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cyncrwler

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  1. Like
    cyncrwler reacted to Dwarfer in DMRMS – Another A3 Mission System   
    Hi VAKE
     
    So the way it works at the moment is you can have 8 mission (threads) running at once Within each Thread you have the ability to queue as many mission as you like one after the other with random intervals and selection.
     
    The colors at the mo only really represent difficulty. We are still tweaking this.
     
    I think we want to finish some other items and make templates how to make more missions before we release. 
     
    If anyone thinks something is missing let me know will add to our wish list.
     
    THanks
  2. Like
    cyncrwler reacted to TheVampire in VEMF - Vampire's Epoch Mission Framework   
    Now that 0.3 is out I'm going to be working on trying to get this updated and add in the new content I have.
     
    Why must a job be so time consuming?
  3. Like
    cyncrwler got a reaction from Face in WAI: 1.0.0 - Alpha / Arma 3   
    Also not many want to work on updating mission systems with the Epoch update pending, which could break everything done.
  4. Like
    cyncrwler reacted to Richie in WAI: 1.0.0 - Alpha / Arma 3   
    WAI works fine on 0.3.0.1, tested it already :)
  5. Like
    cyncrwler reacted to Face in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    @cyncrwler: Glad to see that the fix worked out great.
     
    @all: Here are some facts about the upcoming HC support for A3EAI, some things I've already said in the past and some are new:
     
    HC is completely optional, you can choose to run it only on the dedicated server ("Dedicated Mode") or you can choose to split it between the dedicated server and the headless client ("Hybrid Headless Mode") In hybrid mode, AI are controlled by the HC while the dedicated server handles everything else (ie: when to spawn/despawn/respawn AI) In dedicated mode, everything is handled by the dedicated server (just like as it is currently) A3EAI should be able to seamlessly transition between the two modes while the dedicated server is running. If the HC is closed or crashes while the server is up, AI will be transferred to the dedicated server, and when the HC is started up again, AI will be transferred back Installation for the dedicated server portion will remain the same, a new @A3EAI mod will be run by the HC (using the same package as the dedicated). Presently, only one HC is supported. The HC will need to be set up on the same machine as the dedicated server since the HC and dedicated portions of A3EAI will use the same config files. You could still set them up on different machines, just need to set up a dummy @EpochHive folder on the HC machine with the folder structure intact (the EpochHive files will be unnecessary for the HC, just need the structure and A3EAI config file). Only recommended to use HC on either the same physical machine or the same LAN as the dedicated for bandwidth reasons. Many parts of A3EAI had to be rewritten to make it possible for the HC to disconnect/reconnect at anytime without problems. Pistol weapon loot items for HC controlled units will be taken from the settings defined in A3EAI_config.sqf and not from the Epoch loot tables since the HC doesn't have access to the loot tables, and I'm not a fan of sending huge arrays of data through public variables. The HC unit will appear in the new spawn "cloning lab" as an immortal player unit. Because Epoch doesn't allow non-admin units to be invisible and throws a fit when the player unit is replaced with something else, this is the way it will have to be. At this time, I still need to test custom AI vehicle patrols, and I'm hoping to be able to wait until the next Epoch update is released before A3EAI 0.5.0 is released, since I want to get all the compatibility changes made in one update instead of splitting them up.
  6. Like
    cyncrwler reacted to Face in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    @larsmos2011: At this time, development is being slowed down because of my personal lack of free time. How it's going to work is that the HC files will be bundled in with the main A3EAI package in the next major release (0.5.0), with HC install instructions given to the early testers first. If early testing results is good, then HC support is considered working and the HC installation steps will be added to the A3EAI install instructions as an optional method. If it doesn't work, then the A3EAI package should work exactly as it is now, without a HC. I expect that 0.5.0 will be released before or around the same time Epoch 0.3.x is released.
     
    @Patriarch: I need a lot more details to do anything. Server log information would help.
  7. Like
    cyncrwler got a reaction from KiloSwiss in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test   
    If I am not mistaken, KiloSwiss does not offer support for Infistar AH. I am pretty sure if you read through this entire thread, someone has come up with a work around for her issue.
  8. Like
    cyncrwler got a reaction from Fog Horn in 0.2.5.2 Version from epochmod.com are corrupt!!   
    Every player/friend I send  to epochmod.com to dl the files logs in no problem. I am just assuming this is a ID10T error, totally end user issue.
     
    I am also assuming here, that they are not paying attention when downloading the proper files, and are most likely downloading the 0.3. RC files. not the current stable release. Just a hunch
  9. Like
    cyncrwler reacted to Schloti1993 in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test   
    Ai Mission static and AI convoy missions are two missions to the same time.:O
     
    Frontpage of this Thread First Post you can download this TestVersion its working good for that
  10. Like
    cyncrwler reacted to Face in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    A3EAI 0.4.3.1 has been released to fix the undefined variable errors related to A3EAI_veh_destroyed.sqf thanks to cyncrwler's assistance in providing full logs detailing the error.
     
