blckeagls
-
Posts
182 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Posts posted by blckeagls
-
-
is there a way we could get this zombies to load instead of the shaun zombies
http://forums.bistudio.com/showthread.php?181485-Infected-Script-by-Gulozwood
this script is based upon the shaun script but these zombies have way beter Brains :P
I attempted to convert his script to a multi-player one.. took too much time and kept getting stuck, went to shaun's
-
-
Hello,
i install v0.0.5 but i changed this rows to get Sappers.
But the Suppers do nothing. there only stand and run a little round of me?
What i must change?
"Epoch_Sapper_F" createUnit [_coords, _aiGroup, "_ai = this", .1, "PRIVATE"];
//"b_g_survivor_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"];
//"Epoch_Sapper_F" createUnit [_coords, _aiGroup, "_ai = this", .1, "PRIVATE"];
"Epoch_Sapper_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"];
-
where is the mistake ?
Loadingscreen before Lobby is standing ....
Mfg Bursch
Did you add the custom_server.pbo to your @EpochHive/Addons/ folder?
-
the Ai is on the hmf offroader and shooting me good job man !!!
but i dont get any damage by the hmd offrad ai still kill me but the hmg no damage
The issue with the offroad is, once you setOwner they wont use waypoints or get in vehicles. (It's a bug in ArmA 3 that has been reported to them)
I took off the setOwner.. It will hurt everyone but Fresh Spawn and JIP players.
I have another script that actually has AI on the map that roam arround (not spawn on you), but once you setOwner, they dont move anymore. and if you dont setOwner they wont hurt Fresh spawns and JIP players.
-
It will only run on a dedicated server (using arma3server.exe)
-
I must be missing something because I cannot get any AI missions to spawn. I have followed the directions in the original post. I am unclear about step 6 since the most recent download doesn't have a 'mission.zip' file.
My 'mpmissions' directory looks like this:
- Altis.Epoch folder
- debug folder
- init.sqf
- epoch.Altus.pbo
- epoch.Chernarus.pbo
- epoch.Stratis.pbo
I did not edit any pbos and this is vanilla epoch .2.5.2
Epoch runs fine, I am not seeing any type of error, just no AI mission spawning. How often/soon does the AI missions spawn after a server restart?
5 Minutes... but you have to add the custom_server.pbo to your @EpochHive/Addons (server folder) folder
- Altis.Epoch folder
-
can you tell me which changes were made to scripts.txt as mine is modified and I would like to add the changes to it, if that's not too much trouble?
:)
I didn't change any BE Filter scripts... I posted my current version, if they don't work, sorry. I don't provide BE Filter support.
-
V 2.0.2 with some minor fixes... If you are experiencing issues (beisdes BE Filters) try this now one...
I can't solve everyone's BE filters... I provided mine, copy + paste is my suggestion as see if it works for you (keep old as backups) -
Having the same issue as Piyrez, the AI's are just basically standing there, i can literally walk up to the loot crate and they just stay there especially the guys on top of the trucks they never move or shoot
Fixed in V2.0.1
-
How can i change the AI Skills? ???
In the AI.sqf and AI1.sqf this code:
"i_g_soldier_unarmed_f" createUnit [[_pos1,_pos2,_pos3], _aiGroup, "_ai1 = this", 1, "COLONEL];
after "_ai1 = this" ,
1.0 = Hardest
0.5 = Middle
0.1 = Easiest
-
blckeagls, have you been able to sort out a custom configuration for what is on the AI? We've found that backpacks from the AI spawning in can "sometimes" dupe the items they originally had in them. Occasionally overwriting what players have now placed inside of those backpacks.
In the latest version, I added:
removeBackpackGlobal _ai1;removeAllItemsWithMagazines _ai1;this should remove all backpacks and items from each AI..... Are you using the latest version?
-
OK so the only changes I made this round were in the init, copied the original spawnvehicles.sqf back into the pbo repacked and 20 mins into this session same errors started coming up again.
