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Ghostrider-GRG

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  1. Like
    Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    That is in the issues list on the github - thanks for confirming. A fix is forthcoming. For the meantime, eliminate those missions from GMS_missions.sqf or play Epoch :)
  2. Like
    Ghostrider-GRG got a reaction from Helion4 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    That is in the issues list on the github - thanks for confirming. A fix is forthcoming. For the meantime, eliminate those missions from GMS_missions.sqf or play Epoch :)
  3. Like
    Ghostrider-GRG got a reaction from cit in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    That is in the issues list on the github - thanks for confirming. A fix is forthcoming. For the meantime, eliminate those missions from GMS_missions.sqf or play Epoch :)
  4. Like
    Ghostrider-GRG got a reaction from Sneer in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Thanks for your kind words. The next tasks will be to sort out an issue with using Headless clients then to add the ability to garrison buildings with AI (both static and dynamic missions) and with static weapons (HMG, AT, GMG, etc)  (already available for static missions, will be added for dynamic missions).
  5. Like
    Ghostrider-GRG got a reaction from Helion4 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Thanks for your kind words. The next tasks will be to sort out an issue with using Headless clients then to add the ability to garrison buildings with AI (both static and dynamic missions) and with static weapons (HMG, AT, GMG, etc)  (already available for static missions, will be added for dynamic missions).
  6. Like
    Ghostrider-GRG got a reaction from IGaveUpCrackForThis in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Thanks for your kind words. The next tasks will be to sort out an issue with using Headless clients then to add the ability to garrison buildings with AI (both static and dynamic missions) and with static weapons (HMG, AT, GMG, etc)  (already available for static missions, will be added for dynamic missions).
  7. Like
    Ghostrider-GRG got a reaction from Helion4 in Extended Base Objects for Epoch V 0.1   
    For a while now I have wanted to put together an addon that makes available additional storage containers and, in the future, other craftable items like heli pads, additional lights and so forth. To that end, and with quite a lot of help from Grahame, I offer V 0.1 of Extended Base Objects for Epoch. It offers a variety of additional storage containers and an easy method for installation.
    Installation: download from my github here:  https://github.com/Ghostrider-DbD-/EB4E
    Subscribe on Steam here: https://steamcommunity.com/sharedfiles/filedetails/?id=1475332817
    Unpack your mission.pbo using PBO manager or its equivalent.
    Copy all files from the mapname.epoch folder to the folder created by unpacking your mission.
    Repack your mission.
    Copy @EB4E to the same folder containing @Epoch and @epochhive on your server. 
     Copy the key found in @EB4E\Key to the \keys folder on your server.
    Add "EB4E" to the -mods="@Epoch;blahblah;" parameter for server startup.
    Players can subscribe to the mod here: https://github.com/Ghostrider-DbD-/EB4E
  8. Like
    Ghostrider-GRG got a reaction from Grahame in Extended Base Objects for Epoch V 0.1   
    For a while now I have wanted to put together an addon that makes available additional storage containers and, in the future, other craftable items like heli pads, additional lights and so forth. To that end, and with quite a lot of help from Grahame, I offer V 0.1 of Extended Base Objects for Epoch. It offers a variety of additional storage containers and an easy method for installation.
    Installation: download from my github here:  https://github.com/Ghostrider-DbD-/EB4E
    Subscribe on Steam here: https://steamcommunity.com/sharedfiles/filedetails/?id=1475332817
    Unpack your mission.pbo using PBO manager or its equivalent.
    Copy all files from the mapname.epoch folder to the folder created by unpacking your mission.
    Repack your mission.
    Copy @EB4E to the same folder containing @Epoch and @epochhive on your server. 
     Copy the key found in @EB4E\Key to the \keys folder on your server.
    Add "EB4E" to the -mods="@Epoch;blahblah;" parameter for server startup.
    Players can subscribe to the mod here: https://github.com/Ghostrider-DbD-/EB4E
  9. Like
    Ghostrider-GRG got a reaction from He-Man in Extended Base Objects for Epoch V 0.1   
    For a while now I have wanted to put together an addon that makes available additional storage containers and, in the future, other craftable items like heli pads, additional lights and so forth. To that end, and with quite a lot of help from Grahame, I offer V 0.1 of Extended Base Objects for Epoch. It offers a variety of additional storage containers and an easy method for installation.
