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He-Man

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  1. Like
    He-Man got a reaction from KPABATOK in Building Elements despawn after Restart after Update and other Bugs   
    You can see it with Infistar or by "damage cursortarget" in the Admin console
    http://www.pic-upload.de/view-28621833/2015-10-19_00002.jpg.html
  2. Like
    He-Man got a reaction from Three Plus in #include broken in new arma update?   
    Quick fix (for Infistar):
    1. move the run.sqf, A3AH.sqf and A3AT.sqf into your a3_infiSTAR.pbo
    2. Change in fn_preInit.sqf the 'run.sqf' to 'a3_infiSTAR\run.sqf'
     
    Works for me!
  3. Like
    He-Man reacted to umfufu in Solar generator non-removable?   
    Kpabatok if u want to remove it , i'd just say a satchel will do
  4. Like
    He-Man reacted to vbawol in 0.3.3.0 Vehicle Rapair Kit doesn't work?   
    This has been fixed, and will be pushed out soon.
  5. Like
    He-Man got a reaction from t0ks1ck in scripts not working in 0.3.3 ? need help   
    Not so easy to give you the right answer.
    Infistar has a lot of antihack features inside. But Battleye Filters are an additional security.
    The best would be using the BE Filters + Infistar. But then you have to add the Filters for Infistar too.
    To your topic:
    Make your own BE-Filters:
    When a script maker have a BE Filter like "7 exec !="blablabla" and you have no filter in your scripts.txt with "7 exec", then you can skip this Filter.
    When you have a kick on your server, look in the scripts.log (or any other filter log). There will be a kick reason like #11 "blablabla"
    To make a filter for this, Chris aka Infistar made a great tutorial:
    http://pastebin.com/9FBdjS1u
     
     
     
     
  6. Like
    He-Man reacted to t0ks1ck in scripts not working in 0.3.3 ? need help   
    Awesome thank you for this !!! this was the info I needed !! thanks again ! 
  7. Like
    He-Man reacted to KPABATOK in 0.3.3.0 Vehicle Rapair Kit doesn't work?   
    Yes. thought it was just some server lag or something. Using just repair parts on vehicles no longer works.
  8. Like
    He-Man got a reaction from KPABATOK in 0.3.3.0 Vehicle Rapair Kit doesn't work?   
    After update Players Report, that they can't Rapair with Rapair Parts. Rapair Kits Sees to work normal. 
    Anyone else with this Problem? Or can Anyone Check, if it works on his Server?
  9. Like
    He-Man got a reaction from Brian Soanes in Epoch 0.3.3 trash and other objects not lootable?   
    hmm okay, then it must be a problem at us.
    Thanks for the feedback
  10. Like
    He-Man got a reaction from spartan in Fulcrum Mission System v2.1a   
    spartan, you can also run the HC and the Server on the same machine.
    This will use the cpu more even (Arma is not really multicore compatible).
  11. Like
    He-Man got a reaction from FSB_RU in Fulcrum Mission System v2.1a   
    lol, our HC died in the Spawn Box.
    Could it be, that he can starve with the new Epoch update?
  12. Like
    He-Man reacted to horbin in Fulcrum Mission System v2.1a   
    FuMS\HC\AI\SpawnSoldier.sqf - remove line 167, replace with the following:
    if (TypeName (_gear select 0) == "STRING") then { _unit addPrimaryWeaponItem (_gear select 0);} else { if ([_gear select 0] call FuMS_fnc_HC_Loot_AddIt) then{ _unit addPrimaryWeaponItem (WeaponAttachments_Optics call BIS_fnc_selectRandom);}; //scopes }; \FuMS\HC\Val\VerifySoldier.sqf change line 99 to:
    if (TypeName _x != "SCALAR" and TypeName _x !="STRING") exitWith {_abort=true; _msg=format ["%1should be an array of 3 numbers between 0-1.0. The 1st number may also be a string. found %1",_dat3];}; With the above changes, you can now designate a specific scope in each AI type's definition located in the GlobalSoldierData.sqf.  Just replace the number with the name of the scope you want.
    Ex:    [ 1, .3. 0]   change to ["optic_tws", .3. 0]
     