RPT
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Bad conversion: array
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Error in expression _nearEntities = count (_ai1 nearEntities [["MAN"],1000]);
{
if (isP>
23:31:34 Error position:
{
if (isP>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 78
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
23:31:34 Error position: };>
23:31:34 Error 0 elements provided, 3 expected
23:31:34 File q\addons\custom_server\AIMission\AI1.sqf, line 91
23:31:34 Bad conversion: array
23:31:34 Error in expression <
waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])};
};>
That stumps me.. I checked the vanilla files where this is called in AI1.sqf and it matches exactly what I have running on my server without any errors...
Is anyone else getting this?
Can you provide the changes you put in the init.sqf?
==========
Can you also do this:
in the ai1.sqf file change: //Prevents players from having AI God Mode while {true} do { _players = []; _nearEntities = count (_ai1 nearEntities [["MAN"],1000]); //diag_log format["_nearEntities: %1",_nearEntities]; //Used for testing { if (isPlayer _x) then { _players = _players + [_x]; }; } foreach (_ai1 nearEntities [["MAN"],1000]); //diag_log format["Nearplayers: %1",_players]; //Used for testing if ((count _players) > 0) then { _owner = _players call BIS_fnc_selectRandom; _ai1 setOwner (owner _owner); }; //diag_log format["_ai1 %2 Owner: %1",owner _ai1, _ai1]; //Used for testing waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; }; to: //Prevents players from having AI God Mode while {true} do { _players = []; _nearEntities = count (_ai1 nearEntities [["MAN"],1000]); //diag_log format["_nearEntities: %1",_nearEntities]; //Used for testing { if (isPlayer _x) then { _players = _players + [_x]; }; } foreach _nearEntities; //diag_log format["Nearplayers: %1",_players]; //Used for testing if ((count _players) > 0) then { _owner = _players call BIS_fnc_selectRandom; _ai1 setOwner (owner _owner); }; //diag_log format["_ai1 %2 Owner: %1",owner _ai1, _ai1]; //Used for testing waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };
The RPT says the error is in these two spaces:
while {true} do { _players = []; _nearEntities = count (_ai1 nearEntities [["MAN"],1000]); //HERE -- IS ERROR { if (isPlayer _x) then { _players = _players + [_x]; }; } foreach (_ai1 nearEntities [["MAN"],1000]); if ((count _players) > 0) then { _owner = _players call BIS_fnc_selectRandom; _ai1 setOwner (owner _owner); }; waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; //HERE -- IS ERROR };
Are you running any Anti-Hack that isnt allowing the nearEntities command?
-
OK put it into the PBO itself and they work
Only problem now is that All 4 missions spawn outside the Chernarus Map area, and I used the files from the Chernarus.Epoch folder in the download.
Also, all 4 missions are spawned instantly on restart, and if I clear a mission it spawns somewhere else... instantly.
in the custom_Server.pbo... find init.sqf
inside this file are variables you can change to edit the spawn distance and respawn time
-
Have an issue, have a script that gives players the ability to change their uniform.. Some uniforms do not work on all players.. Instead of using "addUniform" syntax you can use "forceAddUniform" which would fix this issue.
So my suggestion is that when players reconnect in the script, instead of using addUniform use ForceAddUniform
Thanks,blckeagls
-
Any chance that there's a way to use the @BreakingPoint MOD for the zombies script, and just port it over? (With permission of course)
Might be likely... but would require users to have the BreakingPoint mod loaded before they enter the server...
There are plenty of ways to improve this, but many require client side pre-download.. or else no one will be able to enter the server.... (i.e. AllInArmaTerrainPack for Chernarus)
-
spawning fine for me on chernarus with an unedited pbo. however if you jump in a car they will disappear then reappear when you get out. Still running some tests.
@blckeagls
Have you though about using the zeds from zombie sand box? they seemed a little more aggressive and when they attack the screen has a image that shows that you were hit. just an idea.
spawning fine for me on chernarus with an unedited pbo. however if you jump in a car they will disappear then reappear when you get out. Still running some tests.
