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GhostTown

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Posts posted by GhostTown

  1. So im looking at adding some addons to my server and creating my own @mod

    Now I know how to do this part.

     

    Most of my addons come with there own .bisign 

    Now here is my question.

     

    Once I create the @mod folder and add all the addons with there .bisign 

    Do I than need to create a .bikey for that folder?

     

    Like you do with @cba and stuff? If yes than what program is the best for doing so?

  2. i'll give you an example...open your fn_self_actions.sqf

    Search for : dayz_characterID, and here are mine

     

    _ownerID = _cursorTarget getVariable ["CharacterID","0"];
    .......
    if(_isModular and (dayz_playerUID == _ownerID)) then {  // dayz_characterID
    if (_ownerID == dayz_playerUID) then {    //Change dayz_characterID to dayz_playerUID for perma owner

    These are just a few....basically you have to search each major file for dayz_characterID and change it to dayz_playerUID.

     

    From my player_upgrade.sqf (for upgrading modular buildings)

    	// check if friendly to owner
    	if(dayz_playerUID == _ownerID) then { //dayz_characterID
    

    From player_packTent.sqf

    if(_ownerID != dayz_playerUID) exitWith {DZE_ActionInProgress = false; s_player_packtent = -1; cutText [localize "str_fail_tent_pack", "PLAIN DOWN"];}; //dayz_characterID
    

    you get what i mean right?

    Its a painful thing....and all together you gotta make 20-35 changes of that value....its custom for every server so cant really help you further...I had to painfully test every singe function on the server that i changed.....but after that smooth as hell.

    I did it for everything: basebuilding, upgrades, downgrades, removals, fn_selfactions, pack tent

    My head hurts already.

  3. Has anyone got a good setting for the AI that make them tough.. But not BS hard where you get one shot as soon as you fire your gun.

    I really enjoy the AI on my server but I want to tone them down where they dont spot you instantly and get perfect shots everytime. 

     

    This is what im talking about:

    //AI skill settings level 1 (Skill, Minimum skill, Maximum skill). Baseline skill level: 0.55
    DZAI_skill1 = [	
    	["aimingAccuracy",0.125,0.15],
    	["aimingShake",0.60,0.70],
    	["aimingSpeed",0.60,0.70],
    	["endurance",0.55,0.65],
    	["spotDistance",0.50,0.60],
    	["spotTime",0.50,0.60],
    	["courage",0.55,0.75],
    	["reloadSpeed",0.60,0.70],
    	["commanding",0.55,0.65],
    	["general",0.55,0.75]
    ];
    
    //AI skill settings level 2 (Skill, Minimum skill, Maximum skill). Baseline skill level: 0.70
    DZAI_skill2 = [	
    	["aimingAccuracy",0.15,0.20],
    	["aimingShake",0.75,0.85],
    	["aimingSpeed",0.70,0.80],
    	["endurance",0.70,0.80],
    	["spotDistance",0.65,0.75],
    	["spotTime",0.65,0.75],
    	["courage",0.70,0.90],
    	["reloadSpeed",0.70,0.80],
    	["commanding",0.70,0.90],
    	["general",0.70,0.90]
    ];
    
    //AI skill settings level 3 (Skill, Minimum skill, Maximum skill). Baseline skill level: 0.80
    DZAI_skill3 = [	
    	["aimingAccuracy",0.20,0.25],
    	["aimingShake",0.85,0.95],
    	["aimingSpeed",0.80,0.90],
    	["endurance",0.80,0.90],
    	["spotDistance",0.75,0.85],
    	["spotTime",0.75,0.85],
    	["courage",0.80,1.00],
    	["reloadSpeed",0.80,0.90],
    	["commanding",0.80,0.90],
    	["general",0.80,1.00]
    ];
    

    I know this is for DZAI but I can still use the same settings on DZMS

  4. You can configure WickedAI to do vehicle patrols, but they dont have vehicle patrols at missions.

    Just going off of what I read.

    I have yet to try WAI.

     

    I love your system Vamp!

    I just feel its kinda the same as most others with the AI just standing around.

    I just wish there was more to it such as vehicle patrols.. or the AI actually move around and patrol the area they are guarding.

  5. Alright I'll have to look at it.

    I think I could just run the animations on the C130 without setVehicleInit, but then it wont be open for JIP's I believe.

    Awesome!

    I dont think the JIP would be a problem as someone would already be there clearing it if the ramp is open :P

     

    Just wanted to thank you for this work Vampire. I've used it as a jumping-off point for creating a suite of customized missions on my PvE roleplaying server. So far I've built a tiered system of missions that go 'minor', 'major', 'epoch', and just created 'expert' last night, scripting the first CQB mission for it. It's going to be pretty tough and should eliminate any way of distance sniping to reach the objective. We are running Napf so I've created AI boat patrols and today I'm going to make some "take the island" missions that will also be in the 'expert' tier.

     

    Your contributions are greatly appreciated by the Epoch scene and my players specifically.

    Thats awesome man!

    Would you be willing to share this? 

    I will bake cookies!

  6. I've had to roll back server_monitor.sqf to the original 1.0.4.2 one as the hotfix one causes lag for some reason, trader menu's, opening safes etc starts to get really laggy after 1 hour.

    Hmm thats odd.

     

    I have no had this issue on my end, But than again I dont have a 40+ pop lol

    Wonder what would be causing this issue

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