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Komplex

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Posts posted by Komplex

  1. I've been using this costum loadout script for some of the clans on my server but would like to add a skin to it. Right now it looks like:

    //CLAN Loadout
    if ((getPlayerUID player) in ["########"]) then {  //Clan: Name, Name
        DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemWaterbottleBoiled","ItemWaterbottleBoiled","FoodSteakCooked","8Rnd_B_Beneli_Pellets","8Rnd_B_Beneli_Pellets","8Rnd_B_Beneli_74Slug"];
        DefaultWeapons = ["M9SD","Remington870_lamp","Binocular","ItemMap","ItemCompass","ItemFlashlightRed","ItemKnife","ItemMatchbox","ItemHatchet"];
        DefaultBackpack = "DZ_GunBag_EP1";
        DefaultBackpackWeapon = "";
        };
    

    When I add:  DefaultModel = "Rocket_DZ";  it sort of works, as in you can see both skins at the same time lol.

     

    So Then I tried something like this:

    //CLAN Loadout
    if ((getPlayerUID player) in ["########"]) then {  //Clan: Name, Name
        DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemWaterbottleBoiled","ItemWaterbottleBoiled","FoodSteakCooked","8Rnd_B_Beneli_Pellets","8Rnd_B_Beneli_Pellets","8Rnd_B_Beneli_74Slug"];
        DefaultWeapons = ["M9SD","Remington870_lamp","Binocular","ItemMap","ItemCompass","ItemFlashlightRed","ItemKnife","ItemMatchbox","ItemHatchet"];
        DefaultBackpack = "DZ_GunBag_EP1";
        DefaultBackpackWeapon = "";
        DefaultModel = "['Sniper1_DZ'] spawn player_humanityMorph";
        };
    

    and variations of that default model line as I have no clue what I'm doing such as:

    [dayz_playerUID,dayz_characterID,'Sniper1_DZ'] spawn player_humanityMorph;

     

     

    However I'm not really sure what to try from here. Any ideas?

  2. Forgive my ignorance, but I'm having some problems getting static AI to use certain weapon sets.

     

    I would like one group to just use assaultrifles, so I found it was called "ai_wep_assault". I tried using that or just "assault" and they just spawn in with no weapons. Then I found that the case is set to 0 so I tried that also out of desperation. I also tried setting up my own custom set in the config then added this to static spawns:  case "cqc" : {_aiweapon = ai_wep_cqc;};

     

    Still no luck. I can change the random mission weapons, but the static just seem to ignore the config. Anyone get this working?

  3. @f3cuk

     

    Having a lot of fun with this script so far, but ran into a few things with static AI.

     

    I have been adding Static AI to several areas on my map, and have some bugs/input to report:

    -AI Seem to just patrol right through castle walls like they aren't there.

    -Some groups aren't spawning at the exact locations (they seems to be off my 10-15 meters in some cases)

    -With only 1-2 people on our test server even the extreme AI don't see you for 10-20 seconds (you can literally run circles around them till they notice)

     

    Input:

    -We would love to have control over the behavior of each group. Right now its either they all communicate or they don't, or they all patrol the same radius with the same way points. If we could control each group it would really allow us to customize how they AI get pulled, alerted, etc.

  4. For Static AI, is there an easy way to control groups options? For example I'd like to disable patroling and info sharing for a certain group so they can gaurd the supply box no matter what happens to their buddies. I copied the script into a WAISTATIC folder and changed the links to match to do this, but its seems sloppy to have basicly two of the same scripts running just to have greater control over static AI behavoirs.

  5.  

    Please post your server rpt file. Probably something wrong with the static file then which i can't seem to spot.

