Eugene Posted December 10, 2014 Report Share Posted December 10, 2014 to spawn serverside AI you neded just: примерно делаем так: ..... http://epochmod.ru/forum/index.php?/topic/135-kak-zastavit-bota-ne-ischezat-posle-spavna-na-m/ // 14400000 = 60 sec * 60 min * 4 hours * 1000 ticks its prevent AI to despawn on server side along 4 hours (till usual restart period) enjoy drsubo 1 Link to comment Share on other sites More sharing options...
Havoc302 Posted December 10, 2014 Report Share Posted December 10, 2014 Got to say, I love how locking it down essentially forced innovation to work around the Epoch limitations. Thanks for posting a mission system. Looking forward to messing around with it and seeing what it can do. Link to comment Share on other sites More sharing options...
drsubo Posted December 10, 2014 Report Share Posted December 10, 2014 to spawn serverside AI you neded just: примерно делаем так:..... http://epochmod.ru/forum/index.php?/topic/135-kak-zastavit-bota-ne-ischezat-posle-spavna-na-m/ // 14400000 = 60 sec * 60 min * 4 hours * 1000 ticks its prevent AI to despawn on server side along 4 hours (till usual restart period)enjoynice thanks for sharing im testing right now Link to comment Share on other sites More sharing options...
Eugene Posted December 10, 2014 Report Share Posted December 10, 2014 but AI still made no damage :( Link to comment Share on other sites More sharing options...
drsubo Posted December 10, 2014 Report Share Posted December 10, 2014 yup I realize that if you die and spawn back again on your second life they work perfect damage and all just first life they don't do damage not sure why ima look into it Link to comment Share on other sites More sharing options...
HosteD Posted December 10, 2014 Report Share Posted December 10, 2014 but AI still made no damage :( :lol: :lol: :lol: :lol: Link to comment Share on other sites More sharing options...
atomares Posted December 10, 2014 Report Share Posted December 10, 2014 i've running a Server with BEC and deleted the "execVM" Part (Line 21) but still get "Script Restriction 32" when the markers will be set :/ Link to comment Share on other sites More sharing options...
Creep Posted December 10, 2014 Report Share Posted December 10, 2014 if you dunno how to.. then dont do it.. Link to comment Share on other sites More sharing options...
atomares Posted December 10, 2014 Report Share Posted December 10, 2014 it's done with the added lines ;) now and it works fine also combined with the treasure hunt and ai missions :) Creep es ist nicht so das ich das zum ersten mal mache (mit alis life zieht man sich viele stunden arbeit auf :P) ^^ dachte aber das die Fehlermeldungen etwas aussagekräftiger sind :) aber wenn jemand das so angibt mit zeile 21 dann tu ich das auch grad mal so ;) (natürlich mit saves) Link to comment Share on other sites More sharing options...
Creep Posted December 10, 2014 Report Share Posted December 10, 2014 Never delete battleyefilters... Edit them and add missing exceptions... Tywin 1 Link to comment Share on other sites More sharing options...
lazik_s Posted December 10, 2014 Report Share Posted December 10, 2014 I dont know what and where to add. There is no how to here so I just renamed scripts.txt and missions working just fine. Same I was with admin tools.. etc. Link to comment Share on other sites More sharing options...
This is WAR Posted December 10, 2014 Report Share Posted December 10, 2014 If you getting scripterror 32 you need to modify line 33 not 21 ccc Link to comment Share on other sites More sharing options...
lazik_s Posted December 10, 2014 Report Share Posted December 10, 2014 If you getting scripterror 32 you need to modify line 33 not 21 ccc As I said "modify line 33 not 21" ist just a hint. What to edit? What add/delete in this line? Link to comment Share on other sites More sharing options...
This is WAR Posted December 10, 2014 Report Share Posted December 10, 2014 just for a test ... rename your script.txt and put an empty script.txt to know which line .. script error number = line +1 in script.txt in be folder you have also a script.log that should give you a hint what to enter as filter As I said "modify line 33 not 21" ist just a hint. What to edit? What add/delete in this line? don´t know ... i am not using this script - check your logs ... and then : try to get the filter working empty the line or put instead 7 a 1 in first position ( / = kick / 1= only log) lasik_s : when you have no clue what you are doing - then don´t do that - working with no script.txt open your server for all kind of hacks and scripts. At least you should wait until a "final&confirmed" version is out instead openening your server and using prealphascripts ... Link to comment Share on other sites More sharing options...
lazik_s Posted December 10, 2014 Report Share Posted December 10, 2014 @This is WAR nice try but my server is whitelisted :P I dont need even battleeye :P Link to comment Share on other sites More sharing options...
