LunatikCH Posted December 28, 2014 Report Share Posted December 28, 2014 Thanks for the information Kilo :) Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 28, 2014 Author Report Share Posted December 28, 2014 PLease re-download again, I forgot to add the new exceptions You have to add into the createvehicle.txt, otherwise You will get kicked when the AI uses the rocket launcher.I'm off for today, have fun with the fixed version.@RichieThat's a good idea, I will do this later.A beer or two are always good :)Greez KiloSwiss Link to comment Share on other sites More sharing options...
Tobias Solem Posted December 28, 2014 Report Share Posted December 28, 2014 Any way you could somehow make the AI smarter and coordinate a bit better? I'm running this on my test server, and they tend to stick to one location and barely react/use cover, but just die one by one as I pick them off.I liked the Arma 2 AI where they were in groups and one group would flank, and use cover, etc. Link to comment Share on other sites More sharing options...
Havoc302 Posted December 28, 2014 Report Share Posted December 28, 2014 Any way you could somehow make the AI smarter and coordinate a bit better? I'm running this on my test server, and they tend to stick to one location and barely react/use cover, but just die one by one as I pick them off. I liked the Arma 2 AI where they were in groups and one group would flank, and use cover, etc. The reason for that is most of the A2 systems leveraged the UPSMON AI system or other existing ARMA AI systems which had some brain. It'd be nice if this AI could leverage the AI brain the drone spawned AI use. Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 28, 2014 Author Report Share Posted December 28, 2014 I already wrote the scripts for the AI to react smarter, but they do not follow any move command after their owner has changed from the server to one of the clients. Please read to understand where the problem lies and don't forget to vote the linked issue up. The only solution would be to let the client spawn the AI, which would cause other problems with clients moving away from the mission (and getting lesser position updates from the server) or disconnecting while the mission is still running. The best solution would be, to run the entire scripts on a headless client, but this is not suitable for most users who have rented a dedicated server. Greez KiloSwiss Link to comment Share on other sites More sharing options...
1Man Posted December 28, 2014 Report Share Posted December 28, 2014 PLease re-download again, I forgot to add the new exceptions You have to add into the createvehicle.txt, otherwise You will get kicked when the AI uses the rocket launcher. I'm off for today, have fun with the fixed version. @Richie That's a good idea, I will do this later. A beer or two are always good :) Greez KiloSwiss I take it this one "launch_RPG32_F" Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 28, 2014 Author Report Share Posted December 28, 2014 Nope, it's both types of ammunition for this launcher. But good guess, You were close ;) Link to comment Share on other sites More sharing options...
1Man Posted December 29, 2014 Report Share Posted December 29, 2014 Nope, it's both types of ammunition for this launcher. But good guess, You were close ;) !="R_PG32V_F" !="R_TBG32V_F" Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 29, 2014 Author Report Share Posted December 29, 2014 Read the instructions in the readme.txt all BE filter exceptions for both scripts.txt and createvehicle.txt are mentioned there. Greez KiloSwiss Link to comment Share on other sites More sharing options...
Tobias Solem Posted December 29, 2014 Report Share Posted December 29, 2014 I already wrote the scripts for the AI to react smarter, but they do not follow any move command after their owner has changed from the server to one of the clients. Please read to understand where the problem lies and don't forget to vote the linked issue up. The only solution would be to let the client spawn the AI, which would cause other problems with clients moving away from the mission (and getting lesser position updates from the server) or disconnecting while the mission is still running. The best solution would be, to run the entire scripts on a headless client, but this is not suitable for most users who have rented a dedicated server. Greez KiloSwiss I upvoted it Mr. Monocle! Link to comment Share on other sites More sharing options...
LaggedToDeath Posted December 29, 2014 Report Share Posted December 29, 2014 is there anyway to have the mission notification not clash with Epoch Debug ? arjona00 1 Link to comment Share on other sites More sharing options...
Psygomin Posted December 29, 2014 Report Share Posted December 29, 2014 i cant even load into my server with out getting kicked for script restriction #20. looking thru my other addons to make sure its not them i followed instructions to the T. had the other 2 versions running no problem... k got it fixed had an error in line 21 of my scripts.txt a few times. but got it sorted. thanks for the script we love it Ducky 1 Link to comment Share on other sites More sharing options...
