KiloSwiss Posted December 26, 2014 Report Share Posted December 26, 2014 SEM - Simple Epoch Missions by KiloSwiss This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License What is SEM? - A simple AI mission script, nothing fancy, just some static random mission with AI and some loot.Wow great Idea! - No, this was buildt upon the original work from drsubo, which was shared in this thread How does it work? - MagicHow do I install it? - There is a readme.txt file inside the download, read it carefully and do the installation step-by-step!What is currently included/what are the features? - Static AI missions (only one mission at the time). - Every mission has a box with loot (more AI equals better loot). - Missions will eventually time out if no player is nearby.What will be implemented in the next versions? - More missions (AI take over towns, vehicles, convoys, etc.). - New outposts, maybe a maze would be funny, who knows. - HC support (only if enough admins ask for that). - Suggest your idea in this thread, I'm open for new ideas!Where can I download it? - The newest Version is always available on GitHub: https://github.com/KiloSwiss/Simple-Epoch-MissionsI have a question can I write You a PM? - NO! I give support only here in this thread. Any PM with questions/asking for support will be ignored, NO EXCEPTIONS! Also check the previous/old thread to see if Your question has been answered before: Do You want something for this? - No, this script is free to use, edit and share for anyone out there (SEM is published under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License).Altough, if You like to donate me something for my work, any kind of donation is well appreciated. Here are some PayPal donation Links: $ £ €Choose Your currency and the amount You would like to donate Many thanks in advance to everyone who donates!For those having issues adding exceptions to their BE filters: See here which lines inside the scripts.txt needs to be changed: LINK (scripts.txt) And read this thread to understand more about BE filters and adding exceptions: Have fun Greez KiloSwiss Spoiler sem_v0.8.3_test.zip Edit: This Addon / Script has an update to stay compatible to EpochMod. All credits for the core will stay on @KiloSwiss The updated version can be found here:https://github.com/Ignatz-HeMan/SEM MPG-DarkKnight, ispan55, teamcrisiz and 33 others 36 Link to comment Share on other sites More sharing options...
tylerjohnson Posted December 26, 2014 Report Share Posted December 26, 2014 Thanks KiloSwiss everything works great. I did have an issue when I remove a weapon from the crate , everything else include items from the crate works great. AddWeaponCargo Restriction #0 #0 "srifle_GM6_SOS_F" 0:0 Sasha-ff 1 Link to comment Share on other sites More sharing options...
KingRaymond795 Posted December 26, 2014 Report Share Posted December 26, 2014 Hi Tyler, I had the same issue - process I followed: 1. Check AddWeaponCargo.txt for the restrictive weapon 2. At the end of the line add !="restrictive weapon here" OR Change the 7 (or) at the beginning of the line to a 1 Link to comment Share on other sites More sharing options...
1Man Posted December 26, 2014 Report Share Posted December 26, 2014 Probably a weapon with a scope best to either add exception to BE or edit the crate items so you don't have to make the exception KiloSwiss 1 Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 26, 2014 Author Report Share Posted December 26, 2014 The loot inside the crates will be updated tomorrow. If needed, some updated BE filters will then be provided with the new download. Please be patient and inform Your players or remove the specific items/weapons from the file "fn_crateLoadout.sqf" by Yourself. IMPORTANT: Don't change the 7 to 1, this is like cutting off the hands of BattlEye and expecting it to work like it did before! Always add exceptions to the filters or (in this case) teporary remove the items/weapons from the loot that spawns. Have fun Greez KiloSwiss Link to comment Share on other sites More sharing options...
MadHatter05 Posted December 26, 2014 Report Share Posted December 26, 2014 Fixed the threads Kilo. :) KiloSwiss 1 Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 26, 2014 Author Report Share Posted December 26, 2014 Hey MadHatter, long not seen, thanks You very much (and You fixed my post too XD).Glad to see you and the BMRF servers are still around btw. Link to comment Share on other sites More sharing options...
