Havoc302 Posted January 2, 2015 Report Share Posted January 2, 2015 ArmA Servers work like this: - Server starts and gets into a waiting state, called "creating". - First client connects and starts the Mission by pressing OK on the briefing screen. - Then The Server loads the missions init files, and all MOD config Entrys with the "postinit" flag (like my SEM). What you are demanding is already the normal behaviour and could've easily been checked by reading the servers logfile (.RPT) and watching the timestamps Hey KiloSwiss thanks for the reply, sorry I should have elaborated better, I meant after all players have logged out, so after the server has created. I could have probably looked through a few thousand lines of log to try to work it out or just asked here. Link to comment Share on other sites More sharing options...
Havoc302 Posted January 2, 2015 Report Share Posted January 2, 2015 On another note, I customised some of the missions, the supply convoy I made it so it looks like they were transporting a clone. You can kinda see why they crashed in this instance. "Well there's your problem" kinda comes to mind :P Pic KiloSwiss 1 Link to comment Share on other sites More sharing options...
KiloSwiss Posted January 2, 2015 Author Report Share Posted January 2, 2015 @second_coming and all the others, continuously asking for moving/roaming AI and convoy missions: I've now come to a point where I refuse to repeat myself over and over on every single page in this thread (see posts ) From now on, every request of moving AI and/or convoy missions will be flagged as spam! I'm not mad at anyone, but please do Yourself a favor and learn to read, before You ask the same questions over and over! I will implement these features (they were planned since the beginning) as soon as the Issue is fixed by BIS.Therefore it's in Your hands if You want convoys and moving AI: Read what I wrote in the first post (and repeatedin posts ) Klick the Link in the first post (and that I also postet several times in this thread). Register on the page. Vote the issue up. Wait for the BIS devs to fix the issue. Only 7 people have so far upvotet the issue in the ArmA Bugtracker (startet posting the link when there were 25 votes) and this after several hundret downloads of my SEM files...In fact, If i count the downloads of all versions I uploaded so far, there were way over 600 downloads.It seems You all don't care, so don't you dare asking me ever again about moving AI or convoy missions in this thread until I see (at least) a significant raise in upvotes on the specific issue! I meant after all players have logged out... Ah now I understand :) I can easily implement this, in fact I will right away put this on my Do-Do list. Have a nice Weekend Greez KiloSwiss Havoc302 and BrokenTwig 2 Link to comment Share on other sites More sharing options...
Major Khunt Posted January 2, 2015 Report Share Posted January 2, 2015 only 7 come on people ffs KiloSwiss 1 Link to comment Share on other sites More sharing options...
pr0dukt Posted January 2, 2015 Report Share Posted January 2, 2015 ArmA Servers work like this: Your link was broken, fixed it in the quote.To everyone demanding BE filter files: Learn to do it by Yourself (considering the mass of tutorials and examples out there, everyone can!), this tutorial will help You to understand it better: Someone without the basic knowledge about ArmA Servers should definitely NOT host a Early ALPHA MOD and try to customize it, at all! There are much easyer ways to learn how to edit the basic stuff in ArmA (open pbo containers, understand sqf syntax, add exceptions to Your BE filters etc.) than the EPOCH MOD in its current ALPHA state. Back then when I had my first (car) driving lession, I was not taking a seat in a F1 car, trying to compete with Michael Schumacher and started complaining that I don't know how to keep this wheeled rocket on the track. I was learning the theory first and then started driving with a normal car in a driving shool. Greez KiloSwiss Co-signed x100. KiloSwiss and Madbull 2 Link to comment Share on other sites More sharing options...
mayhemflee Posted January 2, 2015 Report Share Posted January 2, 2015 the missions work but now whenever me, or other admins attempt to spawn an item in from the spawn menu we get kicked off by publicvariable restriction #0. Link to comment Share on other sites More sharing options...
Richie Posted January 2, 2015 Report Share Posted January 2, 2015 the missions work but now whenever me, or other admins attempt to spawn an item in from the spawn menu we get kicked off by publicvariable restriction #0. Pubpicvariable.txt is not affected by this mission script, your error lies elsewhere. KiloSwiss 1 Link to comment Share on other sites More sharing options...
