Lord1385 Posted December 9, 2014 Report Share Posted December 9, 2014 2014/12/09, 18:52:04 Error Missing ; 2014/12/09, 18:52:04 File mpmissions\__cur_mp.Altis\mission\ai.sqf, line 56 Link to comment Share on other sites More sharing options...
brillo_pad Posted December 9, 2014 Report Share Posted December 9, 2014 Working, Battleye Disable, i working in filters SEVER TEST: 107.191.36.137:20300 script restriction 37? Link to comment Share on other sites More sharing options...
RedBreath Posted December 9, 2014 Author Report Share Posted December 9, 2014 2014/12/09, 18:52:04 Error Missing ; 2014/12/09, 18:52:04 File mpmissions\__cur_mp.Altis\mission\ai.sqf, line 56 Add this to line 56 of your ai.sqf _unitGroup selectLeader _unit1; Link to comment Share on other sites More sharing options...
happydayz Posted December 9, 2014 Report Share Posted December 9, 2014 Drsubo they do spawn twice. Just tested and confirmed. Though they seem to half des pawn when you get close to it... It spawns two missions so hey can be different marker colors too. Link to comment Share on other sites More sharing options...
hogscraper Posted December 9, 2014 Report Share Posted December 9, 2014 if it is in your mission pbo then its prob on a shit load of servers by now lol. Always hide ya shit server side if you do not want other people using it. And even that doesn't help. We had single currency last spring just downloading CCG's mission and recreating everything server side they would need using arma2net. Link to comment Share on other sites More sharing options...
RedBreath Posted December 9, 2014 Author Report Share Posted December 9, 2014 And even that doesn't help. We had single currency last spring just downloading CCG's mission and recreating everything server side they would need using arma2net. This is arma 3 Link to comment Share on other sites More sharing options...
Cabrero Posted December 9, 2014 Report Share Posted December 9, 2014 As i said on my git. "I take no credit for this as it was given to me to try get working server side. As it stands it will only run client side. You can run is using a HC and it will stop some lag but at then end of the day it is stall shit LOL. At some stage i will upload my mission system for epoch what work server side and spawns ai that stay i am just stall testing/tweeking some things." as for be filters who the fuck uses them lol. I will post up my mission system tonight what will include the workaround for the clean up. also some more things. Link to comment Share on other sites More sharing options...
_SAM_ Posted December 9, 2014 Report Share Posted December 9, 2014 Hey send be filters guys.. help us Link to comment Share on other sites More sharing options...
drsubo Posted December 9, 2014 Report Share Posted December 9, 2014 As i said on my git."I take no credit for this as it was given to me to try get working server side.As it stands it will only run client side.You can run is using a HC and it will stop some lag but at then end of the day it is stall shit LOL.At some stage i will upload my mission system for epoch what work server side and spawns ai that stay i am just stall testing/tweeking some things." as for be filters who the fuck uses them lol. I will post up my mission system tonight what will include the workaround for the clean up. also some more things.yes that's right as long as you say this is not my script I take no credit its all good it wasn't you I was talking about it was the op who said please give credit where credit do. He was trying to take credit for my shit. he didn't say what you said about it not being his. And maybe since you know who wrote the original when you post your server side mission later you could add credit for both of us since you did tweak it to go on server side. Link to comment Share on other sites More sharing options...
hogscraper Posted December 9, 2014 Report Share Posted December 9, 2014 This is arma 3 And? Link to comment Share on other sites More sharing options...
drsubo Posted December 9, 2014 Report Share Posted December 9, 2014 ok so I have a updated version still not great but it will spawn vehicles and wont allow new players to create more ai at already running missions when they join. have a lookhttps://github.com/drsubo/ai-mission Link to comment Share on other sites More sharing options...
ThelMightylThor Posted December 9, 2014 Report Share Posted December 9, 2014 ok so I have a updated version still not great but it will spawn vehicles and wont allow new players to create more ai at already running missions when they join. have a lookhttps://github.com/drsubo/ai-mission I see in this version you have the callmissions.sqf commented out in your init.sqf. Is there a reason for this or did you just not want the treasure missions to spawn? Link to comment Share on other sites More sharing options...
drsubo Posted December 9, 2014 Report Share Posted December 9, 2014 that's so the mission is called server side I call it in serverinit instead of init that way I can spawn vehicles and stuff without causing doubles when players join. the only thing client side it the ai spawn which also has a time limit so that if players join 5 min after mission starts it wont cause any more doubles of AI, cause without if you have a server with 30 people that logged in the mission would have AI amount times 30 and same with vehicles. just use how it is Link to comment Share on other sites More sharing options...
horbin Posted December 9, 2014 Report Share Posted December 9, 2014 Based upon how Arma3 cpu threading works, was is anyone deciding to control AI through the server? Should offload AI to an HC. No cost in hardware, minimal cost in machine overhead when compared to the performance gained by the Arma3 server when it does not have to manage AI. Link to comment Share on other sites More sharing options...