Cheese149 Posted December 26, 2014 Report Share Posted December 26, 2014 Hi KiloSwiss, i'm having some issues with the Ai mission as to when i add more crates with different items they dont work and spawn nothing when the mission is done and all ai are killed. this is the text i have put in. Many thanks Cheese case 7:{ //Building Parts _crate additemcargoGlobal ["PartPlankPack", 20]; _crate additemcargoGlobal ["FirstAidKit", 4]; _crate additemcargoGlobal ["CinderBlocks", 30]; _crate additemcargoGlobal ["ChainSaw", 2]; _crate additemcargoGlobal ["ItemMixOil", 2]; _crate additemcargoGlobal ["jerrycan_epoch", 2]; _crate additemcargoGlobal ["ItemCorrugatedLg", 6]; _crate additemcargoGlobal ["MortarBucket", 16]; _crate additemcargoGlobal ["ItemCorrugated", 10]; _crate addbackpackcargoGlobal ["B_Carryall_cbr", 1]; }; case 8:{ //Building Kits _crate additemcargoGlobal ["KitCinderWall", 8]; _crate additemcargoGlobal ["FirstAidKit", 4]; _crate additemcargoGlobal ["KitWoodFloor", 8]; _crate additemcargoGlobal ["ChainSaw", 2]; _crate additemcargoGlobal ["ItemMixOil", 2]; _crate additemcargoGlobal ["jerrycan_epoch", 2]; _crate additemcargoGlobal ["KitWoodStairs", 2]; _crate additemcargoGlobal ["KitStudWall", 8]; _crate additemcargoGlobal ["KitFoundation", 8]; _crate addbackpackcargoGlobal ["B_Carryall_cbr", 1]; Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 26, 2014 Author Report Share Posted December 26, 2014 What errors are shown in the servers RPT Logfile?How do You call the loadout?This would be the right way to add specific loot to the crates:[_box1,7] call EM_fnc_crateLoadout; //Building Parts[_box1,8] call EM_fnc_crateLoadout; //Building KitsUpload Your RPT log and all files You edited (pack them in one *.zip container) and I will have a closer look at this.Greez KiloSwiss Link to comment Share on other sites More sharing options...
Diceman Posted December 27, 2014 Report Share Posted December 27, 2014 I have tried to install this on cherno and all it does is not load my server it gets stuck on the map screen. updated fixed. Link to comment Share on other sites More sharing options...
Major Khunt Posted December 27, 2014 Report Share Posted December 27, 2014 i have it working on chernarus following the instructions, only issue is the one mentioned above getting kicked lifting weapons with scopes. great work Kilo :) Link to comment Share on other sites More sharing options...
PAfreakFlorian Posted December 27, 2014 Report Share Posted December 27, 2014 ***IMPORTANT*** If you use the clothing from the bots, there is space for items.This is a problem! Link to comment Share on other sites More sharing options...
pr0dukt Posted December 27, 2014 Report Share Posted December 27, 2014 Very nice additions and fixes to AI roaming. Kudos. I did have an initial issue with the first mission on server restart not loading it's global hint properly, but it seemed to sort it self out. Link to comment Share on other sites More sharing options...
reaperz73 Posted December 27, 2014 Report Share Posted December 27, 2014 Hi KiloSwiss, i'm having some issues with the Ai mission as to when i add more crates with different items they dont work and spawn nothing when the mission is done and all ai are killed. this is the text i have put in. Many thanks Cheese case 7:{ //Building Parts _crate additemcargoGlobal ["PartPlankPack", 20]; _crate additemcargoGlobal ["FirstAidKit", 4]; _crate additemcargoGlobal ["CinderBlocks", 30]; _crate additemcargoGlobal ["ChainSaw", 2]; _crate additemcargoGlobal ["ItemMixOil", 2]; _crate additemcargoGlobal ["jerrycan_epoch", 2]; _crate additemcargoGlobal ["ItemCorrugatedLg", 6]; _crate additemcargoGlobal ["MortarBucket", 16]; _crate additemcargoGlobal ["ItemCorrugated", 10]; _crate addbackpackcargoGlobal ["B_Carryall_cbr", 1]; }; case 8:{ //Building Kits _crate additemcargoGlobal ["KitCinderWall", 8]; _crate additemcargoGlobal ["FirstAidKit", 4]; _crate additemcargoGlobal ["KitWoodFloor", 8]; _crate additemcargoGlobal ["ChainSaw", 2]; _crate additemcargoGlobal ["ItemMixOil", 2]; _crate additemcargoGlobal ["jerrycan_epoch", 2]; _crate additemcargoGlobal ["KitWoodStairs", 2]; _crate additemcargoGlobal ["KitStudWall", 8]; _crate additemcargoGlobal ["KitFoundation", 8]; _crate addbackpackcargoGlobal ["B_Carryall_cbr", 1]; You are missing }; at the end Link to comment Share on other sites More sharing options...
