Ryko, could you give a worked example of the change to the code with one of the 79? Just stumbled across this on my server (that's running a local fork with a custom world on it, which I will release one day when it's ready!) - is it just as simple as substituting BIS_fnc_randomPos to BIS_fnc_findSafePos or are there some "gotchas"? Simple as this? _randomPos = [_AOpos, 0, _radiusSize, 0 ] call BIS_fnc_findSafePos; //_randomPos = [[[_AOpos, _radiusSize], []], ["water", "out"]] call BIS_fnc_randomPos; Link to comment Share on other sites More sharing options...
Ryko Posted December 5, 2018 Share Posted December 5, 2018 Sure. As an example, in the Missions\Priority\priorityarty.sqf file, we changed _position = [[[getMarkerPos currentAO , 2500]],["water","out"]] call BIS_fnc_randomPos; to _position = [getMarkerPos currentAO, 10, 2500, 10, 0, 0.1, 0, [], [0,0,0]] call BIS_fnc_findSafePos; Technically there's a whole loop there to ensure it's a flat and empty space, but it's probably not necessary because BIS_fnc_findSafePos has its own gradient detection (that's what the 0.1 is for in that statement). gigglebok 1 Link to comment Share on other sites More sharing options...
Stanhope Posted December 6, 2018 Share Posted December 6, 2018 You can just join the server and you'llhave the code as well. Link to comment Share on other sites More sharing options...
TheScar Posted December 6, 2018 Author Share Posted December 6, 2018 fair warning : the current edit of I+A 3 that EU1# is/was running yesterday had several side mission SECURE INTEL missions spread all over the island with no task assigned to it,3x Strider + inf patrols - ran into em yesterday about 4 times someone screwed up editing i assume ^^ Link to comment Share on other sites More sharing options...
gigglebok Posted December 6, 2018 Share Posted December 6, 2018 I think the problem you're seeing TheScar (having snaffled the code from EU1 to look at) is something that's not appearing in the rpt logs, but appears as a brief message in editor mode when running locally, this is it: [BIS_fnc_position] Error: size 6, expected 3, in ["respawn_west","FOB_Martian","FOB_Marathon","FOB_Guardian","FOB_Last_Stand","USS_Freedom"] No line number or file reference! What I'm suspecting is it's expecting a coordinate (3 elements) and is getting BaseArray instead (6 elements). So any of the lines like this in the code Missions/Priority/priorityaa.sqf: _flatpos = [getMarkerPos currentAO, 10, 2500, 10, 0, 0.1, 0, [[BaseArray, 800],[currentAO, 800]], [0,0,0]] call BIS_fnc_findSafePos; Are looking suspect. I'm having a play locally to investigate further, TheScar, why don't you do the same and we'll try and get to the bottom of this. To say Ryko screwed up the editing is a bit unfair; BIS sprang this non-backwards compatible function change out of the blue and it's screwed I&A which uses it for everything. Ryko did a quick hack to stop everyone moaning; well, at least he was trying to. Link to comment Share on other sites More sharing options...
TheScar Posted December 6, 2018 Author Share Posted December 6, 2018 I m far off from blaming anyone + I wouldn't blame Ryko for a fix to ensure having a mission to play on We talking about two different issues obviously, also And if I blame anyone, then propably this guy: On 12/3/2018 at 5:45 PM, ansin11 said: Tiny I & A mission update is also planned on my side. Alright then... Link to comment Share on other sites More sharing options...
Stanhope Posted December 6, 2018 Share Posted December 6, 2018 1 hour ago, gigglebok said: To say Ryko screwed up the editing is a bit unfair It'd be 100% unfair, seeing how I'm the one who edited it :) I'll have a look when I get home, I've got to do a French presentation in 15 minutes. Link to comment Share on other sites More sharing options...
gigglebok Posted December 6, 2018 Share Posted December 6, 2018 1 minute ago, Stanhope said: It'd be 100% unfair, seeing how I'm the one who edited it I'll have a look when I get home, I've got to do a French presentation in 15 minutes. Ha ha, I thought I'd seen your name more over the source than Ryko's! I think I'm onto something.. good luck with your presentation! Link to comment Share on other sites More sharing options...
