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drsubo

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Posts posted by drsubo

  1. ya its fine im the one who has been posting in the ai mission post for days trying to help people. where goatboy was also posting lol I wasn't going to try and keep it to myself I just think its funny how even the hint messages are the same didn't change anything well im gald people are getting a use out of it because really it was my firs attempt at making any script from ground up and thought I was doing a horrible and in efficient job at it but hey if people are taking it and using, that's cool turned out better than I thought.

  2. ya im sure they just pulled it off my server. like look in the missions 1-9 how it goes from line to line then when I calls the crates it skips a line between the crate calls that's because I copied and pasted if from my other not working sqf and how there is 9 missions and 7 crates and all the call_mission and missions missions2 missions3 are all how I have mine named that's not a coincidence lol that random naming and crappy scripting is from me and not knowing what im doing at all. that is the first script I have made and im not that great. also look in the ai.sqf all the random// lines that are called out because they where all failed attempts to make the ai stay. knowbody else would have that exact order and called out lines and name the makrer call _centerpos = getmarkerpos Marker1 come on But how did they get it off of my server?

  3. sure will who did you get this from I wrote this 2 weeks ago and I will show you the files in a few minutes. all the way down to how the mission files are wrote and everything. it is horrible wrote and not optimized and random and anyone who knows about scripting will see that there is no way that someone else could have or would have wrote it the exact same way that I did. you will diffidently see that they are mine. also I don't care that they are using them I just want to know how they got them and if they would just acknowledge that they took them from me.

  4. That's good to hear. I'm glad people are putting full mission files out there. Myself I have spent a ton of time working on mine. Even though I'm sure mine is not nearly as good as some others I would still like to finish n use mine jus because of the work I put in. Do u mind just sharing how you got ai to stick around on server. Its the only thing I can't find. Thanks for everyone's work

  5. What happened to the old epoch community. The one where we all shared and helped each other. All this, I know how to do it or you guys are doing it wrong. How about helping us figure it out as a commubity. I understand that it was just released and people want to keep there scripts private because they want more players but with everyone and there mom hosting servers I don't think having your own custom script will help attract all that many players. There are already to many servers to players. I just hope we all can help and share because that's what made a2 epoch so great and become what it is

  6. Well whats annoying is that i can get AI to spawn in perfectly with the Recruit AI script i currently use on the legion server. but thats only because the unit is in the players group. I'm thinking if you were to replace the AI missions with a bunch of epoch AI it would work fine. It's just standard vanilla AI that the cleanup sqf doesn't like..

     

     

    It would be nice if one of the devs would come in here and shed some insight on this, and perhaps even possible solution. Though naturally they hate use changing the mod at all, despite how great it become because of the community in the A2 days from changes... so we won't hear shit, nor get support on this topic.

     

    Going to keep trying until i get it. There has to be way to do it without breaking their server side code..

    I did try it using the epoch ai ,I_Soldier_EPOCH, and it was the same thing, they spawn, shoot, then disappear. I don't know they obviously made it this difficult to add ai in for a reason so ya im pretty sure that's how they want it and doubt there will be any help given until were further down the line in development and they are ready to let us mess around some more.
  7. I really don't know if there is a way to spawn ai without being able to edit the server files. I have tried tons of different ways and nothing works. Work around for vehicles and crates and all that good stuff but any attempt to work around the clean up for the ai just will not work. I see that a few people say that they have figured it out and if they did, great for them, but until I actually see some working script or something to show that they have actually figured it out I really don't think its possible and im going to but this on stop for now until we can edit the files more freely.

  8. There are two files that i said to look in on my last post thy should help you get around the cleanup. Once i have fin all the testing with my mission system i will post where to get it.

     

    2 kinds of missions side and main. All running server side. No lag on the server at all. 

    I will put up the screen shots soon

     

    6826559eac952ac15ee4b9ef01c8dc5b.png

    So you did find a work around for the ai disappearing? I used the stuff in those files and still no luck. I found a work around on how to make crates and vehicles stay but ai is just being stubborn.
  9. anyone know the variable that needs to be set to keep server cleanup from removing AI you spawn?

    +1 I cant figure out how to make them stay, if anyone could help that would be great. I have markers, vehicles, crates all working spawning at random pos at random times and saving on server but the ai just wont. if we could figure out how to make them stay there would actually be a good mission. Its the last missing part needed.
  10. hmm I use this

    _marker = createMarker ["Marker1",[20340.3,6569.2]];

    _marker setMarkerType "mil_objective";

    are you setting marker type that might be your problem. could you explain where to locate the ai spawn script so I could take a look at it. I've looked everywhere to see what they use and cant find anything. in here? eserverfiles\a3_epoch_server\compile\epoch_antagonists?

    I see that's where the event is triggered but cant find where the actual script is that is used when it is triggered

    ya same as mine and I don't have problem with markers? wonder whats causing it for him?

    also thanks I was looking around in the server files forever n didn't even think of epoch code ha

  11. hmmm that's weird about the markers I have no problem with markers just create them with script as normal. What script are you using to create them. Also groupleaderbrain.fsm? where is this located? do you mind explaining how you implemented that to make the ai stay? I have crates and markers staying just fine on my server maybe we could share some scripts and get a mission working good

    hmm I use this

    _marker = createMarker ["Marker1",[20340.3,6569.2]];

    _marker setMarkerType "mil_objective";

    are you setting marker type that might be your problem. could you explain where to locate the ai spawn script so I could take a look at it. I've looked everywhere to see what they use and cant find anything. in here? eserverfiles\a3_epoch_server\compile\epoch_antagonists?

