Ghostrider-GRG Posted February 5, 2018 Author Report Share Posted February 5, 2018 On 1/28/2018 at 7:31 PM, Ghostrider-GRG said: Merged a bunch of fixes with the main branch today. More fixes should be forthcoming over the next month. For those who wish to load crates onto SDV at underwater missions, I pushed a modified IgiLoad to the github which I will be updating to better support the latest Epoch Vehicles as well. Just pushed an updated dynamic underwater mission to the github on the branch for build 6.79 Build 110. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 14, 2018 Author Report Share Posted February 14, 2018 Started an experimental Branch in which new features not yet ready for prime time will be released. I have added an option to show the count of alive AI at missions to the experimental Branch. I also updated code that releases vehicles to players to address concerns that sometimes vehicles remain locked when all AI are dead. Razor1977 1 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 25, 2018 Author Report Share Posted February 25, 2018 Changes for the experimental branch were merged with the master today. Changes include new features and several bug fixes. Please see the changelog on the github for a more complete listing of changes. natoed, Helion4, Razor1977 and 1 other 4 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 26, 2018 Author Report Share Posted February 26, 2018 Pushed a fix for script errors when dynamic simulation is disabled to the master branch for build 116. Tarabas and Razor1977 2 Link to comment Share on other sites More sharing options...
Tarabas Posted March 1, 2018 Report Share Posted March 1, 2018 Thank you Ghostrider, it's getting better and better.. but I still can't find a solution to reduce mafia Underwater missions spawns.. blck_numberUnderwaterDynamicMissions = 3; <--seems not to give the wished effect Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted March 1, 2018 Author Report Share Posted March 1, 2018 Just now, Tarabas said: Thank you Ghostrider, it's getting better and better.. but I still can't find a solution to reduce mafia Underwater missions spawns.. blck_numberUnderwaterDynamicMissions = 3; <--seems not to give the wished effect I will investigate this weekend. Check blck_custom_configs.sqf as well as there is map-specific information there which overides the defaults. I should probably comment all that out to avoid confusion. Tarabas 1 Link to comment Share on other sites More sharing options...
Tarabas Posted March 2, 2018 Report Share Posted March 2, 2018 aswell I tried to change blck_showCountAliveAI = true; to blck_showCountAliveAI = false; what still gives me a counter for alive AI at missions.. Am I doing something wrong ? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted March 2, 2018 Author Report Share Posted March 2, 2018 3 hours ago, Tarabas said: aswell I tried to change blck_showCountAliveAI = true; to blck_showCountAliveAI = false; what still gives me a counter for alive AI at missions.. Am I doing something wrong ? Let me add this to the list of things to check. Tarabas 1 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted March 2, 2018 Author Report Share Posted March 2, 2018 @Tarabas Please check using the fixes I uploaded to the Master just now. The seem to address the issues you reported when I ran them on a test server. Link to comment Share on other sites More sharing options...
Tarabas Posted March 2, 2018 Report Share Posted March 2, 2018 @Ghostrider-GRG no, it's still showing at Bandit Camp / 22 AI alive <-- Changed now after 3 restarts ? seems to be fixed with blck_numberUnderwaterDynamicMissions = 1; I still get 8 underwater missions.. after restart only 5 missions are left.. Aswell the AI have Titan, but I only allowed them to have RPG.. hm, is that beacause I'm running it on Tanoa ? I disallowed all missiles-> seems to have worked Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted March 4, 2018 Author Report Share Posted March 4, 2018 Added some new features to the experimental branch Build 118 1. Added listings of armed vehicles you can use to easily customize vehicle patrols based on mission difficulty. 2. Added a few settings by which you can specify the distance between missions, players, bases and towns. 3. did a bit of debugging and script optimization. Tarabas 1 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted March 4, 2018 Author Report Share Posted March 4, 2018 @Tarabas If you like I can take a look at your custom_server.pbo. be sure you have made all merges to both the client (debug folder) and server. Link to comment Share on other sites More sharing options...
Tarabas Posted March 4, 2018 Report Share Posted March 4, 2018 that would be nice.. uploaded a zip with the files. but now the only error seems to be that AI have titans, if I activate blck_useLaunchers = true; and Mafia missions swawn in different numbers https://ufile.io/osjwu Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted March 4, 2018 Author Report Share Posted March 4, 2018 1 hour ago, Tarabas said: that would be nice.. uploaded a zip with the files. but now the only error seems to be that AI have titans, if I activate blck_useLaunchers = true; and Mafia missions swawn in different numbers https://ufile.io/osjwu OK - you can define the launchers they carry. Link to comment Share on other sites More sharing options...