Ryko Posted December 6, 2018 Share Posted December 6, 2018 Bonne chance! Stanhope and gigglebok 2 Link to comment Share on other sites More sharing options...
Stanhope Posted December 6, 2018 Share Posted December 6, 2018 2 minutes ago, gigglebok said: I think I'm onto something The files that will be causing the issue will be \Missions\Side\secureintelvehicle.sqf and \Missions\Side\secureintelunit.sqf gigglebok 1 Link to comment Share on other sites More sharing options...
gigglebok Posted December 8, 2018 Share Posted December 8, 2018 The more I look at this, the more I am sure that fleeting error message I saw was telling me something ain't right with a lot of other modules too. [BIS_fnc_position] Error: size 6, expected 3, in ["respawn_west","FOB_Martian","FOB_Marathon","FOB_Guardian","FOB_Last_Stand","USS_Freedom"] Looking at the code, I'm going to try retro-adding back in the loop which checks for all the bases - that blacklist argument if used in findSafePos needs to be in the format [center, dist] for each element - it's being passed an array of basenames, not positions. [[BaseArray, 800],[currentAO,800] Haven't had a chance to test, but going to hack the code on my version now. In addition, somebody might want to remove those three "<<<" at the beginning of FreeCivs.sqf as it's borking the compiler ! Please let me know if any of you made any progress, EU1 still seems to have the same codebase as the other day (with a few references to 3.3.8 in it still) Link to comment Share on other sites More sharing options...
Stanhope Posted December 8, 2018 Share Posted December 8, 2018 44 minutes ago, gigglebok said: [BIS_fnc_position] Error: size 6, expected 3, in ["respawn_west","FOB_Martian","FOB_Marathon","FOB_Guardian","FOB_Last_Stand","USS_Freedom"] That bug isn't causing any issues as far as I can tell. All missions appear to be spawning and I haven't seen any spawn at any bases yet. 44 minutes ago, gigglebok said: In addition, somebody might want to remove those three "<<<" at the beginning of FreeCivs.sqf as it's borking the compiler ! Yea my push to talk is '<', they're gone in 3.3.9. Link to comment Share on other sites More sharing options...
gigglebok Posted December 10, 2018 Share Posted December 10, 2018 Yep, just slap this expression into a debug window when I&A is running. _flatpos = [getMarkerPos currentAO, 10, 2500, 10, 0, 0.1, 0, [[BaseArray, 800],[currentAO, 800]], [0,0,0]] call BIS_fnc_findSafePos; See that bottom left corner? IDK why it's not logging it as an error, but it is definitely a type error caused by BaseArray. I think it's silently ignoring it tho. Change it to _flatpos = [getMarkerPos currentAO, 10, 2500, 10, 0, 0.1, 0, [[getMarkerPos currentAO, 800]], [0,0,0]] call BIS_fnc_findSafePos; And it works. I re-implemented the "loop" in all cases and no error messages. I also got a real error in the server log from fn_smenenemyeastintel, line 48: _randomPos = [(getPos _intelObj), 10, (300), 5, 0, 0.3, 0, [], _intelObj] call BIS_fnc_findSafePos; It's a type problem that again doesn't error directly, but causes the next line to fail with _randomPos not initialized. Fix was to give it the co-ord as above. _randomPos = [(getPos _intelObj), 10, (300), 5, 0, 0.3, 0, [], getPos _intelObj] call BIS_fnc_findSafePos; The problem in both cases (but different arguments) is that findSafePos expects a co-ord array, not a name. Hope that helps someone, I'm sure now it will show itself at some point on the server. I love I&A, so does my clan, and I want it to be around for ever! Link to comment Share on other sites More sharing options...
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