    Installation: download from my github here:  https://github.com/Ghostrider-DbD-/EB4E
    Subscribe on Steam here: https://steamcommunity.com/sharedfiles/filedetails/?id=1475332817
    Unpack your mission.pbo using PBO manager or its equivalent.
    Copy all files from the mapname.epoch folder to the folder created by unpacking your mission.
    Repack your mission.
    Copy @EB4E to the same folder containing @Epoch and @epochhive on your server. 
     Copy the key found in @EB4E\Key to the \keys folder on your server.
    Add "EB4E" to the -mods="@Epoch;blahblah;" parameter for server startup.
    Players can subscribe to the mod here: https://github.com/Ghostrider-DbD-/EB4E
  10. Thanks
    Ghostrider-GRG got a reaction from DirtySanchez in Extended Base Objects for Epoch V 0.1   
    For a while now I have wanted to put together an addon that makes available additional storage containers and, in the future, other craftable items like heli pads, additional lights and so forth. To that end, and with quite a lot of help from Grahame, I offer V 0.1 of Extended Base Objects for Epoch. It offers a variety of additional storage containers and an easy method for installation.
    Installation: download from my github here:  https://github.com/Ghostrider-DbD-/EB4E
    Subscribe on Steam here: https://steamcommunity.com/sharedfiles/filedetails/?id=1475332817
    Unpack your mission.pbo using PBO manager or its equivalent.
    Copy all files from the mapname.epoch folder to the folder created by unpacking your mission.
    Repack your mission.
    Copy @EB4E to the same folder containing @Epoch and @epochhive on your server. 
     Copy the key found in @EB4E\Key to the \keys folder on your server.
    Add "EB4E" to the -mods="@Epoch;blahblah;" parameter for server startup.
    Players can subscribe to the mod here: https://github.com/Ghostrider-DbD-/EB4E
  11. Like
    Ghostrider-GRG reacted to Brian Soanes in Unlock vehicles left in trader over restart   
    To unlock vehicles left in your traders over a server restart, open your epoch_server.pbo

    In epoch_server\compile\epoch_vehicle\EPOCH_load_vehicles.sqf
    Find
    if (_allowDamage) then { Just above that, add this
    A3E_SafeZonePosArray = [ [[18451.9,14278.1,0]], //Altis East trader [[13333.5,14494.3,0]], //Altis Central trader [[6192.46,16834,0]] //Altis West trader ]; { if (_vehicle distance (_x select 0) < 200) then { _vehicle lock false; diag_log format["Vehicle %1 left in trader unlocked @ %2", _class, mapGridPosition _vehicle]; }; } forEach A3E_SafeZonePosArray; Pack pbo and you're good to go
  12. Like
    Ghostrider-GRG reacted to IGaveUpCrackForThis in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I just wanted to say Thank You to everyone for their amazing work on this mod! It installed with no problems, configured easily and I have been running it on a test server for weeks now. Of course, first time I unexpectedly ran into a mission (didn't look at the map on the way to a trader,) I had my ass handed to me. LOL I can't wait to see the bells and whistles that are added in future releases!! Thanks again!!!
  13. Like
    Ghostrider-GRG got a reaction from Grahame in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Version 6.86 is now in the works.
    In addition to fixing a few glitches it will add the ability to garison buildings with AI or statics at dynamically spawned missions.
  14. Like
    Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Pushed a small update that tightens up code for the assests (hostage or leader who is to be captured)
  15. Like
    Ghostrider-GRG got a reaction from Helion4 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I have developed some simple tools to generate configurations for static and dynamic missions laid out in the editor.
    They are available on the github under the Master branch.
  16. Thanks
    Ghostrider-GRG got a reaction from Schalldampfer in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I have developed some simple tools to generate configurations for static and dynamic missions laid out in the editor.
    They are available on the github under the Master branch.
  17. Like
    Ghostrider-GRG got a reaction from Grahame in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Pushed a small update that tightens up code for the assests (hostage or leader who is to be captured)
  18. Like
    Ghostrider-GRG got a reaction from Grahame in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    that would be great. I know VEMF uses building posns, or think it does. i'll fiddle with the statics and see
    how it goes. I was thinking that one could includw an optional structure in the define for the group and have the spawn script place the structure then locate units within it.
