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computermancer

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  1. Like
    computermancer got a reaction from cyncrwler in Helicopter Parachute Supply Drop   
    Hell yeah, guards sound awesome! I am horrible at AI stuff. 
     
    I would like an AI script to have AI Guards for my base, but I am awful at AI stuff.
     
    If you can configure AI to do stuff at my Jammer, I can make a menu to control them.
     
    GImme variable and I can make you a Dialog Box/Menu to control them
     

     
    LOVE YOUR SDROP script man! :wub:  Keep up the great work!  :lol:
  2. Like
    computermancer reacted to tdavison in Helicopter Parachute Supply Drop   
    Very nice. I'm working on a paradrop unit to come with the crate now. Hope to have it all wrapped up before the weekend is over. It'll be an optional item, so if you prefer to just have the crate, you can, while others can have AI parachute down with the crate and guard it.
  3. Like
    computermancer got a reaction from unrealPANDA in Helicopter Parachute Supply Drop   
    Fixed it!
     
    I made some changes so it will spawn smoke and chemlight every 75 m it gets to the ground, as well as every 75 meters the player gets closer to it when its on the ground.
     
    http://youtu.be/OYgbTp--_d8
     
    https://db.tt/fdn6qulD
  4. Like
    computermancer got a reaction from tdavison in Helicopter Parachute Supply Drop   
    Fixed it!
     
    I made some changes so it will spawn smoke and chemlight every 75 m it gets to the ground, as well as every 75 meters the player gets closer to it when its on the ground.
     
    http://youtu.be/OYgbTp--_d8
     
    https://db.tt/fdn6qulD
  5. Like
    computermancer reacted to second_coming in Fulcrum Mission System v2.1a   
    +1 for AI bounty :)

    What I'd really love is a static AI character that you could interact with which allowed you to place a bounty on a players head so that he is hunted by AI :D
  6. Like
    computermancer reacted to horbin in Fulcrum Mission System v2.1a   
    Loot SMOKE:
        BaseServer.sqf - Loot Defaults  - only option for this right now is off/on - 
     
    Turn off Radio noise:
       BaseServer.sqf - Event and AI Radio message behaviour - set 1st value to 'false'.
     
    Hide in game notifications (ie global hint):
      Must be done for each mission.
    Example:  \FuMS\Themes\Aquatic\WaterBoat.sqf
     Under Notification message and Map display control:  2nd value to 'false'
     
     
    I like the idea of a bounty system for AI. I will incorporate something like that which the Admins can turn on/off.
  7. Like
    computermancer got a reaction from OzzY_MG in Computermancer's Console   
    I am working on finishing up my custom console script
     
    It's just a dialog box with a nice picture and sound effects.
     
    I will be adding functions and other stuff you can do later.
     
    For now it's just my way of informing my players about my server and it's addons
     
    As well as promoting my personal scripts :P
     

    [/youtbe]
  8. Like
    computermancer reacted to mgm in [Release] Taxi script v0.2   
    This is not my thread but since we are all taxi lovers here, I take it's acceptable to provide a taxi script development update in this thread (hope thread starter won't get mad)!
     
    It's 02.25 AM here on a Sunday - sadly, I failed creating an "alpha-but-kinda-working" version as I originally aimed (hence no own thread yet). I guess there's too much to learn :D
     
    Progress is not too bad though, I have a basic communication framework based on MP pvs/pvc in place.
    I have no scripting experience but I started with some forethought & a notepad list. From my original list this is where I am:
     
    The following sections are ready: (basic interaction UI "i.e.: I want taxi here & now!") +  (communication functions i.e.: player<->server request & response) + (random spawn-in position generator function). + (configuration file based zillion settings from map marker color/type/text to taxi fixed destination list).
     
    The following sections still in TODO list: (service unit generation i.e.: vehicle+group+driver+waypoints) + (service unit management logic) + (a zillion more config options to let users easily manage these from a single master config file). If I succeed, taxi service should operate exactly as you define in the master config.
     
    Have a good week everyone! B)
  9. Like
    computermancer reacted to mgm in [Release] Taxi script v0.2   
    my taxi script is coming along really well. added the call-a-taxi button, about to spawn in the car next lol
    diz taking too long. I understand 5nine better now :(
  10. Like
    computermancer reacted to Jops in Earplugs Script   
    *slaps face* How the feck did I manage that I deleted it somehow. Told you I was being a noob
  11. Like
    computermancer got a reaction from DanVonTrap in Computermancer's Console   
    I am working on finishing up my custom console script
     
    It's just a dialog box with a nice picture and sound effects.
     
