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Donnovan

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  1. Like
    Donnovan got a reaction from ryker in [Release] Casca Vehicles Convoy for any Map   
    Right now you need to kill all convoy to be able to enter in its vehicles. If you want to be able to enter in a vehicle if the specific crew of this vehicle is dead (and not all the convoy units) make the change bellow:
     
    Change the function donn_casca_getIn on andre_convoy_functions.sqf from:
    //Protect Vehicles from players until all crew is off donn_casca_getIn = { _motor = _this select 0; _unit = _this select 2; if (isPlayer _unit) then { _carGroup = _motor getVariable ["car_group",GrpNull]; _allOff = true; {if (alive _x) then {_allOff = false;};} forEach units _carGroup; if (!_allOff) then {_unit action ['getOut', _motor];}; if (_allOff) then { _motor removeAllEventHandlers "handleDamage"; _motor removeAllEventHandlers "getIn"; _motor setFuel 0.5; }; }; }; To:
    //Protect Vehicles from players until all crew is off donn_casca_getIn = { _motor = _this select 0; _unit = _this select 2; if (isPlayer _unit) then { _carGroup = _motor getVariable ["car_group",GrpNull]; _allOff = true; {if (alive _x && assignedVehicle _x == _motor) then {_allOff = false;};} forEach units _carGroup; if (!_allOff) then {_unit action ['getOut', _motor];}; if (_allOff) then { _motor removeAllEventHandlers "handleDamage"; _motor removeAllEventHandlers "getIn"; _motor setFuel 0.5; }; }; };
  2. Like
    Donnovan got a reaction from Richie in [Release] Andre Convoy Patrol   
    See main post for the new version, developed in Arma 2, and now on Arma 3.
     
    NEW ON BOMBA VERSION:
    - Suicide bomber engage on player.
    - You can set bomberman frequency.
    - Bomberman don't detonate if near allies.
    - Shot the head, arms and legs of a bomberman will not make hin explode.
    - Vehicles became acessible and vulnerable when all crew die and a player enters it.
    - Reduced the number of "[] spwan {}".
    - Added configuration to reduce or increase loot quantity.
    - You can turn on/off vehicle crew number on map icons.
    - Functions created to make the main code cleaner.
    - Optimization on: code consistency & performance.
    - Better became better, in general. 
  3. Like
    Donnovan reacted to ryker in [Release] Casca Vehicles Convoy for any Map   
    Great update Donnovan. Will try it asap and give feedback.
     
    FYI: In the previous version theres was an incompatible backpack-classname and an offroader with lowres-textures (didnt rememeber the correct classnames).
     
     
    Where's the best place to put execVM "andre_convoy\andre_convoy.sqf"; - i mean before, inside, after the is dedicated-part
    and has the folder "andre_convoy" to be in the root, where mission.sqm, init.sqf etc. is stored?
  4. Like
    Donnovan got a reaction from Buck0 in [Release] Casca Vehicles Convoy for any Map   
    *** main post updated ***

    CASCA ANDRE CONVOYS - VERSION BOMBA:
    22 of May of 2015
     
    NEW ON BOMBA VERSION:
    - Suicide bomber engage on player.
    - All AI can be bomberman, you just need to set its frequency.
    - Bomberman don't detonate if near allies.
    - Shot the head, arms and legs of a bomberman will not make hin explode.
    - Better soldier dicipation after disembark vehicles.
    - Vehicles became acessible and vulnerable when all crew die and a player enters it.
    - Reduced the number of "[] spwan {}".
    - Added configuration to reduce or increase loot quantity.
    - You can turn on/off vehicle crew number on map icons.
    - Functions created to make the main code cleaner.
    - Optimization on: code consistency & performance.
    - Better became better, in general.
  5. Like
    Donnovan reacted to Beck in Show off that Batcave!   
  6. Like
    Donnovan got a reaction from Linux in Dramatic Suicide Script   
    I like to say thankyou to Grafzahl for the Suicide Script.
     
