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


KiloSwiss

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Someone already wrote me the idea of a minefield but I forgot to add it on my To-Do list, thanks for the reminder.

I think it's a good idea to keep people away from roadkilling the AI.

 

Static guns are possible, of course.

 

I will look what's the best way to implement these two things, along with the other changes from my To-Do list.

 

Greez KiloSwiss

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Loving the new bandit camps you integrated in. Keep on keepin' on. =)

 

 

One idea that may be cool for down the road - a Hostage situation mission. Civilians guarded by bandits in one of these camps. The less hostages (civis in some kind of cage or fence) die in the cross fire or outright killed by the bandits, the better the loot yield at the end. Something along those lines. Would really encourage some tactics. I know this may difficult as you'd have to setFriend then unset it to get the Ai to hurt the Hostages, and then stop hurting them. lol but maybe eventually something we could put on paper.

 

 

Cheers.

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Hi Kilo,

 

thanks for the great mission system; I have a quick question:

 

is it possible to have the mission not despawn if a player engaged AIs or is within a defined range? (like 800 meters). I think I saw this feature in another (most likely Arma2) mission system.

 

Sorry if you already implemented in the latest release, but as per 0.5.1 I had a mission despawn while I were doing it.

 

Thanks!

 

-Michel

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@KiloSwiss

 

I got around the battleye set damage kick by changing the the bottom of the init.sqf (client)

if(toLower worldName in ["chernarus","chernarus_summer"])then{
private ["_randomobject1","_randomobject2"]
	_randomobject2 = ([4654.62,9593.63,0] nearestObject 145259);
	_randomobject2 setDamage 1;
	_randomobject1 = ([4654.62,9593.63,0] nearestObject 145260);
	_randomobject1 setDamage 1;
	
};

Then creating filters for the set damage

!="_randomobject2  setDamage 1;" !="_randomobject1 setDamage 1;"

and

for scripts txt line

7 setDamage !="_randomobject2 setDamage 1;" !="_randomobject1 setDamage 1;"

Or I just simply broke the script. I know you noted that a fresh install fixed your issue, however that wasn't my remedy.

 

Very well written script :) Will keep those advertisements running.

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I had 0.4 working find and decided to upgrade to the new version. Instead of running it from the @sem folder in the root of my server I have opted to run it from my "@epochhive/addons/" folder. I have copied the Chernarus init.sqf and added the two simple scripts I am using:

 

  Reveal hidden contents

 

Now I am getting this error 1000 times in my .RPT and AI missions arent running:

Bad conversion: bool

Not sure what I have done wrong. All the BE filters are in and nobody is getting kicked.

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I get that error too.  But I thought it was part of Epoch.  Been getting that for quite a while.  But when I look back through some of my old logs before we ran AI it doesn't have any of that.  Interesting.....  Any ideas, Kilo?

 

Everything runs alright as far as that goes.  But I admit that it's quite annoying to have to sift through over 2000 lines of that bool crap.  lol

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The several hundret lines filled with "Bad conversion: bool" are not caused by my script.

Remove the sem.pbo and start the server, this annoying "error" is still cluttering the RPT log.

@Tricks

Your init.sqf looks good.

Do You have any errors showing up in the servers RPT Logfile?

Does it possibly say that the Mission script waits for more players?

@ProtossMaster

I had the misterious kicks after the update from EPOCH v0.2.5.1 to v0.2.5.2 and a wipe of the server, followed by a clean install fixed the problem.

Even removing the lines with setdamage from the init.sqf did not help so I decided to do a fresh install with the v2.0.5.2.

The EPOCH MOD is a early Alpha, server admins should consider to wipe their install and do a clean one from time to time e.g. on updates.

btw

You forgot a ";" after the private Array ;)

Greez KiloSwiss

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so mr swiss i know your a busy guy and just wanna say loving the missions now they great for the server!!!!

 

ill ask nicely cause i know your a busy person with all these requests.