KingWub Posted January 2, 2015 Report Share Posted January 2, 2015 Kilo, Once again great work. I am working at implementing these missions on our server. We still have some of your scripts running on our Arma 2 Wasteland server. Thanks for your continually sophisticated work. wubbers Link to comment Share on other sites More sharing options...
KiloSwiss Posted January 2, 2015 Author Report Share Posted January 2, 2015 Hey KingWub, Your A2 WL server is still up?I took mine down last Year because the players lost interest and I had no time to administrate it any more.@mayhemfleeWhat Richie wrote.When You install the missions, You didn't had to change anything at the publicvariable.txt or the publicvariableval.txt, so I wonder how do You made up a connection of SEM to Your public variable kicks?Greez KiloSwiss Link to comment Share on other sites More sharing options...
chisel Posted January 2, 2015 Report Share Posted January 2, 2015 Everyone is so DEMANDING! ProtossMaster 1 Link to comment Share on other sites More sharing options...
pr0dukt Posted January 2, 2015 Report Share Posted January 2, 2015 I was one of those 25, for the record. I've wanted that fixed even before epoch. Though i do really think you all should take a few minutes out of your day to upvote that issue, since kilo has taken several hours out of many of his, to bring this release to the public so you all can enjoy it. It's really not asking all that much considering. Plus in reality, you're only helping yourself by doing it, since it will FURTHER progress the already awesome missions system we have in place. Do it. Major Khunt and KiloSwiss 2 Link to comment Share on other sites More sharing options...
second_coming Posted January 2, 2015 Report Share Posted January 2, 2015 I was one of those 25, for the record. I've wanted that fixed even before epoch. Though i do really think you all should take a few minutes out of your day to upvote that issue, since kilo has taken several hours out of many of his, to bring this release to the public so you all can enjoy it. It's really not asking all that much considering. Plus in reality, you're only helping yourself by doing it, since it will FURTHER progress the already awesome missions system we have in place. Do it. Already done it :) Link to comment Share on other sites More sharing options...
krom Posted January 2, 2015 Report Share Posted January 2, 2015 Though i do really think you all should take a few minutes out of your day to upvote that issue, since kilo has taken several hours out of many of his, to bring this release to the public so you all can enjoy it. Agreed. The missions are great and I greatly appreciate the effort that was put into them. KiloSwiss and RC_Robio 2 Link to comment Share on other sites More sharing options...
KiloSwiss Posted January 3, 2015 Author Report Share Posted January 3, 2015 Currently working on some small bandit camps: /Edit Pictures in the spoiler, because of retarded fullquotes Greez KiloSwiss cyncrwler and Richie 2 Link to comment Share on other sites More sharing options...
RC_Robio Posted January 3, 2015 Report Share Posted January 3, 2015 Nice work!! Please upvote as this will help tremendously in the long run. http://feedback.arma3.com/view.php?id=21800 cyncrwler, Major Khunt and KiloSwiss 3 Link to comment Share on other sites More sharing options...
second_coming Posted January 3, 2015 Report Share Posted January 3, 2015 Currently working on some small bandit camps: Greez KiloSwiss Very nice! KiloSwiss and RC_Robio 2 Link to comment Share on other sites More sharing options...
KiloSwiss Posted January 3, 2015 Author Report Share Posted January 3, 2015 Update v0.6 is now available for download in the first post. Changelog: - Added new Outposts for the bandit camp missions (see ) - Added new Option (minimum players required for mission start) «-- Smaller servers should change this to a lower number (default: 6)! - Added a 2 minutes delay upon server start until the mission script starts running and checking for players - Added a small advertisement (can be removed from the init.sqf) «-- Seriously, remove it if you don't like it! - Changed clientside AI visibility check «-- Please report clientside framedrops on larger server if they happen! - Changed crates/boxes loadout - Cleaned up some of the code No changes on the BE filters required if You are already running v0.5.1 (thanks Richie) Greez KiloSwiss unrealPANDA, iiroxas and Richie 3 Link to comment Share on other sites More sharing options...
reaperz73 Posted January 3, 2015 Report Share Posted January 3, 2015 download is still 0.5.1 Link to comment Share on other sites More sharing options...
reaperz73 Posted January 3, 2015 Report Share Posted January 3, 2015 never mind found it Link to comment Share on other sites More sharing options...
