horbin Posted January 24, 2015 Report Share Posted January 24, 2015 The performance is a side benefit. Run the HC for the ease of managing AI encounters. Link to comment Share on other sites More sharing options...
Brinik Posted January 24, 2015 Report Share Posted January 24, 2015 Hello I have a problem spawn of the task almost as the other and finally how to thank you? Link to comment Share on other sites More sharing options...
Xatu Posted January 24, 2015 Report Share Posted January 24, 2015 buddy74 This is just a dialog from a addon made by Leigham that we testet.... it´s not on the server just the dialog that i forget to delete. I don´t fuck with any script i just follow what Kilo says ^^ btw 7.1 runs perfect with that dialog ;) Link to comment Share on other sites More sharing options...
Talib Posted January 24, 2015 Report Share Posted January 24, 2015 hi, @SEM V8 works very well. ^_^ There is only one problem: once the mission ended everything disappears after 30 seconds (box, weapon, all) thank you for your relentless work Link to comment Share on other sites More sharing options...
phenomax Posted January 24, 2015 Report Share Posted January 24, 2015 Hey! Nice job Kilo. 0.8 ist working like a charm, but there is one problem: Missions are spawning in intervals of 8-20 minutes. In the config we left the default values. _minimumPlayers = 1; // Minimum number of online players for missions to spawn _minMissionTime = 20; // Minimum minutes between missions _maxMissionTime = 35; // Maximum minutes between missions _missionCleanup = -1; // Minutes after a mission finished where all mission objects (including AI) will be deleted (0 or -1 equals never). _markerTimeoutS = 45; // Time (in seconds) until marker is deleted after mission ending successfully. RPT (Server) 18:01:43 C:\ArmA3\A3Master\@sem\addons\sem.pbo - unknown 18:01:43 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 18:01:43 @sem | @sem | false | GAME DIR | da39a3ee5e6b4b0d3255bfef95601890afd80709 | C:\ArmA3\A3Master\@sem 18:01:43 @mas | @mas | false | GAME DIR | 81349e536c803ead5020d0bf9c60943885890086 | C:\ArmA3\A3Master\@mas 18:01:43 @epochhive | @epochhive | false | GAME DIR | 44a080bb4adc97bc2a902a3e170b3f8569999ee3 | C:\ArmA3\A3Master\@epochhive 18:01:43 Epoch Mod 0.2.5.2 | @Epoch | false | GAME DIR | 53fc63ce99675ccbee06cebcf6f0f1fcff21f2a2 | C:\ArmA3\A3Master\@Epoch 18:01:43 Arma 3 DLC Bundle | dlcbundle | true | NOT FOUND | | 18:01:43 Arma 3 Helicopters | heli | true | GAME DIR | da39a3ee5e6b4b0d3255bfef95601890afd80709 | C:\ArmA3\A3Master\heli 18:01:43 Arma 3 Karts | kart | true | GAME DIR | 4da0718ca3022069a71bc17a510099b1e65ff97b | C:\ArmA3\A3Master\kart 18:01:43 Arma 3 Zeus | curator | true | GAME DIR | e77e063da6fae90d1a76d68a876f875832649d08 | C:\ArmA3\A3Master\curator 18:01:43 Arma 3 | A3 | true | NOT FOUND | | 18:01:43 ========================================================================================================================================================================================================== 18:02:39 "#SEM: Start Simple Epoch Missions" 18:02:51 "#SEM DEBUG: WorldData get MapSize (30720) for island "Altis" from config" 18:02:51 "#SEM DEBUG: World Data ("Altis" [30720,[15360,15360,0]]) received, waiting for missions to start" 18:02:51 "#SEM DEBUG: Online players: 2" 18:05:39 "#SEM DEBUG: previous mission pos: 1 [[17283.3,15323.1,0]]" 18:05:39 "#SEM: Running Mission 1 "Plane Crashsite" at Position [17283.3,15323.1,0]" 18:05:41 "#SEM: Spawned 9 units at position [17283.3,15323.1,0]" 8:15:58 "#SEM: Mission "Plane Crashsite" finished" 18:15:58 "#SEM DEBUG: Online players: 27" 18:16:18 "#SEM: AI moving stopped - Remaining AIs: (0/0)" 18:17:59 "#SEM DEBUG: previous mission pos: 2 [[17283.3,15323.1,0],[10911.3,8038.43,0]]" 18:17:59 "#SEM: Running Mission 2 "Strange Device" at Position [10911.3,8038.43,0]" 18:17:59 "DEBUG: lootContainer 67f1dd00# 1820744: coffee_table.p3d REMOTE" 18:17:59 "DEBUG SPAWN LOOT IN VEH: TableProxy_EPOCH Food ItemSodaPurple type:magazine" 18:17:59 "DEBUG SPAWN LOOT IN VEH: TableProxy_EPOCH Hand ItemScraps type:magazine" 18:17:59 Client: Object 54:8 (type Type_88) not found. 18:17:59 Client: Object 54:8 (type Type_89) not found. 18:17:59 Client: Object 54:9 (type Type_88) not found. 18:17:59 Client: Object 54:9 (type Type_89) not found. 18:18:00 "#SEM: Spawned 6 units at position [10911.3,8038.43,0]" 18:25:58 "#SEM: AI moving stopped - Remaining AIs: (0/4)" 18:25:59 "#SEM: Mission "Strange Device" finished" 18:25:59 "#SEM DEBUG: Online players: 33" Sadly the mission is also marked as "Mission failed" after some minutes, although we set missionCleanup to -1 Any ideas? Greetz Link to comment Share on other sites More sharing options...
