happysan Posted December 28, 2014 Report Share Posted December 28, 2014 Thanks for working on this! Link to comment Share on other sites More sharing options...
BFranek Posted December 28, 2014 Report Share Posted December 28, 2014 This is awsome to see .Cant wait Link to comment Share on other sites More sharing options...
Gen0cide Posted December 29, 2014 Report Share Posted December 29, 2014 You da man! Link to comment Share on other sites More sharing options...
.:rmc:. Posted December 29, 2014 Report Share Posted December 29, 2014 sounds fun! looking forward to that Link to comment Share on other sites More sharing options...
pr0dukt Posted December 30, 2014 Report Share Posted December 30, 2014 Really looking forward to seeing this one in action. Keep fighting the good fight bro. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted December 30, 2014 Report Share Posted December 30, 2014 Eagerly awaiting release. ;) Link to comment Share on other sites More sharing options...
TheVampire Posted December 30, 2014 Author Report Share Posted December 30, 2014 Had to rewrite the unit caching system to work how I needed it to with missions and unit spawning. The caching system and missions should run fine when I hook them up now. All that should be left is small things like unit loadouts. Vehicles will be pushed off until after the initial release since the town invasion script won't be spawning any vehicles. I still need to write how the player gets rewarded after a mission. Here's a question. How would you like the AI Loadouts to work? Here's a few options. 1. Dynamic Loadouts from the Loot Tables? 2. Large Arrays of Weapons/Items like DZMS? 3. An Infinite amount of "Solder Loadouts" you create for example: Loadout1 = [vest,bag,headgear,goggles,primaryArray,secondaryArray,assignedItems,InventoryItems]; Loadout2 = etc Also would you prefer rewards based on the lootable, or defined reward arrays? Link to comment Share on other sites More sharing options...
Darth_Rogue Posted December 30, 2014 Report Share Posted December 30, 2014 I'd like to see all units have random, dynamic loadouts based off the Epoch loot table. That way you never know for sure what you're going to be going up against when you roll up on a mission. Plus if you base it off the Epoch loot table then there shouldn't be any issues with BE kicks when players pick up weapons with random attachments already on them (big problem with other current AI packs). It should be the same approach for loot crates. Have it be random and dynamic, but also in line with the risk of the mission. Greater risk should equal greater reward. happydayz, _LR_KevsNoTrev and Biohorror 3 Link to comment Share on other sites More sharing options...
Havoc302 Posted December 30, 2014 Report Share Posted December 30, 2014 Had to rewrite the unit caching system to work how I needed it to with missions and unit spawning. The caching system and missions should run fine when I hook them up now. All that should be left is small things like unit loadouts. Vehicles will be pushed off until after the initial release since the town invasion script won't be spawning any vehicles. I still need to write how the player gets rewarded after a mission. Here's a question. How would you like the AI Loadouts to work? Here's a few options. 1. Dynamic Loadouts from the Loot Tables? 2. Large Arrays of Weapons/Items like DZMS? 3. An Infinite amount of "Solder Loadouts" you create for example: Loadout1 = [vest,bag,headgear,goggles,primaryArray,secondaryArray,assignedItems,InventoryItems]; Loadout2 = etc Also would you prefer rewards based on the lootable, or defined reward arrays? How hard it is to make it optional to pick between them? So we can choose to customize them ourselves or be lazy and have it pulled from the spawn list. Link to comment Share on other sites More sharing options...
Biohorror Posted December 30, 2014 Report Share Posted December 30, 2014 I agree with Darth_Rogue. Random/Dynamic - no knowing is good. I would also like to see some defense against those going in and just running over AI. Don't know the solution though as a launcher isn't EPOCH standard gear. Link to comment Share on other sites More sharing options...
Havoc302 Posted December 30, 2014 Report Share Posted December 30, 2014 I agree with Darth_Rogue. Random/Dynamic - no knowing is good. I would also like to see some defense against those going in and just running over AI. Don't know the solution though as a launcher isn't EPOCH standard gear. I've seen in the simple mission system I have in now that when you rock up in an armoured vehicle like a hunter they'll still engage it with under-barrel grenade launchers. A few of those and your vehicle knows about it. Link to comment Share on other sites More sharing options...