KiloSwiss Posted January 3, 2015 Author Report Share Posted January 3, 2015 Removed the old download because people can not read where it says "Download" ;) btw nice double post Tywin 1 Link to comment Share on other sites More sharing options...
Tobias Solem Posted January 3, 2015 Report Share Posted January 3, 2015 Kilo, I was thinking there should be some more random elements to these, both in terms of numbers and loot, and perhaps a secondary support group that spawns within visible range of group A, or something like that? I always liked to see groups fighting at a mission site against heavy forces only to realize that the loot they actually were fighting over were a crossbow and some arrows. One of my favourites was ofc. reinforcements getting dropped in by parachute. But that wouldn't be doable until BIS fixes that damn move AI-thingymabob, I suppose. :/ KiloSwiss 1 Link to comment Share on other sites More sharing options...
chisel Posted January 3, 2015 Report Share Posted January 3, 2015 btw nice double post Scripter moonlighting as a forum mod? Lighten up huh? Man your script work is great, but you could work a bit on personality... Link to comment Share on other sites More sharing options...
Richie Posted January 3, 2015 Report Share Posted January 3, 2015 KiloSwiss, have the BE filters changed on this update ? Also thanks for the work. Scripter moonlighting as a forum mod? Lighten up huh? Man your script work is great, but you could work a bit on personality... The thing about releasing work is all the support you have to give it, if people don't read or look properly then i'd get grumpy, I think he's done well so far, you read the replies to this thread ? :lol: Link to comment Share on other sites More sharing options...
KiloSwiss Posted January 3, 2015 Author Report Share Posted January 3, 2015 I was thinking there should be some more random elements to these, both in terms of numbers and loot... The AI already has a slightly randomized number and the loot too, but I see what you aim for. You are free to edit the loot by Yourself and if others demand the same as You I am willing to implement/change it in one of my future releases. In fact I don't like that the AI currently drops so much nice gear (weapons, vests, etc.). 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. One of my favourites was ofc. reinforcements getting dropped in by parachute. But that wouldn't be doable until BIS fixes that damn move AI-thingymabob, I suppose. :/ That would actually be doable, because the AI does not need to move when they are paradropped. @Richie No changes on the BE filters from v0.5.1 to v0.6 Should've mentioned it in my post, but I will eventually mention it in the changelog if there are any new or changed exceptions for the BE filters. @chisel If You have something to say to me personally, You can send me a PM or start a thread in the OT section of the Forum. Now please stay on topic in my thread, where I have all the right to point out the obvious stupidity in the behaviour of some users. What I demand is not hard to achieve, in fact these things should be common sense for everyone registering in a public forum: No doubleposts (use edit instead) No fullquotes (especially long posts and when Your post is a directly following post) Read at least the first post of the thread and use the search function before You ask something already answered Don't use multiple question and exclamation marks. Take Your time to write a readable post Write in full sentences Use proper grammar (or at least try, like I do) All common sense to many users here, why not for everyone? (this is a rhetorical question, don't answer)Greez from the arrogant, thinks he is something better, wannabe mod KiloSwiss that should work on his personality (according to some random forum user) btw. I don't take this so serious as it seems, I actually have my fun posting here in these forums, e.g look what I've done to the guy who fully quoted my post with pictures in it :) And I have many Years of experience as a forum moderator in a active board. Tywin, Darth_Rogue, Richie and 4 others 7 Link to comment Share on other sites More sharing options...
nishma Posted January 3, 2015 Report Share Posted January 3, 2015 hello kilo ,. quick question for you . Static guns at missions like a .50 cal for the ai to use , is that possible ? and maybe a small mine field around the mission to prevent people just driving in a squishing the ai ? mine field would dissapear upon mission completion . just a idea . KiloSwiss 1 Link to comment Share on other sites More sharing options...
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