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


KiloSwiss

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@Meloen
Adding new missions for the second/parallel running missions thread, is the next thing I will do.

Water and under water missions will follow after that.

Roaming AI, patrols and stuff can be spawned by using one of the other AI addons, I will focus on more and interesting missions with SEM.

@BetterDeadThanZed
If you need any further assistance or better insights in the code, feel free to send me a PM (I usually don't answer PMs).
Meeting on a TS or Skype could be an option too, but I believe our different timezones will be a ploblem there.

 

Greez KiloSwiss

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I cannot find this:

 

Step 4.
    IMPORTANT: If You use infiSTAR AntiHack change the following setting from "true" to "false":
    /* Check Local Markers */ _CLM = false; /* true or false */

 

What file am I looking for that contains this info? The server owner installed it not me.

 

EDIT:

 

Also the missions do not have a marker, notify when mission spawned or completed.

 

Is this to do with the above Step 4 question I had?

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«If You use infiSTAR AntiHack»

Do You use infis AH on your server?

 

"<infiSTAR.de> +++PlayerConnected:

 

Yup...not my choice. I'm helping a friend out and he bought it for his server.

 

Its not on my server.

 

We haven't updated SEM yet...kinda used his as a test server lol

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Ok removed and added previous version to friends server - that works for him.

 

 

Installed latest version to my server (no infinistar).

 

18:32:14 "#SEM: Running Mission 1 "Strange Device" at Position [9066.08,18891.4,0]"
18:32:16 "#SEM: Spawned 7 units at position [9066.08,18891.4,0]"
18:32:16 "#SEM: Mission AI waiting for their first encounter"
 
Mission spawns. AI there, No markers or notification box top right corner like previous versions. The AI do respond etc as if mission was normal. Just no markers or notifications.
 
And since installing the status bar previously working...vanished.
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Getting errors since I changed the skins and headgear. Here's some errors from my logs:

 

http://pastebin.com/4gDT26Un

http://pastebin.com/9chr4rZC

 

Here's the iniform section I am using:

_Umale = ["U_OG_Guerilla1_1","U_OG_Guerilla2_1","U_OG_Guerilla2_3","U_OG_Guerilla3_1","U_OG_Guerilla3_2"];

_Ufemale = ["U_OG_Guerilla1_1","U_OG_Guerilla2_1","U_OG_Guerilla2_3","U_OG_Guerilla3_1","U_OG_Guerilla3_2"];

_Uguer = ["U_OG_Guerilla1_1","U_OG_Guerilla2_1","U_OG_Guerilla2_3","U_OG_Guerilla3_1","U_OG_Guerilla3_2"];

_Uciv = ["U_OG_Guerilla1_1","U_OG_Guerilla2_1","U_OG_Guerilla2_3","U_OG_Guerilla3_1","U_OG_Guerilla3_2"];
		
_Ukart = ["U_OG_Guerilla1_1","U_OG_Guerilla2_1","U_OG_Guerilla2_3","U_OG_Guerilla3_1","U_OG_Guerilla3_2"];

Here is the section where gear, uniforms, etc get added:

//Special Hunter (leader)
_unit = units _group select 0;
_unit setSkill 0.7;
_unit forceAddUniform "U_OG_leader";
_unit addVest format["V_%1_EPOCH", ceil(random 40)];
_unit forceAddHeadgear "H_70_EPOCH";

_wpn = _DMRs select (random (count _DMRs -1));
_unit addWeapon (_wpn select 0);
_unit addMagazines [(_wpn select 1), 6];
_unit addPrimaryWeaponItem "optic_Arco"; 


//Sniper
_unit = units _group select 1;
_unit setSkill 0.8;
_unit forceAddUniform  "U_O_GhillieSuit"; //"U_ghillie1_uniform";
_unit addVest format["V_%1_EPOCH", ceil(random 40)];
//_unit forceAddHeadgear "H_70_EPOCH";

_wpn = _Sniper select (random (count _Sniper -1));
_unit addWeapon (_wpn select 0);
_unit addMagazines [(_wpn select 1), 4];
_unit addPrimaryWeaponItem "optic_SOS";
_unit selectWeapon (primaryWeapon _unit);

_unit addWeapon "1911_pistol_EPOCH"; //hgun_Pistol_heavy_01_F - 11Rnd_45ACP_Mag - optic_MRD
_unit addMagazines ["9rnd_45X88_magazine", 4];


//Rifleman
_unit = units _group select 2;
_unit setSkill 0.6;
_unit forceAddUniform  (_Uguer select (random (count _Uguer -1)));
_unit addVest format["V_%1_EPOCH", ceil(random 40)];
_unit forceAddHeadgear "H_70_EPOCH";