    I will be adding functions and other stuff you can do later.
     
    For now it's just my way of informing my players about my server and it's addons
     
    As well as promoting my personal scripts :P
     

    [/youtbe]
  12. Like
    computermancer reacted to tdavison in Helicopter Parachute Supply Drop   
    V1.0b Hotfix added to my github: https://github.com/tdavison70/Helicopter-Supply-Drop/releases
     
    Below are the changes:
    Moved all functions to separate file and compile on init Replaced sleep command with uiSleep for performance issues Crates get cleaned up whether they are found or not Better handling for timers Hopefully, the timer issue is fixed. Below is an excerpt from my RPT files this weekend which show them working. I apologize if anyone has issues. You can see it sending choppers out about every 20 minutes, and crates get deleted now. You can set SDROP_Debug = false; if you don't want entries added to your RPT file.
    16:59:55 [SDROP]: Starting Supply Drop Mission Framework. 17:14:58 [SDROP]: Helicopter spawned, and moving to WP 17:19:11 [SDROP]: Crate landed. Starting Crate de-spawn timer 17:49:11 [SDROP]: No players found the crate. Deleted crate 18:04:17 [SDROP]: Helicopter spawned, and moving to WP 18:06:55 [SDROP]: Crate landed. Starting Crate de-spawn timer 18:49:04 [SDROP]: Player found crate. Crate Deleted after timeout. Restarting new drop. 19:04:05 [SDROP]: Helicopter spawned, and moving to WP 19:08:41 [SDROP]: Crate landed. Starting Crate de-spawn timer 19:38:41 [SDROP]: No players found the crate. Deleted crate 19:53:44 [SDROP]: Helicopter spawned, and moving to WP 19:59:45 [SDROP]: Crate landed. Starting Crate de-spawn timer 20:29:45 [SDROP]: No players found the crate. Deleted crate 20:44:48 [SDROP]: Helicopter spawned, and moving to WP
  13. Like
    computermancer reacted to horbin in Fulcrum Mission System v2.1a   
    BaseServer.sqf is where the themes to be loaded by FuMS are located. FuMS, then checks each Theme's config file (ThemeData.sqf) to see if it is set to 'autostart'.  If this value is true, then the theme will start launching missions after a server reset. If the value is false, the theme will sit idle until turned on by an admin.
     
    The Helo Patrols, because they are pretty nasty, are defaulted to not start up (see last paramater of the 'options' section of the ThemeData.sqf)
     
    Another 'artifact' of the control menu: If you have a Theme using option 4: (Spawn all missions on its list at once), the theme will show as 'off' in the menu.  Toggling this theme on will result in the theme 'recreating' all the missions under its control.
     
    This can be useful, in some cases, take the Aquatic theme for example. It uses option 4, which results in 3 water missions spawning at 3 random locations. An admin can go and 'toggle' this theme on resulting in ANOTHER three missions being placed on the map. Providing 6 aquatic missions.  Because each mission is using its own 'control loop', once it is completed it will wait its 'delay' then respawn again in another location.  In this way an admin can manually crank up the number of missions on the map, say during high server population times.
  14. Like
    computermancer reacted to lahlor in Earplugs Script   
    @computermancer thanks a lot..your updated script works fine. And no issue regarding death and +1 entry of earplugs in the menu.
  15. Like
    computermancer got a reaction from teamcrisiz in Salvage Script   
    Here is my latest video , I will have written information later  :blink:
     
     http://youtu.be/bScgV-8IddM
  16. Like
    computermancer reacted to cyncrwler in Earplugs Script   
    I agree with the need for this script, and not just because we have the freedom to do what we want with the servers we pay for and maintain. It took me a while to cave to the, what I felt as "whining" about the earplugs, we all want the earplugs like in Wasteland on our server.
     
    HA!, that was until I got off my ass and took the five minutes to install this script, and like magic, all is golden again. So, so nice to be able to just get into a vehicle and things become quieter. My hands are bust enough when flying a chopper, trying to avoid being shot down by AI, or another player, than to try and fiddle around with cntrl + or - keys. Do they work? Absolutely they do, the dev solution works great, just inconvenient.
     
    I like our server to be a serious survival challenge.
     
    I don't like things to be easy, ever, but the earplugs, are just plain awesomely convenient.
     
