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#SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test

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SEM - Simple Epoch Missions by KiloSwiss

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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?
- Magic

How 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-Missions

I 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

 

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

 

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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

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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];

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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 Kits

Upload 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

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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

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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!

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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!

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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?

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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

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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!

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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!!

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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

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