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Drokz

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  1. Like
    Drokz reacted to Dango in Sarge AI   
    I went ahead and pushed a very minor update 2.2.8 that now runs the UPSMON scripts from the mission PBO. This will no doubt increase the mission PBO size but will significantly increase the performance of the AI all around. I finally have some free time and I expect to push out another update with some much needed changes either today or tomorrow.
  2. Like
    Drokz got a reaction from natoed in question about playerLocationMarkerGPSOnly   
    You'll need to use the new map dyna menu. Open the map and hold space then you should have these 2 features available. I personally removed the player GPS right now since it doesnt show group members as my old script does but thats planned to be changed. Also i removed the creation of death marker when having a gps in inventory. This can be done in epoch_code/compile/functions/EPOCH_fnc_playerDeath.sqf by removing the check for gps in assigned items when dieing.
  3. Like
    Drokz got a reaction from vbawol in epochconfig.hpp restart not working   
    It restarts earlier when the last player disconnects. So yes it will restart after the 5 minutes message if no player is present
  4. Like
    Drokz got a reaction from natoed in Adding loot from the RHS   
    Those Items need to have a price. You need to have an entry in CfgLootTable.h and in CfgPricing.hpp too
  5. Like
    Drokz got a reaction from Helion4 in Adding loot from the RHS   
    Those Items need to have a price. You need to have an entry in CfgLootTable.h and in CfgPricing.hpp too
  6. Like
    Drokz got a reaction from Ghostrider-GRG in How radioactivity works now in 1.0.0?   
    Nanite Cream, Nanite Pills, Nanite Injector and Iodide Pills are against radiation
  7. Thanks
    Drokz got a reaction from vbawol in Adding loot from the RHS   
    Those Items need to have a price. You need to have an entry in CfgLootTable.h and in CfgPricing.hpp too
  8. Like
    Drokz reacted to BetterDeadThanZed in BDTZ's POI's   
    I've updated the Github. The POI's will now contain multiple map supports. I am also adding a POI for Altis, a military base located on a peninsula near Melanera Bay. Just follow the directions in the first post and if you have Chernarus Redux, the POI's for that will show up. If you are running Altis, the POI's for that will show up. 
    Now for the Altis POI screenshots:









  9. Like
    Drokz reacted to Brian Soanes in Let's see your basic.cfg!   
    I run this basic.cfg on KoTH with 80 players, Exile with 60 players and Epoch with 60 players
     
    language="English"; adapter=-1; 3D_Performance=1.000000; Resolution_W=800; Resolution_H=600; Resolution_Bpp=32; MinBandwidth=15728640; MaxBandwidth=1073741824; MaxMsgSend=256; MaxSizeGuaranteed=512; MaxSizeNonguaranteed=256; MinErrorToSend=0.005; MinErrorToSendNear=0.04; MaxCustomFileSize=0;  
  10. Like
    Drokz got a reaction from Dango in Sarge AI   
    Just found this one. Nice to see something new for a3epoch! Sounds great will try it asap
  11. Like
    Drokz reacted to Dango in Sarge AI   
    Description
    Disclaimer: This is the initial release for Epoch. This addon is not meant to be mod specific but some issues may arise. Please also note that I am not the original author of Sarge AI but I have been supporting it since version 1.5 in Arma 2.
    This is an AI system that is intended to simulate real players roaming the map, scavenging, looting and engaging in combat. Unlike other AI systems Sarge AI designates two factions as friendly and only one faction as hostile. This approach provides a simulated pvp/pve environment that changes depending on how players react to the AI. If a player fires and hits a friendly unit the entire group will become hostile and return fire. AI groups will perceive a player that has fired and hit one of it's members as hostile until the group is dead or the player is dead. AI are configured to treat any player with a specific amount of respect one of two ways. If the player has respect below the threshold they will be considered hostile and treated as an enemy by all AI. If the player has respect above the threshold they will be considered friendly only by the friendly factions of AI. If a player shoots or kills any AI the player's respect will be changed in one of two ways. If the AI target is from a friendly faction the player will lose respect for each shot and kill. If the AI target is from a hostile faction the player will be rewarded respect for each shot and kill. There are three (3) factions of AI within this feature:
    The Survivors
    Fighting for survival as most of us are; These AI do not wish to start unnecessary conflict as they intend on living as much as any player. These AI will assume every player is friendly unless they are given reason to think otherwise. They often wear toned down military apparel and civilian clothing and should be easy to spot as to not frighten unaware players. The Military
    As the dominant force in a wasteland of fugitives and other life threatening obstacles the military takes no chance when it comes to combat. Dressed in high level military apparel and the weapons to back it up these NPCs will roam about the area they spawn in and neutralize any threat they encounter. Don't be a threat ;) The Bandits
    With no apparent loyalty to anyone but the small group of others they travel with these NPCs will roam the map surviving any way they are able to. These AI will steal any loot they encounter and attempt to kill any player they encounter. Outfitted with respectable weapons and head wraps to protect their identities from the authorities these AI make for a formidable enemy. AI can be static or dynamic based on a grid overlay. AI can be bound to the block they spawned in or allowed to freely roam (experimental). AI vehicles are static and are being worked into a dynamic option. Vehicles will patrol within a marker and will not leave the marker unless in combat.
     
