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


KiloSwiss

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Please tell me what You want next:

Absolutely:

- Under water missions (we already have the gear to dive).

- Static AI spawns (defending a town/base You set up).

Would be nice:

- simultaneous Missions

- Roaming bandit groups

My own idea:

A mission, where you need to enter an "AI-base" and to reach a Highloot-Crate without getting spottet by the AI.

If they detect you, the Loot-Crate will despawn and you will only have the loot from the AI....

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Thanks for all Your suggestions so far.

@DirtySanchez

You have to replace the content of the init.sqf only.

Ah and You can now set markers on the Map in the editor and define them as "no spawn zones".

By default it is only the respawn area, but feel free to add new places where no missions spawn.

Greez Kilo

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@Nasdero

Follow the install instructions inside the readme.txt step by step and update Your init.sqf

It's really not that hard.

Greez KiloSwiss

 

Not that easy, cause I am using Taviana ;). But I solved it, didn't recognized, that you change the init also.

 

I would prefer that in that order :) :

- Static AI spawns (defending a town/base You set up).

- More/Dynamic missions (vehicles/convoys).

- Roaming bandit groups (2-4 units) randomly walking trough the forests.

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12:14:45 "Epoch: Init Compiles"
12:14:50 No owner
12:14:50 "#SEM: Start Simple Epoch Missions"
12:14:50 "#SEM DEBUG: WorldData get MapSize (0) for island "Panthera3" from config"
12:14:50 "#SEM DEBUG: World Data ("Panthera3" [0,[0,0,0]]) received, waiting for missions to start"
12:14:50 "#SEM DEBUG: Online players: 1"

The Missions don´t want to spwan °°

arma3server_2015-01-24_12-13-59.rpt.txt

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Works great.  Only "issue" is that missions start immediately on server startup if one player is connected.  Which is really ok, but it's nice to have a few minutes for players to get in the server and set before a mission begins.

 

I have the same problem and also one mission starts as soon as the previous one has been won or timed out, I'm also running VEMF as well so would be nice to spread the time out a bit and also make the mission time a little longer, say 30 minutes instead of 15 as a mission will end if you start engaging them and then the 15 minute timer runs out.

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Just ignore these people.

If they ignore the advice in the Post, the name "EXPERIMENTAL" (which is obviously not meant for beginners) and don't read what is written inside the readme.txt, they don't deserve any form of support from our side.

My advice to everyone that can't read:

Better host a BF server, or simply stick to playing A3 and let the others host servers You can then play on.

And the argument about "everyone has to start at somd point" or "everyone was once a beginner" does not count here, because there are tons of other missions/mods where beginners can learn how to be an admin and add/edit mods/scripts besides the ALPHA (Read it again: ALPHA) release of EPOCH.

@Xatu

I really thought I fixed this issue.

Excuse me but goddamn that annoys me.

Can You please use the old fn_getWorldData.sqf with the fixes from the posts a few pages ago (meaning the one You used with v0.7.1) and report back if it works with the new v0.8

I really need to install Tavi and Bornholm and finally fix this issue for the stable release of v0.8

Greez KiloSwiss

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Just ignore these people.

If they ignore the advice in the Post, the name "EXPERIMENTAL" (which is obviously not meant for beginners) and don't read what is written inside the readme.txt, they don't deserve any form of support from our side.

 

 

Thanks Jox & Buddy, and Kilo i did read the readme but it does state above the debug option "DO NOT EDIT BELOW THIS LINE!"  so there you go, i do read the read me's and also follow instructions but when something says "DO NOT EDIT BELOW THIS LINE!" it does confuse things slightly.

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Still working flawless. The players love the new AI activity, these missions rock!!

 

Just throwing this out there as an idea.

 

I played on an Arma 2 server a little while back that had AI hunt you pretty much as soon as you spawned. You new it cause they used the radio channel to target the "survivor" and they would use your in game name. Like "survivor cyncrwler spotted, eliminate the threat" and then if or when you were able to hide from their line of sight, they would call on the radio they lost site, and to break off pursuit. Was some serious fun I thought. They also had both roaming bandits and heros, and they would engage each other at times, which was really cool.

 

Also, a roaming bandit helicopter is the ultimate in scary, really keeps you on your toes!

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Did you read this. so be warned if You want to use v0.8 on Your public Server and make sure You set "SEM_debug" from "true" to "false" inside the file initMissions.sqf if You do so!

page: 32

 

No because its not on the read me file........

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No because its not on the read me file........

Experimental versions are ALWAYS set to debug=true. Kilo has stated this from the beginning. Like he said earlier, if you don't understand how to do some basic editing of files, just use the current stable release, and wait for this version to become full release, and then update.

 

And as always, read, read, and read some more. The answer is always out there!

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Static AI points would be awesome.  Having the option to have them spawn at random from an array of previously chosen coords would be the ideal way to do it so you don't have 100 units on the map at once.

Roaming AI would be great too, but that's on the "want" list instead of a must.

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