 

any chance u could give us a custom spawn section at some point so then we could make a ai city on our servers this would be very nice 

 

ty for your work mate

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ya static ai spawns mate

we can add them to any place on map for example by putting the cords in the files and they will spawn there and stay there untill killed.

they will respawn at every restart. just so we can add a ai city to the map

 

already made my ai city just dont have ai in there and no boxes in there yet :)

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@Kilo

 

The new outposts are bad ass!  SEM just keeps getting better. :)

 

I wondered if there is a way to associate a bounty for each mission AI kill? Say for example, 100 krypto for each kill? That would give players more incentive to do the missions besides the loot at the mission site. Make it a toggle that can be turned on or off by the server operators. We did that with humanity on the A2 Epoch servers. I think it was DZAI that had a parameter toggle that awarded humanity to the player for each mission AI kill.

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  On 1/4/2015 at 12:06 PM, KiloSwiss said:

The several hundret lines filled with "Bad conversion: bool" are not caused by my script.

Remove the sem.pbo and start the server, this annoying "error" is still cluttering the RPT log.

@Tricks

Your init.sqf looks good.

Do You have any errors showing up in the servers RPT Logfile?

Does it possibly say that the Mission script waits for more players?

@ProtossMaster

I had the misterious kicks after the update from EPOCH v0.2.5.1 to v0.2.5.2 and a wipe of the server, followed by a clean install fixed the problem.

Even removing the lines with setdamage from the init.sqf did not help so I decided to do a fresh install with the v2.0.5.2.

The EPOCH MOD is a early Alpha, server admins should consider to wipe their install and do a clean one from time to time e.g. on updates.

btw

You forgot a ";" after the private Array ;)

Greez KiloSwiss

 

Hey KiloSwiss,

 

I can't find whats not working, I have gone over this whole .RPT. Kilo, mind having a look?

 

  Reveal hidden contents

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Open the RPT in Notepad++ and search for "#sem"

13:34:23 "#SEM: Waiting for players (/6)"
The Missions won't start unless there are at least 6 players online (it's mentioned in the changelog, inside the readme.txt and ).

It should then start the timer (time between missions) and write the following into the RPT log:

"#SEM DEBUG: Starting next Mission"
You can change the setting for min. players from 6 to 1 in the file initMissions.sqf and then re-pack the file into the sem.pbo.

btw.

There is a "bug" in initMissions.sqf

Line 49 should look like this:

diag_log format ["#SEM: Waiting for players (%1/%2)", playersNumber civilian, _minPlayers];
You can fix it manually or wait for the next update, since it is nothing gamebraking, only the log is affected by this.

Greez KiloSwiss

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KiloSwiss said, "On my To-Do List for the next release is to implement an option to make the AI remove all weapons and gear when they are killed, so only the loot inside the crates and boxes is left."

 

Please make this the option not the default :-)

 

Love your work thanks for it all!

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  On 1/4/2015 at 5:05 AM, ProtossMaster said:

@KiloSwiss

 

I got around the battleye set damage kick by changing the the bottom of the init.sqf (client)

if(toLower worldName in ["chernarus","chernarus_summer"])then{
private ["_randomobject1","_randomobject2"]
	_randomobject2 = ([4654.62,9593.63,0] nearestObject 145259);
	_randomobject2 setDamage 1;
	_randomobject1 = ([4654.62,9593.63,0] nearestObject 145260);
	_randomobject1 setDamage 1;
	
};

Then creating filters for the set damage

!="_randomobject2  setDamage 1;" !="_randomobject1 setDamage 1;"

and

for scripts txt line

7 setDamage !="_randomobject2 setDamage 1;" !="_randomobject1 setDamage 1;"

Or I just simply broke the script. I know you noted that a fresh install fixed your issue, however that wasn't my remedy.

 

Very well written script :) Will keep those advertisements running.

 

 

This doesn't work btw.  Players were still getting the setdamage restriction.  I added this exception to my setdamage.txt :  !="1.000000 1:-1478172821" !="1.000000 1:-1478172820"  Fixed.  

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