Defent Posted December 10, 2014 Report Share Posted December 10, 2014 just need add some eventHandlers to make AI make damage It's not that simple since there is eventhandlers that remove the damage. You'll have to override that if so. Afaik. Link to comment Share on other sites More sharing options...
drsubo Posted December 10, 2014 Report Share Posted December 10, 2014 why is it that if they spawn client side they do damage? but server side they dont Link to comment Share on other sites More sharing options...
Defent Posted December 10, 2014 Report Share Posted December 10, 2014 Because server side has cleanup and remove eventhandlers constantly. While things that are spawned from client scripts are not. I guess it is a way to save performance. Link to comment Share on other sites More sharing options...
drsubo Posted December 10, 2014 Report Share Posted December 10, 2014 how come if you die and spawn back in then they will do damage. as soon as I log out and back in they don't then I kill myself go back and they do damage again. theres gota be something to this. a fresh life allows them to do damage Link to comment Share on other sites More sharing options...
HosteD Posted December 10, 2014 Report Share Posted December 10, 2014 how come if you die and spawn back in then they will do damage. as soon as I log out and back in they don't then I kill myself go back and they do damage again. theres gota be something to this. a fresh life allows them to do damage your getting closer ;) Link to comment Share on other sites More sharing options...
Eugene Posted December 10, 2014 Report Share Posted December 10, 2014 may be some handlers added when you are respawned?... i will try to find somethink about it... Link to comment Share on other sites More sharing options...
drsubo Posted December 10, 2014 Report Share Posted December 10, 2014 your getting closer ;)Oh ya getting closer, well why don't you help instead of just sitting here. If you know how to fix then you could contribute to the mission system I released like everyone else is trying to do. Thanks Link to comment Share on other sites More sharing options...
axeman Posted December 10, 2014 Report Share Posted December 10, 2014 Am curious, why the need to run the missions on the server ? Link to comment Share on other sites More sharing options...
Creep Posted December 10, 2014 Report Share Posted December 10, 2014 because there are 600+ server which makes a server each player... :D we wanna have fun thats why Link to comment Share on other sites More sharing options...
drsubo Posted December 10, 2014 Report Share Posted December 10, 2014 It just adds one more thing to do. I don't know how others are using my script but mine only spawns a mission or 2 for a entire 4 hour restart. Like the epicenters, shipping containers, then you have a treasure hunt, ai take down. Its not like it doesn't fit in epoch as my treasure hunt is basically like the shipping containers, it marks it on map and just spawns a container hidden in the woods if you want to go look for it great if not don't. Just gives a few more options. Also seems like everyone wants them. I was the first person as far as I know to have a real working mission system on my server and within minutes of putting it live numerous people came on n stole the files off so obviously I did something right.With in a day or 2 of release there where multiple servers using my stuff so I decided to release for all yesterday. Its on script section of forum if anyone is interested Link to comment Share on other sites More sharing options...
axeman Posted December 10, 2014 Report Share Posted December 10, 2014 You're assuming I'm against what you are doing. I'll try again. Why the need to run the missions from the server ? Link to comment Share on other sites More sharing options...
drsubo Posted December 10, 2014 Report Share Posted December 10, 2014 anything ran client side gets ran by every players when they join. so say theres 3 of you guys on server and your at mission and you take out all but one ai. then a new player joins then there mission scripts runs and bam the mission basically starts over for them so the ai will respawn and the vehicles will respawn. so client side basically 2x the mission everytime player joins. server side just the server runs the mission once so there is only the one mission Link to comment Share on other sites More sharing options...
This is WAR Posted December 10, 2014 Report Share Posted December 10, 2014 maybe i have missunderstand your question .. is it why running scripts serverside or why we want missions on epoch in gerneral ? for mission in epoch @ general : i love to play pve .. and your epoch is more -imho- pvp .. i miss the zombies from epoch2 .. not the zombies themself .. more the action when you are alone looting that you have still to fight. For me it is also a little the story behind .. so i try to arm the military stations with the background that some militias have also survived and control the Armystations. its not just .. loot until onother human player disturbs you .-. its more fight for survive. Also driving on altis around without any other npc then some Dogs and antaghonists is a little bit "sad" ;) Link to comment Share on other sites More sharing options...
Richie Posted December 10, 2014 Report Share Posted December 10, 2014 Am curious, why the need to run the missions on the server ? I'm going to guess it's so server admins can't jump on, grab the mission.pbo and reverse engineer it :unsure: I could be wrong but that's my bet Link to comment Share on other sites More sharing options...
drsubo Posted December 10, 2014 Report Share Posted December 10, 2014 ha ya that's what happened the first hour I put the mission system up Link to comment Share on other sites More sharing options...
axeman Posted December 10, 2014 Report Share Posted December 10, 2014 Why run missions server side, we have no problem with people making missions, your own mods added on, so long as our code stays put and not copy and pasted to the addon mod. A lot of thought has been put into making the mod editable and expandable without the need to mess with the core mod code. So is there no way to manage the missions state for new players, no way to communicate between different clients? Would make for a pretty dull multi player game if that was the case? The server will clean up any unowned units, work with it rather than against. Performance is king. Hint over :) drsubo 1 Link to comment Share on other sites More sharing options...
