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Ghostrider-GRG

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  1. Like
    Ghostrider-GRG got a reaction from Kenobi in [CONTINUED] blckeagls' AI Mission Version 6.96   
    V 6.81 build 124 now on Experimental branch.
    See the changelog there for details which include two new mission types and a bunch of bug fixes and other smaller enhancements.
  2. Like
    Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 6.96   
    V 6.81 build 124 now on Experimental branch.
    See the changelog there for details which include two new mission types and a bunch of bug fixes and other smaller enhancements.
  3. Like
    Ghostrider-GRG got a reaction from Drokz in [CONTINUED] blckeagls' AI Mission Version 6.96   
    V 6.81 build 124 now on Experimental branch.
    See the changelog there for details which include two new mission types and a bunch of bug fixes and other smaller enhancements.
  4. Like
    Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 6.96   
    It works fine on exile servers for me - did you add uniforms from a mod?
  5. Like
    Ghostrider-GRG reacted to TheVampire in A3E DZMS   
    BIS_fnc_findSafePos basically looks for safe positions on the map based on Area, Terrain Slope, Shoreline, Near Objects, and etc. It doesn't just select randomly on the map. The main issue with it is that it will select the same safe areas repeatedly since it wasn't designed to be used this way. DZMS is designed to use code to get around that.
    There could be other solutions instead of findSafePos, but it would require a lot more code than what we have already, or may require looping more times for a good position.
  6. Like
    Ghostrider-GRG reacted to webbie in [CONTINUED] blckeagls' AI Mission Version 6.96   
    Nevermind Ive found what Im looking for it was calling the right file but I was editing sls not the actual loot amount in crates.
  7. Like
    Ghostrider-GRG reacted to vbawol in Epoch 1.1 Release Changelog   
    Arma 3 Epoch 1.1 has been released!
    Server Files:
    https://github.com/EpochModTeam/Epoch/archive/1.1.0.1195.zip
    File Changes:
    https://github.com/EpochModTeam/Epoch/pull/969/files
    Client Files
    https://github.com/EpochModTeam/EpochCore/releases/download/1.1.0.1194/Epoch_Client_1.1.0.0.zip
    Changelog:
    Added
    Plant Spawner: vehicle object for sunflower. @Helion4 MoneyDrop Event: Random Money lump with Mapmarker (like Plants) @he-man Examples for Vehicle upgrades for Server Admins into CfgVehicleUpgrades.hpp @he-man Make Lighter refillable at Fuel-Sources (Gasstations / Vehicles) @he-man Make Trader more configurable in epochconfig.hpp @he-man Added Examples for Batchfiles to control Server Restarts @DirtySanchez default pops for "center" marker @awol More map supports @awol Lighter is needed to imflame fires @DirtySanchez FireExtinguisher is needed to "put our fire" on Burn Barrel @DirtySanchez Rope is needed for SlingLoad (get back on release) @DirtySanchez R3F compatibility for SlingLoad @DirtySanchez Hints while using Vehicle Repair (MultiGun) @he-man Config to completely disable Simulation for BaseParts (if not needed) @he-man Made Radiation configureable by cfgepochclient.hpp @raymix Hints for lock / unlock Vehicles / Storages @he-man Nuisance multiplicator in cfgepochclient.hpp @he-man Reduce rads over time at cost of immunity @raymix Wearable Male & Female wearable full radiation suit @Helion4 December seasonal items (Santa hat / Snowman) @Helion4 Autorun function (suggested by Ghostrider) @he-man Default Key is "W" You can change the key in EPOCH ESC Menu If choosen key is same as "moveforward" (default), you have to 2x tap it, else you only have to 1x tap it If your legs are broken, you get a hint "can not autorun - legs are broken" If the terrain is too steep, you only walk in AutoRun Inside Water, you can not Autorun Helper 3D-Icon + Line on the part, where element is snapped on (while Base-Building) @he-man Config in cfgepochclient.hpp to block ATM's in Plotpole range @he-man Power Sword @helion Fixed
    False BE kicks since Arma 3 1.80 update. Nightlight now also follow players inside Vehicles @he-man Fixed fault disabled DynamicDebris @morgoth0 SERVER_VARS (BaseSpawn) was not saved on revive @morgoth0 Without Advanced Vehicle Repair, Vehicle upgrade was not available @he-man Base Storages could be deleted if near Loot containers were auto-deleted @he-man Some Tarp Loot was spawned under the Floor @he-man Reworked wall check by getting out of Vehicles @he-man Garden Plot had no physical ground @Helion4 Some Vehicles were missing in EPOCH Admin Spawn Menu @he-man Changed
    RCon Port is now set to 2307 by default since changes in A3 1.78 prevent use of 2306. @awol SnapPoints for Building objects (especially full / half / quarter Floors) @he-man Some performance tweaks Inventory will be opened automatically, if "you found something" @awol EPOCH Events reworked (Markers will change if players near / event looted) @DirtySanchez Traders will no longer refill sold magazines @he-man Magazines will automatic be repacked in Trader First the trader offers full magazines If no full magazine is available, the Trader offer the last not full magazine Not full magazines are colored: Yellow (nearly full) -> Red (nearly empty) You also get a Tooltip, how much bullets left in magazine The prices are calculated by the left bullets in the magazine Increased snap-distance for Foundations (much easier to find snap positions) @he-man Reworked and added EPOCH Vehicle Classes @he-man Each upgrade increase Speed, Torque, Fuel, Terrainbehaviour, Load and Armor Hatchback >= lvl2 will no longer stuck in forests Added M900 forced without Backseats -> "C_Heli_Light_01_civil_2seat_EPOCH" Added M900 forced with Backseats -> "C_Heli_Light_01_civil_4seat_EPOCH" The Random M900 will also stay available -> "C_Heli_Light_01_civil_EPOCH" Added very low EPOCH variants of VTOL and Xi'an (eventually we have to change them with the next update a bit) Added Door-Animations to some Vehicles by GetIn / GetOut
  8. Like
    Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 6.96   
    from build 118 on check in the mod-specific config for the definition for vehicles for each level of mission. These are listed right at the top of that config file.
  9. Like
    Ghostrider-GRG reacted to natoed in [CONTINUED] blckeagls' AI Mission Version 6.96   
    @Ghostrider-GRG
    Fuck'n brilliant update mate, I only get 1 rpt error thou the underwater mission started and finished as it should
    thx again
    cheers
    natoed
  10. Like
    Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 6.96   
    Glad that worked out. You are running build 118 which is now on the main branch on the github.
  11. Thanks
    Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 6.96   
    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
     
