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iben

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iben last won the day on November 7 2017

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About iben

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  1. iben

    Goodbye

    Hello guys, I've decided to leave this community. And that's why I'd like to say two things: Thank you guys for all your work for community. It was honor to be here! I wish you the best in your life... All my repos from Github are available. If you feel you would like to take ownership and take care of them, just let me know. I'll be happy to do it. All repos stays public for couple weeks, after that they will be removed. (Edit: Now available at @DAmNRelentless Github account) We are talking about: Paint vehicles IWAC: Autoclaim addon for WAI extDB: extDB3 : distribution pack for DayzEpoch modder (in shared mode) Enjoy game, stay cool! Cheers... iben
  2. Hi @_Lance_, Short answer: autoclaim idea could be implemented into DZMS with additional coding. If more server owners will ask for such implementation, I can do it. My small advice outside question scope, if I may, pick only one mission system - just one system is already "heavy enough" with huge impact to server performace (but I'm pretty sure you know this well...). Cheers...
  3. Very good point! Thank you @JasonTM!
  4. Hello, if there is no RPT error and you cannot get messages - make sure, you have radio in your gear. Cheers...
  5. From above LOG, reason is wrong loading order. If you want to fix this, provide what I asked you in my last post (mainly server pbo file). There could be mutliple reasons why it's happening. It's nonsense to speculate - let me look to source, save some time. Before you do, try to use in your "WAI/init.sqf" (at the bottom): if ((preProcessFileLineNumbers ("\z\addons\dayz_server\WAI\customsettings.sqf")) != "") then { ExecVM "\z\addons\dayz_server\WAI\customsettings.sqf"; waitUntil {WAIcustomConfigloaded}; // add this one diag_log "WAI: Custom Config File Loaded"; }; Cheers...
  6. Let's have a look... send me PM with full RPT logs (server && client) and if it's not problem for you, attach your dayz_server pbo file so I can look into it.. Cheers...
  7. All msgs are private by default - only player involved can see it. But yes, if you want to let all players know someone claimed mission in system chat, it's possible use default WAI msg system, of course...
  8. iben

    [Release] Wicked AI 2.2.3 [1.0.6+]

    Your resume is going to help a lot of people, I guess! Thx for coming back with result... Cheers...
  9. iben

    [Release] Wicked AI 2.2.3 [1.0.6+]