KiloSwiss Posted January 24, 2015 Author Report Share Posted January 24, 2015 ... the new v0.8 EXPERIMENTAL can now be downloaded from GitHub. I call it experimental because I changed a lot of things and only did a quick check if the missions spawn and no errors are showing up in the logfiles, but I did no playtest, 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! Important part:...make sure You set "SEM_debug" from "true" to "false" inside the file "initMissions.sqf"! SEM_debug = true; /* Debug settings: - Missions time out after 10min - Minimum players is set to 0 - Time between missions is 30sec - Mission clean up happens after 2min - More events and additional data is logged */ @phenomax The Mission timeout is NOT set with "_missionCleanup", read the comment/description carefully. @Xatu Would You kindly send me Your epoch.Panthera3.pbo so I can do some tests on my server? You can remove the init.sqf and any other custom scripts, I only need a working mission.sqm for this island.I'm currently downloading the island Taviana, hopefully it's the right version... Panthera, I meant Panthera not Taviana! Greez KiloSwiss Darth_Rogue 1 Link to comment Share on other sites More sharing options...
jox Posted January 24, 2015 Report Share Posted January 24, 2015 hey Kilo seen the floating tube you mentioned, just to let you know its still there not that big a deal since its arma lol there's worse things like trying to open an blimin gate, lol Link to comment Share on other sites More sharing options...
KiloSwiss Posted January 24, 2015 Author Report Share Posted January 24, 2015 Thanks jox, even thou it's not what I want to hear, Your feedback is well appreciated.Now I have to find a new fix for this, but first I get SEM working on Tavi and Bornholm :) Link to comment Share on other sites More sharing options...
Fog Horn Posted January 24, 2015 Report Share Posted January 24, 2015 Hello I have a problem spawn of the task almost as the other and finally how to thank you? $ £ € ;) I hope this was helpful KiloSwiss 1 Link to comment Share on other sites More sharing options...
SadBoy1981 Posted January 24, 2015 Report Share Posted January 24, 2015 Not sure where is problem, rpt dont show any error but if i add lates mission my other custom pbp wont work also vehicles blowing up, test it few times with mission and without. After add mission blow up about 50% vehicles in player bases, and my custom bases wont spawn, if delete mission everything is cool. All this month people say to me that when they driving or just want to use some vehicle, sometimes vehicles blowing up. I was trying to finf out from where this bug comming. Looks like it come from this mission or together with somethig else ( Link to comment Share on other sites More sharing options...
phenomax Posted January 24, 2015 Report Share Posted January 24, 2015 @Kilo I know it's an experimental release. Just wanted to give u feedback. Important part:...make sure You set "SEM_debug" from "true" to "false" inside the file "initMissions.sqf"! Thank you. Sadly i skipped over it :/ I'm very sorry. Greez Edit: // DO NOT EDIT BELOW THIS LINE! //############################################## This made me skip the lines under it. :) Link to comment Share on other sites More sharing options...
SadBoy1981 Posted January 24, 2015 Report Share Posted January 24, 2015 posted twice, sorry. Link to comment Share on other sites More sharing options...