     
     
     
     
    There is no option to 'turn off' the AI clean-up protection if the AI is detecting a player.  If you want to remove this behavior, comment out the following lines in \FuMS\HC\MsnCtrol\LogicBomb\RemoveDecayObjects.sqf
    Line 51, 152
    (both of these lines should now look like   // _enemy = _x findNearestEnemy _x; )
     
    Hope that helps!
  13. Like
    He-Man reacted to RC_Robio in How to configure / deactivate Epoch Airdrop (Ghosthawk)   
    In description.ext 
    Airdropchance to -1
  14. Like
    He-Man reacted to Zupa in [0.2 Release] Unofficial Epoch Redis Database Manager - Live Map   
    There is no devblog. Just posting picture here to show the progress on development.
  15. Like
    He-Man reacted to horbin in Fulcrum Mission System v2.1a   
    He-Man,
      Blacklists are already part.
      Blacklist zones are defined in \FuMS\HC\Util\GetWorldInfo.sqf
      If you hard-code locations the missions will spawn there, but when FuMS is left to pick a random location it will avoid those points as well as attempt to NOT overlap missions or place a mission on top of a base that is occupied by a player.
     
    Airdrop support for vehicles and loot is coming in the next updated.
     
    See \FuMS\HC\Triggers\ZuppaCaptureInit.sqf
    if(isPlayer _x && alive _x and _x == vehicle _x)then Line 117 add   'and _x == vehicle _x'  to the test statement. This should only allow players to influence a cap point while not in a vehicle.
  16. Like
    He-Man reacted to happydayz in 0.3.0.4 (Build 1) No weather rain or wind sounds   
    just having a look around and found this...
    // Enable/disable environmental effects (ambient life + sound).
    enableEnvironment false;
    located in @Epoch\Addons\a3_epoch_code\compile\setup\EPOCH_clientInit.sqf
     
