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Found 7 results

  1. So here I am going to post what I have been working on for quite a while now, well started some 4 months ago, and have nearly completely working. I am hoping that posting this here will inspire the community to assist in bringing back this absolute badass ai script to life. This is the stock 1.5.2 SargeAI Framework that you can still download. Right out of the box it does "function" in Epoch 1.0.6.1 but with an extreme amount of errors. I have already modified this version to eliminate most errors, however, most of the Urban Patrol Script is broken. Here is where we begin to demolish the myth that Sarge is dead! https://github.com/Arstan13/SargeAI-Genesys for install... this is nearly fully working. Ive had very limited number of errors to include
  2. Just want to go over a few things about our (WIP) custom support of Ryan's Zombies and Demons mod and thank Ryan for giving his blessing on our support of his fine mod. Please consider this a work in progress. We are only using the Slow type animation set for the zombies right now. However, additional zombie animation types are available: https://github.com/EpochModTeam/EpochCore/blob/experimental/Sources/a3_epoch_configs/Configs/CfgVehicles/Antagonists.hpp#L784-L1003 (Slow,Crawler, Spider, Boss, Walker,Medium) the spawning classes are setup here: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp#L176 Zombies will try to horde up on you and will generally kill you with raising your blood pressure and will make you more toxic. If you get to many zombies attacking blood pressure will kill you. Otherwise you may later die from toxicity and running a fever (high temp) and there are ways to reduce toxicity and your temp in game. Please share your feedback about our custom Epoch "Ryan" zombie implementation with us in this thread. Additional Notes: You must have Ryan's Zombies and Demons mod mod enabled on both server and client. Ryans Zombies support is disabled by default, you must set this variable ( https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp#L28 ) to true and add "Ryanzombies" cfgPatches classname to your missions addOns[] array ( https://github.com/EpochModTeam/Epoch/blob/release/Sources/mpmissions/epoch.Tanoa/mission.sqm#L22-L25 ) to prevent players from joining without the mod enabled.
  3. I've just started a new project (well my 2nd one!) which is gonna take a good while. I've envisioned this to be a BIG undertaking of a project by someone who, I would consider myself , is quite an inexperienced content creator. But and a BIG but (NO! Not my arse its not that big i mean the project!) I wanted to create something that would have people eager to go and explore. Anyway this project is gonna be a a difficult project to create, plus I only started it yesterday. I also wanted to give people an idea of what to look forward to, so made a preview video. You will see literally nothing but the blank canvas (other than the first few stone wall foundations) I am using and my idea was to give people an idea of the potential this custom "base" will bring to Chernarus. Anyway, apparently this base is being built in an undisclosed and restricted area of Chernarus and as such, I am not allowed to disclose its location to the general population, but as you can see from this early footage, you may get clues as to where it is. The base wont be open for at least 3 or 4 or even more weeks as I hear the construction employees in that area are always on strike for some stupid little reason or taking tea breaks or having an afternoon kip (Typical Bloody British attitude I hear you all say!) but I have heard on the grapevine that once its finished there will be a small "Premiere" released along with some high definition satelite imagery to show everyone what the finished area looks like. Once completed it'll be available to explore on a single server for a week or two before I consider releasing the blueprints for others to use (that ALL depends how good you can say "Pretty Please" :-P ). Anyway take a peek...
  4. PROJECT ON HOLD - TO BE RESUMED ONE DAY... TRANSPORT FOR ARMA INTRODUCTION This script bring the following functionality: [READY] Players can call an AI piloted land vehicle TaxiAnywhere and request it to take you to a point on map which YOU CHOOSE BY CLICKING ON MAP. Upon reaching destination AI-controlled-taxi-vehicle will stop and you can disembark. The taxi will then ride away and despawn away from player (for immersion). [READY] Players can call an AI piloted land vehicle FixedDestinationTaxi and request it to take you to ONE OF THE FEW PRE-CHOSEN (by ServerAdmin) points on map. Upon reaching destination AI-controlled-taxi-vehicle will stop and you can disembark. The taxi will then ride away and despawn away from player (for immersion). [WIP] Players can embark an AI piloted land vehicle PublicBus and it will automatically drive on its PRE-CHOSEN BUS ROUTE (by ServerAdmin). When a player wish to disembark, they can request a STOP-VEHICLE via the TfA-GUI & allow them to disembark. The bus will then ride away and carry on looping its route. PAYMENT SYSTEM NOTES Taxi Anywhere Taxis : Initial Booking Fee + 1st Mile Fee + Pay-as-you-Go Fee -- ServerAdmin can customize or disable any of the fees. Fixed Destination Taxis : 'Single Fee' -- Fee is calculated on the fly according to a pricing mechanism. ServerAdmin can customize or disable this fee. Public Buses : 'Single Fee' -- ServerAdmin can customize/disable the fee on any/all BusRoutes. LICENSE GNU GPL v3. You can do whatever you want with this mod as long as you give the same freedom to others on your derivative works. DOWNLOAD 29 Jan 2017 - git repo is gone. direct link to the last package (v.0.6.5b2 from 18th May 2016) http://www.filedropper.com/mgmtfav065build2 18th May 2016 - New version v.0.6.5b2 available! Release package direct link to 7zip archive file: https://gitlab.com/themgm/Transport_for_Arma/blob/master/release_packages/_autogenerated/v.0.6.5.build2/mgmTfA_v.0.6.5.build2.7z Installation Instructions: https://gitlab.com/themgm/Transport_for_Arma/blob/master/documentation/INSTALLATION_INSTRUCTIONS.txt Link to release directory where you can download the three additional files to verify integrity: https://gitlab.com/themgm/Transport_for_Arma/tree/master/release_packages/_autogenerated/v.0.6.5.build2 If you try this script, please let me know what you think :) FEEDBACK / SUGGESTIONS / BUG REPORTS / SUPPORT Please post in this thread. See it in action! Click below to go to post #2 - VIDEOS last edit: 29 Jan 17 - added latest version link & clarified project status.
  5. So starting to work on my advanced AI missions system for ArmA 2 Epoch :) The idea and goal of this is to make new custom missions for WAI missions system. I am in process of creating my own script for Advanced AI but its still a work in progress :P I'm open to suggestions of what kind of missions you guys want to see :) and if you want to take part in this project send me a pm and we can work together. Will be updating my project regularly!
  6. Advanced AI 1.0 I myself am a fan of Wicked AI but it just feels clunky and outdated (No offense f3cuk) So I thought I would thin f3cuk's files out and create some new missions. But then I thought "Why not start from scratch and do something nobody has done yet"? And that is where I got my idea of Advanced AI! I will try and update my progress as I go,This is going to move rather slowly until I get some volunteers to help test and code it. Cheers!
  7. Hey guys, Thought I'll show you a script I made for my server. Not much to be said about it other than you can now rotate objects around more than one axis. Ever wanted barn doors with the garage doors so you can fit that beautiful MTVR in your garage? Now you can :D ... Somewhat. This is the product of a days work in scripting... with the help of a Mountain Dew or two... NOTE: I did not make the snap build part. https://www.youtube.com/watch?v=1fCYdG99D50&feature=youtu.be Not sure if it is the first of its kind or I just suck at using Google. Come check it out at my server: 216.244.85.250:2313 (Might have trouble connecting because STEAM. Go to http://www.DayZBox.com for help) Sincerely, DayzBox Admin - BILLY
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