pr0dukt Posted December 29, 2014 Report Share Posted December 29, 2014 Indeed, the BE filters are still raping this script sadly, I'm tinkering away with exceptions though, and I'm only really affected by the addWeaponCargo atm. Link to comment Share on other sites More sharing options...
KrisT Posted December 29, 2014 Report Share Posted December 29, 2014 Thnx for the script ! One question, is there a way to make so AI gear despawns after they are killed (maybe set what does and what isn't) Seems like doing one missions u get a ton of loot. Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 29, 2014 Author Report Share Posted December 29, 2014 Okay I have a new Test Version for You. What I have seen on my first testrun is: - AI reacts now faster (added some code for detection) - Any backpack or Rocket Launcher is removed when the AI dies! - No kicks so far (but I will check the loot against the exceptions in the addweaponcargo.txt to make sure). Download: SEM_v0.4_TEST.zip Please report any bugs, and kicks and provide me the logfiles if possible, I will do my own tests now and keep You updated here in this thread. @KrisT Yes this is possible, but will be added later as an option. Greez KiloSwiss RRP47 and Riddlez 2 Link to comment Share on other sites More sharing options...
RRP47 Posted December 29, 2014 Report Share Posted December 29, 2014 Okay I have a new Test Version for You. What I have seen on my first testrun is: - AI reacts now faster (added some code for detection) - Any backpack or Rocket Launcher is removed when the AI dies! - No kicks so far (but I will check the loot against the exceptions in the addweaponcargo.txt to make sure). Download: SEM_v0.4_TEST.zip Please report any bugs, and kicks and provide me the logfiles if possible, I will do my own tests now and keep You updated here in this thread. @KrisT Yes this is possible, but will be added later as an option. Greez KiloSwiss These missions seem to spawn and despawn super fast. Like 5 minutes. I didn't touch the initMissions Link to comment Share on other sites More sharing options...
KrisT Posted December 29, 2014 Report Share Posted December 29, 2014 Okay I have a new Test Version for You. What I have seen on my first testrun is: - AI reacts now faster (added some code for detection) - Any backpack or Rocket Launcher is removed when the AI dies! - No kicks so far (but I will check the loot against the exceptions in the addweaponcargo.txt to make sure). Download: SEM_v0.4_TEST.zip Please report any bugs, and kicks and provide me the logfiles if possible, I will do my own tests now and keep You updated here in this thread. @KrisT Yes this is possible, but will be added later as an option. Greez KiloSwiss Thnx, if your update works then it resolves my issue ! Link to comment Share on other sites More sharing options...
H03LL3 Posted December 29, 2014 Report Share Posted December 29, 2014 Like RRP47 says, the missions despawn really to fast. And btw, keep up the good work! EDIT: These settings has no effect: _missions = [ ["bCamp", "Bandit Camp", 60, 6], ["supplyVanCrash", "Supply Van", 30, 10], ["bPlaneCrash", "Plane Crashsite", 45, 8], ["bHeliCrash", "Heli Crashsite", 45, 8], ["bDevice", "Strange Device", 30, 10] //NO COMMA AT THE LAST LINE! /* 1. 2. 3. 4. 1. "file name" MUST be equal to the sqf file name! 2. "marker name" Name of the marker that is shown to all players. 3. time out, (Number) Minutes until running missions time out (0 or -1 equals no mission timeout). 4. probability (Number) High probability = This mission will spawn more often: 0=off 1=low 10=high */ Link to comment Share on other sites More sharing options...
Darth_Rogue Posted December 29, 2014 Report Share Posted December 29, 2014 The weapons given the AI all feature (seemingly) random attachments. The allowances in the BE filters for weapons are only for vanilla weapons, which is what is in the Epoch loot tables. So in order to completely fix the kicks you have to add every possible attachment combination for each weapon to the filters. An easier fix would be to go through the AI files and ensure that only vanilla weapons are spawning with the AI units. Also, you need to check and verify the classname on the First Aid Kits that are part of the crates loot and AI loot. The one that is currently spawning on units is not usable to heal players with. It only says "Examine" when you try to use it. Pretty sure it's supposed to be "FAK" instead of "FirstAidKit". Link to comment Share on other sites More sharing options...
