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Onaabys

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Posts posted by Onaabys

  1. Hows the performance going on Linux? Are you using it for your live servers yet?

     

    Do you mean me?

     

    Sorry to say i have been stuck with to much work and IRL stuff, so havent got much time.

     

    For the moment i have installed CentOS on my computer i use as testserver at home and come to the step where i checked the libraries. Seems like some of them wasent updated as intended (was late so was to tired to continue for the time being).

     

    But im very new to Linux to. Been stuck with Windows environment for to long time both at home and at work, except for using some Unix at work but was long time ago.

     

    One other problem is i get stuck at checking around for hours reading up on all kinds of intresting stuff about Linux and how to do guides (its fun with something new and learn). :P

     

    But Dwarfers guide is really great, helps out alot! :)

     

    So will continue this weekend if i get time.

  2.  

    In you mission init.sqf insert the following:

     

    // Control the epoch ai limit per player
    // 1. Epoch_Cloak_F = Cultist
    // 2. GreatWhite_F = Great White Shark
    // 3. Epoch_Sapper_F = Regular Sapper
    // 4. Epoch_SapperB_F = Super Sapper (dark)
    // 5. I_UAV_01_F = UAV (that spawns the AI)
    // 6. PHANTOM = Invisible phantom 
    // 7. B_Heli_Transport_01_F = Transport helicopter for the mission system
    
    EPOCH_spawnLimits = [0, 0, 0, 0, 0, 0, 1];
    

    Thx for this one!

     

    Didnt know you could change the spawnlimits for each players for the Antagonists!

  3. Yep i have, i dont mind if you copy it. :)

     

    This is one i use for Green mountain! Have added a basic lvl 0 A3AI to spawn at it of 3 ais!  paste this ones in my A3EAI_custom_defs.sqf (in the @epochhive folder). You need to set this one to true in the A3EAI_config.sqf for it to work: A3EAI_loadCustomFile = true

     

    One hint on my server i have added some more buildings to loot at Green mountain! Have some military tents and small green barracks.

     

    "GrnMnt" is the name i use for it.

    This part is the loc [3702.79,5992.34,0.00143433]

    ,100 (is the radius for the to roam)

    ,3 (number of AIs)

    ,0 (lvl or rank on the AIs)

    ,true (means they respawn, false mean the dont respawn)

    ,2700 (respawn timer, 45 mins)

    call A3EAI_createCustomInfantryQueue; (the basic end call for them to spawn)

    //Green Mountain
    ["GrnMnt",[3702.79,5992.34,0.00143433],100,3,0,true,2700] call A3EAI_createCustomInfantryQueue;
    

    You have the included in the A3AI map a Editor tool, check the install guide and you can load mission to make spawn points for both ground units and vehicles, even blacklist areas etc! If u use M3Editor it work with your own made town etc. So you can load it in and make your spawn points for AIs!

     

    I love to make things with the 3D editor (m3editor now, even have old A2 bandit camps converted to A3), so tommorow when im abit more sober i can post one of my own made bandits camps. And can post the A3AI custom spawn for it to.

     

    I actually havent tried out the Vehicles custom spawn for A3AI, but have tried the DZAI custom vehicle spawn and it worked great both for ground vehicle and planes!

     

    More info about this you can find on the A3AI github at this location: https://github.com/dayzai/A3EAI/tree/master/3.%20Editor%20Tool

  4. See alot of ppl ask about to only have AI at a certain spot on map. You know you have the Editor tool included in A3AI where you can make your own custom spawns locs for both infantry and vehicles spawn. It works really great! Use it on all my custom AI spawns!

     

    I dont use Dynamic spawns on A3AI only the Town/Capitol spawn, land vehicles patrol (works really great), static AI at my own bandit camps. I even use A3AI to spawn AI at helicrashes (check this post) to http://epochmod.com/forum/index.php?/user/16619-second-coming/).

     

    Face still have made the best AI addon for an Arma game! :)

  5. Added a couple more things I noticed above. This may help with the launcher removal though;

    22:00:40 "<FuMS> AI_Killed: Trying to delete RPG from 8ca4d600# 2253997: dummyweapon.p3d which contains [["launch_I_Titan_F"],[1]]"
    22:00:40 "<FuMS> AI_Killed: comparing launch_I_Titan_F and ["launch_RPG32_F","launch_I_Titan_F"]"
    22:00:40 Error in expression <if ((_firstItem select 0) == _x) then { clearWeaponCargo _x;}; 
    }foreach _x;
    }>
    22:00:40 Error position: <clearWeaponCargo _x;}; 
    }foreach _x;
    }>
    22:00:40 Error clearweaponcargo: Type String, expected Object
    22:00:40 File FuMS\HC\AI\AIKilled.sqf, line 84
    

    Just wanted to say massive thanks again, I know I'm probably causing more work by trying to run this server side, but it's actually performing really well :D

     

    How is it working for you to run this on a not dedicated server?