nedfox Posted December 10, 2014 Report Share Posted December 10, 2014 Come play on our server to stresstest the ai missions. look for [GFS] server. Link to comment Share on other sites More sharing options...
drsubo Posted December 10, 2014 Report Share Posted December 10, 2014 Why run missions server side, we have no problem with people making missions, your own mods added on, so long as our code stays put and not copy and pasted to the addon mod. A lot of thought has been put into making the mod editable and expandable without the need to mess with the core mod code. So is there no way to manage the missions state for new players, no way to communicate between different clients? Would make for a pretty dull multi player game if that was the case? The server will clean up any unowned units, work with it rather than against. Performance is king. Hint over :)Thank you for the hint I get what your saying well see what I can whip up now Link to comment Share on other sites More sharing options...
axeman Posted December 10, 2014 Report Share Posted December 10, 2014 ha ya that's what happened the first hour I put the mission system up Have had work, still in development, taken the same way, was too trusting and let someone on my private test server. Shit happens and it really means very little. To be honest anyone that takes work that way will always be playing catchup with the original developer. Keep updating and keep it out there, put your name in the comments and don't sweat others borrowing your code, imitation is the ultimate compliment.. so long as they credit ;) hogscraper and Major Khunt 2 Link to comment Share on other sites More sharing options...
Defent Posted December 10, 2014 Report Share Posted December 10, 2014 Why run missions server side, we have no problem with people making missions, your own mods added on, so long as our code stays put and not copy and pasted to the addon mod. A lot of thought has been put into making the mod editable and expandable without the need to mess with the core mod code. So is there no way to manage the missions state for new players, no way to communicate between different clients? Would make for a pretty dull multi player game if that was the case? The server will clean up any unowned units, work with it rather than against. Performance is king. Hint over :) Great question. I actually want to run and make a mission script because I enjoy scripting it. I like how it's structured and it's moderatley hard. I helps me learn how to code better. It involves many different tasks such as loops, ifs, whiles etc. I run it server side so that it cuts down on the data that clients need to download basically. It's also for convenience sake, I don't want to repack pbo's everytme I make a change and I don't want to go through sub-directories. I just put the files in the main root folder and edit away. There are ways to communicate via clients actually. One way is to use AI's. I know a few servers who run an antihack that bases itself around this. However, the server despawns the AI instantly so using them would not be that effective. Missions add a degree of teamwork and socialization if I may say so. I personally believe and think of it as dungeons from World of Warcraft. They are ment to be difficult and are ment to need a group of players or a be a strong player in order to clear and loot. It should pose dangers and also bring people together or create conflicts. I believe that mission systems server a greater purpose than just boxes with loot. It gives the players something extra to do, over the regular things like gathering supplies etc. Link to comment Share on other sites More sharing options...
This is WAR Posted December 10, 2014 Report Share Posted December 10, 2014 you can avoid the despawn with _UNIT setVariable ["LASTLOGOUT_EPOCH", diag_tickTime+14400000, true]; - then the ai stays for 4hours. Got it running with ups script from kransky - but the ai dont do damage until you respawn one time. Thats what i am looking for now. Link to comment Share on other sites More sharing options...
axeman Posted December 10, 2014 Report Share Posted December 10, 2014 That's designed for doppelganger disposal, I would expect additions to that so wouldn't make it a basis of a working AI system. You might find AI randomly attacking you, just saying.. Link to comment Share on other sites More sharing options...
hogscraper Posted December 10, 2014 Report Share Posted December 10, 2014 Why run missions server side, we have no problem with people making missions, your own mods added on, so long as our code stays put and not copy and pasted to the addon mod. A lot of thought has been put into making the mod editable and expandable without the need to mess with the core mod code. So is there no way to manage the missions state for new players, no way to communicate between different clients? Would make for a pretty dull multi player game if that was the case? The server will clean up any unowned units, work with it rather than against. Performance is king. Hint over :) The biggest reasons for doing so server side is being able to keep your mission file size down for connecting clients and avoid many BE filter issues. I'm kind of surprised that Epoch seems designed to have AI spawn anywhere but the server considering how many changes I have had to make to my filters in order to not have the spawning client get kicked. For security purposes I would rather not add anything for clients to be able to run if not necessary. It actually got to the point that I stopped keeping track once I had DZMS up and working and why many people doing tuts/missions on here have avoided even giving them out or posting them. Link to comment Share on other sites More sharing options...
Defent Posted December 10, 2014 Report Share Posted December 10, 2014 That's designed for doppelganger disposal, I would expect additions to that so wouldn't make it a basis of a working AI system. You might find AI randomly attacking you, just saying.. Why dont you just add an exception then? Make it so it doesn't delete units in the RESISTANCE side group for example. That would save a lot of trouble. Unless there is another reason as to why everything gets deleted. Link to comment Share on other sites More sharing options...
HosteD Posted December 10, 2014 Report Share Posted December 10, 2014 Oh ya getting closer, well why don't you help instead of just sitting here. If you know how to fix then you could contribute to the mission system I released like everyone else is trying to do. Thanks nah its more fun this way :D ;) thx for the offer though Link to comment Share on other sites More sharing options...
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