Tophi Posted December 29, 2014 Report Share Posted December 29, 2014 players that join my server getting kick restriction : 12:24:08 PM | Script Log: #0 JuceBx (xxxxxxxxxxxxxxxxxxxxxxxxxxxxx) - #29 ",{ private ['_unit','_z']; _unit = _this select 0; removeBackpackGlobal _unit; {_unit removeWeaponGlobal _x}count (%1 +" 12:24:08 PM | Player #0 JuceBx (xxxxxxxxxxxxxxxxxxxxxxxxxxxxx) has been kicked by BattlEye: Script Restriction #29 Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 29, 2014 Author Report Share Posted December 29, 2014 The reason for the fast despawning missions is, because this test build has _debug = true; in the initMissions.sqfIt's a test build for experienced admins, allowing me to have a wider test range, don't use it if You don't know how to edit Scripts or just want to throw this on Your public server without having to check the logs etc.@Darth_RogueI did take the Weapon ClassNames form the Epoch Config Files, unbinarized them and grabbed the classNames of the weapons from there.@TophiYou have to update your BE filters like it's written in the readme.txtThis is only a test build, if oyu don't know how to handle it, please be patient and wait for the next, working release.Greez KiloSwiss Tophi 1 Link to comment Share on other sites More sharing options...
RRP47 Posted December 29, 2014 Report Share Posted December 29, 2014 For reference to despawn times... 17:58:33 "#SEM: Running Mission "Supply Van" at Position [12195.4,10539.5]" 17:58:33 "#SEM: Spawned 7 units at position [12195.4,10539.5]" 17:58:33 "#SEM DEBUG: ServerID: 1" 17:58:33 "#SEM: Mission AI disabled" 17:58:33 "#SEM: Mission AI waiting for their first encounter" 18:03:36 "#SEM: Mission "Supply Van" finished" 18:03:36 "#SEM: Mission "Supply Van" finished" Can confirm no one was near the mission. Link to comment Share on other sites More sharing options...
cyncrwler Posted December 29, 2014 Report Share Posted December 29, 2014 Also, you need to check and verify the classname on the First Aid Kits that are part of the crates loot and AI loot. The one that is currently spawning on units is not usable to heal players with. It only says "Examine" when you try to use it. Pretty sure it's supposed to be "FAK" instead of "FirstAidKit". I have found with those "certain" FirstAidKits, you can use them by the mouse wheel, but cannot heal yourself completely. To heal yourself completely, you need either a friend with a heal gun, or a spawned, looted, purchased FirstAidKit Link to comment Share on other sites More sharing options...
RRP47 Posted December 29, 2014 Report Share Posted December 29, 2014 The reason for the fast despawning missions is, because this test build has _debug = true; in the initMissions.sqf It's a test build for experienced admins, allowing me to have a wider test range, don't use it if You don't know how to edit Scripts or just want to throw this on Your public server without having to check the logs etc. @Darth_Rogue I did take the Weapon ClassNames form the Epoch Config Files, unbinarized them and grabbed the classNames of the weapons from there. @Tophi You have to update your BE filters like it's written in the readme.txt This is only a test build, if oyu don't know how to handle it, please be patient and wait for the next, working release. Greez KiloSwiss You posted as I was typing mine out, sorry. lol Link to comment Share on other sites More sharing options...
Darth_Rogue Posted December 29, 2014 Report Share Posted December 29, 2014 @Darth_Rogue I did take the Weapon ClassNames form the Epoch Config Files, unbinarized them and grabbed the classNames of the weapons from there. Greez KiloSwiss Just downloaded the test build. I'll throw it up on my test server when I get home from work and give it a go. Thanks for your work on this! My players are loving it. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted December 29, 2014 Report Share Posted December 29, 2014 I have found with those "certain" FirstAidKits, you can use them by the mouse wheel, but cannot heal yourself completely. To heal yourself completely, you need either a friend with a heal gun, or a spawned, looted, purchased FirstAidKit On the test build I changed all the classnames to FAK. I'll try those out and see if they work better. Will let you know. Link to comment Share on other sites More sharing options...
RRP47 Posted December 29, 2014 Report Share Posted December 29, 2014 Only error thats popped so far, I checked the line, but nothing jumps out at me. 18:27:55 Error in expression }}forEach (> 18:27:55 Error position: }}forEach (> 18:27:55 Error Type Number, expected Bool 18:27:55 File a3epochmissions\scripts\ai\fn_AIsetOwner.sqf, line 41 Link to comment Share on other sites More sharing options...
cyncrwler Posted December 29, 2014 Report Share Posted December 29, 2014 @Darth_Rogue Let us know if that works. I tried that on a previous mission system, but ended up with the same result. Thanks! Link to comment Share on other sites More sharing options...