    @Dr.Killmore, and other, maybe this will help: When you experience situation at trader that you have to zoom on trader - which happens mostly when you customized them - this situation IMO is not bug at all. Let me explain. fn_selfAction is using command 'cursorTarget'. It's in a nature of this command return only targets that are known to player. Let me cite: "While friendly targets are usually known to the player, enemy targets can be totally unknown, especially if "auto-spotting" (or sometimes called "auto-reporting") is switched off." Now I will skip some further techicalities and go directly to solution, that might be helpfull: So what I would to do is check your user config if "auto-spotting" is set to 1. If you are using veteran level, not sure if you can change it. So, you can customize your "regular" level, or use "veteran" level and consider zoom on trader as normal behavior - by zooming you are revealing target to be known to player. Recently I helped someone with this kind of problem and above solution worked. If not, probably "reveal" command is the key... Cheers...
  10. Thank you @salival, I appreciate that... :)
  11. === Credits: All credit belongs to all authors of used source files: DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) @Markk311, @f3cuk, @Jossy, @BangL, @nerdalertdk, @Caveman - creators of this system @JasonTM, @salival, @ebayShopper - for keeping system alive, further developing and fantastic support Special Thanks goes to: @_Lance_ for deep addon testing and most usefull feedback. Thanks to him we know, how IWAC works under heavy load on populated server (12 concurrent missions :)) @totis, who brings great ideas into this script and did a great tester job! @DAmNRelentless for offering German translation and taking care of addon Github repo. @salival for his ZSC remote msg script which we are using ... all great guys helping make WAI better (I'm pretty sure I forgot a lot of people...). Thank you all for your great job! === Download v1.3.1 [Last update: 2018-01-16] === Introduction: ... once upon a time, *mr. yeahBUT* and *mr. no_name* chatting: --- Q: mr. yeahBUT IWAC? OMG, what is it? A: mr. no_name Well, it's Autoclaim addon for WAI mission system. --- Q: mr. yeahBUT ...yeah, but is it usefull? What it can do? A: mr. no_name Not sure about the first question part... but it could be. If one of your server rules says somenthing like: "Player has to claim mission in sidechat and mark mission on map with name", well, this addon is just for you. It's fully automatic, which means - no more sentences like: "I forgot...", "Who is doing mission xy?", "Could you please remove your marker once mission is finished?" etc. This little addon will make all the job for you and your players. --- Q: mr. yeahBUT pffff... I have PVP server. Totally useless! A: mr. no_name Probably yes... Do you wanna hear more? --- Q: mr. yeahBUT hmmm.. not really, but I have nothing to do right now, so continue... A: mr. no_name ...OK my friend. I have certainly nothing to do either, so I will... :) What's your question? --- Q: mr. yeahBUT ok.. let's start with somenthing I can picture in my mind. Do you have any screenshot so I can see it in action? A: mr. no_name yeah, sure... --- Q: mr. yeahBUT What is that red circle around mission? A: mr. no_name This is somenthing I call it "claiming zone". You can configure it using these variables: iben_wai_ACzoneActivate = true; // Turn claiming border ON/OFF iben_wai_ACzoneMarkerColor = "ColorRed"; // Border color iben_wai_ACdistance = 1300; // Distance from mission center to claiming border --- Q: mr. yeahBUT hm.. 1300m? It's a little bit too much. Should be much shorter distance. A: mr. no_name It's completely up to you. If you want to be loved by your snipers, set it to 400m and set AI skills to max - no kidding, I experienced this setup already :)) Also remember - there is somenthing called timeout distance in WAI - you can search variable `wai_timeout_distance` in WAI config. If `wai_timeout_distance` < `iben_wai_ACdistance`, mission can dissapear in front of player's face (which doesn't mean it's a bad thing...) --- Q: mr. yeahBUT Well, it's too bad. Can you imagine what happen if two or three missions spawns close to each other? You think it's not a problem player could claim multiple missions? A: mr. no_name How should I answer this question...? Let's start with this: When you try to setup any system, you should think about it. I mean - there are variables `wai_avoid_missions` and `wai_avoid_traders` in WAI config for example. Just use bellow formulas and you should prevent mission (mission claim zones) overlapping: wai_avoid_missions = ((iben_wai_ACdistance * 2) + 500); wai_avoid_traders = (iben_wai_ACdistance + 200 + 500); // ... also see picture bellow: --- Q: mr. yeahBUT That's nice, but I've already experienced mission placement is not perfect... there is a chance player will claim two missions! A: mr. no_name In fact, it's not possible. If player is already 'claimer', he is registered and system doesn't allow him to claim multiple times (you can see it in the video at the bottom). --- Q: mr. yeahBUT Alright... what's that flag with name? I don't want to expose player name! A: mr. no_name It's up to you again. You can configure all about player marker using these variables: iben_wai_ACshowNames = true; // If false, text = "Claimed by a player [realtime status info]" iben_wai_ACmarkerType = "hd_flag"; iben_wai_ACmarkerColor = "ColorBlack"; --- Q: mr. yeahBUT ok... yeah, but it's too bad to expose player by setting marker on his position... A: mr. no_name You are not exposing his position. Marker is created in random spot within given range. You can adjust it by setting variable: iben_wai_ACmarkerRange = 400; --- Q: mr. yeahBUT cool... so why not create flag object to be visible close mission? Cool idea, huh? A: mr. no_name yeah, sure it is :) You can use these variables: iben_wai_ACcreateFlagOjb = true; iben_wai_ACmarkerFlagClass = "FlagCarrierINDFOR_EP1"; // ... see the picture bellow: --- Q: mr. yeahBUT How will player know about claiming is happening? A: mr. no_name You can enable message system and let player know. Just use bellow variable and install client side files: iben_wai_ACplayerMsg = true; --- Q: mr. yeahBUT Yeah, but... still. Why should all players force to read useless msg that are not about them? Also... that's server resources waste to broadcoast so many msgs...! A: mr. no_name Actually msg is private. Only player involved is informed and can see the msg. --- Q: mr. yeahBUT Yeah... but there is couple more troubles. For example: Mission just spawn close to my position or I'm just passing by location. I don't want to be a part of mission fight, but still... I'm in zone... That's not good. A: mr. no_name You can use bellow variable and set it to some reasonable value in seconds. That gives passing by players enough time to decide to