    woops....
  17. Like
    He-Man reacted to horbin in Fulcrum Mission System v2.1a   
    V2.1 is out.  Overhaul of logic bomb will permit much more flexibility in mission design.  Integration of UAV/UGV's, and new Captive AI logic and theme.
    v2.1
    Fixed slow helo's. All helo's now spawn and fly at proper speeds.
    Vehicle stuck logic enhanced.
    Fixed data entry error in the 'Aquatic' theme that was causing frogmen to be on side 'EAST' instead of 'RESISTANCE' (no wonder they wouldn't shoot at you!!!!!!!)
    *UAV and UGV mission support UAV's and UGV's use all the same logic as 'drivers'. See MissionFile.htm, AI_Logic section for options. Valid UAV and UGV objects are defined for FuMS in the BaseServer.sqf file. See BaseServer.htm for details.
    *Theme Global Loot Data Fixed bug causing a parsing error when choosing to use a theme's local loot data file.
    *Rebuild of Logic Bomb See MissionFile.htm for details. Missions now operate on a trigger/action mechanic. Mission phasing has been removed. Missions now create children missions as part of the new 'logic' structure. Settings for the new 'mission launch' actions are detailed in MissionFile.htm. Mission spawning no longer 'suspends' triggers in the active mission, and admin's can now control how assets created in spawned missions contribute to the parent mission. Also see Test theme TestMission01.sqf for multiple examples.
    *New Triggers
    "OK" - Use of this trigger will result in the associated action occurring immediately upon mission start. "CAPTIVE" - Evaluates 'true' when the specified number of AI have been rescued. *New Mission Actions:
    "Lose" - causes 'lose' messages and loot events "Win" - causes 'win' messages and loot events "END" - terminates the mission and cleans up mission resources. Operates independent of win/lose. win/lose no longer clean up the mission. "CHILD",["",[location],Times, Frequency(seconds) ] "STEPCHILD",["",[location],Times, Frequency(seconds)] Child and StepChild spawn new missions that will share and inherit resources. See MissionFile.htm.
    MissionFile.htm updated. -Details on new Mission Logic -Details on how XPOS works with respect to 2D, 3D coordinates and 'named' locations.
    *New AI Logic: "CAPTIVE" - makes a unit 'neutral' with AI regardless of its 'side'. Adds an action menu to the AI with the following options:
    Flee: If within 200m of a rescue spot captive will run to that location. Otherwise it selects a random rescue spot from the list provided. Unit sets CARELESS behavior and sprints to its destination. Stay: Unit will stop at its location and assume the stance of the player issuing the order. Follow: Unit will follow the player, mimicking his stance. If the player gets more than 250m away from the unit, the unit will resort to a 'Stay' behavior using the stance of the player at the time the unit loses him. Board: Unit will board nearest non-ai controlled vehicle. Escape Point: Unit will temporarily display its 'escape point' on the map. Note: The captives are a little 'shell shocked' and will sometimes take a few seconds to respond to commands, but they will always acknowledge they heard the command via 'system chat'. Note: Captives that start a mission as 'cargo' in an AI vehicle will remain in the vehicle until it is disabled. Note: Captives assigned to follow an AI group will stop following that group when the group leader dies. Note: Captives remain 'neutral' to hostile AI until directed to Flee. *New "CAPTIVE" Theme
    Theme demonstrates new Captive logic. This theme creates a mission in a random location that contains 10 prisoners being guarded by a small squad of Humans, and an unarmed UGV. The goal is to get into the camp and rescue at least 7 of the captured clone prisoners. Beware, if too many of the guards are killed, reinforcements will be called upon! Talk to an captive to find his 'evac location', take advantage of nearby transportation, and if you succeed expect to find loot at one of the Evac sites! *New SoldierData Flag
    All AI defined in SoldierData files may also be provided with a true/false flag to set their captivity. This flag has no relation to the new 'Captive' AI logic and missions. This flag is a method to define custom AI that, by default, are 'setcaptive', thus hostile AI will not fire upon them. See GlobalSoldierData.htm section 8 for more details. Issues:
    Loot set to be placed in vehicles is not working consistently.
  18. Like
    He-Man reacted to horbin in Fulcrum Mission System v2.1a   
    He-Man,
      That mission, along with the other two 'Help' versions are reinforcement missions. They are designed to be called by other missions through the 'reinforce' trigger.  The missions themselves have no triggers, this may be why you are seeing some abnormal behavior.  These missions are designed to basically 'Add' units to an existing mission and not called up as a 'primary' mission.
     
    Of note, if you experience the helo patrols moving slow sometimes, or a helo 'mysteriously' missing....this bug is fixed in the next update :)
  19. Like
    He-Man got a reaction from DirtySanchez in Repair & Rearming script   
    Deleted
  20. Like
    He-Man reacted to happydayz in Fulcrum Mission System v2.1a   
    You can't delay but u can do a player number.... So I'm using it as a kind of delay.
  21. Like
    He-Man reacted to horbin in Fulcrum Mission System v2.1a   
    yea, its broke atm. I just took a look at it. Will make repairs here soon :)
  22. Like
    He-Man reacted to horbin in Fulcrum Mission System v2.1a   
    v2.0 is up:
    Documentation Update: GitHub now contains extensive documentation on all FuMS options. Check the Docs folder on the github!
    update VCOM Driving v.1.2 Improved handling of bridges and gates http://forums.bistudio.com/showthread.php?187450-VCOM-AI-Driving-Mod
    BodyCount now increments when an AI is killed by another AI. No credit is given for AI killed by vehicles controlled by either players or AI.
    Improvements to HC crash/network disconnect detection. HC will persist through temporary network outages and lag. Only after a hard disconnect from the server will HC missions and AI be removed. Epoch UI check/dependency removed.
    Update to Mission building placement (see MissionFile.htm for documentation)
    M3Editor structures now support SMOKE/FIRE options (see TestMission01 for example and MissionFile.htm for details) Random building selection fixed for old building format.(see Helocrash missions)
    Box Smoke: Fixed bug that was causing smoke to be triggered by AI.
    AI and Box positioning: Tweaked positioning of AI and loot boxes when spawned in missions.
    AI and boxes should appear closer to intended positions. FuMS was originally using an offset of 10-30m when creating the object to help prevent collisions. Several admins have expressed a desire to have more specific control over ai and loot box placement, so this version has reduced that offset to 0m. AI and loot boxes should be appearing exactly where specified. Note: This may cause some issues with loot not appearing for some missions where the mission location was generated randomly due to the terrain not supporting placement of the AI or Lootbox.
    *Tower Guard AI Logic: Tweaked spawn positioning to ensure all AI in the group are placed within nearby buildings in the event insufficient rooftops are found for them to take up guard positions. AI will now properly populate and 'sentry' in desired buildings (see Test/Destroyable.sqf mission)
    * Min/Max Player setting adding to all Themes: ==Admin Note== Ensure the following is added to the 'options' section of any custom themes.sqf developed outside of FuMS. 1, // Player minimum to launch missions from this theme.
    100 // Player maximum above which missions will not launch
     
