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tylerjohnson

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  1. If a player with a armored suv or hummer decides to engage the convoy the AI will not shot at the player because they think the weapon they own will not destroy the vehicles. The solution will be to give all the AI RPGs as a secondary weapon and remove that weapon upon death.
  2. This brings up the idea about just making your default epoch zombies explode. Nothing huge, but using the same functionality you have here and making some zombies explode when they are running up on people or vehicles and also controlling how much damage they do.
  3. could you do this? _motor addEventHandler ["GetIn",{ _motor = _this select 0; _player = _this select 2; if (_player in playableUnits) then { _nil = [nil,(_this select 2),"loc",rTITLETEXT,"Warning: This vehicle will disappear on server restart!","PLAIN DOWN",5]; }; }];
  4. When I kill the AI usually the passenger doesn't drop his weapon, but the driver does.
  5. I like the original idea about announcing where a mission is but not showing it on the map. It adds that drama to the fight. However I do like the server to announce its up and what proximity it is in. Maybe a grid number is announced instead that way it doesn't 100% show us the exact location? Repeats the grid number every few minutes in radio?
  6. Without sounding disrespectful to anyone and not trying to high-jack a post or looking for answers. Isn't a mod to change the game to what you want? Why do we see several post complaining about easy mode or carebears and epoch admins locking topics? I thought the reason for a mod was to make it what you want. I understand some of the things that Epoch developers put in place to offer stability, but people hating on host/administrators adding additions to their 1 server/servers to make it what they want. I just don't understand
  7. btw this fixed the damage issue without having to edit any epoch files. //Prevents players from having AI God Mode while {true} do { _players = []; _nearEntities = count (_civil nearEntities [["MAN"],1000]); //diag_log format["_nearEntities: %1",_nearEntities]; //Used for testing { if (isPlayer _x) then { _players = _players + [_x]; }; } foreach (_civil nearEntities [["MAN"],1000]); //diag_log format["Nearplayers: %1",_players]; //Used for testing if ((count _players) > 0) then { _owner = _players call BIS_fnc_selectRandom; _civil setOwner (owner _owner); }; //diag_log format["_civil %2 Owner: %1",owner _civil, _civil]; //Used for testing waitUntil{_nearEntities != count (_civil nearEntities [["MAN"],1000])}; };
  8. I think there is a upper limit of max vehicles on the map. You may have hit that so until you clean up some of the old vehicles the new ones won't spawn.
  9. I haven'ted tested this yet, but from blckeagl's post this is how he fixed it. I changed the variable to match this script. Add this to the bottom of your generate_zone.sqf and test it. I will test it later tonight. //Prevents players from having AI God Mode while {true} do { _players = []; _nearEntities = count (_civil nearEntities [["MAN"],1000]); //diag_log format["_nearEntities: %1",_nearEntities]; //Used for testing { if (isPlayer _x) then { _players = _players + [_x]; }; } foreach (_civil nearEntities [["MAN"],1000]); //diag_log format["Nearplayers: %1",_players]; //Used for testing if ((count _players) > 0) then { _owner = _players call BIS_fnc_selectRandom; _civil setOwner (owner _owner); }; //diag_log format["_civil %2 Owner: %1",owner _civil, _civil]; //Used for testing waitUntil{_nearEntities != count (_civil nearEntities [["MAN"],1000])}; };
  10. Joker mind posting the steps you did to resolve the no player damage and pbo work around?
  11. Thanks for the great script. Thing i noticed is that roughly 14 ai spawned near 1 person, and some despawned, they weren't in combat, but I wonder if this is a cleanup happening or whats going on. Will they despawn if they are in combat? The despawn isn't immediate, but just noticed it from the admin esp
  12. I haven't upgraded to the latest version, but I have had times where players can walk right up to the AI then cap them then the AI reacts.
  13. Thanks Brunz for your information. One question when you get this #0 "gem" = 52.4772 2:2007 b_g_survivor_F" I know the number is random. How do you add this to the filter to deal with a random number? I know I don't want !"gem" = 52.4772 2:2007 b_g_survivor_F
  14. thank you Brunz , learn something new everyday.
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