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VEMF - Vampire's Epoch Mission Framework


TheVampire

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The normal radio doesn't spawn at all in Epoch, just EpochRadio0 in loot, or the higher ones as craftables. Why would you want to add something that doesn't exist in the mod?

 

Lots of us are having to use Armaholic scripts for vanilla arma 3 to get the functionality that hasn't made it to Epoch.  But I get your point.  I'm cool either way.  

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I know it's unrelated to current development targets but is it possible in the future to add some static positions spawning as well?

 

I'd like to be able to define areas of the map that are generally AI controlled with a set respawn timer, so players can clear the area for a time but then they come back and retake it. What would be optimal is them spawning a couple of hundred meters out of town (like a findsafepos) then a waypoint being set on the centre of town 100m wide and told to fortify or patrol that area, so they don't just stand there.

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I know it's unrelated to current development targets but is it possible in the future to add some static positions spawning as well?

 

I'd like to be able to define areas of the map that are generally AI controlled with a set respawn timer, so players can clear the area for a time but then they come back and retake it. What would be optimal is them spawning a couple of hundred meters out of town (like a findsafepos) then a waypoint being set on the centre of town 100m wide and told to fortify or patrol that area, so they don't just stand there.

 

Ooh awesome idea :D

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Hey together....    :D

 

Vampire i have a Problem with This Code Change it to the Same Like my Welcome Messages, but at the Second Mission spawns i become a Error Message like, Custom fonds does not support, change to ARMA Standard.
Its an font from your Picture Vampire, whats the Problem ?

 

And since 1.0.0c with same config no Crate spawn and you can stay in front of a AI, they doesnt react on me or an other Player.

I changed the Group 3 to 12 to test but it spawn only 4 AI Soldiers in 1.0.0b i have 13 AI Soldiers with many Firepower... does we have a Group Limit ? 

Text:

//Vampire Mission Framework

"VEMFChatMsg" addPublicVariableEventHandler {
[
[
[((_this select 1) select 0),"align = 'center' size = '0.85' font=PuristaBold' color = '#FF8E13'],
["","
"],
[((_this select 1) select 1),"align = 'center' size = '0.75' font=PuristaMedium' color = '#FF8E13']
]
] spawn BIS_fnc_typeText2;
VEMFChatMsg = nil;
};

 

Changed box:

// Load Random Loot Amount


for "_i" from 1 to ((floor(random 25)) + 25) do {

 

changed File in Mission pbo.

/*


Vampire's Epoch Mission Framework Config by Vampire

If you paid for this script, they are breaking the license terms.
If you paid to have this installed, I suggest you get a refund.

VEMF: https://github.com/SMVampire/VEMF
*/

///////////////////////////////////////////////////////////////////
/* Mission Config */
///////////////////////////////////////////////////////////////////
// VEMF Debug Settings:
// Creates a lot of RPT Entries, turn off after debugging
VEMFDebugLocs = false;
VEMFDebugAI = false;
VEMFDebugFunc = false;

// AI Group Count per City
// Default is 3 Groups
VEMFGroupCnt = 3;

// Punish Players who Run Over AI?
// Causes 10% Vehicle Damage per AI Runover
VEMFPunishRunover = true;

// Dynamic Crate Loot?
// Blacklist Still Applies
VEMFDynCrate = false;

// Crate Loot List
// (DynCrate must be off)
VEMFLootList = [
"ItemSodaOrangeSherbet",
"ItemSodaPurple",
"ItemSodaMocha",
"ItemSodaBurst",
"SnakeCarcass_EPOCH",
"RabbitCarcass_EPOCH",
"ChickenCarcass_EPOCH",
"GoatCarcass_EPOCH",
"SheepCarcass_EPOCH",
"CinderBlocks",
"MortarBucket",
"ItemScraps",
"ChainSaw",
"VehicleRepairLg",
"Hatchet",
"MultiGun",
"EnergyPackLg",
"Heal_EPOCH",
"Defib_EPOCH",
"Repair_EPOCH",
"MeleeSledge",
"lighter_epoch",
"VehicleRepair",
"ItemMixOil",
"jerrycan_epoch"
];

// Blacklist Crate Loot
VEMFCrateBlacklist = [
""
];

// Min & Max Mission Times (Will Be Made Better)
// Time is in Minutes
// Min Must Be Less Than Max
VEMFMinMissTime = 5;
VEMFMaxMissTime = 25;

// Timeout (No Players Near)
// Time in minutes
VEMFTimeoutTime = 20;

// Enable Timeout?
// In false waits forever
VEMFTimeout = true;

// Announce to Last Killer or to Near Players?
// Distance in Meters. 0 for Last Killer option.
VEMFMissEndAnn = 0;

// Mission Name Array
VEMFMissionArray = ["DynamicTownInvasion"];

// Custom Addon Array (Don't Touch Unless You're Positive)
// What is your addon script name?
// Example: Caves.sqf
VEMFAddon = [""];