RedBreath Posted December 9, 2014 Author Report Share Posted December 9, 2014 Based upon how Arma3 cpu threading works, was is anyone deciding to control AI through the server? Should offload AI to an HC. No cost in hardware, minimal cost in machine overhead when compared to the performance gained by the Arma3 server when it does not have to manage AI. Working on getting it to Headless client,causes many bugs tho Link to comment Share on other sites More sharing options...
Atavis Posted December 9, 2014 Report Share Posted December 9, 2014 And how the other weapons to prescribe? And so they randomly appeared. Link to comment Share on other sites More sharing options...
drsubo Posted December 10, 2014 Report Share Posted December 10, 2014 Working on getting it to Headless client,causes many bugs thoyup that's why I decided to just keep it on client. I know headless would be the best route but im just waiting till the devs allow us more access to server files n all and make a newer better one then because once they do that almost all of my script here ill be a big waste because once we can edit server files there much better and easier ways to do what I did in this script. I do hope you get it working on headless though, would be nice for those how would like to use it like that Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted December 10, 2014 Report Share Posted December 10, 2014 Hey :) hiw about, for vehicles client side without repeats, wrapping the spawn script in an: if (isServer) then { // spawn code or execVM here Drsubo :) }; Command? This should work i think, allowing to do stuff client side in mission pbo but only run on server so no dupes for clients ;) (i used similar in arma2 - for a bus route script - worth checking tho as not used it in arma 3 yet i don't think and I'm not 100% syntax is correct as am using iphone so can't check, lol!) I've checked out your files too btw! I'm also working on a small mission system too on localhost ;) will share when polished and give credits if i use any of your stuff for sure :) ok so I have a updated version still not great but it will spawn vehicles and wont allow new players to create more ai at already running missions when they join. have a lookhttps://github.com/drsubo/ai-mission ZENITHOVMAN 1 Link to comment Share on other sites More sharing options...
Cabrero Posted December 10, 2014 Report Share Posted December 10, 2014 using the if (isServer) will not make the ai spawn if you want a veh to spawn just make another script where the car will spawn on the maker and use if (!isServer) exitwith {}; up the top then that will spawn the veh server side aslong as its in the veh arry it will save when the server restarts. Link to comment Share on other sites More sharing options...
drsubo Posted December 10, 2014 Report Share Posted December 10, 2014 great idea thanks I used to have it all like that but when I made some of the script client side I took the if (isServer) out not even thinking. Thanks for the help Link to comment Share on other sites More sharing options...
drsubo Posted December 10, 2014 Report Share Posted December 10, 2014 using the if (isServer) will not make the ai spawn if you want a veh to spawn just make another script where the car will spawn on the maker and use if (!isServer) exitwith {}; up the top then that will spawn the veh server side aslong as its in the veh arry it will save when the server restarts.That's pretty much how its set up because the mission is called by server to start and the vehicle spawn script is its own sqf file and it gets called by server cus I start mission server side. I just put ai client because I have to or else they will vanish. other that the ai needing to be client side there is no other reason for wanting the mission and stuff to start and be called client side so that's why I did it all server except stuff I couldn't. As for the vehicles saving if your calling them server side you need more than them just being in the array. as of now I don't have them saving after restart because of the amount of excess cars that will be laying around if nobody goes up to take them. If you have a steady player base on 24/7 then saving them would be alright. Link to comment Share on other sites More sharing options...
fr1nk Posted December 10, 2014 Report Share Posted December 10, 2014 Any comments on server performance impacts, from those who have tested this out? Link to comment Share on other sites More sharing options...
drsubo Posted December 10, 2014 Report Share Posted December 10, 2014 wel on mine im running 45-55 fps but that's with just me and a few players haven't tried on full population fr1nk 1 Link to comment Share on other sites More sharing options...
pr0dukt Posted December 10, 2014 Report Share Posted December 10, 2014 I'm running his mission system and maintaining roughly 40-50 fps client side. That's also along with the tornado generator script and another loot drop script. Not bad at all for your first attempt bro. kudos. =) I'm gonna work on a seperate server side pbo to run the cleanup fsm. without touching any of the epoch pbos. I'll post it up if I can get it working. Had one on an old overpoch server I used to run for mission AI cleanup on a timer. Might still work with an adaption. Link to comment Share on other sites More sharing options...
drsubo Posted December 10, 2014 Report Share Posted December 10, 2014 that would be great if you could get something like that working. I tried making the ai unit a global variable and then calling it with the server to delete them but didn't work hopfully you can get something working Link to comment Share on other sites More sharing options...
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