Gen0cide Posted December 29, 2014 Report Share Posted December 29, 2014 Ok everything working perfectly but when I shoot the AI with the rocket launcher I get this, "kicked by BattlEye: AddWeaponCargo Restriction #0." I added the BE filters in the scripts.txt and createvehicle.txt so what did I miss? Thanks in advance! Link to comment Share on other sites More sharing options...
MadHatter05 Posted December 29, 2014 Report Share Posted December 29, 2014 Would you kindly provide what you have changed within the addweaponcargo.txt file. I keep getting quite a few kicks on my server for players who pick up the weapons with scopes and such that drop at the missions. Link to comment Share on other sites More sharing options...
cyncrwler Posted December 29, 2014 Report Share Posted December 29, 2014 What I had to do was go into my addweaponcargo.log find the offending weapon, then add it to the addWeaponCargo.txt with !="offendingweaponname" like that, then restart Same with createVehicle.log and .txt Other than these few kicks, everything is working great! Link to comment Share on other sites More sharing options...
Havoc302 Posted December 29, 2014 Report Share Posted December 29, 2014 Is there going to be roaming and vehicle / air patrol AI added eventually? I can do static as it is by calling the mission systems spawnAI function directly but I'd really love to get patrols in areas working and vehicles or aircraft in missions. Link to comment Share on other sites More sharing options...
MadHatter05 Posted December 29, 2014 Report Share Posted December 29, 2014 How do you remove the AT AI in v0.3a or is there a way to make it so players can't pick up the RPGs. I was able to just now after killing all the AI and running up to the mission Link to comment Share on other sites More sharing options...
Gen0cide Posted December 29, 2014 Report Share Posted December 29, 2014 Yea same problem.... Everything is working great except the fact the AT weapons are not deleting themselves so every mission spawn players are getting an AT launcher with 2 refills. Anyway make the server interesting until we have an update thanks for your work KiloSwiss! :D Link to comment Share on other sites More sharing options...
MadHatter05 Posted December 29, 2014 Report Share Posted December 29, 2014 Your exception added to line 21 of the scripts.txt is incorrect. I am currently trying to fix it. 29.12.2014 03:25:25: MadHatter (IP.HERE) GUIDHERE- #20 "(_this select 0) execVM "\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"" someone blew up a chopper and it caused the server to go into a skynet script #20 kick spree Link to comment Share on other sites More sharing options...
Fenners Posted December 29, 2014 Report Share Posted December 29, 2014 I have been looking into a way to disable the use of the AT weapons when dropped by Ai but cannot figure the script to use, maybe you can utilise the the following script command?: removePrimaryWeaponItem Also can there be a notification to show that the mission has been Won/Failed and show players who have done so. (even better show: "Player 1 Completed mission "Bandit Camp" And killed 4 Bandits") But just want to say keep up the good work! Cannot wait for the added features!! Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 29, 2014 Author Report Share Posted December 29, 2014 Sorry for any havoc I created on Your server I will now focus on fixing the following problems before adding new features: - Fix AT launcher not being removed when the AI is killed - Fix BE script restriction kick when the Heli blows up - Fix addWeaponCargo/addWeaponCargoGlobal BE kicks when picking up weapons I only added weapons from the MODs config files and Wiki page, so I thought those are already added to the exceptions in the official BE filters, but seems they have to be added manually. After that i can add some "mission complete" or "mission failed" notifications. @Havoc302 Please read post #30, post #55 and also see what I wrote in the first post of this thread, when You open the very first spoiler (before the download appears). Greez KiloSwiss Link to comment Share on other sites More sharing options...
EL BARTO Posted December 29, 2014 Report Share Posted December 29, 2014 Thx Kilo...that would be really great Link to comment Share on other sites More sharing options...
Sporny Posted December 29, 2014 Report Share Posted December 29, 2014 Is it possible to make them harder? Link to comment Share on other sites More sharing options...
Richie Posted December 29, 2014 Report Share Posted December 29, 2014 Is it possible to make them harder? Change their skill level, 0.1 being retarded and 1.0 being assasins, most are already 0.8 but are limited by the ArmA engine, upvote This for better Ai Link to comment Share on other sites More sharing options...
martuk66 Posted December 29, 2014 Report Share Posted December 29, 2014 Is anyone else getting kicked for SetDamage Restriction #0? - it only seems to happen after the server's restarted and a player joins, second time joining it's okay. Any clues as to what the cause may be would be helpful. I did follow the mission installation by the letter with no other scripts or addons installed (AiA Chernarus). Nice work btw! :) Link to comment Share on other sites More sharing options...
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