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Posts posted by Defent
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Does anyone else still experience slow spawning of vehicles after purchase though? I hoped that config based traders solved this, but nope.
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We use file based traders and I believe that it's a lot better. There is no loading time when opening them. However, I still get some buy time delay. Everything from 4 seconds to 10 mins. It's something I have been trying to solve for a while and may only be resolved by a full database wipe. However, the only downside to config based traders is that they take up quite a lot of space and adds like 100+ more kbs for clients to download.
In short, it's very much worth it!
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It's a known bug, especially with the CH53_DZE helicopter. I don't think the creator ever really finished the model and thus it doesn't really have a crash model and that is why it simply goes through the ground.
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Thank you for your quick response.
Let me rephrase my question: is there a way to make MANY EMS spawned AI units function properly? In my limited testing experience you CANNOT have 20 AI units function properly. They do spawn but they do not do their job (of attacking players). This seems to be the case even on a good server with one player (=me, just testing).
I do not know to be honest. :/ I have not tested with more ai's than what my "repack" currently has, mainly because I did not like it and that I thought my servers would lag too much with it. You can always test it and report back here.
Also, what do you mean by function properly? Do they not shoot, move, look or whatever?
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Nothing on their twitter or facebook. Does seem weird. Anyone here that's with HFB who got a mail or something?
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That's going to be a bit more complicated. You can experiment around with this block of code in DZMSFunctions.sqf
Making a new case, removing the random select and somehow fixing it through that.
//Gets the weapon and magazine based on skill level DZMSGetWeapon = { private ["_skill","_aiweapon","_weapon","_magazine","_fin"]; _skill = _this select 0; //diag_log text format ["[EMS]: AI Skill Func:%1",_skill]; switch (_skill) do { case 0: {_aiweapon = DZMSWeps0;}; case 1: {_aiweapon = DZMSWeps1;}; case 2: {_aiweapon = DZMSWeps2;}; case 3: {_aiweapon = DZMSWeps3;}; }; _weapon = _aiweapon call BIS_fnc_selectRandom; _magazine = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines") select 0; _fin = [_weapon,_magazine]; _fin };
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1. Yes, open the same file I mentioned and move down to this part and just increase the numbers.
// The Minumum time in seconds before a major mission will run. // At least this much time will pass between major missions. Default = 650 (10.8 Minutes) DZMSMajorMin = 650; // Maximum time in seconds before a major mission will run. // A major mission will always run before this much time has passed. Default = 2000 (33.33 Minutes) DZMSMajorMax = 2000; // Time in seconds before a minor mission will run. // At least this much time will pass between minor missions. Default = 600 (10 Minutes) DZMSMinorMin = 600; // Maximum time in seconds before a minor mission will run. // A minor mission will always run before this much time has passed. Default = 990 (16.5 Minutes) DZMSMinorMax = 990;
2. Enable that and they should have RPGs on them, I'm not sure if it's their primary weapon of choice. However, you can also open the EMS/ExtConfig/DZMSAIConfig.sqf file and change the weapons lists in there.
Then add thos for example:DZMSWeps0 = [ "RPG7V" ];
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Those are known hack files, you could either have been banned by the servers anti hack and what not. Check your computer for these files. But generally, hacker files don't just appear on your computer. To answer your question about squad.xml crashing a server. Short answer is: Yes.
Bad squad.xmls really fuck with the server because it forces the server to contact a webserver to get the information. If that webserver has shit connection or is really badly made, the gameserver or dayz server will start to choke on information and packets and in the end, lose connection and crash. Many server admins actually ban players who use squad.xmls because of this reason.
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Open DZMSConfig.sqf and set the settings in there. Decrease the number for less loot and increase for more loot.
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Defent,
Congrats on the new version - I was looking forward to it, will try out soon.
I have a quick question for you:Is it possible to increase AI unit # a lot and make it still work?
I already tried setting AI unit numbers to 15-20 but they stopped functioning. Rather than defending their mission area, at high numbers they started running a few meters > going prone > getting up > running a few meters & looping this behavior without shooting at all.
Thanks, and as mentioned above:
[[(_coords select 0) - 0.5635,(_coords select 1) + 0.3173,0],3,1,"DZMSUnitsMajor"] call DZMSAISpawn;
,3,1,"DZMSUnitsMajor"]
Number 3 here is the count of enemies and 1 is the skill level.
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@T.LEE - You can open the mission yourself and edit those parts out. Should be fairly easy. You can also limit the amount of weapons spawning by opening DZMSConfig.cfg and changing the value for DEFRifleRate.
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Perhaps they have like rented servers which host GameSpy and that they stopped paying for them, so they have the servers untill the end of the month? Or something like that.
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NEW UPDATE RELEASED!
I updated the GitHub now, this one is working on my dev server. Hopefully it wil work for you too!
I tweaked some stuff, added some fixes to the missions etc.
Note: If you don't want for example:
11:21:27 "[EMS]: Minor SM6 Ural Weapons Truck Mission has started."
To appear in your RPT. Simply open the missions in the Mission folder and delete the line saying:
diag_log format["[EMS]: Minor SM6 Ural Weapons Truck Mission has started."];
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Today, in around 1-2 hours.
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Ok, I will update the fix now. Sorry for the problems.
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NEW UPDATE HAS BEEN LAUNCHED:
https://github.com/Defent/EMS-0.3.1
Please report any bugs here. I run this version on my servers and they work perfectly.
* [FIXED] Clearing missions now de-spawn the AI and scenery better. * [FIXED] Almost all missions have been fixed now and should work perfectly. * [UPDATED] Base code and framework. * [UPDATED] Loot Tables * [UPDATED] AI skins * [UPDATED] AI skills * [UPDATED] Box loot settings * [ADDED] Box loot configs * [ADDED] Remove mission vehicle ammo * [ADDED] Spawn rate items in boxes * [ADDED] God Missions * [ADDED] IKEA missions * [ADDED] Functions from the latest DZMS version * [REMOVED] Uneccesary code and many other things * [MISC] Other things, a lot to mention.
Hope you enjoy it.
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Known bug in patch 112555. Updating to the latest beta patch fixes this.
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There was a post mentioning the current alpha version. They said that they would go "open" alpha or beta at around version 0.5. So you can sort of figure it out by looking at that.
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It does seem like an error that could occur when mods are not loaded correctly etc, so Overpoch could be a valid reason.
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I don't seem to have this particular problem on my Chernarus server. Could it be that it happens to servers who don't run default Epoch maps? (I.e Napf, Saurland etc?). I only have players getting stuck on authentication, but i have had no reports of this error as of yet.
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This image sure fits on may topics on this forum. The self entitlement and opinions of people here is intresting.
The coin system has already been stated that it will not be default for Epoch. However, an addon which uses a coin system is being developed but then it's up to the server owner to use it.
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This will solve the problem from happening.
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You may also need to clean your database every once in a while. If it gets too large, lag will come.
[EMS] 0.3.1 Defents Edit
in Epoch Mission System
Posted
Does seem like an issue with how fire team groups are dealt with. Perhaps the enemy ai groups require a fire team leader to direct their attention and fire. Generally there is only 1 leader per every 4-5 unit, perhaps this relates to the issue you mentioned.