     

    Probably gonna try it out myself on my rented server.

     

    Have been thinking to switch to dedicated server for about 2 months, but before it would be nice to try it out before it. :)

  6. Thx alot!

     

    Saw right away how you have set this up.:)

     

    Gonna check into it when im abit more sober. :P

     

    I modded my helicrashes some. Noticed for me it spawned double of the same item (weapon, scope etc) on both side i moded it abit. Having lockboxes spawning and i only want one to spawn i did this change to the _lootNum bit. So feel free to use it. :)

     

    As i have splitted the crate0 and crate1 up you allways get different loot on the both sides!

    		for "_i" from 1 to _lootNum do {
    			_crate0 = createVehicle ["weaponHolderSimulated", _vehHeli modelToWorld [(random 10) - 3, (random 10) - 4, 0], [], 0, "CAN_COLLIDE"];
    			_crate1 = createVehicle ["weaponHolderSimulated", _vehHeli modelToWorld [(random 10) - 3, (random 10) - 4, 0], [], 0, "CAN_COLLIDE"];
    			
    			_item = _loot call BIS_fnc_selectRandom;
    			switch (true) do
    			{
    				case (isClass (configFile >> "CfgWeapons" >> _item)): {
    					_kindOf = [(configFile >> "CfgWeapons" >> _item),true] call BIS_fnc_returnParents;
    					if ("ItemCore" in _kindOf) then {
    						// One item
    						_crate0 addItemCargoGlobal [_item,1];
    					} else {
    						// One Weapon, one to three Mags
    						_crate0 addWeaponCargoGlobal [_item,1];
    						
    						_cAmmo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
    						{
    							if (isClass(missionConfigFile >> "CfgPricing" >> _x)) exitWith {
    								_crate0 addMagazineCargoGlobal [_x,(floor(random(3)))+1];
    							};
    						} forEach _cAmmo;
    					};
    				};
    				case (isClass (configFile >> "cfgMagazines" >> _item)): {
    					// One
    					_crate0 addMagazineCargoGlobal [_item,1];
    				};
    				case ((getText(configFile >> "cfgVehicles" >> _item >>  "vehicleClass")) == "Backpacks"): {
    					// One
    					_crate0 addBackpackCargoGlobal [_item,1];
    				};
    			};
    			
    			_item = _loot call BIS_fnc_selectRandom;
    			switch (true) do
    			{
    				case (isClass (configFile >> "CfgWeapons" >> _item)): {
    					_kindOf = [(configFile >> "CfgWeapons" >> _item),true] call BIS_fnc_returnParents;
    					if ("ItemCore" in _kindOf) then {
    						// One item
    						_crate1 addItemCargoGlobal [_item,1];
    					} else {
    						// One Weapon, one to three Mags
    						_crate1 addWeaponCargoGlobal [_item,1];
    						
    						_cAmmo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines");
    						{
    							if (isClass(missionConfigFile >> "CfgPricing" >> _x)) exitWith {
    								_crate1 addMagazineCargoGlobal [_x,(floor(random(3)))+1];
    							};
    						} forEach _cAmmo;
    					};
    				};
    				case (isClass (configFile >> "cfgMagazines" >> _item)): {
    					// One
    					_crate1 addMagazineCargoGlobal [_item,1];
    				};
    				case ((getText(configFile >> "cfgVehicles" >> _item >>  "vehicleClass")) == "Backpacks"): {
    					// One
    					_crate1 addBackpackCargoGlobal [_item,1];
    				};
    			};			
    
    			_crate0 setPos [(getPos _crate0 select 0) +5, (getPos _crate0 select 1), 0];
    			_crate1 setPos [(getPos _crate1 select 0) -10, (getPos _crate1 select 1), 0];
    			_crate0 setVariable ["LAST_CHECK", (diag_tickTime + 14400)];
    			_crate1 setVariable ["LAST_CHECK", (diag_tickTime + 14400)];
    			_cutter0 = "Land_ClutterCutter_medium_F" createVehicle (getpos _crate0);
    			_cutter1 = "Land_ClutterCutter_medium_F" createVehicle (getpos _crate1);
    			_cutter0 setVariable ["LAST_CHECK", (diag_tickTime + 14400)];
    			_cutter1 setVariable ["LAST_CHECK", (diag_tickTime + 14400)];
    
    			
    		};
    
  7. Hi!

     

    Just wanted to say thanks for the best AI script ever created for Arma. Have used DZAI atleast since 2013 and offcourse we are using A3AI now.  Keep up with the good work. :)

     

    Oh, a request to. You have alot of options for dynamic options for weapons, backpacks etc. I use MAS weapons so have made my own not dynamic list for weapons. Is it possible to get the same for optics? As the AI sometimes get optics with thermal etc for the MAS weapons. I dont really like the Thermal optics so would be nice to be able to setup your own loot list for optics.