stay or leave claiming area. iben_wai_ACsafeClaimDelay = 60; --- Q: mr. yeahBUT Too many troubles... what about players in bases? A: mr. no_name Just make your decision if you want to allow players fight missions from base or not. You can use following variables. This way you can force autoclaim system to ignore these players. iben_wai_ACplotRestriction = true; iben_wai_ACplotRange = 30; // If 'iben_wai_ACplotRestriction' is true, what distance from plotpole is not allowed? --- Q: mr. yeahBUT Hm, but what if player claimed the mission and dies, loses connection etc. What then, ha...? A: mr. no_name As you can see at the above picture, there is marker with player name (or anonymous name) and so called `realtime status`. If player is alive and fighting inside claiming zone, status is `Active`. If player is gone - timeout is fired. That means, system will wait given time for claimer return. If timeout runs off, mission is free for claiming. You can set some reasonable time for timeout in seconds: iben_wai_ACtimeout = 300; --- Q: mr. yeahBUT What about my admins? I don't want them to claim missions just because they are helping inside zone... A: mr. no_name Yeah, got it. You can exclude your admins from system: iben_wai_ACexcludeAdmins = true; iben_wai_ACadmins = ["0","0"]; // List your admins UID's --- Q: mr. yeahBUT Wait! I'm using moving missions like 'patrol'. It's a nonsense to use autoclaim for that kind of missions! A: mr. no_name Agree. If you have any kind of moving missions, or custom missions you want to be free for all, just exclude them: iben_wai_ACexcludedTypes = ["patrol"]; --- Q: mr. yeahBUT Ok then. So... I have couple more minutes before my favourite movie starts. So last a few questions: I believe you will face problems in such scenarios like: multiple players in the same time in the zone - who will be first? What about other players? And what about player or better players in vehicle? You will not be able to sort them out and it's gonna be chaos! A: mr. no_name Well, I made the best I could in given time and space. I don't want to go too deep, but imagin autoclaim system as somenthing like simple `memory buffer`. This buffer is **(a)** able to recognize all players in area (including all players inside vehicles); **(b)** is able to sort them out by distance. It's very small probability two players will reach the same distance in the same time - the only exception crossed my mind are players n the same vehicle - they share the same distance. But system is able to recognize them and sort them from driver to cargo. But anyway, system is able to handle these scenarios pretty well (at least I hope so according to test results); **(c)** System works in layers - from register list, wait list to claim list. Each layer is equiped by self-cleaning mechanism, so each list is real image of status in claiming zone. (self-cleaning means, once player leave area etc., he is kicked from list and next player in list takes his place - there are no `dead souls in list`). --- Q: mr. yeahBUT OK... here we go. So another loop for WAI. It's already server performace killer as it is...! A: mr. no_name Hm... good point! And no, we are not creating any extra loop (not single one...). We are using already existing loops - and we are using these loops only and only if it's reasonable and exiting them immediately if condition isn't met. According to couple weeks testing on populated server with cca 20 players, no FPS drop was recognized. BTW: you can add some debug logs to loop critical points and see the result. --- Q: mr. yeahBUT ...yeah, but I can imagine how installation is gonna be difficult... A: mr. no_name Actually, it's not. Visit this github repo and clone or download files. Follow repo structure and merge it with your server/client files. --- Q: mr. yeahBUT That's all you can say about installation??? Are you serious?? A: mr. no_name No and yes. One more thing - addon is designed the way so you don't need to touch any of WAI core files (except a few lines in init). If you will follow repo structure, you can quickly switch between default WAI files and addon files by setting bellow variable to true/false. iben_wai_ACuseAddon = true; // :: WARNING > If you don't know what I mean by "merge files" at this momment, // :: you should probably wait a little bit and learn, before you start to play with (especially) server-side files. --- Q: mr. yeahBUT Hmmm... my movie has just started... have to go now. And BTW... your English sucks... and this addon too... bye... A: mr. no_name :( ... I know... bye... === Later in time... === Q: mr. yeahBUT Hey! IWAC is now part of WAI by default? A: mr. no_name Yes, it is. Since v1.2. It's updated for Epoch 1.0.6.2... --- Q: mr. yeahBUT I don't get it... Seems v1.3.1 is out and it's not the same version as WAI has inside the package. What does it mean? A: mr. no_name Well, it's just a little improvement. Couple days ago several people made a fix for "mission overlapping". We decided to stick with our approach. If you update to v1.3.1, you will get 2 new options in your 'customsettings.sqf' file (see bellow + detailed info in 'customsettings.sqf'_). Now, what is important: 'iben_wai_ACcoordProtectorTimer' gvar means: "If you give me any value > 0 in seconds, I'm gonna protect your just finished mission area against new mission spawn for given time." Protection is processed only if: valid spot for new mission was already found; there is at least 1 item in 'iben_wai_ACprotectedCoord' array (that means, at least one mission was completed and coordinates has to be protected agains new mission spawn). If you decide to update and you don't want use this fix, just set 'iben_wai_ACcoordProtectorTimer' value to 0. Default position fnc will be used with default WAI fix (note: if you've already updated your WAI core files). iben_wai_ACcoordProtectorTimer = 300; // @since v1.3 if (iben_wai_ACdevmode) then { iben_waiACfindPosLimiter = 999; // @since v1.3 }; // :: If iben_wai_ACcoordProtectorTimer > 0 && iben_wai_ACdevmode is true, // :: you will see in your server RPT somenthing like that: // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> 'iben_wai_ACcoordProtectorTimer' active (300s) >> Initialising custom position FNC for mission coord protection..." // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [IBEN_fnc_AC.sqf] >> Currently protected missions coordinates (iben_wai_ACprotectedCoord) >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Spot found. Checking if spot is in protected coordinates >> iben_wai_ACprotectedCoord >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Loop complete valid position >> [6129.23,8784.35,0] >> in 1/999 attempts" --- The end. === Showcase: === IWAC - private server msgs, map markers, status, respawn: === === IWAC - multiple claiming protection, exclude plotpole area option: === === That's all I've got... enjoy, have fun... Cheers... ===
  12. iben