  12. Like
    Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 6.96   
    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.
  13. Like
    Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 6.96   
    Yes, there were a few bugs in the latest builds. I have been behind the curve with the holiday and all and not posting here when I make updates other than to change the build as appropriate.
  14. Like
    Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 6.96   
    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.
  15. Thanks
    Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 6.96   
    Let me add this to the list of things to check.
  16. Thanks
    Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 6.96   
    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.
  17. Like
    Ghostrider-GRG got a reaction from Helion4 in [CONTINUED] blckeagls' AI Mission Version 6.96   
    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.
  18. Like
    Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 6.96   
    Pushed a fix for script errors when dynamic simulation is disabled to the master branch for build 116.
  19. Like
    Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 6.96   
    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.
  20. Like
    Ghostrider-GRG got a reaction from Grahame in A3E Take Clothes   
    @Grahamme, consider setting a variable on the corpse once clothes were taken to ensure that this action is only done once. This of course would require an additional exception in setvariable.txt.
    Thanks for the script !
    Cheers - Ghost
  21. Like
    Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 6.96   
    Pushed a fix for script errors when dynamic simulation is disabled to the master branch for build 116.
  22. Like
    Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 6.96   
    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.
  23. Like
    Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 6.96   
    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.
  24. Thanks
    Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 6.96   
    For Epoch, to load crates you will need to configure R3F or IgiLoad to load them onto an SDV. I have not gotten around to that.
     
    I will make some adjustments to the setup of the dynamic mission on the github to reduce the chances of that sort of thing occurring. I have a dev branch going and am posting updates to it.
     
    version 1.79 Current Build 109.
  25. Like
    Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 6.96   
    For Epoch, to load crates you will need to configure R3F or IgiLoad to load them onto an SDV. I have not gotten around to that.
     
    I will make some adjustments to the setup of the dynamic mission on the github to reduce the chances of that sort of thing occurring. I have a dev branch going and am posting updates to it.
     
    version 1.79 Current Build 109.
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