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Ghostrider-GRG

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  1. Like
    Ghostrider-GRG got a reaction from Drokz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Just ran Build 41 (now 42) on a test server with \compiles\blck_variables.sqf\blck_debugON = true -> mission respawner was working fine. On to the next problem.
  2. Like
    Ghostrider-GRG got a reaction from Drokz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I have Reinforcements next on my list. I plan on having paratroops drop in over the mission center when some condition is met, probably either 1 AI killed or a proximity trigger. which do you prefer.
    I have heli patrols in mind which are pretty easy to script. I plan to make it pretty easy for server owners to select from little-birds, hellcats, orca's etc.
    seting up a static mission should be easy. I did start thinking about how to design a template. My thought was to :
    1) include an ability to spawn buildings, sandbags, etc
    2) ability to spawn infantry either outside or in buildnigs.
    3) ability to spawn static weapons
    4) ability to spawn vehicle patrols.
    5) ability to spawn air patrols.
    6) ability to place loot crates randomly or in specific locals inside or outside.
    To fully implement this will require some work. A basic module can be put together just with calls to existing functions. the idea would be that you would configure the static mission by putting basic information into a template.
  3. Like
    Ghostrider-GRG reacted to Drokz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    They seem to be pretty aggressive now if you get into the set range. Better than before. Also i really like the AIs to not just camping the ground which makes it to easy to kill them
  4. Like
    Ghostrider-GRG got a reaction from Drokz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    So, Build 40 and 41 have been uploaded.
    Build 40 adds new logic to the killed event handler to make the knowledge the AI have of the killer more incremental. Once you kill one the survivors should start to light you up.
    I also added a hit event handler which notifies surviving AI in the group of the killer's location. If the AI is significantly injured it will also heal before engaging you again.
    Build 41 uses some new types of waypoints to try to make the AI more aggressive. Infantry now have some search and destry weapionts. The leader will actively search for enemies when in this mode. The AI should cycle between moving and searching. 
    Iam curious to know whether there is any discernible difference between build 41 and the v 3.5 from a year ago. This one adds quite a bit of logic to the AI that was absent in the past.  One hope that will make them seem more inteligent and responsive..
  5. Like
    Ghostrider-GRG got a reaction from Drokz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    It is always difficult to tell with things like this. If ou have time it would be nice to get some feedback as to whether the changes did anything. However, it is possible I will have something more advanced to test later today. Right now I have a strategy and am testing to be sure the AI cycle through the waypoints.
  6. Like
    Ghostrider-GRG got a reaction from Drokz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I am thinking about approaches to make the AI more aware of nearby players including having them actively hunt for players when the reach each waypoint. This will take some new code which I have started working on now.
  7. Like
    Ghostrider-GRG got a reaction from Drokz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Github updated to Ver 6.56 Build 39 which incorporates two additional features.
    1) I added a setting that determines if loot is added when the mission spawns or when it is completed. See the change-log for details.
    2) I redid the code that checks for proximity of players to the crate so that the mission end condition is only triggered when a player is on foot.
  8. Like
    Ghostrider-GRG got a reaction from natoed in Easy Kill feed/messages w/study & bury body function (Beta)   
    With the update to 0.3.8.0 one change in the install instructions is needed for those running the stock Antihack.
    The check for allowable Killed event handlers has been moved from the server config files to the client. What we are trying is as follows:
    In epoch.altis\epoch_config\Configs\CfgEpochClient.hpp
    look for line 69
    Killed          = "_this call EPOCH_fnc_playerDeath;";
    and change it to this:
     Killed          = "_this call EPOCH_fnc_playerDeath;HALV_playerDied = [_this select 0,_this select 1];publicVariable 'HALV_playerDied';";
    If any of you could confirm that this works elsewhere in teh community it would be much appreciated.
  9. Like
    Ghostrider-GRG got a reaction from serveratze88 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Fix for the errors with missions not spawning after a while pushed to the github as Version 6.54 / Build 27.
    For those up for some testing please let me know if this solved your issues.
    I reverted back to the old system of mission timers which has been bullet-proof for the past year.
    Thank you Brian Soanesn, Sneer, Deerawk, viper and the rest who have been posting bug reports with .RPT errors.
  10. Like
    Ghostrider-GRG got a reaction from Brian Soanes in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Found the key problem in GMS_fnc_updateMissionQue.sqf and updated the github with a fix.
    Also corrected a few other minor errors.
  11. Like
    Ghostrider-GRG got a reaction from AncientHawk in Custom AI mission   
    As someone else said, UPS or ALIVE mods can be used.
    VEMFr now provides space in the config for custom, static AI spawns for infantry and static weapons, I believe.
    We use A3EAI which provides options for custom spawns. Advantages are that AI have more intelligence and only spawn when players are nearby. Disadvantages are that there is some overhead with spawning / despawning and A3EAI does not support static weapons. You can define the spawn locations in @A3EAI\addons\a3eai_config\a3eai_custom_defs.sqf. An example of the definitiion for Darth_Rogue's Object X99 (Bornholm) follows:
           ["ArmedH1",[4256.91,19799.3,0.00165558],"B_Heli_Light_01_armed_F",1000,[1,1],1] call A3EAI_createCustomVehicleQueue;
            ["ObjectX1",[7218.28,12069.2,0.00141907],100,5,1,false,0] call A3EAI_createCustomInfantryQueue;
     
    There is a very nice tool provided with A3EAI for generating a list of the spawns which lets you teleport around the map and define the varous locations for the spawns.
    Alternatively, you could just place boxes or something in the spots you want AI to spawn, export the sqf and transpose the coordinates into the templates above.
    One can also place AI using the editor and export that information to an SQF. If you felt ambitious, you could use calls to functions in VEMFr or blckeagls to place AI but that would be a bit more work. I have not yet added an option for spawning static AI to blckeagls.
     