KrisT Posted December 29, 2014 Report Share Posted December 29, 2014 Been runing this test build on my server for an hour, so far seems all good, except for the mission times witch i will change as you said once all seems to be good. cyncrwler 1 Link to comment Share on other sites More sharing options...
H03LL3 Posted December 29, 2014 Report Share Posted December 29, 2014 The reason for the fast despawning missions is, because this test build has _debug = true; in the initMissions.sqf Thx Kilo, I have overseen it! :huh: Link to comment Share on other sites More sharing options...
pr0dukt Posted December 29, 2014 Report Share Posted December 29, 2014 "FAK" is the only first aid classname you should use with epoch. FirstAidKit and MedKit will heal you to .25 regardless if you are below that already, and do nothing at all, respectively. Goes for those of you running the loot spawner system script as well. Test build Defiantly has more responsive AI, however as darth said without adding every possible variable of attachments to guns available to the AddWeaponCargo exceptions, someone will eventually get kicked. Atm I have that filter set to '3' just To log the catches so I can manually add each exception as the filters catches them. Pain to do but eventually I'll have the filter filled out. Overall good progress on this system, most well rounded mission script currently Posted on the forums imo. Darth_Rogue, KiloSwiss, cyncrwler and 1 other 4 Link to comment Share on other sites More sharing options...
KrisT Posted December 29, 2014 Report Share Posted December 29, 2014 "FAK" is the only first aid classname you should use with epoch. FirstAidKit and MedKit will heal you to .25 regardless if you are below that already, and do nothing at all, respectively. Goes for those of you running the loot spawner system script as well. Test build Defiantly has more responsive AI, however as darth said without adding every possible variable of attachments to guns available to the AddWeaponCargo exceptions, someone will eventually get kicked. Atm I have that filter set to '3' just To log the catches so I can manually add each exception as the filters catches them. Pain to do but eventually I'll have the filter filled out. Overall good progress on this system, most well rounded mission script currently Posted on the forums imo. Where did you change it to 3 ? And will you paste the config once you have filled it all in :) Link to comment Share on other sites More sharing options...
1Man Posted December 29, 2014 Report Share Posted December 29, 2014 It's easier to edit the loot items then to add all those combos to the BE filters and yes "FAK" is the correct classname and have had to modify each box to correct this so I didn't have issues. Link to comment Share on other sites More sharing options...
cyncrwler Posted December 29, 2014 Report Share Posted December 29, 2014 (edited) I agree. Easier to just remove the scopes, and add them to the box separately if you wish, than to add all those exceptions. Just my personal opinion though. @KrisT you will find that in the scripts.txt file in arma3cnfg > BEC all of them have 7, changing to 3 logs, but doesn't kick Edited December 29, 2014 by cyncrwler Link to comment Share on other sites More sharing options...
Gen0cide Posted December 29, 2014 Report Share Posted December 29, 2014 I just added the exceptions now no problems... grab rocket.. shoot rocket... blow up stuff.. no kicks.... Link to comment Share on other sites More sharing options...
frankcadilack Posted December 29, 2014 Report Share Posted December 29, 2014 I have a problem, I follow the installation instructions, my server on the map Chernorus, when the server starts further when approaching me kicked from server error Script Restriction # 19 .Here's how this error is explained-"\A3\Soft_F_Bootcamp\Offroad_01\script\randomize_colors.sqf Link to comment Share on other sites More sharing options...
Darth_Rogue Posted December 29, 2014 Report Share Posted December 29, 2014 I have a problem, I follow the installation instructions, my server on the map Chernorus, when the server starts further when approaching me kicked from server error Script Restriction # 19 .Here's how this error is explained-"\A3\Soft_F_Bootcamp\Offroad_01\script\randomize_colors.sqf Double check and I bet you'll see that it's restriction 20 (line 21) that's giving you the problem. Add this to the end of line 21 in scripts.txt and you should be all set. !="execVM \"\A3\soft_f_gamma\Offroad_01\scripts\randomize_doors.sqf\"" !="(_this select 0) execVM \"\A3\Soft_F_Bootcamp\Offroad_01\scripts\randomize_colors.sqf\"" Link to comment Share on other sites More sharing options...
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