    Isn't dev work fun?

    Hi @juandayz, thx for asking :) Nope mate, let me explain, what you can see at the picture. When testing, I'm creating simulated mission zones on the fly. Because I'm alone on my dev server, you can imagine, how dificult is develop addon like autoclaim with no other players in :)))) So, I simulating vehicles as players... in search alg. I added part, when (in limited range) my specific vehicles (sim. player) is found, this vehicle is pair with specific static UID (sim. player UID). This way are ID's static so I can work with them safely. Because object name is so long, I translate it to display name (for debug msgs on the screen). Well that situation above happened before I decided pair ID's to certain types of veh. So that agent could trigger claiming mechanism :) Msg you can see is the first part - it's a part of dynamic memory buffer (see bellow) - checking for 'player' and gives info about time when player will be included into selection for claiming (because player could just passing by zone...). Now back to your question... punish? Of course not... if more players in the range, there is somenthing like dynamic memory buffer with auto self-clean ability (meaning it's always remembering current players in the range). That buffer has some rules helping him decide, who is first, who is next, who can, who cannot etc.... Cheers...
  13. iben

    auto claim missions

    Hi guys... @DAKA, first version of autoclaim system was done 10 days ago. Since that time it's running on live populated server as testing sample. Currently I'm working on upgraded version which will include some findings from the test. So stay tuned for couple next more days, public release is on the way :) This is picture from older version - in two days new more advanced version will be ready for test run... PS: In case, yes, passing players through mission zone - plotpoles inside zone - who will be first if... - what happen if claimer dies etc - all is considered :) Cheers... === As promised, making public solution for mission autoclaim. If anyone interested, download source files from github.
  14. Currently working on autoclaim system for AI missions. First version already succesfully running on populated server for some time, so having fun with further improvements befor public release. OK, just created simulated mission zone to start testing, when suddenly... totally unexpected agent comes... So tell me... isn't dev work fun? :) Cheers...
  15. iben

    Epoch 1.0.6.1 Bugs

    @lwbuk, thanks good you are just sitting on this forum and talk alot of useless crap! Your useless crap helps tons and tons guys here and people like you are the Gold for this forum. For one little post like from this guy does exist houndred thanks posts from users that understand, how to ask and receive answers from experienced scripters... Keep up your good work... ! Cheers...
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