    I see that's where the event is triggered but cant find where the actual script is that is used when it is triggered

  12. I have got the Ai to spawn by scripts, not by editor, the only thing thats problematic is that idk if its allowed to use the Groupleaderbrain.fsm to workaround the cleanup... if it is its fine if not another workaround is needed..

    There isnt any problem with battleye left, since I edited the rules to fetch the right code fragment exceptions.

     

    The markers and vehicles (including boxes) are having the cleanup problem.

    they simply get removed after 10 secs or something.

    hmmm that's weird about the markers I have no problem with markers just create them with script as normal. What script are you using to create them. Also groupleaderbrain.fsm? where is this located? do you mind explaining how you implemented that to make the ai stay? I have crates and markers staying just fine on my server maybe we could share some scripts and get a mission working good
  13. ya but problem is every restart it goes back to midnight so either way its still going to be night if I speed up time my days will also be quick and will go back to night I just need to figure out how to make it start at day. what could be causing this. makes no sense that it would start at 00:00 every time

  14. so my server is always night time no matter how I set it up. When I restart it always starts at night time. Is there something im misunderstanding about this

    // Time based

    StaticDateTime[] = {}; // {0,0,0,9,1} would forces the server to start at 8am each time it is started while allowing the year, month and day to stay real time. Any values left at 0 will result in no change.

    timeDifference = 0; // Server uses real time this will allow you to offset just the hour.

    timeMultiplier = 4; // Sets a time multiplier for in-game time. The command range is now capped at 0.1 - 120 to avoid performance problems.

    I've also tried setting It like this 0,0,0,8,0 and a few other diff times but it always starts at night. how should this be set for daytime? is there some other setting I'm missing that needs to be changed too? Thanks

  15. Got the AI spawns to work... just the markers freakin me off ^^

    so have you gotten the ai to spawn and work on a dedi server or just a mission you tested in the editor or something like that because mine works fine in editor but once I take it live ai still disappear. If so any hints on how to make them stay because simply spawning them in will not work. they get cleaned up. I figured out a call to keep the vehicles there but ai is a diff story. Also whats wrong with your makers. should be a easy fix id think.
  16. Is this on live server or on a test server/edited. Would be easier to find out prob because ai script acts diff on server than in mp edited . In editor changing sides worked fine with epoch but server can't get ai working

  17. maybe your set in there group or as leader or something then when you die you spawn as someone diff that's not in there group. I don't know, just a guess. But where you are testing this is it a actual server or just in editor. Because when I used it in editor they act like you said but in server the still vanish so curious if you got them to stay in a live server.

  18. http://www.armaholic.com/page.php?id=19832

     

    That gave me enough information to create Ai spawns around the map in various states of emergancy. The ONLY issue as far as i could see [other than the AI having obcenely powerful gear] was the fact they were invincible...however if i killed myself and went back there bullets / grenades were deadly accurate...and yes they used grenades/chemlights and other such things. I believe it was something to do with the fix for making the AI believe Epoch Survivors were assigned to an enemy faction but i could be wrong.

     

    note: from what i could work out. by default ALL Ai factions[WEST,EAST,INDI] are friendly towards "CIV" players so even if they spawn, they wont attack a survivor because they are being called as "CIV", AFAIK shooting at Ai as "CIV" wont give them "permission?" to shoot at "CIV" the fix i used created an AI officer, hidden and non playable, and attach all player spawns to him, thus affectively giving him squad command over all players spawned in and the survivors an alliance to "EAST" allowing the AI to make use of the "relations" rule and engage in combat. i am in no doubt that this is messy and convoluted but for an experiment it was enlightening and fruitful [in places]

     

    if i can help in anyway with your AI id love to. Let me know.

     

    I DID NOT WRITE THE POSTED FILES. THEY ARE THERE AS INSPIRATION.

    could you make the civ switch sides to something that there not friendly to by calling in init or something. I don't know if being on a diff side would affect loot or something but maybe this

    {

    _group = _x;

    if (side _group == civilian) then

    {

    _newGroup = createGroup east;

    (units _group) joinSilent _newGroup;

    deleteGroup _group;

    };

    } forEach allGroups;

    also did you test this on mp editor or anything because I looked into the script used by link above and in it, it uses the same script to create group that I tried and works fine in editor but once I put on actual server the ai will disappear.

  19. yes you can do it I have everything spawning and working except the AI. Cars, markers, crates, there all randomly timed and spawned all over the map with hints and all just cant get the AI to stay. So im sure someone has figured out how to make them stay. So until then I keep the AI out and spawn Crates filled with loot hidden somewhere within the radious of the marker and people have to treasure hunt for it. Since there is no ai for them to battle I gota make getting loot someone what of a challenge. You can check out and see how it works at 69.162.93.230:2300

  20. just nope isnt possible atm...

     

    the cleanup deletes any any vehicle not in the safe vehicle array which only includes the drone

     

    also it takes of the simulation of any playable unit which isnt related to epoch + deletes them shortly after

     

     

    After I finally made it through the battleyefilters I managed to see no makers are able to spawn and the units just stand there doin nothing and things like static guns are w/o gunner and despawn as soon as your in 20m range or something

    you can spawn vehicles and boxes and static stuff like that, you just got to figure out a work around. the one thing that your right about that I cant figure a work around is the AI untis. the do despawn after a few seconds. I cant figure out how to make them stay. if anyone has a way please explain.
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