TheVampire Posted December 30, 2014 Author Report Share Posted December 30, 2014 How hard it is to make it optional to pick between them? So we can choose to customize them ourselves or be lazy and have it pulled from the spawn list. I can make it have both options, which I would have probably done in the end to make everyone happy. Looks like for the first version they will use loot table weapons, which is how I wanted to do it anyways. ;) Shiz, Fyz1kz, DamianL and 2 others 5 Link to comment Share on other sites More sharing options...
manoul Posted December 31, 2014 Report Share Posted December 31, 2014 hey this looks pretty easy to install .. but im a bit noob ,then id like to know where do i send exactly the initServer.sqf file.. ty Link to comment Share on other sites More sharing options...
Major Khunt Posted December 31, 2014 Report Share Posted December 31, 2014 its a work in progress atm, so its not finished. Link to comment Share on other sites More sharing options...
manoul Posted December 31, 2014 Report Share Posted December 31, 2014 ok thx Link to comment Share on other sites More sharing options...
Shiz Posted December 31, 2014 Report Share Posted December 31, 2014 Vamp I was wondering if maybe you could create a mission where two Ai units fucking duke it out ? You can watch who wins and then engage the remaining Ai, or just jump in and have a battle royal! Is that possible? that would be pretty impressive. (I think) Link to comment Share on other sites More sharing options...
Fyz1kz Posted December 31, 2014 Report Share Posted December 31, 2014 I can make it have both options, which I would have probably done in the end to make everyone happy. Looks like for the first version they will use loot table weapons, which is how I wanted to do it anyways. ;) Cannot wait, keep up the great work as its very much appreciated ;) All the best in the New Year! Link to comment Share on other sites More sharing options...
_LR_KevsNoTrev Posted December 31, 2014 Report Share Posted December 31, 2014 I can make it have both options, which I would have probably done in the end to make everyone happy. Looks like for the first version they will use loot table weapons, which is how I wanted to do it anyways. ;) Is there any way you can do this like the Epoch Mod has done and all we need to do is edit an .hpp file. It saves a lot of editing of pbo's to change a value in the future. looking forward to this. Link to comment Share on other sites More sharing options...
TheVampire Posted December 31, 2014 Author Report Share Posted December 31, 2014 Is there any way you can do this like the Epoch Mod has done and all we need to do is edit an .hpp file. It saves a lot of editing of pbo's to change a value in the future. looking forward to this. The hpp file would still be inside a pbo, so I'm not sure how that would help. When I do add a config for the weapons and loot I'll do it like I am the normal mission config. You can either edit the one already in the PBO, or put a copy in your mission.pbo and edit that one instead. Link to comment Share on other sites More sharing options...
_LR_KevsNoTrev Posted January 1, 2015 Report Share Posted January 1, 2015 yeah I get that, but you can refer to the hpp file from outside he pbo as well, it will jsut sit in the @mod folder instead. My understanding of this: execvm "File.sqf" - in mission pbo execvm "folder\file.sqf" - in folder in mission pbo execvm "\folder\file.sqf" - will check the mission pbo and if not found will then check the server folder structure for matching path\filename Either way will work, just thinking of options. Link to comment Share on other sites More sharing options...
Diceman Posted January 1, 2015 Report Share Posted January 1, 2015 ETA? Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 1, 2015 Report Share Posted January 1, 2015 Soon™ Link to comment Share on other sites More sharing options...
TheVampire Posted January 1, 2015 Author Report Share Posted January 1, 2015 Video of the AI Dynamic Loadouts coming soon. Drunkie, oSoDirty, Darth_Rogue and 2 others 5 Link to comment Share on other sites More sharing options...
tylerjohnson Posted January 1, 2015 Report Share Posted January 1, 2015 can't wait Link to comment Share on other sites More sharing options...
DamianL Posted January 2, 2015 Report Share Posted January 2, 2015 We're all really looking forward to this. Thanks for sharing this with us Vampire. :) Link to comment Share on other sites More sharing options...