Tarabas Posted March 4, 2018 Report Share Posted March 4, 2018 yes, that's what i did here blck_launcherTypes = ["launch_RPG32_F"]; i meant that was still giving titans to ai Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted March 6, 2018 Author Report Share Posted March 6, 2018 On 3/4/2018 at 9:51 AM, Tarabas said: that would be nice.. uploaded a zip with the files. but now the only error seems to be that AI have titans, if I activate blck_useLaunchers = true; and Mafia missions swawn in different numbers https://ufile.io/osjwu I have been going through this and found a few scripting errors. I believe all have been corrected. Below is a link to the updated pbo. Thanks for reporting the issues and for your patience. This version will be merged with the Main Branch as Version 1.80 build 118. https://www.dropbox.com/s/6op9nrvixue4kq6/custom_server.pbo?dl=0 Tarabas 1 Link to comment Share on other sites More sharing options...
Tarabas Posted March 6, 2018 Report Share Posted March 6, 2018 Thank you very much @Ghostrider-GRG I just saw now you even sent it back to me with my configs. Edit: Tested...works fine, now without titans Great support ! Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted March 7, 2018 Author Report Share Posted March 7, 2018 2 hours ago, Tarabas said: Thank you very much @Ghostrider-GRG I just saw now you even sent it back to me with my configs. Edit: Tested...works fine, now without titans Great support ! Glad that worked out. You are running build 118 which is now on the main branch on the github. Tarabas 1 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted March 7, 2018 Author Report Share Posted March 7, 2018 2 hours ago, AHITMAN said: Hey guys, first of all nice mission system. thanks for updating it. secondly i want know how i can make it so that you can get 1 gun from the AI's killed and thirdly whenever i finish a mission and go to the lootbox i cant even interact with it to see what i won as my reward for killing the AI in the mission system. using lates version of Epoch with your latest version V 6.80 build 118 Has anyone else had these issues? Did you change anything in the configs? Does anything show in your server .rpt file? Link to comment Share on other sites More sharing options...
Tarabas Posted March 7, 2018 Report Share Posted March 7, 2018 no I'm getting stuff in the crates... works as usual with the last files for me Link to comment Share on other sites More sharing options...
natoed Posted March 8, 2018 Report Share Posted March 8, 2018 @Ghostrider-GRG i'll give ur latest version a crack on the weekend and provide feedback thx for the updates cheers natoed Link to comment Share on other sites More sharing options...
Sneer Posted March 10, 2018 Report Share Posted March 10, 2018 Where do you change the type of vehicles that spawn at missions? I can't find it. lol Link to comment Share on other sites More sharing options...
natoed Posted March 10, 2018 Report Share Posted March 10, 2018 1 hour ago, Sneer said: Where do you change the type of vehicles that spawn at missions? I can't find it. lol custom_server\Configs\blck_configs_epoch.sqf line 52 blck_AIPatrolVehicles = ["I_G_Offroad_01_armed_F","I_mas_cars_UAZ_M2","I_mas_cars_LR_soft_M2","B_LSV_01_armed_F"]; // Type of vehicle spawned to defend AI bases heli custom_server\Configs\blck_configs.sqf from line 136 /////////////////////////////// // Heli Patrol Heli Types // Armed Helis ////////////////////////////// _blck_littleBirds = ["B_Heli_Light_01_armed_F"]; // AH-9 Pawnee (WEST) _blck_armed_hellcats = ["I_Heli_light_03_F"]; _blck_armed_orcas = ["O_Heli_Light_02_F","O_Heli_Light_02_v2_F"]; _blck_armed_ghosthawks = ["B_mas_UH60M","B_mas_CH_47F","I_mas_MI8","B_mas_UH1Y_UNA_F"]; //_blck_armed_ghosthawks = ["B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"]; _blck_armed_hurons = ["B_Heli_Transport_03_F","B_Heli_Transport_03_black_F"]; _blck_armed_attackHelis = ["B_Heli_Attack_01_F"]; _blck_armed_heavyAttackHelis = ["O_Heli_Attack_02_F","O_Heli_Attack_02_black_F"]; _blck_fighters = [ "O_Plane_CAS_02_F", // /ti-199 Neophron (CAS) "I_Plane_Fighter_03_AA_F", // A-143 Buzzard (AA) "I_Plane_Fighter_04_F", // A-149 Gryphon "B_Plane_CAS_01_F", // A-164 Wipeout (CAS) "B_Plane_Fighter_01_F" // F/A-181 Black Wasp II ]; blck_blacklisted_heli_ammo = ["24Rnd_missiles","24Rnd_PG_missiles","12Rnd_PG_missiles","2Rnd_LG_scalpel","6Rnd_LG_scalpel","8Rnd_LG_scalpel","M_Scalpel_AT ","14Rnd_80mm_rockets","38Rnd_80mm_rockets"]; blck_blacklisted_heli_weapons = ["missiles_SCALPEL","missiles_titan","rockets_Skyfire","missiles_DAGR","missiles_DAR"]; and from line 159 /////////////////////////////// // Heli Patrol Settings /////////////////////////////// blck_chanceHeliPatrolBlue = 0; //[0 - 1] Set to 0 to deactivate and 1 to always have a heli spawn over the mission center and patrol the mission area. // The chance of paratroops dropping from the heli is defined by blck_chancePara(Blue|Red|Green|Orange) above. // Recommend setting the change = 1 if you wish to spawn multiple helis at a mission. blck_patrolHelisBlue = _blck_armed_ghosthawks; blck_noPatrolHelisBlue = 0; blck_chanceHeliPatrolRed = 0.1; // 0.4; blck_patrolHelisRed = _blck_armed_ghosthawks; blck_noPatrolHelisRed = 1; blck_chanceHeliPatrolGreen = 0.2; blck_patrolHelisGreen = _blck_armed_ghosthawks; blck_noPatrolHelisGreen = 1; blck_chanceHeliPatrolOrange = 0.3; blck_patrolHelisOrange = _blck_armed_ghosthawks; blck_noPatrolHelisOrange = 1; static Weapons custom_server\Configs\blck_configs.sqf from line 228 blck_useStatic = true; // When true, AI will man static weapons spawned 20-30 meters from the mission center. These are very effective against most vehicles blck_killEmptyStaticWeapons = true; // When true, static weapons will have damage set to 1 when the AI manning them is killed. blck_staticWeapons = ["B_HMG_01_high_F","I_mas_DSHKM_AAF","I_mas_KORD_high_AAF","I_mas_M2StaticMG_AAF","I_static_AT_F"/*,"O_static_AT_F"*/]; // [0.50 cal, grenade launcher, AT Launcher] //////////////////// // Mission Static Weapon Settings //////////////////// // Defines how many static weapons to spawn. Set this to -1 to disable spawning blck_SpawnEmplaced_Orange = [2,4]; // Number of static weapons at Orange Missions blck_SpawnEmplaced_Green = [1,3]; // Number of static weapons at Green Missions blck_SpawnEmplaced_Blue = 0; // Number of static weapons at Blue Missions blck_SpawnEmplaced_Red = [1,2];; // Number of static weapons at Red Missions hope it helps natoed i lose my way around in the custom_server.pbo from time to time lol Sneer 1 Link to comment Share on other sites More sharing options...
natoed Posted March 11, 2018 Report Share Posted March 11, 2018 @Ghostrider-GRG Fuck'n brilliant update mate, I only get 1 rpt error thou the underwater mission started and finished as it should Spoiler 11:56:45 "_fnc_mainThrea: blck_numberUnderwaterDynamicMissions = 1 | blck_dynamicUMS_MissionsRuning = 1" 11:57:31 "[A3EAI Monitor] [Uptime:00:20:42][FPS:48][Groups:7/7][Respawn:0][HC:false]" 11:57:31 "[A3EAI Monitor] [Static:1][Dynamic:0][Random:0][Air:2][Land:4][UAV:0][UGV:0]" 11:57:46 "_fnc_mainThrea: blck_numberUnderwaterDynamicMissions = 1 | blck_dynamicUMS_MissionsRuning = 1" 11:57:49 IT07: [VEMFr] DynamicLocationInvasion -- INFO: invading Lopatino... 