    I made is happens faster, and more dramatic.
     
    Aditional info:
     
    - Player scream sound is in-world and can be heard by other players and zombies.
    - The gun shot sound, for the player, is the normal gun *ploc* and a personal dramatic gun shot that is not heard in-world. The others just listem the abitual gun *ploc*.
     
    https://www.youtube.com/watch?v=PkoWgPlTDWg
  7. Like
    Donnovan got a reaction from SchwEde in Make a unit (createUnit) act as a agent (createAgent)?   
    Using Now:
    execFSM + doMove
     
    Badie: The bomber can take some time to be ready to receive a doMove comand.
    Solution: increase the number of bombers, so you will have the wanted number of AI running into the player!
    Goodie: All soldiers can be bombers! And they will run on the player like a smart bomber! So its not the case of Serious Sam Kamikazes.
     
    SOLVED! Thankyou for all the help!
  8. Like
    Donnovan reacted to axeman in Make a unit (createUnit) act as a agent (createAgent)?   
    As a rule of thumb, moveTo for agents and doMove for units. There is a way to 'interrupt' a moveTo, the sapper uses it ;)
  9. Like
    Donnovan reacted to tylerjohnson in [Release] Casca Vehicles Convoy for any Map   
    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.
  10. Like
    Donnovan reacted to ryker in [Release] Casca Vehicles Convoy for any Map   
    Thanks for the mod. Its lot of fun. and even more fun since those bombermen!
    Keep up the nice work (and clean codingstyle).
  11. Like
    Donnovan got a reaction from mimmosan in [Release] Casca Vehicles Convoy for any Map   
    CASCA ANDRE CONVOYS - TAKELONG V1a:
    V1a ON 01 of September of 2015
     
    NEW ON TAKELONG V1:
    New Skill Settings:
    _generalSkill = 0.6; //All skills, except ain skill, for all AI _driverManAin = 0.8; //Ain of the driver, from 0 to 1 _cargoMansAin = 0.5; //Ain of the cargo ocupants, from 0 to 1 _turretMansAin = 0.3; //Ain ot the turret operators, from 0 to 1 New Icon settings:
    _showMapIcons = true; //Show spawn, convoy and AI icons on map? _showMapIconsOnlyWhenNotInWar = true; //Hide convoy icons when they enter in war, so the fight is not spoted. _showCrewNumber = true; //Show crew number on the vehicle icon on map? (runner bombers don't count as vehicle crew)   Special reward in coins (Zupa coins) or gold (normal Epoch): _useCoinsReward = false; //Special kill (main char kill or combo kill) reward in gold or coins? Use false to gold / true to coins. _coinRewards = [650,4000,650]; //Special Reward Array: _xxxxxRewards = [kill reward,son of general kill reward,extra for each combo kill]; _goldRewards = [["ItemSilverBar",0],["ItemGoldBar10oz",1],["ItemGoldBar",1]]; //Special Reward Array: _xxxxxRewards = [kill reward,son of general kill reward,extra for each combo kill]; Combo kill is when you kill more 2 AI in the space of 15 seconds. The level of the combo increase if you keep killing in less than 15 seconds (Combo Level 1, Combo Level 2, Combo Leve 3, and so on). While the combo kill reward in coins goes direct to the player wallet, in gold, it goes in the AI dead body.   Humanity Gain Settings: donn_humanityGainForKill = 65; //How much humnity to gain for each AI kill?   //Bellow this value you is in the Bandit Way so donn_humanityGainForKill will subtract to your humanity //Above this value you is in the Hero Way so donn_humanityGainForKill will add to your humanity donn_humanityZeroScale = 2500;   Other Settings: _donn_delete_body_time = 2400; //Time in seconds to delete a dead AI body donn_aiCarVulnerable = false;  //false or 0 is INVUNERABLE true or 1 is VULNERABLE  
    NEW ON TAKELONG V1a:
    Bidirectional Humanity: Fixed bandit (or on the bandit way) players getting positive humanity from AI kill.
    NEW ON TAKELONG V1b:
    Coin rewards: Fixed coins rewards not happening due to a typo.
    Manual fix if you have V1a: Inside andre_convoy.sqf change the configuration setting from _coinsRewards = [650,4000,650]; to _coinRewards = [650,4000,650];
     
    If it works for you consider a donation. Thankyou.