     

    Thx again for the best AI for A3. :)

  8. Hi!

     

    Love this script, really nice with heli crashes (one of the best features in old Dayz mod). But OP (Richie) said you still use static spawn locs for your script as you want it more in the locs you want.

     

    Would it be possible for you to share how you setup the static loc script?

     

    Dont really mind to have your exact locs (if you have a chernarus server it would be a bonus), mostly want to know how the script looks like with static locs. Like to put my own locs as im a 3D editor freak and have added alot of my own locations on my server, more fun if i could choose more where the heli crashes would spawn!

     

    Thx again for a really nice script. :)

  9. The timer is displayed in the Redis desktop manager under Storage . The timer is displayed for each unit on the top center of the header in secs  . It's default 7 days it seems .

     

    Thx for this, found the timer in the DB!

     

    Tested it out with placing a new shelf on my testserver and it use the same timer as for buildings before it decays. In epochconfig.hpp check for this line (you may have another decay time in your epochconfig.hpp).

    expiresBuilding = "1209600";  // expiration date in seconds for buildings
    

    I have 14 days on my server (1209600 seconds) and it showed up with that amount of time before it decay in my DB.

  10. Hi.

     

    As i have noticed the storage are not maintained when you maintain your jammer (need to put something in or take something out).

     

    But how long is the timer for them to expire? Is it the same timer as the normal expiresBuilding in the epochconfig.hpp or do they have their own expire timer which server admins cannot change?

  11. we changed

    class CfgMainTable

    {

        class Default

        {

            chance = 1;

            lootMin = 1;

            LootMax = 1;

            tables[] = { "Food" };

            antagonists[] = {

                    { "UAV", 50 },

                    { "Cloak", 20 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F

                    { "Sapper", 20 },

                    { "SapperB", 5 },

                    { "PHANTOM", 5 }

            };

        };

    to

    class CfgMainTable

    {

        class Default

        {

            chance = 1;

            lootMin = 1;

            LootMax = 1;

            tables[] = { "Food" };

            antagonists[] = {

                    { "UAV", 0 },

                    { "Cloak", 0 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F

                    { "Sapper", 0 },

                    { "SapperB", 0 },

                    { "PHANTOM", 0 }

            };

        };

    still every 2-4 minutes while idle a UAV came along..

    changed it again to

    class CfgMainTable

    {

        class Default

        {

            chance = 1;

            lootMin = 1;

            LootMax = 1;

            tables[] = { "Food" };

            antagonists[] = {

                    { "UAV", 900 },

                    { "Cloak", 900 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F

                    { "Sapper", 900 },

                    { "SapperB", 900 },

                    { "PHANTOM", 900 }

            };

        };

     

    still the same...

     

    dont understand what we should change... there is no commentary about 1 till 1000 what happens with different count...

     

    could someone explain it please?

     

    This is the chance for each of the antagonist to spawn when you are looting. Is your chance for an antagonist to spawn is 9 % and the you get in the 9 % the following is happening!

    class CfgMainTable

    {

        class Default

        {

            chance = 1;

            lootMin = 1;

            LootMax = 1;

            tables[] = { "Food" };

            antagonists[] = {

                    { "UAV", 50 },  50 % chance of a UAV to spawn

                    { "Cloak", 20 }, // Night = Epoch_Cloak_F, Day = Epoch_Sapper_F 20 % chance of a Cloak to spawn (if day a sapper spawn)

                    { "Sapper", 20 }, 20 % chance of a Sapper to spawn

                    { "SapperB", 5 }, 5 % chance of a SapperB to spawn

                    { "PHANTOM", 5 } 5 % chance of a PHANTOM to spawn

            };

        };

     

    It should sum up to 100 % as above.

     

    If you put 900 on each you get 4500 % and thats not good, should sum up to 100 %.

  12. Edit loot.h in server settings pbo

     

    Actually its only for % for each antagonists to spawn when you are looting. They use another system for the ones which spawn dynamic. As they have a chance to spawn each 5 mins. Maybe the default affect the dynamic spawn percentage for the chance of each antagonist to spawn, but you cant really control the chance for them to spawn when players are just "camping".

     

    Would be fun to be able the change the change for the dynamic spawning Antagonists, as the sapper/cloak guys is really fun and scare the crap out of you. The UAVs are fun but spawn to much for the moment.

  13. Thx for this script Havoc, works like a charm!!

     

    Best thing i think is to add them to the vehicle spawn list so they will spawn the right way, then it works. I even have put a 30 sec sleep time at the start of the script just so it should execute after the vehicle spawn and then server startup and go through all the vehicles.

    Sleep 30; 
    
  14. For you who having problem with Chernarus and Zombies spawning in the ground or mass spawning. I only did this change and it worked!

     

    After this on line 7:

    _pos = getpos _marker;
    

    I added:

    _pos = [(_pos select 0), (_pos select 1),0.2];
    

    And it worked!

     

    Nothing more with positions need changes after it!

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