    ======================================================================================= All FuMS themes now include these new settings. (See ThemeData.sqf's included with distro) A theme will now ONLY create missions when the player count is greater than or equal too the minimum and less than the maximum player count. A delay of 60 seconds occurs between meeting the player requirement and the theme creating its 1st mission. Missions already created will remain in play if the player requirement fails while the mission is running. When the mission completes the theme will then suspend further missions until the requirement is met again. See ThemeData.htm documentation for details.
    Fixed bugged with 'AI only gear' sometimes not being cleaned up when an AI dies.
    Two new triggers that allow mission state to be controlled by the amount of damage specific vehicles and/or buildings have sustained! See MissionFile.htm for details and \test\Destroyable mission for example.
    ** Damaged Buildings Trigger ["DmgBuildings","INDEXER", amount]
    ** Damaged Vehicles Trigger ["DmgVehicles","INDEXER", amount]
    Custom Scripting: FuMS now supports custom scripts that can be ran at mission start and at mission end.  See MissionFile.htm and ThemeData.htm documentation for details. *Random mission positioning
    FuMS missions now support randomizing the location of the 'core' of the mission within the defined encounter radius. See MissionFile.htm and \FuMS\Themes\Test\Destroyable.sqf for details.
    --Known issues Helo patrols traveling slow. Scuba AI not using underwater firearms underwater.
    --Upcoming Fixing Helo and Scuba AI behaviour Sound notification and environmental effects for missions autonomous AI UAV/UGV's VIP rescue/Captor theme
  23. Like
    He-Man reacted to horbin in Fulcrum Mission System v2.1a   
    Expect 2.0 this weekend...hopefully Friday evening.
     
    Overview:
    -HC connect/disconnect logic greatly improved (HC will retain control of AI through heavy network and server lag)
    - min/max 'players online' settings for all themes
    - Damage Building trigger added - allow missions to change state based upon damage to specific or all buildings.
    - Damage Vehicle trigger added - allow missions to change state based upon damage to specific or all vehicles.
    - M3Editor buildings now support FuMS smoke/fire definitions
    - Missions will be able to execute Admin custom mission start and mission end scripts, defined per mission.
    - many minor bug fixes and tweaks (will be noted in final update notes)
  24. Like
    He-Man reacted to horbin in Fulcrum Mission System v2.1a   
    He-Man
      SpawnSoldier.sqf  line 96 change the 25 to 0.   for AI should lock the AI into 1 spot.
     
      FillLoot.sqf line 72-77
         When using an offset (ie 2D specified point) FuMS trys to find a safe position within 8m of the intended spot to help prevent jamming the loot box into other objects.
     
    In instances where there is no good spot within 8m's there is the potential for the box to be placed somewhere not intended, like in a tree or on a wall.
     
    I'll do some testing on each of these and tweak as part of the update.
     
     
    For the Convoy, BodyCount is the best trigger available at the moment.  I would set the number to something less than the total AI.  So if you have a convoy of 3 vehicles, each with 4 AI I would set BodyCount to 9.  This leaves a little slop for the accidental 'I drove over the AI' or 'lost AI that is out of sight over the hill'.
     
    BodyCount will start to increment for accidental AI on AI deaths (but not for roadkills!) on next update.
  25. Like
    He-Man got a reaction from DanVonTrap in Battle eye brainfart again?   
    Same here, no solution :(
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