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Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
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
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Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
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.
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Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
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.
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Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
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.
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Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
Let me add this to the list of things to check.
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Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
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.
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Ghostrider-GRG got a reaction from Helion4 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
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.
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Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
Pushed a fix for script errors when dynamic simulation is disabled to the master branch for build 116.
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Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
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.
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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
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Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
Pushed a fix for script errors when dynamic simulation is disabled to the master branch for build 116.
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Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
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.
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Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
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.
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Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
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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Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
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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Ghostrider-GRG got a reaction from Tarabas in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
Version 6.79 Build 109 is on the github and contains:
1) a fix for the issues with the underwater missions.
2) a fix for the case in which players vehicles were damaged incorrectly for AI kills using vehicle-mounted guns when all checks for illegal kills were off.
All you need to change is
the file \custom_server\Missions\UMS\dynamicMissions\default.sqf.
and \custom_server\Compiles\Units\GMS_fnc_processIlleagalAIKills.sqf
Cheers - Ghost
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Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
Version 6.79 Build 109 is on the github and contains:
1) a fix for the issues with the underwater missions.
2) a fix for the case in which players vehicles were damaged incorrectly for AI kills using vehicle-mounted guns when all checks for illegal kills were off.
All you need to change is
the file \custom_server\Missions\UMS\dynamicMissions\default.sqf.
and \custom_server\Compiles\Units\GMS_fnc_processIlleagalAIKills.sqf
Cheers - Ghost
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Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
Version 6.79 Build 109 is on the github and contains:
1) a fix for the issues with the underwater missions.
2) a fix for the case in which players vehicles were damaged incorrectly for AI kills using vehicle-mounted guns when all checks for illegal kills were off.
All you need to change is
the file \custom_server\Missions\UMS\dynamicMissions\default.sqf.
and \custom_server\Compiles\Units\GMS_fnc_processIlleagalAIKills.sqf
Cheers - Ghost
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Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
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.
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Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
I'll add an issue on the github. At least on other person reported this. Should not be a difficult fix.
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Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
I updated the Github to Ver 1.78 Build 106 which has some additional bug fixes and refinements related to how MPKilled and MPHit events are handled for vehicles and AI.
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Ghostrider-GRG got a reaction from Sneer in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
I updated the Github to Ver 1.78 Build 106 which has some additional bug fixes and refinements related to how MPKilled and MPHit events are handled for vehicles and AI.
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Ghostrider-GRG got a reaction from Sneer in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
I updated the github to add the missing line. Thanks for reporting the problem.
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Ghostrider-GRG got a reaction from Razor1977 in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
I updated the Github to Ver 1.78 Build 106 which has some additional bug fixes and refinements related to how MPKilled and MPHit events are handled for vehicles and AI.
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Ghostrider-GRG got a reaction from natoed in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
I updated the github to add the missing line. Thanks for reporting the problem.