chisel Posted December 27, 2014 Report Share Posted December 27, 2014 Thanks for this. Super easy to install and it worked first time; zero issues I can see other than the clothes from the ai having gear capacity as mentioned above ~ not a deal breaker for me by any means. Thanks again! Link to comment Share on other sites More sharing options...
EL BARTO Posted December 27, 2014 Report Share Posted December 27, 2014 Nice work...everything is running without problems...thx a lot B) Link to comment Share on other sites More sharing options...
Tricks Posted December 27, 2014 Report Share Posted December 27, 2014 Dedicated only.... :( Link to comment Share on other sites More sharing options...
cyncrwler Posted December 27, 2014 Report Share Posted December 27, 2014 Works great on our server. The AI definitely stay within their boundary, but even when fired upon they won't leave. I guess their is always a price to be had. Sure would be nice to be able to fine tune these soldiers so they can be very lethal, even at longer distances. As of now, they don't really seem all that scary. But... The mission system works fantastic, low lag, clean up is great. Nicely done. Thank you! Link to comment Share on other sites More sharing options...
Richie Posted December 27, 2014 Report Share Posted December 27, 2014 I love the grenade launcher guys, need more snipers though, players can pick them off from a safe distance. Link to comment Share on other sites More sharing options...
RRP47 Posted December 27, 2014 Report Share Posted December 27, 2014 anyone else having the issue that the AI simply won't engage unless you're on top of them? Even after shooting one in the center of the group they just kinda stand there, or go prone and crawl. How can I make them more aggressive/responsive? Link to comment Share on other sites More sharing options...
cyncrwler Posted December 27, 2014 Report Share Posted December 27, 2014 anyone else having the issue that the AI simply won't engage unless you're on top of them? Even after shooting one in the center of the group they just kinda stand there, or go prone and crawl. How can I make them more aggressive/responsive? Yes, I have noticed. They huddle together pretty closely. They don't seem to want to look for cover either, or engage when fired upon. They definitely fire in the right direction, but won't leave their little circle :P Link to comment Share on other sites More sharing options...
Humpabry Posted December 27, 2014 Report Share Posted December 27, 2014 also i have a little question man...love the script really brings entertainment to server but any chance u could script for 1 ai to spawn and have a launcher and for it to fire at vehicles wen people try run over ai? see people running ai over at missions now just makes it too easy! Link to comment Share on other sites More sharing options...
DangerClose Posted December 27, 2014 Report Share Posted December 27, 2014 Works like a charm on my current server - Many thanks for releasing this. I have to agree with the other comments, the AI do tend to play sitting ducks lol. I'm sure this will all be ironed out in future releases though! +1 for the AI with launcher, at least it protects them from being run over and could potentially be used against incoming heli's too. Looking forward to the next releases!! Link to comment Share on other sites More sharing options...
Tobias Solem Posted December 27, 2014 Report Share Posted December 27, 2014 A friend of mine who plays Wasteland says the AI there is excellent.Perhaps there's hope for good AI after all? Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 27, 2014 Author Report Share Posted December 27, 2014 All Your feedback is well appreciated, and I'm working the Missions to fix most of the issues reportet so far.I will add an option to have AI with RL to protect them from vehicles, thanks for this Idea *thumbsup*But currently I'm working on making the AI less dumb, meaning that they react more to their environment and possible threads.Please be patient, the next update includes a lot of changes and code improvements and therefore needs some more time until release.Greez KiloSwiss Humpabry 1 Link to comment Share on other sites More sharing options...
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