// Blacklist Zone Array -- missions will not spawn in these areas
// format: [[x,y,z],radius]
// Ex: [[06325,07807,0],300] //Starry Sobor
VEMFBlacklistZones = [
[[15414.311,0,15828.374],300],
[[20940.137,23.681946,16036.816],300],
[[14002.125,25.387854,18659.4],300]
];

///////////////////////////////////////////////////////////////////
/* AI Config */
///////////////////////////////////////////////////////////////////

// Generate Dynamic Weapon List?
// If True WeaponLists Below Ignored
// Recommended to Use With Blacklist
VEMFDynWeapons = false;

// Required Kill Percentage
// Example 0.80 (80%)
VEMFRequiredKillPercent = 1.0;

// Blacklisted Weapons
VEMFWepBlack = [
"ChainSaw",
"Hatchet",
"speargun_epoch",
"MultiGun",
"m107Tan_EPOCH",
"m107_EPOCH",
"srifle_GM6_F",
"srifle_LRR_F"
];

// AI Headgear Array
// 39-70, 74-92, Festives
VEMFHeadgearList = [
"H_4_EPOCH",
"H_5_EPOCH",
"H_11_EPOCH",
"H_19_EPOCH",
"H_40_EPOCH",
"H_50_EPOCH",
"H_64_EPOCH"
];

// AI Uniform Array
VEMFUniformList = [
"U_OG_Guerilla1_1",
"U_OG_Guerilla2_1",
"U_OG_Guerilla2_3",
"U_OG_Guerilla3_1",
"U_OG_Guerilla3_2",
"U_OG_leader",
"U_C_Poor_1",
"U_C_WorkerCoveralls",
"U_C_Journalist",
"U_CamoRed_uniform",
"U_CamoBrn_uniform",
"U_CamoBlue_uniform",
"U_Camo_uniform"
];

// AI Vest Array
VEMFVestList = [
"V_9",
"V_16",
"V_32",
"V_37",
"V_39"
];

// AI Rifle Array
VEMFRiflesList = [
"srifle_EBR_F",
"srifle_DMR_01_F",
"SMG_01_F",
"SMG_02_F",
"arifle_MXC_Black_F",
"LMG_Mk200_F",
"LMG_Zafir_F",
"arifle_MX_SW_Black_F",
"m249_EPOCH",
"m249Tan_EPOCH",
"m16_EPOCH",
"m16Red_EPOCH",
"M14Grn_EPOCH",
"m4a3_EPOCH",
"AKM_EPOCH"
];

// AI Pistol Array
VEMFPistolsList = [
"hgun_ACPC2_F",
"hgun_P07_F",
"hgun_Pistol_heavy_01_F"
];

/* ======== Do Not Modify Below ======== */
diag_log text format ["[VEMF]: Configuration File Loaded!"];
VEMFVersion = "1.0.0c-PreAlpha";

 

anithing wrong ?  :unsure:

 

- Text, i thinks its ok with the Hotfix Release to time, One Mission without any Errors...
- Box spawn again, have loot an the Message shows too... cool thanks, it works
- But the AI doesnt fight with me, no reaction... nothing, rund habby cross the Town   :blink:

 

regards,

DELTA

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Only came across one issue, on our Bornholm Server. One AI almost always glitches underneath the old A2 apartment buildings when VEMF picks a city with those apartments. Only way to clear the mission when this happens is to satchel the building.

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Only came across one issue, on our Bornholm Server. One AI almost always glitches underneath the old A2 apartment buildings when VEMF picks a city with those apartments. Only way to clear the mission when this happens is to satchel the building.

Actually we've seen a couple of issues where there's one AI in the floor of a building laying down and can't be killed, on Altis. Admin had to go in and kill him by laying down and teleporting into the floor or detonating the building.

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I experienced this yesterday as well.  AI glitched into the bottom floor of the A2 3-story apartment building.  Had to TP in there to kill him.  That's not a problem with VEMF specifically though I don't think.  Those buildings don't have all the proper geometry in all the right places.  

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I experienced this yesterday as well.  AI glitched into the bottom floor of the A2 3-story apartment building.  Had to TP in there to kill him.  That's not a problem with VEMF specifically though I don't think.  Those buildings don't have all the proper geometry in all the right places.  

 

If I can have some bad building classnames i'll blacklist them in my code in future versions.

 

VEMF uses building positions, and it's possible one of the positions is under the building. Most of the Arma 2 buildings had all their positions outside the buildings.

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If I can have some bad building classnames i'll blacklist them in my code in future versions.

 

VEMF uses building positions, and it's possible one of the positions is under the building. Most of the Arma 2 buildings had all their positions outside the buildings.

 

Land_Panelak

Land_Panelak2

 

Those are the 3 story and 5 story A2 apartment buildings respectively.  

 

To be clear, the issue isn't that AI are spawning under them.  They are roaming around outside and somehow glitch inside the building as they are wandering around.  It's probably because on the server level the unit doesn't "see" the building and thinks that there is a shorter path of travel through it, so the unit roams in and cannot get out and cannot be killed.  Not sure that's something you can fix but feel free to prove me wrong.  lol

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  • Richie unlocked this topic

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