11:58:35 "ExileZ 2.0: - EPOCH EDITION - Deactivating Trigger | Position : [4517.72,10279.4,0] | GroupSize : 11 | Near : airfield " 11:58:35 "ExileZ 2.0: - EPOCH EDITION - Deactivating Trigger | Position : [4784.56,9867.63,0] | GroupSize : 11 | Near : " 11:58:47 "_fnc_mainThrea: blck_numberUnderwaterDynamicMissions = 1 | blck_dynamicUMS_MissionsRuning = 1" 11:59:48 "_fnc_mainThrea: blck_numberUnderwaterDynamicMissions = 1 | blck_dynamicUMS_MissionsRuning = 1" 12:00:24 Protocol bin\config.bin/RadioProtocolGRE/: Missing word Petrovka 12:00:24 Protocol bin\config.bin/RadioProtocolGRE/: Missing word Petrovka 12:00:25 "DEBUG DEAD VEHICLE SKIPPED SAVE: 1fade8b4080# 1200425: sdv_01_f.p3d " 12:00:27 No speaker given for 12:00:29 "spawnMissionCVehicles: _vehType = C_Boat_Transport_02_F | _vehOffset = [3,3,0] | _lootArray = [[""arifle_AK12_F"",""arifle_AK12_GL_F"",""arifle_AKM_F"",""arifle_AKM_FL_F"",""arifle_AKS_F"",""arifle_ARX_blk_F"",""arifle_ARX_ghex_F"",""arifle_ARX_hex_F"",""arifle_CTAR_blk_F"",""arifle_CTAR_hex_F"",""arifle_CTAR_ghex_F"",""arifle_CTAR_GL_blk_F"",""arifle_CTARS_blk_F"",""arifle_CTARS_hex_F"",""arifle_CTARS_ghex_F"",""arifle_SPAR_01_blk_F"",""arifle_SPAR_01_khk_F"",""arifle_SPAR_01_snd_F"",""arifle_SPAR_01_GL_blk_F"",""arifle_SPAR_01_GL_khk_F"",""arifle_SPAR_01_GL_snd_F"",""arifle_SPAR_02_blk_F"",""arifle_SPAR_02_khk_F"",""arifle_SPAR_02_snd_F"",""arifle_SPAR_03_blk_F"",""arifle_SPAR_03_khk_F"",""arifle_SPAR_03_snd_F"",""arifle_MX_khk_F"",""arifle_MX_GL_khk_F"",""arifle_MXC_khk_F"",""arifle_MXM_khk_F"",[""MultiGun"",""EnergyPackLg""],[""arifle_Katiba_F"",""30Rnd_65x39_caseless_green""],[""arifle_Katiba_GL_F"",""30Rnd_65x39_caseless_green""],[""arifle_MX_F"",""30Rnd_65x39_caseless_mag""],[""arifle_MXC_F"",""30Rnd 12:00:32 "_EH_AHit: _this = [[O Alpha 3-4:1,O Alpha 3-4:1,0.0193858,<NULL-object>]]" 12:00:34 Error in ReloadMagazine - unable to locate target weapon arifle_SDAR_F muzzle arifle_SDAR_F 12:00:34 Error in ReloadMagazine - unable to locate target weapon arifle_SDAR_F muzzle arifle_SDAR_F 12:00:49 "_fnc_mainThrea: blck_numberUnderwaterDynamicMissions = 1 | blck_dynamicUMS_MissionsRuning = 1" 12:00:50 Error in expression <f (blck_showCountAliveAI) then { if !(_marker isEqualTo "") then { [_marker,_m> 12:00:50 Error position: <_marker isEqualTo "") then { [_marker,_m> 12:00:50 Error Undefined variable in expression: _marker 12:00:50 File q\addons\custom_server\Missions\UMS\code\GMS_fnc_spawnDynamicUMSMission.sqf, line 360 12:00:58 No speaker given for 12:00:58 "DEBUG: server event PlantSpawner" 12:01:25 "#SEM DEBUG: Possible threads: [B Alpha 1-1:1 (natoed) REMOTE]" 12:01:25 "#SEM DEBUG: Possible threads: [B Alpha 1-1:1 (natoed) REMOTE]" 12:01:25 No speaker given for 12:01:27 Protocol bin\config.bin/RadioProtocolGRE/: Missing word Petrovka 12:01:30 "#SEM DEBUG: Attacker: B Alpha 1-1:1 (natoed) REMOTE" 12:01:30 "#SEM DEBUG: Attacker: B Alpha 1-1:1 (natoed) REMOTE" 12:01:30 "#SEM DEBUG: Possible threads: [B Alpha 1-1:1 (natoed) REMOTE]" 12:01:30 "#SEM DEBUG: Possible threads: [B Alpha 1-1:1 (natoed) REMOTE]" thx again cheers natoed Ghostrider-GRG 1 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted March 13, 2018 Author Report Share Posted March 13, 2018 On 3/10/2018 at 6:49 PM, AHITMAN said: still no answer for my previous question i see...anyways thanks. You have not given me much information to go on. Could you describe the problem in detail please including what mod (epoch or exile) and what you have done to troubleshoot so far? I have not had any trouble accessing crates. remember that loot may not be loaded until mission completion depending on how you set things up. Link to comment Share on other sites More sharing options...