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Cash

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  1. Like
    Cash got a reaction from raymix in [Discontinued] Emerald Interior Designer   
    Just want to thank you Raymix. This works great and was really easy to install.
     
    /cash
  2. Like
    Cash got a reaction from ebass in [OLD] JAEM - Just another Evac-Chopper Mod v1.4 (Updated 06/14/2014) ** OUT OF DATE **   
    I just went back to v1.2 and it works great.
  3. Like
    Cash got a reaction from insertcoins in BAF Merlin Heli   
    Does the Merlin model look out of scale to any of you? I love the chopper but it reminds me of trying to put a Lego man in the pilot seat of an X-Wing fighter.
     
    Yeah yeah, I play Lego's and StarWars toys with my sons lol.
  4. Like
    Cash got a reaction from RRP47 in WAI Missions - Anti-Sniper Strategy   
    I'm hoping ya'll could help come up with a strategy for protecting missions using WAI from Snipers.
     
    Currently, a good sniper can clear a mission by himself. This should remain possible but I'd like the AI to have some tactical response to the threat. Some of my ideas include:
     
    Detect players out to 1,000 meters and drop paratroops on them Add a very small number of AI Snipers with increased skills (would require special skill level selection) Drop paratroops on them as they enter the camp to loot Have a number of AI come out of hiding as they enter the camp to loot  
    I am not sure that I could code the first or second idea but the other two are easy. My question is, can you think of any other ways of addressing the problem? I want the missions to be fun and challenging but not OP. I don't want to just increase the skills and use aim bots, that's no fun and is cheating IMO. Perhaps someone could help by sharing how to detect the players world space and then using that as a variable in the drop location of the paradrop script?
     
     
  5. Like
    Cash got a reaction from williamjbrown in Wicked AI/Mission system   
    I think it's because the AI use those vehicles as well. Think about it from a gamers perspective. 
     
    "I'll steal an enemy vehicle and use it to infiltrate the enemy base."
     
    I think it's balanced and a nice "feature"
  6. Like
    Cash reacted to Picking in Wicked AI/Mission system   
    I have 48 ai spawns around the map 6 heli patrols and 7 paradrops they are all working read the replys! Nothing wrong with this at all it works!!
  7. Like
    Cash reacted to Infinity in Server Admins we are looking for your feedback for 1.0.4   
    I'd kill for a new addition to the vehicle spawning system, could you please add something like this to ENHANCE the dynamic vehicle spawn-system?
     
    DZE_helicopters_min
    DZE_helicopters_max
    DZE_cars_min
    DZE_cars_max
    DZE_planes_min
    DZE_planes_max
    DZE_coastspawn_min  (Vehicles that spawn near the coast line)
    DZE_coastspawn_max (Vehicles that spawn near the coast line)
     
    To allow us to set up vehicles a little .. because as it is now;(for example) if I spawn in 1000 vehicles now; there will be plenty of helicopters and planes to find but after a week or so; the plentora of helicopters and planes will be gone (sold by people/crashed) since the dynamic spawn system
    spawns more cars in return rather than keeping it balanced. So by the end of the month; the server will be filled with cars and helicopters/planes will be close to non-excistance. And also 9 out of 10 times; vehicles don't spawn at the coast that often; had a lot of people quit the server at the end of the month simply because there was no transportation.
     
    With my suggestion I truely believe that it would allow us (the server owners) to keep a perfect balance of vehicles being spawned to suit our own needs/wishes.
  8. Like
    Cash reacted to d3phil in Headless Client AI w/Epoch [WIP]   
    No SCRIPT ^^, just login as serveradmin and execute the monitor-command :-)
     
    Example:
    open directchat and type in following lines for a 5sec interval:
     
    #login youradminpassword
    #monitor 5
  9. Like
    Cash reacted to DNightmare in Headless Client AI w/Epoch [WIP]   
    Thanks for your reply, will try to play around a bit more then.
     
    Hrm, wouldn't it be possible to just grab !"addons\SARGE" for example to filter out all calls/settings from that folder, oder do does kinda filters only work in scripts.txt?
     
    €dit: Got it working as a WIP to spawn AI with and w/o HC.
     
    HC present:

    Aggro was out of this world :D / Responsetime aswell, when I ported myself in from ~10km away it took the whole group around 10secs to be fully aware of my position, the first couple shot me after just 2 secs :D
    Had red chains when getting there, but that was expected with this amount of AI / synching and my lousy Internet :(
    (It looks like less AI compared to the screenshot below, but I had the others to my left. It was the exact same code that was used with/without HC so...)
     
    Server is all alone:

     
    Aggro was 3-4 AI per 10 seconds / responsetime ~15-45secs / No red Chains but all in all a big lagfest
  10. Like
    Cash got a reaction from cake eater in [OLD Release] Custom Chernarus Server Pack 1.2.1 - For Epoch 1.0.1.4 (Development Stopped)   
    Not sure about other servers. I can't even play on other peoples servers anymore since having my own. I play till I hit a bug or what I think is a design flaw and I jump straight into fixing it.
     
    I do know that I am ALMOST done with customized base building 1.2. Hope to have that and dynamic missions before my long weekend.
  11. Like
    Cash reacted to Bungle in [OLD Release] Custom Chernarus Server Pack 1.2.1 - For Epoch 1.0.1.4 (Development Stopped)   
    To be fair I didn't make any changes.. and was just going to remove the AI Heli Patrols.
    In comes Richardfromlost in this instance "I think" with a pre-built dayz_server.bpo which seemed to do the trick.
     
    I work well when the works been done already and all that's left is to make a neat pile out of it.. :D
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