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FFDP

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Posts posted by FFDP

  1. Lots of bugs with this. They know about all of them. Worst bug so far is if you unload entire mag from MH-9 bench while facing forward or rear, or you throw an object while facing either direction. Result of bug is extreme camera shake. Non stop.

    Cool thing is we can now fire from the assault boats, and the hellcat benches.

  2. I wanted to make a suggestion to the devs for the Epoch mod. It's basically what most MMO's have. Mission system where you go to an Agent and request a mission. Mission options could be Transport/Delivery/Pickup missions and/or Combat missions. 

     

    These missions would be available to any player. If a player accepts a mission, the mission location could either be visible only to the player and his group, or for PVP servers, it could be set to be visible to all players on the map. 

     

    The group system could be like any of the squad scripts on Armaholic where you can team up with other players for comms and IFF identification. 

     

    Missions could pay out in bounties for each NPC killed, mission reward for completing the mission and a mission bonus reward for completing the mission in a set time. On top of the rewards and bounty payouts, players can loot the bodies, and salvage any of their vehicles for parts, or just steal the vehicles. 

     

    I know limited scripting, so it would take me forever to script it out, but I just wanted to suggest a mission system for Arma 3 Epoch. 

     

    Agent:

    Transport Mission
    Combat Mission

     

    Payouts= NPC Bounty, Mission Reward for completion, and Mission Reward Bonus for time. 

     

    Squad= Player that accepts a mission from an agent has option to share Mission Rewards with Squad members.

  3. If you are having fps issues, definitely stay away from Chernarus servers. That map is crap. Too many things to render, then you have to deal with all the epoch objects on the map too.

    Get on a Sahrani, or Namalsk server. Taviana runs good too.

    Upgrade your cpu too if you arent running a newer one. Arma uses a lot of cpu.

  4. How would this be configured to work with the craftable fire barrels?

     

    while {true} do {
      sleep 10;


      // No Zeds near Plot Poles
      _playerPos = getPos player;
      _nearPole = nearestObject [_playerPos, "FireBarrel_DZ"];
      if (!isNull _nearPole) then {
        _pos2 = getPos _nearPole;
        _zombies2 = _pos2 nearEntities ["zZombie_Base", dayz_poleSafeArea];
        _count2 = count _zombies2;
        for "_i" from 0 to (_count2 -1) do
        {
          _zombie2 = _zombies2 select _i;
          _zombie2 setpos [-3367.739,-120.84577,-8247.0625];
        };
      };
    };

     

    I replaced the pole with a fire barrel. I used the Epoch version so it'd have to be one you build, and not one that's seen around the map.

     

    How can this be tweaked so that it's only active when it's burning, but inactive when it's not? So that way it's like when there's a fire, the zombies dont come around, but when the fire is out, they come.

     

    "FireBarrel_DZ" is the Epoch version

    "Land_Fire_barrel" is the unlit version of the Arma barrel.

    "Land_Fire_barrel_burning" is the lit version of the Arma barrel.

    I listed these for reference. I'm not good at scripting at all, but I'm sure it's possible to make it so the script works when lit, but deactivates when the fire isnt burning on the Epoch version, or atleast I hope it's possible.

     

    Thanks in advance if anyone can help with this.

  5. I'm trying to get Sarge A.I. to work on Sahrani. The issue is that SAI doesn't have a map config for Sahrani. So I did a quick google search and found the configs someone made. I tried them, but half the stuff doesnt work, and the AI spawns mostly in the center near Corazol and Para airfield. I've configured for heli patrols, ground patrols too.

     

    Thing I'm wondering about is if the grids are even correct. This is what the guy had on his.

     

    // x coordinate of the first, bottom left grid center point
    _startx=500;

    // y coordinate of the first, bottom left grid center point
    _starty=1000;

    // gridsize x (how many single squares in the grid) for the x-axis
    _gridsize_x=20;

    // gridsize y (how many single squares in the grid) for the y-axis
    _gridsize_y=20;

    // distance from the center of one square of the grid to the border of that square. so overall size of a square in the grid is 2x gridwidth / 2x gridwidth
    _gridwidth = 500;

     

    Is that even right for Sahrani?

     

    When I put a marker in the center of the bottom left grid, I get x=500 y=500. Then I get gridsize of x=10 and y=10, and the gridwidth I get is 50m. So either they were way off, or I'm not doing this right.

  6. I voted for AI units, as in bandits, military etc, however I do want zombies as well.

    I hope that Epoch A3 will have a built in customization for AI. As in the best attributes of the various AI scripts out.

    With customization options, server owners have choices to enable, disable and setup to their choosing.

    PvP with no NPC elements is just too boring, as Stratis and Altis are big maps. Altis more so than Stratis.

  7. This is what I'm getting in my rpt log.

     

    23:23:19 "WAI: AI Monitor Started"
    23:23:19 Error in expression <isServer) exitWith {};

    for "_x" from 1 to _unitnumber do {
    switch (_gun) do {
    c>
    23:23:19   Error position: <to _unitnumber do {
    switch (_gun) do {
    c>
    23:23:19   Error to: Type Array, expected Number
    23:23:19 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 26
    23:23:19 "TIME SYNC: Local Time set to [2013,8,3,5,23]"
    23:25:20 "0 Active ground units"
    23:25:20 "0 Active emplacement units"
    23:25:20 "0 Active chopper patrol units (Crew)"
    23:25:20 "0 Active vehicle patrol units (Crew)"

     

    Lines 24-45 look like this below in the SpawnGroup.sqf

     

    if (!isServer) exitWith {};

    for "_x" from 1 to _unitnumber do {
        switch (_gun) do {
            case 0 : {_aiweapon = ai_wep0;};
            case 1 : {_aiweapon = ai_wep1;};
            case 2 : {_aiweapon = ai_wep2;};
            case 3 : {_aiweapon = ai_wep3;};
            case 4 : {_aiweapon = ai_wep4;};
            case "Random" : {_aiweapon = ai_wep_random call BIS_fnc_selectRandom;};
        };
        _weaponandmag = _aiweapon call BIS_fnc_selectRandom;
        _weapon = _weaponandmag select 0;
        _magazine = _weaponandmag select 1;
            switch (_gear) do {
            case 0 : {_aigear = ai_gear0;};
            case 1 : {_aigear = ai_gear1;};
            case 2 : {_aigear = ai_gear2;};
            case 3 : {_aigear = ai_gear3;};
            case 4 : {_aigear = ai_gear4;};
            case "Random" : {_aigear = ai_gear_random call BIS_fnc_selectRandom;};
        };

     

     

     

     

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