_wpn = _riflesGL select (random (count _riflesGL -1));
_unit addWeapon (_wpn select 0);
_unit addMagazines [(_wpn select 1), 4];
_unit addMagazines ["1Rnd_HE_Grenade_shell", 4];
_unit addPrimaryWeaponItem (_rifleOptics select (random (count _rifleOptics -1)));


//MG
_unit = units _group select 3;
_unit setSkill 0.6;
_unit forceAddUniform  "U_O_CombatUniform_ocamo";
_unit addVest format["V_%1_EPOCH", ceil(random 40)];
_unit forceAddHeadgear "H_70_EPOCH";

_wpn = _LMGs select (random (count _LMGs -1));
_unit addWeapon (_wpn select 0);
_unit addMagazines [(_wpn select 1), 2];
_unit addPrimaryWeaponItem "optic_Hamr";


//Anti Tank
_unit = units _group select 4;
_unit setSkill 0.7;
_unit forceAddUniform  "U_O_CombatUniform_ocamo";
_unit addVest format["V_%1_EPOCH", ceil(random 40)];
_unit forceAddHeadgear "H_70_EPOCH";

_unit addBackPack "B_Carryall_ocamo";
_unit addMagazines ["RPG32_HE_F", 1];
_unit addMagazines ["RPG32_F", 1];
_unit addWeapon "launch_RPG32_F";

_wpn = _SMGs select (random (count _SMGs -1));
_opt = _smgOptics select (random (count _smgOptics -1));
_unit addWeapon (_wpn select 0);
_unit addMagazines [(_wpn select 1), 3];
_unit addPrimaryWeaponItem _opt;
_unit selectWeapon (secondaryWeapon _unit);

Did I mess something up by doing this?

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@Lost_Noob

I don't know what You're doin wrong.

Take the last working backup of Your files, do the installation carefully and step by step, then check the logfiles of both server and client for errors and fix them.

@BetterDeadThanZed

Please pack all edited files and the logs into one .zip and attach them to a PM You write me, so we don't spam the thread.

Greez KiloSwiss

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You already can, only some basic editing of the right arrays is needed to do so.

Greez KiloSwiss

 

Yes, but what I'm suggesting is a place to edit it without going down to the scripts/ai folder and then looking through code that has to be edited because obviously when I edited it, something wasn't right and it caused errors. It's safer for someone to edit a list of skins/headgear in a config file that then passes those settings on to the script, much in the way that A3EAI works.

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@Darth_Rogue

Read the header inside the file "fn_crateLoot.sqf"

More examples:

[_box] call SEM_fnc_crateLoot; == Random loadout (1, 2, 3 or 4) is selected.
[_box, 0] call SEM_fnc_crateLoot;	== Loadout 0 is selected (base building material).
[_box, 8] call SEM_fnc_crateLoot;	== Loadout 8 is selected (needs to be created first).
[_box, 5+(random2)] call SEM_fnc_crateLoot;	== Random loadout 5, 6 or 7 is selected.

@GH-SQ-DELTA

I can add support for MAS Weapons with auto detection of the addon.

Will not be implemented in the next update, but I write it on the "to do" list.

@BetterDeadThanZed

Use "addHeadgear" and not "forceAddHeadgear" because that command does not exist.

The default fn_spawnAI also has "addHeadgear", You only have to change the ClassName to "H_70_EPOCH".

Greez KiloSwiss

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@BetterDeadThanZed

Use "addHeadgear" and not "forceAddHeadgear" because that command does not exist.

The default fn_spawnAI also has "addHeadgear", You only have to change the ClassName to "H_70_EPOCH".

 

So changing this:

_unit addHeadgear format["H_%1_EPOCH", ceil(random 104)];

to this should work?

_unit addHeadgear "H_70_EPOCH";
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So you don't know if that's the correct code to give them the headgear? I know the classname is correct because it's what i use with A3EAI and VEMF.

I have no idea how to load SEM in the editor. I only know how to create add ons for the map.

BTW you should ask for a subforum. Having all the discussion for such a big project in one thread is not a good idea and it causes the same questions to be asked over and over and causes you to become frustrated at people asking questions and you snap at them.

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No, don't load SEM, only EPOCH, go to the editor place a unit and klick on "preview".

Then use player instead of _unit and it will add the headgear to Your player and Yes that code works if You use the right command (addHeadgear), since it's the same Command I already use in SEM and it works 100%.

Greez KiloSwiss

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