    $USD
    $EURO

     
    INSTALATION: TAKELONG V1b

    Unzip this file into your mission folder: https://www.dropbox.com/s/wd4dyodm7prnu4d/arma2_epoch_andre_convoy_takelong_v1b.7z?dl=0
    Look at init(example).sqf to see how to run Andre Convoy, and reproduce it in your init.sqf.
    No BE filters tweak needed.
     
     
    INFISTAR USERS:
    If your infiStar have this option:
    /*  EXPERIMENTAL CU FIX   */ _CUF = true; /* true or false */ /* *experimental* - will transfer serverside units (including mission AI) to clientside */ You need to turn it off setting _CUF to false, or AI will not work.
  12. Like
    Donnovan reacted to axeman in Make a unit (createUnit) act as a agent (createAgent)?   
    Sounds like your FSM is not waiting for unitReady before performing the next check
     
    EDIT: Don't check on every tick for anything, put a scheduler into your FSM and some control loops. Are you sure the wait is waiting, can't see the actual code :) Update destine is the most likely suspect.
     
    Another thing to consider for your position might be:
    _moveToPosition = [player, _intDistanceWithinDetonationDistance, _random 360] call BIS_fnc_relPos; That will find a random position around the player but not the actual player position.
  13. Like
    Donnovan got a reaction from cyncrwler in [Release] Andre Convoy Patrol   
    The new version, for Arma 2, based on the Arma 3 version, is out on the Arma 2 topic. I will make the necessary changes as soon as possible to release it for Arma 3.
  14. Like
    Donnovan got a reaction from SchwEde in [Release] Casca Vehicles Convoy for any Map   
    Next release will be for Arma 2, and right after it will be ported to Arma 3:
     
    Changes:
     
    - Many New Default Vehicle types (Arma 2):
    ---- Off Road Unarmed
    ---- Off Road Armed
    ---- Civ Truck High Crew Capacity
    ---- Civ Van High Crew Capacity
    ---- Armored Unarmed High Crew Capacity (BRDM)
    ---- Armored Unarmed High Crew Capacity (Med Evak Vodinik)
    - Loot quantity in vehicle based on the crew number of the vehicle. So a trucks full of AI will have lots of loot.
    - Bomb Mans (they explode when you shot their chest)
    - No AI friendlly fire. Good for truck and high capacity vehicles disembark.
    - No client side. Full on server or Headless Client.
    ---- To stop the convoy you need to shot the vehicle or any of its crew.
    - A considerable number of spawn loops removed and converted to event handlers.
    - Some multiple spawn loop checks joined in one spawn loop check.
    - Some refinement and simplification of the code.
  15. Like
    Donnovan got a reaction from cyncrwler in [Release] Andre Convoy Patrol   
    Next release will be for Arma 2, and right after it will be ported to Arma 3:
     
    Changes:
     
