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Ghostrider-GRG

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Posts posted by Ghostrider-GRG

  1. for

    3 hours ago, stormchaser206 said:
    
    7 createVehicleCrew !="createvehiclecrew _x;" !="arrow_1\") then {\nsa_tow_debug_arrow_1 = \"Sign_Arrow_F\" createVehicleLocal [0,0,0];\nsa_tow_debug_arrow_2 = \"Sign_Arrow_F\" createV" !="arrow_1\") then {\nsa_tow_debug_arrow_1 = \"Sign_Arrow_F\" createVehicleLocal [0,0,0];\nsa_tow_debug_arrow_2 = \"Sign_Arrow_F\" createV" !="arrow_1\") then {\nsa_tow_debug_arrow_1 = \"Sign_Arrow_F\" createVehicleLocal [0,0,0];\nsa_tow_debug_arrow_2 = \"Sign_Arrow_F\" createV"

    It has me trying to fix it a few times

     

    Edit: I was trying to install https://forums.bistudio.com/forums/topic/188980-advanced-towing/. I know it works with Epoch because I've seen it on a server before. I added the sqf file to the mission PBO and put this in init.sqf:

    
    [] execVM "fn_advancedTowingInit.sqf";

     

    My first suggestion is to run this serverside which will save some headaches.

    For example, you might copyt the @Advanced Towing folder to your Arm3Server folder using FTP or whatever other means is available. Then, in your startup parameters, set "-servermod=@epochhive;@Advanced Towing;" If you need help, your server provider can probably deal with these steps.

    No key is required for this approach and you reduce the size of the mission file slightly.

    What I see in my BE files is::

    createvehicle.txt add !="Land_Can_V2_F"

    remoteexec.txt add !"sa_set_owner" !"sa_hide_object_global" !"sa_put_away_tow_ropes" !"sa_attach_tow_ropes" !"sa_take_tow_ropes" !"sa_hint" !"sa_drop_tow_ropes" !"sa_set_owner" !"sa_simulate_towing"

    there is probably a way to use regular expressions to condense this but I never spent the time needed to work that out after my first attempt failed.

     

    I do not believe I had to modify scripts.txt but will get back to you on that.

  2. @Krit,

    Did you pack the custom_server using PBO manager or something similar? The mission system will not start unless you do that. also, if you added the files to the epoch.Altis mission folder after unpacking it you will need to repack the mission for markers to show up on the map and for notifications to show. Your server generates a log file found in \SC with an extension .RPT. If the missions are starting, you should see a bunch of log entries with [blckeagls] ............ If you do not see this in your log you need to recheck the installation again. It runs for me when I download it as is from the github.

    Cheers - Ghost

  3. I added a few other things to ours:

    I have a global variable that is set to true upon the keypress that activates autorun. That variable is set to false for certain keypresses  [w,a,d,s] or when the surface is water. 

    I added a custom keypress handler that checks for '8' which activates autorun or inactivates it, and movement keys which disable it.

    I added a check to onEachFrame for the state of the global variable and when that is true there is a call to a small function that executes the autorun animation and also checks to see if the the player is on/in water.  If so, the global variable is set to false. By tying this to onEachFrame there is no need for an extra loop.

    I hope that this helps.

  4. 8 hours ago, lesvieuxcrevards said:

    Hi, not working for me :

     blck_RunGear = false;

    blck_RunGearDamage = 0

    Still have msg for AI put IED

    I need to revisit this code as it is sort of kludgy and I got lazy when I tried to get it to work. I need to attach a grenade to a random wheel and rework the logic for the settings. For now, if you want to disable the IEDs entirely try the following:

        blck_RunGear = false;  
        blck_RunGearDamage = 0;
        blck_VK_Gear = false;
        blck_VK_RunoverDamage = false;
        blck_VK_GunnerDamage = false;
        blck_forbidenVehicles = []; 
        blck_forbidenVehicleGuns = [];
       

  5. 7 hours ago, Grimm77 said:

    A quick question.  Is this mission system only limited to Altis, as I'm seeing only Altis in the configs/.pbos that come with it, or are you able to use it on Cherno as well? 

    It should work with pretty much any map. If you look in \custom_server\Compiles\Functions\GMS_fnc_findWorld.sqf you will see the maps for which I have entered world sizes and map centers, and how the default is set.

  6. Question 2: Yes, you should be able to add any additional items that you want those traders to sell.

    Question 3.1: Yes, in principle but it would require significant revision of the code. You would have to adjust the sizes of the dialogs.