    Thank you for this script computermancer!!!!
  17. Like
    computermancer got a reaction from phenomax in Earplugs Script   
  18. Like
    computermancer reacted to 5nine in [Release] Taxi script v0.2   
    yea well, i decided to rewrite the whole script to optimize it some, reuse functions etc and also to make it work for different maps. So stay put for a bit longer please =). Its going to be a bitch to run it with epoch AH though, so i will probably release a version which works with alternative AH first, sry about that epoch devs.. 
  19. Like
    computermancer reacted to Napalm2009 in Earplugs Script   
    I am still having issues with this. Not sure it's because i have vilayer or not. Here is my steps. Extracted epoch.altis.PBO from the MPmissions folder. added the cmEarplugs fold with contents, init.sqf(have tried it with and without it.) as this is a fresh server i had to make a ini.sqf file, added onPlayerKilled.sqf, and onPlayerRespawn.sqf. Repacked PBO and uploaded to server. Changed battle eye filters like instructed. Have followed everything exactly like it's posted. No luck. It just won't work. Any pointers. Or anyone know if vilayer is different. 
     
    EDIT,
    Got it working. Not sure what we did differently from the dozen attempts. But it is done. 
  20. Like
    computermancer got a reaction from horbin in Fulcrum Mission System v2.1a   
    Try moving your addaction script from being launched during the init.sqf phase to the onPlayerRespawn.sqf phase. 
     
    Player can often miss some code being lauched during init phase when its a fresh start or if they are first person on server after restart...
     
    Checkout my code for my earplugs script... 
     
    TRY:
     
    Add this to your addaction line...
     
    player addaction [("<t color="#1376e5"">" + ("FuMS Admin") +"</t>"),"HC\Menus\AdminMenu.sqf","",5,false,true,"","[] call REQUIREMENT_FUNCTION];    
     
    [] call REQUIREMENT_FUNCTION = {
     
    //code in here needs to be true  for addaction to be added to player.
    private [_trigger];
     
    _trigger = alive player;
    _trigger;
    //whatever "_trigger" equals, has to be true for the addaction to be on player"
     
    };
     
    Reminder : player addaction ... results in autoban from EPAH if player is not an admin in the EPAH list.
  21. Like
    computermancer reacted to horbin in Fulcrum Mission System v2.1a   
    See git hub https://github.com/horbin/FuMS-Release v1.3 is out.
     
    Big items:
    Admin control of Themes and missions from in game. Currently support turning on/off themes, and termination of currently running missions. More functionality to come.
     
    Also, this update adds an Aquatic theme. This theme will work, "out of the box" all maps, but utilizing the map's defined 'Marine' locations.
     
    Other MAJOR change to expect!
    I have figured out a method to reduce the client side mission file, so expect 90% of the current 'HC only code' to get moved to the serverside PBO. Future versions will take advantage of bandwidth between server and HC to initialize the HC, further reducing load on the server upstream data while NOT impacting FPS!
     
