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axeman

Developer
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Posts posted by axeman

  1. the main sapper does have a routine for avoiding jammers. the boss sapper uses an older version of the sapper brain. when building, watch your back :)

    the reason they walk through walls is due to client agents not being aware of dynamic server objects, is in the to do list. deciding on managing server / client object awareness I still a work in progress as we add more features.

    currently , normal sappers will not venture within a certain range of a jammer.

  2. they will chase and attack sappers, am yet to add the sapper's response.

     

    dog variables will be moved to description.ext, along with the other antagonists. From there I intend to add an editable array of enemies, amongst other settings.

     

    they are currently scared of vehicles , mainly because 'getting in' needs handling, arma doesnt have a vehicle spot for dogs, have played with attaching him to a pick up truck, worked well.

     

    also have applied the same fear behaviour to nearby cultists.

  3. Could be custom AI on the server. if run at the server it won't necessarily despawn as you log.

    Once playing against AI for a bit you get to know them, they do seem like hackers, in that they can headshot you from 2 miles away :)

  4. The closest thing to a roadmap we have publicly is the issues section on the public github. https://github.com/EpochModTeam/Epoch and the above threads mentioned by Richie.

    Suggestions get added and vetted here. We also chat about stuff when we can. Personally have been a bit awol lately with real life. Is sometimes not practical to commit time.

    That said, there is some new blood in the team producing quality content. Am looking forward to the next updates, and freeing up some time to keep up :)

  5. Personally I'd prefer sqf to dll / callExtension as it would be more portable, not reliant on BEC or a specific database setup. It would need to be open source as most people won't install a dll onto their server without first knowing exactly what it is doing.

    How you would capture the chat text in game is not something I have tried before. That could be got around by creating your own GUI for the admin message, a timer could be worked out in game to stop spamming.

    Certainly a good idea, I could see it being popular.

  6. That's a demo of something I've wanted to get working in arma for a while now. I would like to use it, most likely not with the UAV, due to its 'popularity'', but it would need to apply to a flying object at the moment. The routine would need some collision detection adding for what I am thinking.

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