    Known Issues
    All AI are hostile. This is not intended and I am still working out how best to configure what determines if a player should be considered hostile or not.  
    Download Sarge AI
  12. Like
    Drokz reacted to BetterDeadThanZed in BDTZ's POI's   
    Now that the first POI is done, I've begun working on a survivor camp at Bash:



  13. Like
    Drokz reacted to BetterDeadThanZed in BDTZ's POI's   
    The original post has been updated with a link to the Gorka POI! If you have any suggestions please let me know.
  14. Like
    Drokz reacted to BetterDeadThanZed in BDTZ's POI's   
    Then what? You copy and paste that code and what do you do with it?
    Is this more to your liking?


    Also, Moderators: I can only upload 167kb of images apparently. I guess in my 4k+ posts I've used up my allowed space?
  15. Like
    Drokz reacted to BetterDeadThanZed in BDTZ's POI's   
    Some screenshots of what I've done today:




  16. Like
    Drokz reacted to BetterDeadThanZed in BDTZ's POI's   
    Some updated screenshots of the east end of Gorka (opposite from the above screenshots)



  17. Like
    Drokz reacted to BetterDeadThanZed in BDTZ's POI's   
    ** 26 October 2017 ** I've completed the POI. If you have any suggestions feel free to let me know!
    You can get this from here: https://github.com/BetterDeadThanZed/EpochAddons
    Just put the .pbo file in your @epochhive/addons folder. If you already have a pbo with server addons, you can place the gorka_military.sqf file in the proper place and load it in your existing fn_init.sqf.
     
    Since I'm getting back into Epoch, I thought I'd make some POI's for Chernarus Redux. I've begun to design one now and will work on it as I have time. When I feel it's at a place that I like it, I'll release it.
    The first POI is a militarized Gorka. I'll let the pictures speak for themselves.





  18. Like
    Drokz got a reaction from DirtySanchez in BDTZ's POI's   
    Looking awesome cant wait for it!
    Good job and welcome back
  19. Thanks
    Drokz got a reaction from kubosov in A3_R3F_LOG_Epoch BE kicks #11   
    open scripts.txt and add this to line 13:

     
     
  20. Like
    Drokz reacted to Grahame in EpochZ: Bandit Country   
    Deleted a couple of map objects to create a space for a helipad, placed an ATM, black market and other traders, so the new/old Klen trader camp has been reestablished in Chernarus Redux's new Klen Evacuation Centre! 
  21. Like
    Drokz got a reaction from DirtySanchez in [Release] Lootspawner, configurable building loot system   
    https://pastebin.com/n8KKZkfY
    Mine from Panthera
     
    spawnClassChance_list = [
    [0, 3, 12, 23, 4, 5],    // civil
    [1, 6, 10, 18, 3, 6],    // military
    [2, 2, 6, 18, 1, 5],    // industrial
    [3, -1, 12, -1, -1, -1]        // research
    ];
  22. Thanks
    Drokz got a reaction from natoed in [Release] Lootspawner, configurable building loot system   
    https://pastebin.com/n8KKZkfY
    Mine from Panthera
     
    spawnClassChance_list = [
    [0, 3, 12, 23, 4, 5],    // civil
    [1, 6, 10, 18, 3, 6],    // military
    [2, 2, 6, 18, 1, 5],    // industrial
    [3, -1, 12, -1, -1, -1]        // research
    ];
  23. Like
    Drokz reacted to Grahame in [Release] Lootspawner, configurable building loot system   
    LOL, true. I had added that functionality to my version after posting on the forum:
    if(_lootType == 1) exitWith { _lootholder = createVehicle ["GroundWeaponHolder", _tmpPos, [], 0, "CAN_COLLIDE"]; _selecteditem = (floor(random(count((lootWeapon_list select _lootClass) select 1)))); _loot = (((lootWeapon_list select _lootClass) select 1) select _selecteditem); _lootholder addWeaponCargoGlobal [_loot, 1]; // Add a magazine with a random number of rounds in items _mags = getArray (configFile >> "CfgWeapons" >> _loot >> "magazines"); if !(_mags isEqualTo []) then { _magazineSize = getNumber (configFile >> "CfgMagazines" >> (_mags select 0) >> "count"); _lootholder addMagazineAmmoCargo[_mags select 0, 1, ceil(random(_magazineSize))]; }; _lootholder setdir (random 360); _lootholder setPosATL _spwnPos; }; I took the code from Epoch's loot generator, which is why it was not posted, but it includes a check that magazines returns an array with elements defined... 
  24. Like
    Drokz reacted to Grahame in [Release] Lootspawner, configurable building loot system   
    I guess I should make a github repository for the new version and link it here so folks can further improve it?
  25. Like
    Drokz reacted to Grahame in [Release] Lootspawner, configurable building loot system   
    Also note that the code I use for random magazines, spawns one mag with a variable number of rounds left. I feel personally that that is more realistic but there should probably be a variable where you can specify whether you want that or a random number of mags (and be able to specify the maximum number of mags if so)
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