Member
Last active 8 years ago
This will probably help, here is the output from the last rpt:
https://gist.github.com/abramsba/03bd161a7599fb61ea3bc1d411345ac1#file-rpt-output-L1173-L1176
I could load the quick start and another mission I had though which also uses these factions.
I loaded up the quick start mission on tanoa and it seems to be working fine:
No click errors, I'm using task force radio and ace. Is there anyway to figure out if there are start up errors?
I'm not sure where to look, there aren't any messages in the logs and there aren't any SQF or chat output complaints.
I've been developing my mission the entire time by testing single and listen multiplayer. The mission seems to be working fine running it one of these ways. However as soon as I start it up on a dedicated server I get a kind of behavior that I can't figure out where it's coming from.
Active on my map are three commanders, one for BLUFOR, OPFOR, and Independent. BLUFOR is occupying while the other two are invading the island. This gives me this kind of result, which is what I would have expected:
http://i.imgur.com/lVb8a4P.jpg
However, starting it up on the dedicated server the majority of the AI doesn't show up on the debug. On top of that, it's not consistent. Sometimes OPFOR doesn't show up, sometimes BLUFOR, sometimes Indepedent. What I end up with is something like this:
http://i.imgur.com/iMcogRX.jpg
I have absolutely nothing to go off of as far as finding it, there is nothing extra in the error logs and testing it locally it works perfectly fine.
There are certain tasks that I don't want to be generated, for example any kind of task that involves unit transportation. There is no option in the module to filter which type of missions can be generated, only an on or off switch. Is there a possibility to filter the types of missions that can be generated, or is there a function I can call from an SQF script to generate a particular type of mission?