  19. Like
    Ghostrider-GRG got a reaction from Grahame in X groups of Y AI units or X*Y alone AI units?   
    Yes, each AI runs its own brain, and I guess each group. As Grahame pointed out, also remember that at the present time, Arma 3 limits you to 288 groups per side, and Arma 2 to 144 groups per side. for Arma 3, unless you run something insane you should never reach the 288 group cap. You will know if you did because createGroup will start returning grpNull. I used to put checks in blckealgs to test for that condition but removed them since the increase in the cap on groups per side. Note also that you can manage the server resources dedicated to groups or AI by either poling each group for nearby players and disabling simulation when no players are near or by using dynamic simulation manager build into Arma 3. Also note that the simulation managers do show some delay in activating Ai so build in a safety factor when doing this.
  20. Like
    Ghostrider-GRG got a reaction from Helion4 in Add ATMs in traders (Altis)   
    I did a little testing. The script itself seems to work fine but you picked up a special character somewhere. You might want to check positions of those ATMs. Below is a little script you can use to see where stuff spawns which you can run in the editor.
    It is a really minor point, but for this application you can use count instead of forEach as you do not need the _forEachIndex except for debugging.
    I hope this is helpful.
  21. Like
    Ghostrider-GRG reacted to Grahame in Calling Your Banker   
    Sometimes you are going to be caught short in the wild; maybe you found a trader in the wilderness or just did a GTA job on a roaming AI truck and nicked their crypto. Well, if you allow ATMs and phones, here's a little bit of code to let you call the bank when you cannot find them...
    (1) Add the particular items that you want to allow people to call on to your loot tables and trader configs. Choices include: ItemMobilePhone_old, ItemMobilePhone_smart, ItemPortableLongRangeRadio, ItemSatellitePhone, ItemSurvivalRadio
    (2) For each of the items you want to use for remote calling the bank add the lines below for it to epoch_config/Configs/CfgItemInteractions.hpp:
    class ItemMobilePhone_old : Default { interactAction = 18; interactText = "CALL BANKER"; }; class ItemMobilePhone_smart : Default { interactAction = 18; interactText = "CALL BANKER"; }; class ItemPortableLongRangeRadio : Default { interactAction = 18; interactText = "CALL BANKER"; }; class ItemSatellitePhone : Default { interactAction = 18; interactText = "CALL BANKER"; }; class ItemSurvivalRadio : Default { interactAction = 18; interactText = "CALL BANKER"; }; (3) Before these lines at the end of epoch_code/compile/EPOCH_consumeItem.sqf:
    default { ["Found nothing", 5] call Epoch_message; }; Add:
    case 18: { // Call banker if (isNil "EPOCH_bankTransferActive") then { if (random 1 > 0.5) then { [player, [], Epoch_personalToken] remoteExec ["EPOCH_server_storeCrypto",2]; closeDialog 0; createDialog "InteractBank"; lbClear 21500; { _index = lbAdd[21500, name _x]; lbSetData[21500, _index, netId _x]; } forEach(allPlayers - [player]); } else { ["You cannot get a signal, please try again", 5] call Epoch_message; }; }; }; Note that there's a bit of randomization so the players only have a 50% chance of getting through. You can reduce this further to make their lives more interesting 
    That's it. RePBO the mission and upload to your server.
  22. Like
    Ghostrider-GRG reacted to Schalldampfer in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    I made spawn positions for Malden:
     
    I used this script and edited the output
    init.sqf :
     
  23. Like
    Ghostrider-GRG got a reaction from Grahame in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    The official release of Ver 6.84 Build 146 is on the github. Thank you to all who have provided feedback on v 145.
  24. Like
    Ghostrider-GRG got a reaction from Sneer in blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)   
    Would it be possible for a moderator to set the title for this to [closed] or [inactive] to reduce confusion on the part of those trying to download blckeagls?
  25. Like
    Ghostrider-GRG reacted to Sneer in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Your right, that was my mistake, in my troubleshooting of the original file I had forgot to remove that.
    Its working now.
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