    - Many New Default Vehicle types (Arma 2):
    ---- Off Road Unarmed
    ---- Off Road Armed
    ---- Civ Truck High Crew Capacity
    ---- Civ Van High Crew Capacity
    ---- Armored Unarmed High Crew Capacity (BRDM)
    ---- Armored Unarmed High Crew Capacity (Med Evak Vodinik)
    - Loot quantity in vehicle based on the crew number of the vehicle. So a trucks full of AI will have lots of loot.
    - Bomb Mans (they explode when you shot their chest)
    - No AI friendlly fire. Good for truck and high capacity vehicles disembark.
    - No client side. Full on server or Headless Client.
    ---- To stop the convoy you need to shot the vehicle or any of its crew.
    - A considerable number of spawn loops removed and converted to event handlers.
    - Some multiple spawn loop checks joined in one spawn loop check.
    - Some refinement and simplification of the code.
  16. Like
    Donnovan got a reaction from Richie in [Release] Andre Convoy Patrol   
    Next release will be for Arma 2, and right after it will be ported to Arma 3:
     
    Changes:
     
    - Many New Default Vehicle types (Arma 2):
    ---- Off Road Unarmed
    ---- Off Road Armed
    ---- Civ Truck High Crew Capacity
    ---- Civ Van High Crew Capacity
    ---- Armored Unarmed High Crew Capacity (BRDM)
    ---- Armored Unarmed High Crew Capacity (Med Evak Vodinik)
    - Loot quantity in vehicle based on the crew number of the vehicle. So a trucks full of AI will have lots of loot.
    - Bomb Mans (they explode when you shot their chest)
    - No AI friendlly fire. Good for truck and high capacity vehicles disembark.
    - No client side. Full on server or Headless Client.
    ---- To stop the convoy you need to shot the vehicle or any of its crew.
    - A considerable number of spawn loops removed and converted to event handlers.
    - Some multiple spawn loop checks joined in one spawn loop check.
    - Some refinement and simplification of the code.
  17. Like
    Donnovan reacted to Richie in Please welcome the newest addition to the Epoch Dev Team   
    Welcome Denis :)
     
    Now crack on and save us some money on windoze license fees :lol:
  18. Like
    Donnovan got a reaction from Caveman in [Release] Casca Vehicles Convoy for any Map   
    CASCA ANDRE CONVOYS - TAKELONG V1a:
    V1a ON 01 of September of 2015
     
    NEW ON TAKELONG V1:
    New Skill Settings:
    _generalSkill = 0.6; //All skills, except ain skill, for all AI _driverManAin = 0.8; //Ain of the driver, from 0 to 1 _cargoMansAin = 0.5; //Ain of the cargo ocupants, from 0 to 1 _turretMansAin = 0.3; //Ain ot the turret operators, from 0 to 1 New Icon settings:
    _showMapIcons = true; //Show spawn, convoy and AI icons on map? _showMapIconsOnlyWhenNotInWar = true; //Hide convoy icons when they enter in war, so the fight is not spoted. _showCrewNumber = true; //Show crew number on the vehicle icon on map? (runner bombers don't count as vehicle crew)   Special reward in coins (Zupa coins) or gold (normal Epoch): _useCoinsReward = false; //Special kill (main char kill or combo kill) reward in gold or coins? Use false to gold / true to coins. _coinRewards = [650,4000,650]; //Special Reward Array: _xxxxxRewards = [kill reward,son of general kill reward,extra for each combo kill]; _goldRewards = [["ItemSilverBar",0],["ItemGoldBar10oz",1],["ItemGoldBar",1]]; //Special Reward Array: _xxxxxRewards = [kill reward,son of general kill reward,extra for each combo kill]; Combo kill is when you kill more 2 AI in the space of 15 seconds. The level of the combo increase if you keep killing in less than 15 seconds (Combo Level 1, Combo Level 2, Combo Leve 3, and so on). While the combo kill reward in coins goes direct to the player wallet, in gold, it goes in the AI dead body.   Humanity Gain Settings: donn_humanityGainForKill = 65; //How much humnity to gain for each AI kill?   //Bellow this value you is in the Bandit Way so donn_humanityGainForKill will subtract to your humanity //Above this value you is in the Hero Way so donn_humanityGainForKill will add to your humanity donn_humanityZeroScale = 2500;   Other Settings: _donn_delete_body_time = 2400; //Time in seconds to delete a dead AI body donn_aiCarVulnerable = false;  //false or 0 is INVUNERABLE true or 1 is VULNERABLE  
    NEW ON TAKELONG V1a:
    Bidirectional Humanity: Fixed bandit (or on the bandit way) players getting positive humanity from AI kill.
    NEW ON TAKELONG V1b:
    Coin rewards: Fixed coins rewards not happening due to a typo.
    Manual fix if you have V1a: Inside andre_convoy.sqf change the configuration setting from _coinsRewards = [650,4000,650]; to _coinRewards = [650,4000,650];
     
