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Posts posted by axeman
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A bit of progress with the bot. Built in pathing I'm still to find, or wait for them to release to modders :)
I put some serious hours into a pathing / collision avoidance system for local agents that never made it into A3 Epoch. That's going to come in handy now.
I will update with progress here and on the discord, join here : https://discord.gg/0k4ynDDCsnMzkxk7
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Well, that's interesting..
It seems like there have been some changes to the engine since I last looked at this.
'Immersion Mode' (No Street Lights) may be easily do-able at a much lower performance cost. Either that or I spent too much time looking at turning the lights on before :)
Am hooked again, I forgot just how good Arma 2 / dayZ Epoch was..
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You can turn off the streetlights but as they are map objects you have to iterate through all objects and filter the lights by their model name, which makes it a very heavy process as nearestObjects detects everything (butterflies etc.), see axe_NoStreetLights function in:
https://github.com/andgregor/dayZ-Lighting/blob/master/MPMissions/lights/fn_lightFunctions.sqf
This function is called with parameters object and a range to switch the lights off within that object (usually the player).
Am sure I discussed with AWOL the possibility of overriding the default state of lights with config / .hpp, I seem to remember we couldn't do it. Configs weren't my strongest point :)
You can see the function being called with:
if(!DZE_StreetLights)then{[player,_hsRange] call axe_NoStreetLights};at the bottom of the 'alive player' loop in:
https://github.com/andgregor/dayZ-Lighting/blob/master/MPMissions/lights/local_lights_init.sqf
No doubt there is room for optimising a lot of my code. It has been some time since I visited this and have always been bothered that it wasn't quite finished properly, some due to the complexities of the generators and some due to the restrictions of the engine / map structure.
I'm now sorely tempted to reinstall Arma2 and have a play with the old code..
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There is a limit on the length of the server name / description set at the server.
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Ok... sounds like you guys need to kiss and make up..
How did I get dragged into this :)
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4 hours ago, axeman said:
Voted, if the random guy finds the base randomly who could blame him for claiming it ?
Unless you are breaking server rules :)
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Voted, if the random guy finds the base randomly who could blame him for claiming it ?
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:) I have some concept code.
Not really had time to do any game work recently, RL getting in the way again. Have just finished a long term contract and getting my business back up to the point where it can support us all.
Happy to post the concept code to the GIT if someone wants to pick it up.
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Surviving the new world is not supposed to be fair..
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57 minutes ago, orangesherbet said:
You always have to think of worst case scenario, indeed because it will happen! The way we are testing now (per AWOL) is to have a random timer - between 5 and 30 seconds for the detonation to occur and the option to detonate won't even be possible before time alive >= 15 minutes. I like this and I can't think of a better solution at the moment.
So how does a Bambie retaliate from being constantly spawn camped under that scenario ?
The motivation for making this after being endlessly shot on MGT..
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11 hours ago, He-Man said:
What about only getting the new explode menu if player alive time is longer than xx minutes? So not every bambi can run to my vehicles and only wait to geht killed to blow them up.
Are we talking parking outside trader cities and multiple Bambie trying your vehicle ?
It would have to be a short time so people can run away and it could be gamed .
What about a vehicle safe zone / parking bay ?
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Lock your car ?
It does have to be a PvP kill to trigger the extra options.
So for gaining loot from a PvP I was already looking at spreading the victims belongings around the destination site and randomly deleting some items. I had noticed that weapons and held items often dropped on the ground anyway.
Would that solve PvP loot issue ?
The problem with switching everything off is: Yay a new feature being tried out in this mod -> oh, it doesn't do exactly what I want right now and players are crying because <insert reason why player doesn't like change> -> switch it off as the most vocal won't stop going on about it -> no need to offer positive feedback, we're not using it anyway -> feature doesn't get updated in ways you might want -> players are bored and want more features -> players move to Minecraft -> Devs add more hats and tins of food, dies of boredom.
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I like the particle effect to warn that an explosion is imminent, or an effect that shows the victim 'may' still be in the body ? Adding certainty and / or turning every feature off is kind of pointless and no longer Epoch..
The ten minute timer will force the dead player to respawn so maybe reduce that timeout when the new Tapout menu is used ? That way the victim has to make a fairly quick decision..
Ultimately it was designed to combat the quick battles outside spawn points, aka spawn camping, and to introduce the player as antagonist option as a new / revisited feature.
The idea that every scenario should be an absolute and no danger exists for players is boring to play and awful to develop for. Please no more pandering to this attitude and let's start making it risky to play again.
Want to play Epoch ? Then be prepared to lose all your shit at a moments notice.
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Not at the moment, it's fairly heavily integrated. The best option possibly would be to code it to use the original dialogue only.
Any particular reason for disabling ?
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- raymix, SWAT_BigBear, vbawol and 2 others
- 5
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UPDATE:
Server Updated and back on.
Working on RZD support fix where multiple targets cause Zeds to behave strangely.
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Not sure if the phantom is still in or not...
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Ah, Is still there, was in the middle of an update and got side tracked.
EDIT: Can't keep up with us and Bohemia with all the updates lately :)
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I'd delete it instantly ;)
The new custom zed code is geared more toward real world recognition, I try to avoid 'cheating' when crafting the antagonists brains.
For example, the sense of smell, this was started with the sapper, but now is refined and works on a configurable distance and uses wind direction.
The sapper is weighted by the targets position in some circumstances, this gives him an unrealistic awareness of your position.
At the time we were more concerned with keeping performance levels up over larger numbers of antagonists and wanted to keep the current antagonist 'active'.
We are about to add some more behaviour for the zeds, making use of the crouching and eating dead bodies and introducing faster zombies.
Am interested in feedback for the zed behaviour, have tried to make the current slow ones more dangerous in numbers and trying to allow some emergent behaviour based on more simple rules.
For the zeds, try hiding. Their sight is governed by a newer function in Arma. However they will smell you if the wind changes :)
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What mods have you enabled ?
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https://developer.valvesoftware.com/wiki/SteamCMD#Downloading_SteamCMD
Is a good place to start for installing the server.
You will also want the Server Install Pack from: https://github.com/EpochModTeam/Epoch
Have started on a 'simple' (as it can be) walkthrough for installing a server from scratch. Hope to post it in a day or two.
Future of Arma 3: Epoch Mod
in Announcements
Posted
Did anything ever some from this ? i.e. getting paid to mod ?