    Question 3.2:  Yes, you can change them in the dialogs (tradedialog.hpp).

    Quesion 3.3: In principle yes but you would need to rework the code.

    Quesion 4: this enables or disables the ability of a player to move the dialog on the screen.

     

  7. 2 hours ago, Drokz said:

    Where are "First Aid Kits" added to the AIs? i need to replace them with FAK

    Medical items that can be added to AI at the time that they spawn are defined in the mod-specific config file. For Epoch the line should read

    blck_medicalItems = ["FAK"];

    A first aid kit is also sometimes added to allow the heal action and is supposed to be consumed by that. However, this being arma, it is possible that the AI inventory is not updated after completing the heal action. If you see an incorrectly added first aid kit that is most likely the cause. I will do some testing later today if I have time to look into this further.

     

  8. Version 6.59 uploaded to the github (Build 62). this version adds simulation manager.

    There are two possible simulation managers available. The default is the new arma dynamic simulation manager. The alternative is a scripted one that is run through the main thread every 5 seconds and called as sub-function of the mission group monitor.

    You can define which simulation manager is used in custom_server\configs\blck_defines.hpp where you would comment out or uncomment useDynamicSimulation.

    Let me know if you find bugs or other issues.

     

  9. I recently set out to add mods to a server and confronted the challenge of pulling the class names, formatting them in lists, and generating price lists. As there was no tool I could find to do this I have put one together. It allows server owners to pull class names for vehicles (Air, Land, boat), Weapons (arifle, srifle, launchers, etc), uniforms, vests, headgear, glasses, and output lists as either a simple list or a price list. That list is copied to the clipboard and can be pasted into any text editor. The price lists can be formatted in either Epoch or Exile format by changing a variable in init.sqf.

    Version 0.42 adds a option to check CfgPricing (Epoch) or equivalent price lists (Exile). The tools will only include items for which no price is found in the output. This should be handy when updating price lists or other configurations to include new items added as part of an update of a mod. See the readme for information on how to configure the tool to take advantage of this function.

    Version 0.4: adds a new function whereby one can extract only classnames with a specific root. For example, by setting GRG_Root = "Epoch" in the init.sqf, one can extract classnames that begin with Epoch. There are a few other minor optimizations and bug fixes, the most important of which are addition of some output to systemChat so that the user knows something is happening, and being sure that the checks against the arrays of items to be excluded from the output are all working properly.

    The tool is now considerably smaller and correctly pulls names for backpacks, glasses and other items that it missed before.

    For example, you could paste classnames of all default Arma vehicles in baseVehicles.sqf so that only the vehicles from the addon are shown in the output.

    While I have written each of the modules, the original approach to weapons was influenced by a post from KiloSwiss on this topic  .

    Download:

    https://github.com/Ghostrider-DbD-/Config-Extraction-Tools

    Installation:

    Instructions for installation and use are on the Github.

  10. On 3/1/2015 at 8:52 AM, KiloSwiss said:

    @ALKINDA

    As You can see in the official BIS wiki, BIS_fnc_getCfgSubClasses is an ArmA 3 function.

     

    @Sharkking

    Thanks for sharing that nice piece of code.

    I tried to move different weapons into different arrays, but seems the EPOCH Sniper rifles, handguns, shotguns etc. all show up under "Assaultrifles", caused by a wrong implementation/wrong entry in the weapons config files.

    I hope the EPOCH devs are aware of these issues and are going to fix them for the next release!

     

     

    Here is my version of the script and below are the results:

     

    Hidden Content

     

     

    /Edit

    Created an issue on github:

    https://github.com/EpochModTeam/Epoch/issues/205

     

    /Edit2

    Just figured out, the "Rollins_F" shotgun can be equiped with any sight, except for the two "optic_MRD" and "optic_Yorris".

    Yes that means, You can attach sniper optics like "optic_Nightstalker", "optic_SOS", "optic_LRPS" or "optic_DMS" to it...

    Seems someone was in a hurry when creating the config files, while implementing new guns into the Mod ;)

     

    Greez KiloSwiss

    I was facing this problem and found this script very helpful in working out a way to generate these lists and copy them to the clipboard. I have debuged it and adapted it to provide a more comprehensive list of class names for weapons, launchers, throwables, uniforms, vests, headgear, vehicles and magazines. For those who might find this handy you can download the complete set of tools:

    https://github.com/Ghostrider-DbD-/Config-Extraction-Tools

     

     

     

  11. 1 hour ago, Drokz said:

    Didnt update my mission file for some time. Static missions arent done yet are they?