    Summary of updates on the git hub, and posted here for the curious....
    v1.3 +Headless Client Installation! Install instructions now include basic instructions for setting up your Headless Client   +VCOM_Driving V1.01 - Genesis92x http://forums.bistudio.com/showthread.php?187450-VCOM-AI-Driving-Mod Added to AI. See BaseServer.sqf for disabling it.    +Stand alone vehicles: In addition to adding vehicles in the 'convoy' section of a mission. Vehicles can now also be added in the 'buildings' section. Vehicles placed in the 'buildings' section have additional flags to adjust their fuel, ammo, and damaged condition.   +AI only vehicles: See BaseServer.sqf for details (near bottom): Admins can now add AI only vehicles. Players attempting to access vehicles on this list will receive a 'curious' message and be removed from the vehicle.   +Admin Controls for Missions! See \Docs\AdminControls.txt for specifics.  This version allows admins to directly control the launching of missions through control of a theme's mission control loop. More options to come. --known bug: sometimes the addaction menu will disappear. Re-logging returns it. Not sure what is the cause..Please post a solution  if you know of one!   +Marine Locations: "Marine" is now available as a location. Similar to "Villages", "Cities", and "Capitals", this new location will automatically add all 'marine locations' on your map to a list for use in encounter location randomization. See the new Aquatic theme for example of usage!   Fixes: -Optimized vehicle spawning, improving reliability of helo patrol and paradrop AI_Logic.   -Modified HC's heartbeat to occur once per second instead of once every two seconds to eliminate false HC disconnects  being detected by some servers.   Changes: * Moved configurable items out of SoldierData.sqf and BaseLootData.sqf and moved them to the more appropriate location of BaseServer.sqf. READ the new BaseServer.sqf!   * Upon mission completion, AI engaged with players will remain until no longer engaged, effectively suspending cleanup for those AI and their vehicles. After a mission completes, any AI that was engaged will remain in play until it goes for 3 minutes without encountering players. AI Vehicles in this situation will remain for 3 minutes after the driver dies to provide an opportunity for players to 'get into' and claim those vehicles. Under normal circumstances, AI not engaged with players, and the AI's vehicles will be removed at mission completion.   *************************************************** ***  Admins, Theme folder files requiring update: ** BaseServer.sqf +Soldier Defaults section +Loot Defaults section +Map Definition: Admin controls enable flag **   All ThemeData.sqf's  -->see \Test\ThemeData.sqf for template. +Options section: ThemeAutoStart flag +AI to Base section: added 8th chat interaction +Base to AI section: added 8th chat interaction **RECOMMEND USING NEW FILES OFF THE DISTRO AND MODIFYING TO MEET YOUR SERVER'S CONFIG. *************************************************
  22. Like
    computermancer reacted to tdavison in Helicopter Parachute Supply Drop   
    I plan on getting a different server today and will start with vanilla EPOCH and only my mission for testing. I should have an updated version by end of weekend. I plan to update the timers, and do some additional crate cleanup (currently crate will not get de-spawned if a player gets within range of it/loots it). Thanks for letting me know about the issues.
  23. Like
    computermancer got a reaction from __FLYERS__ in SUPERFUNMENU - possum, earplugs, suicide, animations   
    SUPERFUNMENU by Computermancer
    possum           (play dead) powerstance   (stand firm and make gestures) earplugs          (reduce volume to 20 percen) suicide             (call upon Death) perm remove   (remove the menu if you dont want it)  
    I have a video from twitch, and a video on youtube with annotations.
     
    http://www.twitch.tv/computermancer/b/618493244
     
       [ youtube] [ /youtube]  Sorry, I am horrible at video editing, so it's pretty raw and long...   superfunmenu, a compilation of random actions I wish were easier to do :P   I have reached a point where I am comfortable enough to share my progress.   I have shared the code I use to start up my scripts and have had comment saying people are having ban issues. I have tried it at my house from a vanilla test server and no one seems to have issues when connecting to it.   I would like to request some testers to join my server and tell me if the menu works for them or if they get kicked. Once I have enough data, I will post files and instructions.   I will share it once I make it a bit easier to customize and I optimize the code.   You can always join my server and rip it too, I have seen my menu on some server, *ahem* but they renamed it *ahem*. Haha!     If you have any ideas for scripts I can add or make, please let me know and I will see what I can do.   I am still working on the BattleEye filters.   I am not good with video stuff, so I will have some nice videos available in the future once I get some help.   LINK TO MY EARPLUGS SCRIPT:   https://github.com/computermancer/cmEarplugs
  24. Like
    computermancer got a reaction from ghostfur in SUPERFUNMENU - possum, earplugs, suicide, animations   
    SUPERFUNMENU by Computermancer
    possum           (play dead) powerstance   (stand firm and make gestures) earplugs          (reduce volume to 20 percen) suicide             (call upon Death) perm remove   (remove the menu if you dont want it)  
    I have a video from twitch, and a video on youtube with annotations.
     
    http://www.twitch.tv/computermancer/b/618493244
     
       [ youtube] [ /youtube]  Sorry, I am horrible at video editing, so it's pretty raw and long...   superfunmenu, a compilation of random actions I wish were easier to do :P   I have reached a point where I am comfortable enough to share my progress.   I have shared the code I use to start up my scripts and have had comment saying people are having ban issues. I have tried it at my house from a vanilla test server and no one seems to have issues when connecting to it.   I would like to request some testers to join my server and tell me if the menu works for them or if they get kicked. Once I have enough data, I will post files and instructions.   I will share it once I make it a bit easier to customize and I optimize the code.   You can always join my server and rip it too, I have seen my menu on some server, *ahem* but they renamed it *ahem*. Haha!     If you have any ideas for scripts I can add or make, please let me know and I will see what I can do.   I am still working on the BattleEye filters.   I am not good with video stuff, so I will have some nice videos available in the future once I get some help.   LINK TO MY EARPLUGS SCRIPT:   https://github.com/computermancer/cmEarplugs
  25. Like
    computermancer reacted to ghostfur in SUPERFUNMENU - possum, earplugs, suicide, animations   
    This Looks Awesome! i specially like the Possum stands and the Suicide actions!
     
    Great Job!
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