This is WAR Posted December 10, 2014 Report Share Posted December 10, 2014 hehe - me too ;) ok .. ... when you are getting a scriptrestriction .. just delete (or put 1 instead 7 for log instead of kick) the linenumber +1 in script.txt for a workaround until someone has the right syntax ;) Link to comment Share on other sites More sharing options...
Saltzman Posted December 10, 2014 Report Share Posted December 10, 2014 This is a client side script that will cause MAJOR lag. Only fix for this is to reduce the amount of AI per client. Also AI respawn over and over again. I wouldn't recommend using this mission system. However thanks for sharing it. ZENITHOVMAN 1 Link to comment Share on other sites More sharing options...
RedBreath Posted December 11, 2014 Author Report Share Posted December 11, 2014 This is a client side script that will cause MAJOR lag. Only fix for this is to reduce the amount of AI per client. Also AI respawn over and over again. I wouldn't recommend using this mission system. However thanks for sharing it. Yes lag happens Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted December 11, 2014 Report Share Posted December 11, 2014 Hello All, I can confirm that this mission system works fine if you have little to no population ingame. If you have more than 10 players ingame you will see significant reductions in FPS and dsync_val. I ran this Miss Sys on my test_bed with 10 players and it's unplayable even after reducing AI numbers to just 3 per mission. I personally think HC is the way to progress with this until .pbo access is achievable. STENCH happydayz 1 Link to comment Share on other sites More sharing options...
Saltzman Posted December 11, 2014 Report Share Posted December 11, 2014 Or recode this SERVER side Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted December 11, 2014 Report Share Posted December 11, 2014 Or recode this SERVER side Totally agree with you on this^^ Just tested HC, works flawlessly getting 70 FPS with 35 players ingame. Time to tweek and create! Big Thanks to Hogscaper for his Tutorial and OP for Mission System however , I think in regards to the Mission Template > We can do better than this! New WIP. STENCH Link to comment Share on other sites More sharing options...
horbin Posted December 11, 2014 Report Share Posted December 11, 2014 With the time and effort put in by the Dev's, running AI on the server (outside of what they build), would be a crime. HC is the solution. Actually based upon the size of Altis, a 'multiple HC' will be the solution. Lower your player limit to 80, add 4 HC's and things will get very interesting :) Link to comment Share on other sites More sharing options...
Saltzman Posted December 11, 2014 Report Share Posted December 11, 2014 With the time and effort put in by the Dev's, running AI on the server (outside of what they build), would be a crime. HC is the solution. HC is not the solution. If the missions were done correctly in the first place. Bandaging another bandage is not the way to go. Also there is little do to keep players interested is why people want missions. Has nothing to with lack of respect to the DEVS. Rethink about what your saying here. Link to comment Share on other sites More sharing options...
horbin Posted December 11, 2014 Report Share Posted December 11, 2014 100 players on a single thread, add AI to a a map in support of 100 players = server death. Unless you enjoy playing at 2-15fps ;) I understand the Devs are focusing on OPTIMIZING the server to support a 100 player base, and I believe in finding solutions that don't defeat their efforts. They are not doing it so someone can run a server that supports 10 people because of sloppy/lazy coding. That is what I am saying. I am sure it will be done, but the current 'epoch2 code mirrors' I am seeing will only take us down the path of low performance servers again. On another note, if you think using an HC is a bandage...well maybe I just wasted a few minutes typing. Link to comment Share on other sites More sharing options...
Saltzman Posted December 11, 2014 Report Share Posted December 11, 2014 well maybe I just wasted a few minutes typing. So lets think about this. This particular script is mission side which put alot of stress client side. Your saying the answer to this is to put HC in to fix the problem. In this case using HC to solve this is a bandage, rather than writing this to work server side. In turn would most likely fix the lag issue. Why do you think DZMS and WAI are written server side? To be cute? :P Link to comment Share on other sites More sharing options...
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