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Sneakydude

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Posts posted by Sneakydude

  1. @face,

     

    I am really needing the tank, uses. The theme I am trying to concept, requires a few defenses around a base that has AI spawning, choppers and would really like to use some of the tanks.

    I had to turn off the AI from spawning in random so I could focus a battle being done. Wasn't easy and is still in complete, but had the best 1-2 hrs game play on one base trying to get it back.

     

    AI = False on re spawn too.

  2. Couple more issues, on the Z when you use the Ctrl + Paste feature, then hit update it reverts it back to the original placement in ground if so, doing it twice sometimes lifts the object higher. -Extra work for 1 object.

     

    Also sometimes codes are converted to .520000 to 5e type thing if that matters.

     

    The other thing I noticed, if you alt tab to the desktop sometimes the m3 editor doesn't perform the way it should do, to move objects from left to right. Instead they go up and down only. I thought the same thing when hitting the fast move forward Shift key.

     

     

    ( new issues today) and its frustrating. After adding in objects to the PropPos 3 new starter cities with approx. 500 objects including staticNPCpos I see now double loading. I thought it was my database, so I started a new database to 2 and they still show up,

    so I removed a ton of AI guards, and only left about 5 or so vendors with total 10 across the map, and they still show up double. Not all wearing the same clothes.

     

    Is my database screwed up? or is it something else I did. Was working fine last night.

     

     

    Edit = I use this tool a bunch, so I am able to see more little buggy things happen.

  3. This script works rather well, I would just like to have it a bit easier to modify.

     

    We have over 5-6 codes to call AI with the same features which could be done with one simple config area.

     

    I_Soldier is called for red, blue etc... but it is coded in separate lines so adjusting skill sets are difficult and time consuming.

     

    Config Example I am referring too.

    , ["Random",[
    ["aimingAccuracy",0.60],["aimingShake",0.70],["aimingSpeed",0.80],["endurance",0.90],["spotDistance",0.80],["spotTime",0.70],["courage",0.90],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]
    

    If we have the config area allowing us to modify the missions for each that spawn.

     

    [Config RED]

    aimingAccuracy .060 etc....

    [Config Blue]

    aimingAccuracy .80 etc.....

     

    All this at the top, or a special sqf file that is called into the script.

     

    This is a great script. Works very well, just could be much easier to understand.

     

     

     

  4. Windows server, will try and look at all options.

     

    BE not enabled, closed server.

     

    so I need to use 66.? or will 192.168 work.

     

    Reason is I am running 2 epoch atm. Ill explain, 1 is my first dummy test server and the 2nd is my new rebuilt one to awesomesauce.

  5. Couple issues, Saving error one, having to ctrl+del taskmanager to pop up that window to hit ok.

    Same with the odd saving requires this. Windows 7 64 bit.

     

    otherwise trying to figure out why the buildings aren't saving into the proppros might be the conversions.

  6. @darth

     

    I use epoch as a base for all my mission scripts, environment and sandbox game play. UAV, and Bloaters are out of my mission scope. Since this isn't a zombie type game anymore a nice feature to turn them down, off or up would be nice.

    If I switch up the theme for game play, I want to be able to do these things, and right now it is ruining my current theme. I have specific weapons, uniforms and when uav, bloaters spawn it makes it feel so unrealistic.

     

    Epoch isn't about those 2 things, at all. Its a sandbox environment mod that is going a good direction in my eyes. Keep up the good work, but to run wasteland script, I feel it doesn't work for us Epoch users.

     

    Think of Epoch like MCC sandbox, of missions. But sandbox environment. I do wish they would allow us these options.

    and focus on adding in more environment items we can add or remove, like AI mission editors, and a config panel for adding in options based directly inside epoch.

     

    People still today think its all about zombies. Well we have enough of them don't we?

     

    Epoch delivers our group, some great potential for database uses, mod sandbox theme that isn't available out there. It gives us that very chance to script in new ideas and make it a complete PVE, or PVP sandbox theme park we always wished for. I like epoch, for many reasons. Those bloaters, and UAV are not the reason why I use or play epoch.