     

    --

     

    Edit: Try

    [[[11250.9,4273.89,20.313]],"Igla_AA_pod_East","hard","TK_GUE_Soldier_AAT_EP1","Random",4,"Random","Random"] call spawn_static;
    [[[11229.1,4247.15,7.453]],"M2StaticMG","hard","TK_GUE_Soldier_AAT_EP1","Random",4,"Random","Random"] call spawn_static;

     

    That was the problem! missings set of brackets. Thanks for the help :)

  6. Did you switch static_missions to true in the config file?

    By default the random missions will keep working, only if you change ai_mission_system to false they will stop.

    Yes, and after I did I noticed that random missions stopped spawning, hence the other question. Any suggestions? Do you have a working static example I could look at?

  7. Good work on this so far, really liking where this is going :)

    I did have a issue with static missions. I changed static missions to true and added a few little groups to test out, and can't seem to get them to show up. Any suggestions as to what Im doing wrong? Also when static missons are on, do the random ones stop? Thanks!
     

    if(isServer) then {


        //Custom Spawns file//

    /*
        [
            [11226.9,4264.98,0.002],            // (Rog)Electro Entrance
            4,                                    // Number Of units
            "easy",                            // Skill level of unit (easy, medium, hard, extreme, Random)
            "Random",                            // Primary gun set number. "Random" for random weapon set
            4,                                    // Number of magazines
            "Random",                            // Backpack classname, use "Random" or classname here
            "Random",                            // Skin classname, use "Random" or classname here
            "Random"                            // Gearset number. "Random" for random gear set
        ] call spawn_group;


    */
    [[11226.9,4264.98,0.002],4,"easy","Random",4,"Random","Random","Random"] call spawn_group;
    [[11286.3,4299.83,0.002],2,"easy","Random",4,"Random","Random","Random"] call spawn_group;



    /*
        Custom static weapon spawns Eg. (with mutiple positions)

        [
            [                                    // Rog anti air
                [11250.9,4273.89,20.313],
                [11229.1,4247.15,7.453]
            ],
            "M2StaticMG",                        // Classname of turret
            "hard",                                // Skill level of unit (easy, medium, hard, extreme, Random)
            "Bandit2_DZ",                        // Skin classname, use "Random" or classname here
            "Random",                            // Primary gun set number. "Random" for random weapon set
            2,                                    // Number of magazines
            "Random",                            // Backpack classname, use "Random" or classname here
            "Random"                            // Gearset classname, use "Random" or classname here
        ] call spawn_static;

        Place your custom static weapon spawns below
    */


    [[11250.9,4273.89,20.313],"Igla_AA_pod_East","hard","TK_GUE_Soldier_AAT_EP1","Random",4,"Random","Random"] call spawn_static;
    [[11229.1,4247.15,7.453],"M2StaticMG","hard","TK_GUE_Soldier_AAT_EP1","Random",4,"Random","Random"] call spawn_static;




        diag_log "WAI: Static mission loaded";

    };

  8. We did some additional testing and killed our buddy who is a huge bandit a few times. If we just shoot him we lose humanity, if we kill him we gain a tiny bit of humanity. However a neutral member of our party lost rather then gain humanity from killing him. So my previous analysis might have been warped as I was neutral at -1000 when I noticed the issues.

     

    However in my opinion its beyond stupid that I can defend myself against people who have shot me or who are bandits. Being a hero must be boring as hell, always running and hiding from everyone.

  9. It would be great if they could do a "maintain all" option via a plotpole. That way you could maintain everything within say 60 meters. I guess the trick would be for large bases, you wouldn't be able to hold all the materials needed for the maintenance in your inventory. So maybe something like Gimmic's idea of having a placeable storage item you can set down and fill with everything it needs. I feel like a basic maintain all might be easy to implement as crafting system and maintenance options already knows if you have the correct materials/amounts on you.

  10. @Survivor King I don't think there is anymore. We are friendly with one of the groups that has the 2rd biggest bandit on the server at -75k and he respawns with just a survivor skin on. My buddy is also a 6k hero and has yet to get a skin. I know you can find bandit skins. So you might have seen someone wearing one of those that they found.