    If it works for you consider a donation. Thankyou.

    $USD
    $EURO

     
    INSTALATION: TAKELONG V1b

    Unzip this file into your mission folder: https://www.dropbox.com/s/wd4dyodm7prnu4d/arma2_epoch_andre_convoy_takelong_v1b.7z?dl=0
    Look at init(example).sqf to see how to run Andre Convoy, and reproduce it in your init.sqf.
    No BE filters tweak needed.
     
     
    INFISTAR USERS:
    If your infiStar have this option:
    /*  EXPERIMENTAL CU FIX   */ _CUF = true; /* true or false */ /* *experimental* - will transfer serverside units (including mission AI) to clientside */ You need to turn it off setting _CUF to false, or AI will not work.
  19. Like
    Donnovan got a reaction from Buck0 in [Release] Casca Vehicles Convoy for any Map   
    outlander,
     
    Change the two _unit is this code to _newDriver.
  20. Like
    Donnovan reacted to hakimos00 in [Release] Andre Convoy Patrol   
    its bugged :( Ai didn't shoot players & script stop working after 3 hours
  21. Like
    Donnovan reacted to xBlake26 in [Release] Andre Convoy Patrol   
    I love this script! The only problem that I face for it, is the fact that I get kicked for Restriction #8. I know it has been addressed before, but I couldn't find an answer. 
     
    *Here is the Setvariable Log: Value Restriction #8 "donn_pshot"
     
    *Here is what my Setveriable.txt says: !"donn_pshot" !="_groupUnit setVariable [\"donn_pshot\",_donn_pshot,true];"
     
    Please Help!!! 
     
    When I get kicked, it is only because I shoot the SUV, no matter who is in it. Not when it is empty. 
  22. Like
    Donnovan reacted to Richie in [Release] Andre Convoy Patrol   
    Works like a charm Donnovan, great update, Ai are much better :D
  23. Like
    Donnovan reacted to outlander in [Release] Casca Vehicles Convoy for any Map   
    Perfect, thanks a bunch.
  24. Like
    Donnovan got a reaction from outlander in [Release] Casca Vehicles Convoy for any Map   
    outlander,
     
    Change the two _unit is this code to _newDriver.
  25. Like
    Donnovan reacted to outlander in [Release] Casca Vehicles Convoy for any Map   
    Another error on startup:
    12:05:43 Error in expression <en { _cascaVehicles = _cascaVehicles + [_this select 0]; }; } forEach donn_carsC> 12:05:43 Error position: <_this select 0]; }; } forEach donn_carsC> 12:05:43 Error Undefined variable in expression: _this 12:05:43 File mpmissions\DayZ_Overpoch_1.Chernarus\andre_convoy.sqf, line 96 12:05:43 Error in expression <en { _cascaVehicles = _cascaVehicles + [_this select 0]; }; } forEach donn_carsC> 12:05:43 Error position: <_this select 0]; }; } forEach donn_carsC> 12:05:43 Error Undefined variable in expression: _this 12:05:43 File mpmissions\DayZ_Overpoch_1.Chernarus\andre_convoy.sqf, line 96 All other errors stem from engaging the AI, and are persistent errors once you do.

    Cheers, looking forward to testing it more.  :D

    *Also wanted to add that I get no errors at all when using Casca Convoy*
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