  7. Your Epochserver.ini file info is all garbaged text. It wasn't clean looking this time around.

     

    Also the server does this

     

     

    cant copy and paste for some reason.

    Starts the shut down, spams every 30 seconds Server shutdown now.

    but never does shut the server down.

    NO HC installed yet.

     

    suggestions? small 1 liner worth installing all of this update?

  8. Sounds like I need to invest into this. I own a computer firm so hardware doesn't mean much to me.

    Now to figure this all out, and how to go about it.

     

    I would assume i5, 16gb, 750+ video for arma only, ssd should do nicely. Any other specs we need?

    I might change some of the hardware in the house, to cat 6 and re fish some wires.

  9. @face, hey bud been messing with your AI editor, works well btw. Easy to understand by the wiki. Not sure what headless client means yet.

    The thing I would like to add to the custom is a marker, and a message on the screen that AI have attacked AKA spot on the map.

    Is it possible to do? just need a marker and announcement. How would I go about doing that?

     

    - possible as in adding a feature, to allow us to drop a message, and marker from inside the game command console. That way, we can mark the markers at any time.

    I wouldn't mind a timer setup, so that it randomly happens multi times during the 4 hr server static.

     

    And better yet, can we do #include random.sqf if needed to get out of that custom sqf.

     

     

    Oh and btw, heli's work on custom AI, but not in the sqf maxhelispawns so I just turned them off made static runs from locations seems to be working very well.

  10. Hey face, great work as always.

     

    I was wondering, if you could or have been doing.

     

    I want to be able to change the skins of the AI to something different I see everyone using I_Soldier_F type thing. Is there any others that work with this epoch?

     

    1. What is I_Soldier_F anyways?

     

    Otherwise, most of the AI script is working except for the helicopter random spawns. Not sure why that's broken to be honest on my server.

    What I would like to see, is a separate AI Attack Helicopter base script that patrols out there. It looks for Players, and heads back, refuels and re ammo's.

    The script would be separate from the Ground AI script.

     

    Unless of course having 2 different AI scripts is not a good function for the client.

  11. //Global maximum number of active AI air vehicle patrols. Set at 0 to disable (Default: 0).							
    A3EAI_maxHeliPatrols = 5;	
    
    //Probability of spawning Level 0/1/2/3 AI air vehicle patrol spawns. Probabilities should add up to 1.00		
    A3EAI_levelChancesAir = [0.00,0.50,0.35,0.15];	
    
    //Set minimum and maximum wait time in seconds to respawn an AI vehicle patrol after vehicle is destroyed or disabled. (Default: Min 600, Max 900).
    A3EAI_respawnAirMinTime = 600;
    A3EAI_respawnAirMaxTime = 900;
    
    //Classnames of air vehicle types to use, with the maximum amount of each type to spawn.
    A3EAI_heliList = [
    	["B_Heli_Attack_01_F",5],
    	["O_Heli_Attack_02_black_F",5],
    	["B_mas_UH60M_MEV",5]
    ];
    
    //Maximum number of gunner units per air vehicle. Limited by actual number of available gunner positions. (Default: 2)
    A3EAI_heliGunnerUnits = 3;
    
    //If enabled, A3EAI will remove all missile/rocket-type weaponry from spawned air vehicles. Affects both map-wide patrols and custom-spawned air vehicles. (Default: true)
    A3EAI_removeMissileWeapons = false;
    
    //Probability of AI helicopter sucessfully detecting player if there is line-of-sight. AI helicopters will conduct a visual sweep upon arriving at each waypoint and some distance after leaving. (Default: 0.70)
    A3EAI_detectChance = 0.70;
    

    I am having issues getting the AI to spawn in Heli's. My allowed list in Epochconfig, is set to spawn it with Mas Vehicles and or standard. I have tried many things.

     

     

    Btw great script, tons of fun.

     

    Thanks

    Sneaks

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