@blckeagls
Have you though about using the zeds from zombie sand box? they seemed a little more aggressive and when they attack the screen has a image that shows that you were hit. just an idea.
I did look at others... only issue is the client side requirements. I decided to use a no client side requirements script, or else everyone else would have to download it before they can enter the server and have another -mod onto their start parameters. this does not require that
-
//This defines the range from center to spawn mapRange = 5000; //This defines center of mapRange mapCenter = [6322,7801,0]; //Minimum distance for AI To spawn away form another AI MinDistanceFromMission = 500;
Set map range to 5000 and they still spawn outside the map to the west.
Only thing I can think of is that the map center is wrong for chernarus but I'm not sure how to find those types of coords
5000 works for me on chernarus.. just reduce the radius size so they don't spawn in debug
-
OK I have found out that the error I reported is causing some serious issues on my server dropping my FPS from 47 to 17-19 in the 3 hours its up before restarts last log was 2.2gb.
I am running the same version on my server... I don't get this error... What changes did you do to the file?
I would suggest to redownload, see if it works as vanilla. If it doesn't let me know. If it does, then make changes and track them to let me know what might have caused it.
-
Guess I'm not getting a handle on the BE filters, for my issue I added the below to the bottom of the scripts file.
3 exec !="execVM "\A3\Soft_F_Bootcamp\Offroad_01\scripts\randomize_colors.sqf"
I am Still getting the same kick;
Scripts log;
31.12.2014 16:18:38: Highlander (xxx.xxx.xxx.xxx:2304) GUID# - #25 "(_this select 0) execVM "\A3\Soft_F_Bootcamp\Offroad_01\scripts\randomize_colors.sqf""
Not sure what to try now.
!"execVM \"\A3\Soft_F_Bootcamp\Offroad_01\scripts"
might be able to try:
!"execVM \"\A3\*"
-
Apparently the zombies are spawning, byt from what I can tell they spawn underground?
15:43:55 "Added [16584.3,16104,-15.1762] - Spawned Zombies: [[16584.3,16104,-15.1762]]"
I thought I followed all the steps correctly.
try this:
Inside ZombieMission.pbo (init.sqf) Replace: //"Epoch_Sapper_F" createUnit [_coords, _aiGroup, "_ai = this", .1, "PRIVATE"]; "b_g_survivor_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"]; with: //"Epoch_Sapper_F" createUnit [_coords, _aiGroup, "_ai = this", .1, "PRIVATE"]; _pos1 = _coords select 0; _pos2 = _coords select 1; _pos3 = 1; "b_g_survivor_F" createUnit [[_pos1,_pos2,_pos3], _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"]; //diag_log format["Spawned Zombie %1: %3 @ %2",_num,_pos,_ai];
-
Might tinker with this a bit. cool idea all the same.
Always looking for improvements... please share your custom stuff so we can improve this for the community
-
Hallo
i got kicked by be
0:49:57 BattlEye Server: Script Log: #0 xxxxxxx (xxxxxxxxxxxxxxxxxxxxxxxx) - #42 "ssions\__CUR_MP.Altis\debug\addmarkers.sqf"0:49:57 _MainMarker = createMarker ["MainMarker", Ccoords];0:49:57 _MainMarker setMarkerColor "Colo"0:49:57 Player xxxxxxxxxx kicked off by BattlEye: Script Restriction #42Here is how to edit BE Filters:
Since everyone is having different BE Filter issues (and I can't reproduce), it would be impossible to paste them
-
Any videos of this?
I have them running in my server: 192.99.101.58:2312 (@AllInArmaTerrainPack required)
blckeagls' Real Zombies v0.0.5
in AI Missions
Posted
This post posted a page back.. but this is how:
in the server side init
//"Epoch_Sapper_F" createUnit [_coords, _aiGroup, "_ai = this", .1, "PRIVATE"];
"Epoch_Sapper_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"];