KiloSwiss Posted January 24, 2015 Author Report Share Posted January 24, 2015 @SadBoy1981Exploding vehicles have been reportet in this forum and elsewhere and are caused by other factors than what SEM does.SEM does not influence the damage handling of vehicles, nor does it have anything to do with the source of the blowing up vehicles, because this is something completely different.I guess it has to do with enableSimulation which changes from false to true if a player is near and vehicles changing owner once a player gets in, but this is just a wild guess.Wait for the epoch devs. to bring out a fix for this.Greez KiloSwiss Link to comment Share on other sites More sharing options...
Xatu Posted January 24, 2015 Report Share Posted January 24, 2015 @KiloSwiss #done Link to comment Share on other sites More sharing options...
Brinik Posted January 24, 2015 Report Share Posted January 24, 2015 Thank you :) Link to comment Share on other sites More sharing options...
phenomax Posted January 24, 2015 Report Share Posted January 24, 2015 Just another idea came up to me: - Reduce playerDamage to the AI Mostly fighting against AI's is based on sniping them away. If they would not die one shot it's harder to hit them twice and you have to get closer to them. Link to comment Share on other sites More sharing options...
SadBoy1981 Posted January 24, 2015 Report Share Posted January 24, 2015 @SadBoy1981 Exploding vehicles have been reportet in this forum and elsewhere and are caused by other factors than what SEM does. SEM does not influence the damage handling of vehicles, nor does it have anything to do with the source of the blowing up vehicles, because this is something completely different. I guess it has to do with enableSimulation which changes from false to true if a player is near and vehicles changing owner once a player gets in, but this is just a wild guess. Wait for the epoch devs. to bring out a fix for this. Greez KiloSwiss Yep i know about this bug, but why they blow up after restart when mission are installed and dont when i remove mission. I try it more then 10 times and all the time is the same, with mission they blow up, without dont Link to comment Share on other sites More sharing options...
Humpabry Posted January 24, 2015 Report Share Posted January 24, 2015 Please tell me what You want next: - More/Dynamic missions (vehicles/convoys). - More outposts. - Static AI spawns (defending a town/base You set up). - Roaming bandit groups (2-4 units) randomly walking trough the forests. - Under water missions (we already have the gear to dive). - Your own idea?! staic ai pleaseeee :D Link to comment Share on other sites More sharing options...
KiloSwiss Posted January 24, 2015 Author Report Share Posted January 24, 2015 @XatuReplace the file "fn_getWorldData.sqf" with the one, attached to my post.Greez KiloSwissfn_getWorldData.zip Xatu 1 Link to comment Share on other sites More sharing options...
Xatu Posted January 24, 2015 Report Share Posted January 24, 2015 Aaaaaaannnnnnnnnnnnnnnd it works <3 ty Kilo for you're awesome support <3 and with a edit tutorial my dream come true :P KiloSwiss 1 Link to comment Share on other sites More sharing options...
Talib Posted January 24, 2015 Report Share Posted January 24, 2015 hi, there is a problem with the marker, there are the nothing and my state (helicrash ...) thank you :huh: Link to comment Share on other sites More sharing options...
KiloSwiss Posted January 24, 2015 Author Report Share Posted January 24, 2015 @Xatu Finally! :) I will push the update tomorrow to github. @Talib Use the new init.sqf Link to comment Share on other sites More sharing options...
cyncrwler Posted January 25, 2015 Report Share Posted January 25, 2015 Did I mention how awesome this new experimental version is??? Love the new missionMarker too, loving how the mission is just in the marker area somewhere, and not dead in the center. The AI are extremely lethal, and completely engaging. They take cover, flank. Oh, and the bandit camp that is the maze, that is just incredible. This rocks!! KiloSwiss 1 Link to comment Share on other sites More sharing options...
pr0dukt Posted January 25, 2015 Report Share Posted January 25, 2015 I do like the new grid offset mission markers kilo, much better than the prior. However, my only complaint, or rather the only complaint I've received, is that if a player isn't on when the global hint displays to announce which mission is occurring, there is no way to tell from looking at the marker anymore. I suggest possibly adding simplified mission names to the markers, just for identification purposes. All in all though, some very nice additions and better functionality from the AI. loving the work you're putting out as always bro. Keep it up. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted January 25, 2015 Report Share Posted January 25, 2015 Deleted. Posted in the wrong thread. Link to comment Share on other sites More sharing options...
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