    I have thought about how to script the static missions but not actually set them up. My plan was to use a threaded approach to checking when to spawn the various components to reduce server load. I have to write a few scripts to handle that part, and add a template and set of functions for spawning all the static stuff. I put that all off because our dedi crashed a month ago and life outside of scripting has been busy. The statics will be in the next version.

  12. 51 minutes ago, natoed said:

    Spelling mistake noted.

    https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/blob/master/%40epochhive/addons/custom_server/Configs/blck_configs_epoch.sqf

    line 406, "cass PartOreSilver", missing the "l" in class

    
    blck_epochValuables = ["class PartOreGold","cass PartOreSilver","class PartOre","class ItemGoldBar","class ItemSilverBar",

     

    Thanks - I will update the Github.

  13. 7 hours ago, Grahame said:

    I want to second this! My players and I are delighted with this mission system now, it knocks all the others out of the park. AI are responsive and much more of a challenge and everything about the system seems to have just got better. Now all we need are for us to provide more custom missions to give BlackEagl's the same breadth of missions as SEM or WAI.

    Thanks very much to both of you for the kind words. I would welcome any new contributions as far as new missions. If you have something you would like to share just let me know and I will add it to the github.

    Cheers,

    Ghost

  14. On 5/9/2017 at 3:33 PM, bazzaro135 said:

    What is loot like? Full military loot a shed and get a lynx. Or is it you need to go to a military base to get said type of weapons also will like 6 guns spawn in a stack?

     

    Is it possible to have roaming g ai soldiers along with ai missions. 

    Can you have dynamic/moving trade zones? With select items?

     

    Ultimately I am looking for something to replace exile. I have a 16gb i5 Linux box I need to use and I love arma. :p

    Halves blackmarket traders move with each server restart. There may be a moving trader script around somewhere in addition to that provided by Epoch. If you use either the epoch or havles traders the buy/sell list can be modified as you like to limit choices available. Epoch has a player-based economy so the inventory of the Epoch traders is based on what players have bought or sold. That is not the case for blackmarket traders.

  15. 1 hour ago, bazzaro135 said:

    I am looking for roaming AI, the only one I can seem to find is A3EAI and it isn't available anymore. Anyone have any insight? My goal is to make it roaming ai/missions with the low loot scavenge. I decided to try this with epoch as I like how it functions compared to Exile which is always high loot no risk.

    You should be able to download A3EAI here:

    https://github.com/Cavadus/A3EAI-Continued

    It provides good roaming AI that are pretty easy to configure. You can have AI camps with no, some or tons of loot as you like. If you use the blackmarket traders you should be able to configure them so that players can sell the vehicles they capture there without bloating the epoch vehicle system which will cause problems. Grahame had a post a while back on the code you need to change to allow players to use the AI vehicles.

    The mission systems have different characteristics:

    VEMF and VEMFr spawn missions in cities and are generaly high risk because of statics. Loot is easily configured.

    Several systems spawn missions out in the open.

    SEM was one of the first, is simple and has been updated recently by Grahame; it provides missions that spawn out in the open.

    blckeagles v6.58 is provides more complex missions in that there are helis and vehicle patrols; missions can be extensivley modified.

    WAI was the gold standard for killer AI and is still around. It offers bandit and hero missions (I believe) which could be linked to karma in the future.

    You can mix and match these as you like as long as you keep the total number of groups spawned under 144 (for 32 bit arma at least).

  16. 1 hour ago, Grahame said:

    One minor "bug" seems to have been introduced, though this may be intentional. Players often will start clearing loot from AI bodies before popping the mission crate. On my servers they will probably use the captured mission vehicles to store this loot. In previous versions (definitely in v.53) this was not a problem. Now in v.57 when the mission crate is popped the cargo of the mission vehicles is cleared, removing all the captured loot.

    Given that the mission vics do not generally contain any cargo anyway, is this behaviour necessary? In the interim I believe I should just be able to remove line 36 in GMS_fnc_vehicleMonitor.sqf

    
     	[_v] call blck_fnc_emptyObject;

    Does that sound right? It's weird because this line was in the old code anyway...

    @Grahame,

    That looks like the correct change. Thanks for identifying and reporting the issue. I will update the Github.

    Cheers,

    Ghost

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