    Download the updated/fixed version here: https://github.com/dayzai/A3EAI
     
    This error is caused when the server is lagged by other addons/scripts loading during startup, so that AI vehicle patrols are being spawned before the Epoch server is able to compile certain important functions. Because this is a timing-related error, it's something that I would normally never be able to find myself (since my test server is not under heavy loads like real servers) and full logs are required to trace back all the events from server startup to the point of the error. This is why a short log quote with just the error isn't always enough.
  11. Like
    cyncrwler reacted to Face in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    "I don't plan on ever" = Never.
  12. Like
    cyncrwler reacted to KiloSwiss in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test   
    Read the readme.txt carefully, it contains all the steps, needed for a sucessfull installation.
  13. Like
    cyncrwler reacted to vbawol in 0.3.0.1 / RC2 Changelog   
    0.3.0.1 client files are being released and updated today. 

    Server files are being tested by our approved official server testers group starting today. Public release of server files is expected to be 1-2 weeks.
  14. Like
    cyncrwler reacted to Axle in [Offer] Arma 3 Epoch Mod Linux Dedicated Server for Testing   
    We have a box that is being worked with. Give us some time :D
  15. Like
    cyncrwler got a reaction from choppra in [FORM] The status of Epoch development   
    Seems yet another thread just got stupid :/
  16. Like
    cyncrwler reacted to Axle in Release Epoch 0.3.0   
    Thread derailed. 
     
    Patch Soon™
  17. Like
    cyncrwler reacted to Face in Release Epoch 0.3.0   
    As a developer of something myself, I can fully understand why the Epoch devs are hesitant to release the next update even when so much has been added and changed.
     
    With more numerous changes and more complex changes made, you have an exponentially increasing probability of everything blowing up in your face when some unlucky Epoch server encounters that edge case you as a developer didn't encounter or account for during your testing. With every Epoch server and client out there already updated to what's now known as a buggy release, you as the developer get all the blame for not thoroughly testing enough and you have to scramble up a hotfix and release it before your mod dies out because nobody can play it. This is why developers of any software/code/anything always try to (and need to) grow a thick skin to not cave in to user demands to release their updates sooner than they are comfortable with - if a problem happens, it's the developer that gets the blame and the responsibility to fix everything, not the people who pushed for the updates.
     
    If you want to see what happens when something is developed to completion without a strong foundation, you will get something that looks pretty but is ultimately useless for its intended purpose: http://media-3.web.britannica.com/eb-media/88/80588-004-0B5DCB41.jpg
     
    Besides, it's not like there is any critical issues with the current version of Epoch that's crippling everyone's servers. Sure there are annoyances and minor flaws, but all those can and will be fixed eventually.
  18. Like
    cyncrwler reacted to Zupa in [Release] ZHB - Zupa's Hud & Builder. V1.2   
    ZHB - Zupa's Hud & Builder. V1.2 Hotfix
     

    This is a selfbooting addon inside your mission pbo with easy installation. 
    It will add a hud and hud builder on your server. Default pressing 8 for hud builder and 9 to toggle on and of.
     
     
    Future plans
    Opacity on images. More options. Saving to redis. Config to allow hud builder or to disable it Define your own keybinds.  
    Changelog
     
    V1.2
    Fixed a wrongly named variable Infistar should work now correctly.  
    Commits
    https://github.com/DevZupa/ZHB-A3/commit/070b15162a10c475d2872c564fb73a22a8e377d8
    https://github.com/DevZupa/ZHB-A3/commit/abb6e4da1d32d953528fd27f5302fa83388dae16
    https://github.com/DevZupa/ZHB-A3/commit/afc50e71910c4ab684b41aea444cff6c981055d6
     
    V1.1
    KeyUp Handlers.  
    Download

     
    https://github.com/DevZupa/ZHB-A3
     
    Feel free to push fixes/addition to the git.
     
    Installation
     
    Battleye Filters in Scripts.txt
     
    Edit the following exceptions to the 7 xxx , only copy the part that starts with !
    Search for the tag word and place the rest behind it.

    7 displayAddEventHandler !"ZupaKeyUpWorking = (findDisplay 46) displayAddEventHandler ['KeyUp', '_this call ZHB_fnc_handleKey'];" 7 displayRemoveEventHandler !"(findDisplay 46) displayRemoveEventHandler ['KeyUp',ZupaKeyUpWorking];" 7 createDialog !="createDialog \"Z_HUD_Builder\";" 7 playableUnits  !",count playableUnits ,_align,_valign" Edit your filters as stated above. Place the ZHB folder in your mission pbo. Place the folowing on the bottom of your description.ext If you already have a RscTiles or CfgFunctions, place the includes in there ofcourse.