     

     

    @Eegore Well for starters a reverse of the issues listed above will go along way. However here are my suggestions spelled out:

    -Minor skin change. Maybe a red armband for bandits, and a blue one for heros, added to the survivor skin.

    -Postive humanity from bandit kills (scaled to what their humanity level was at).

    -ONLY negative humanity for killing, if you are trying to disable or knock someone out you shouldn't lose anything.

    -Along with my last one, damage dealt to other players shouldn't effect your humanity unless that player dies.

    -If a player hits you, you should be able to shoot back and kill them without any loss if they are a survivor.

    -You should start gaining humanity the longer you're alive with no murders. After maybe 3 hours with no murders you should slow start to gain humanity.

     

    -Another neat suggestion my squad mate thought of would be suited for preventing camping. If a bandit gets within 50-100 meters of a friendly trader the npc will start to grumble or mutter that can heard 50-100 meters away. This will prevent bandits from camping friendly/hero traders and vise versa.

     

     

     

     

    Note: After we engauged bandits last night one of our squad claimed to have gained humanity from his bandit kill, but another member lost humanity. Yet only has a "bandit kill" listed in his debug monitor. So we'll have to do some addtional testing or maybe someone from Epoch dev team can chime in and explain.

  11. I'm sure most friendly players have noticed, but I think the humanity system probably needs some huge tweaks. The current issues I have with the system are:

    -There is no way to identify bandits/heros

    -If you kill a bandit you get negative humanity

    -If you knocksome out or disable anyone so you can get away you get negative humanity

    -If you do any damage to anyone at all you get negative humanity

    -If you get shot at and hit, then kill that person, you get negative humanity

     

    This makes playing as a friendly/hero nearly impossible. I play as a very friendly player and only shoot when shot at, however if you want to be a hero you just have to stand there and let people kill you, or run away and hide if you can. This removes a HUGE aspect from the game. Who just wants to run around and kill zombies and aviod all other players? You might as well play single player at that point.

     

    I do think it's a neat idea that you don't know who the bandits are just from their skins, but it's pretty stupid that you can fireback at someone shotting at you, or kill a huge bandit without ruining your humanity. Once you've been forced to kill a few people it's damn near impossible to claw your way back to postive humanity without exploits.

     

    My suggested fixes are a bit obvious from my outlined issues, however Im curious to see what the community can come up with.

  12. The biggest change that needs to happen is actual change.

     

    If I'm carrying a 10oz Silver, I should be able to buy a 2 silver item and the vendor returns 8 1oz silvers to me automatically. Obviously, it should pay from the lowest possible item upwards just like how you count change. If I have 3 10oz Copper on me and I want to buy something that is 1 silver, the vendor should take the 3 10oz copper before taking a full silver. If the item is 2 silver, and I'm carrying 2 silver and 3 10z copper, the vendor should take the 3 10oz copper and 1 silver(to total 2 silver).

     

    Basically, I'm fine with the metals idea although I'm not sure why we would be dealing with metals much in an epoch world. Bartering should be more prevalent. 

     

    To simplify the currency economy I highly suggest looking at how Fallout(new vegas) handles it. Since every item has a sale value, why not display some kind of trade window to 'barter'? I know that's going to be a lot of additional code if at all possible.. but right now it is a chore to sell items, smelt metals, trade metals, buy items when we should be able to trade directly for the gear with value-for-value.

    It would also be very beneficial for vendors to see inside your backpack. This would help with additional juggling. 

     

    I agree with Gimmic, though a barter might confuse the crap out of the kiddies.

  13. I would only agree with this if you didn't die to a player or zombie. If you fell and died within 100m of your home then that would prevent abuse.

     

    HOWEVER, it seems like a ton of programming and testing for something that isn't an issue if you are careful. I have never died building my base, but I usually hold the sneak key down when walking around in the upper levels placing stuff.

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