  12. Like
    Ghostrider-GRG reacted to vbawol in Epoch 0.4 Release Changelog   
    0.4 b668 released:
    https://github.com/EpochModTeam/Epoch/releases
    [Fixed] Crash when opening crafting menu since A3 1.66. [Fixed] workaround for HandleDisconnect not firing since A3 1.66. b660 [Fixed] changed playableUnits to allPlayers [Changed] improved Epoch_selectInventoryItem function [Changed] improved inventory locked check with arma 1.66 features. Known Issue: Killed event handler is not firing since 1.66 release. Changes Since 655:
    https://github.com/EpochModTeam/Epoch/pull/669/commits
     
  13. Like
    Ghostrider-GRG reacted to vbawol in Epoch 0.4 Release Changelog   
    0.4 b672 released:
    https://github.com/EpochModTeam/Epoch/releases
    [Added] Indestructible base options via CfgEpochServer (epochconfig.hpp) thanks to @Ignatz-HeMan [Fixed] Possible error in serverCommand function. [Changed] Revert Player Death function workaround since the issue is now fixed. Thanks to @Ignatz-HeMan Changes Since 668:
    https://github.com/EpochModTeam/Epoch/pull/684/commits
     
  14. Like
    Ghostrider-GRG reacted to vbawol in Epoch 0.4 Release Changelog   
    0.4 b675 released:
    https://github.com/EpochModTeam/Epoch/releases
     
    [Fixed] Skip saving of already killed vehicles. @Ignatz-HeMan [Fixed] Load all vehicles magazines correctly. @Ignatz-HeMan [Fixed] Typo in helper scripts (EPOCH_server_movePlayer and EPOCH_server_teleportCheck) [Fixed] Make player revive code wait for data propagation similar to player load. Should reduce chances of loading into an empty body. [Changed] Added some apex backpacks to BE filter. [Changed] bools converted to string or a number in configs. [Changed] EPOCH_fnc_returnConfigEntry(V2) now also supports 0/1 via config when default input is a bool. Note: this commit may address issue with Bad conversion: bool rpt spam. It is suggested to use the following format for storing booleans in configs: 1 = true "true"=true 0 = false "false"=false  
    Changes Since 672:
    https://github.com/EpochModTeam/Epoch/pull/694/commits
  15. Like
    Ghostrider-GRG reacted to raymix in winGrep replacement   
    I use wingrep and it's great, but honestly at this day and age almost all tools can do what wingrep do, even notepad++ searches files.
    If you don't like n++, another much better tool that has grep integrated (and is my new favorite) is Visual Studio Code. This tool is great if working with specific folders like project.
    For casual use, wingrep is still better if used for stuff like finding that one function or class name when extracting Arma's PBOs.
    If looking for alternative, there's quite a few good ones out there.
  16. Like
    Ghostrider-GRG got a reaction from TheBigfootPlays in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    are there any errors in your server .RPT?
  17. Like
    Ghostrider-GRG reacted to He-Man in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    Based on this Status Bar, I made a complete rewrite. (without a difference between PlayerBar / AdminBar, because it is not needed for us).
    - Completely removed external config file
    - Only 1 File for all
    - Config section on the top of the Script-File
    - Blinking Icons, if in a dangerous value
    - Easy changeable Status Bar Content
    - Toggleable between 3 Statusbar sizes (right shift key / configurable)
    - 0-No Status Bar
    - 1 Full Status Bar
    - 2 Half Status Bar
    - 3 Small Status Bar
     
    I made it only for our Server.
    But I want to share it now, if someone also want it.
    Download: https://github.com/Ignatz-HeMan/Ignatz_Statusbar
  18. Like
    Ghostrider-GRG reacted to He-Man in [RELEASE] Status Bar With Icons & Server FPS display v1.36   
    Using Infistar? Then:
    /*  Revert KeyDown       */ _RDK = false;
  19. Like
    Ghostrider-GRG reacted to He-Man in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    I am not using this Script, but I made a pull resquest to Epoch, to handle the vehicle Magazines correctly.
    So if you have a bit experience in Scripting, you can add this by yourself, or IT07 could add it?!
    https://github.com/EpochModTeam/Epoch/pull/688
  20. Like
    Ghostrider-GRG reacted to He-Man in [Ignatz] Earplug Script   
    Here a simple Earplug Script, special for the new Epoch Custom functions since Epoch 0.5
    https://github.com/Ignatz-HeMan/Ignatz_Client_Earplugs
  21. Like
    Ghostrider-GRG got a reaction from Biz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Please see the latest update which does support multiple instances of each mission.
  22. Like
    Ghostrider-GRG got a reaction from Biz in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    There were some changes required to "trader\HALV_takegive_crypto_init.sqf" a while back. I would scroll back through the chain for it. If you get stuck I can send you mine.
  23. Like
    Ghostrider-GRG got a reaction from zxbutchxz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    All the code you need is already in the mod. I will be uploading v6.50 in which this feature has been enabled once I do a stress test tonight. At one point the mission system was hanging because the max number of allowable groups had been spawned. I just want to be sure this issue was resolved before releasing this update.
  24. Like
    Ghostrider-GRG got a reaction from Biz in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    All the code you need is already in the mod. I will be uploading v6.50 in which this feature has been enabled once I do a stress test tonight. At one point the mission system was hanging because the max number of allowable groups had been spawned. I just want to be sure this issue was resolved before releasing this update.
  25. Like
    Ghostrider-GRG got a reaction from Grahame in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Please download Build 19 and please double-check your installation. I just tested this on an epoch testbed and it works as intended.  I also tested on one of our Exile servers and everything worked fine.
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