    #include "ZHB\ZHudBuilder.hpp" class RscTitles { #include "ZHB\ZHud.hpp" }; class CfgFunctions { #include "ZHB\ZHB_Functions.hpp" }; 4. Add the following in your antihack as exception.
    Z_HUD_Builder 5001, -3 5. DONE - Change the fn_initVariables to your likings.
     
    You can edit the default hud in the initVariables.sqf
     
    // Starting positions Z_HUD_pos = [ 0,0,0,0,0,0,0,0, // Bottom SIde -> left to right 0,0,3,4,5,6,0,0, // Right Side -> bottom to top 0,0,0,0,0,0,0,0, // Top side -> right to left 0,0,0,0,0,0,0,0 // Left side -> top to bottom ];  
    Numbers are as following:
     
    // 0 = Nothing/ Blank // 1 fps // 2 players // 3 damage // 4 crypto // 5 hunger // 6 thirst // 7 grid // 8 fatique // 9 Restart // 10 Toxicity // 11 Stamina // 12 Energy Extra
    Restart timer is default disabled to be picked ( change in initVariables.sqf) icons are 6 kb paa's, CAN U BELIEVE IT? SO SMALL  
    Screenshot
     

     

  19. Like
    cyncrwler reacted to Face in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    Another announcement regarding the future HC support:
     
    After a week of development, HC support in the current development build has been extended to non-custom air and land vehicle patrols. Custom air/land vehicle patrols is next on the list but I expect only minor changes will be required.
     
    There's been some very heavy changes done to A3EAI code (as large as or larger than the DZAI - A3EAI conversion) and I'm still making sure everything works properly. Minimizing unnecessary network traffic is also a priority and it's going well so far, I've reduced the amount of public variable calls by about 90% (63 down to 6) and I'm still working on trimming it down to the bare minimum.
     
    Sometime during the next few weeks I will be needing a very small number of volunteers (1-2) to help test out the HC support. Volunteers will need:
     
    An A3 Epoch server with basic working headless client setup already made and ready to go (you will know it works when your HC appears in the cloning lab as a fresh spawn). How-to-guides are already readily available on these forums and Google. If I can do it, so can you. Ability to not freak out over strange errors in your HC RPT file. There is going to be metric-f**kton of RPT errors in your HC log when the HC logs in, all of which are completely harmless. A server not reliant on the "alternative antihack" is a plus, since I don't know how antihacks other than the stock Epoch AH will interact with HCs.
  20. Like
    cyncrwler reacted to Axle in Release Epoch 0.3.0   
    I heard you asked for a time window. I've found one.
     

  21. Like
    cyncrwler got a reaction from rhughes945 in Release Epoch 0.3.0   
    Seconded!!!
  22. Like
    cyncrwler reacted to rhughes945 in Release Epoch 0.3.0   
    No we don't 'need' a time window. They give plenty of info if you stop being lazy and take a quick look for it.
     
    They said they anticipate a release end of this week, but if bugs/fixes are found then it can be put back a day or 2 easily.
     
    I'd prefer to wait for a more stable version than have players complaining and expecting freebies all the time because of a bug.
  23. Like
    cyncrwler reacted to tdavison in Helicopter Parachute Supply Drop   
    Yes - that is because I was using a heli CREW rather than creating a GROUP (for pilots) with specific waypoints and combat conditions. This updated version should fix that issue.
  24. Like
    cyncrwler reacted to shurix in WAI: 1.0.0 - Alpha / Arma 3   
    I also re-worked WAI from Arma 2 to Arma 3 platform. I run something like 15 different missions.
     
    I recently added voting for a mission that has just started. Voting is based on addAction mouse wheel command on a Jammer object. It allows players to say it they are going for the current mission or they want to skip to the next. After 5 minutes the polling is closed and mission system keeps current mission or skips to the next one.
     
    I don't run BE and I don't use stock AH on my server, so it might be a hassle for some of you to adapt my script to your environment. Anyway, let me know if you are interested to see how it works.
  25. Like
    cyncrwler reacted to computermancer in Helicopter Parachute Supply Drop   
    Hell yeah, guards sound awesome! I am horrible at AI stuff. 
     
    I would like an AI script to have AI Guards for my base, but I am awful at AI stuff.
     
    If you can configure AI to do stuff at my Jammer, I can make a menu to control them.
     
    GImme variable and I can make you a Dialog Box/Menu to control them
     

     
    LOVE YOUR SDROP script man! :wub:  Keep up the great work!  :lol:
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