KiloSwiss Posted February 22, 2015 Author Report Share Posted February 22, 2015 Got killed by AI several times.Are You using the invisible function of the Admin menu? Link to comment Share on other sites More sharing options...
Humpabry Posted February 22, 2015 Report Share Posted February 22, 2015 nah the wierd thing is i had them shooting me last night..logged onto box today and started server..they just love me too much to shoot me Link to comment Share on other sites More sharing options...
KiloSwiss Posted February 22, 2015 Author Report Share Posted February 22, 2015 Weird, I will see if I can reproduce that.btw.Fixed the vehicle saving, now only the AI kill reward has to work and the convoy driving behaviour need to be improved.Greez KiloSwiss Humpabry and unrealPANDA 2 Link to comment Share on other sites More sharing options...
Humpabry Posted February 22, 2015 Report Share Posted February 22, 2015 ok they working spot on now mate...lovely work here!! bloody fun to see 3 vehicles driving round the map then ai jumping out of them :D keep it up man good work Link to comment Share on other sites More sharing options...
Schloti1993 Posted February 22, 2015 Report Share Posted February 22, 2015 following // Allow captured Vehicles do be permanent (saved to Database). SEM_permanentVehicles = false; // true or false Can you make is it set to false, Players become a message like : "Warning, This Vehicle delete by Server Restart" Make Sure no Gear inside! That would be good Link to comment Share on other sites More sharing options...
Schloti1993 Posted February 22, 2015 Report Share Posted February 22, 2015 the following error . Joint a player after the mission is spawned he sees no maker. Link to comment Share on other sites More sharing options...
larsmos2011 Posted February 22, 2015 Report Share Posted February 22, 2015 had it running on a 50+ Server for 2 Restarts now. Following problems occured: Random removing of Static Mission Markers (sometimes in the exact same moment the convoy was taken out. Convoys spawn but AI just stands arround there doing nothing Convoys sometimes spawn at weird positions e.g at the pier in Chernogorsk, Also sometimes the vehicles spawn in inner courtyards so the convoy can't start. rest is working really good, love the update :) Hope you will get these things fixed KiloSwiss 1 Link to comment Share on other sites More sharing options...
cyncrwler Posted February 22, 2015 Report Share Posted February 22, 2015 Quote - If something fails, give a detailed description and add the .rpt log of both client and server to Your post. Then test it again with debug on and send me these files too. - Send me Your feedback via forum PM or Email at: "[email protected]" Link to comment Share on other sites More sharing options...
larsmos2011 Posted February 22, 2015 Report Share Posted February 22, 2015 if there were any error logs in my admins and the server rpt I would send them but there are none not in the server and not in the rpt of 6 people. tested log and full debug, same problems, no logs so i think the post I did is the only thing I can do. Link to comment Share on other sites More sharing options...
oojerfink Posted February 22, 2015 Report Share Posted February 22, 2015 Loving the new convoy missions! However as a previous post mentioned sometimes when a convoy mission is cleared the marker for a stationary mission is cleared also. Plus although we've got save vehicles set to = true, they're still disappearing on restart. Anyone have a fix for the disappearing vehicles? Link to comment Share on other sites More sharing options...
Havoc302 Posted February 22, 2015 Report Share Posted February 22, 2015 Loving the new convoy missions! However as a previous post mentioned sometimes when a convoy mission is cleared the marker for a stationary mission is cleared also. Plus although we've got save vehicles set to = true, they're still disappearing on restart. Anyone have a fix for the disappearing vehicles? You really don't want them to be persistent anyway, it'll completely mess up the dynamic spawning. Each one of those vehicles will add to the global total and stop vehicles of other kinds from spawning. Link to comment Share on other sites More sharing options...
KiloSwiss Posted February 23, 2015 Author Report Share Posted February 23, 2015 @larsmos2011 Are You starting the server with -nologs? @oojerfink Read my previous post... The marker system needs to be changed, so it stays fully functionable with multiple markers, especially for JIP-players. AI driving/behaviour is not optimal, maybe using multiple waypoints could help. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted February 23, 2015 Report Share Posted February 23, 2015 Yeah personally I'd remove the option to save the mission vehicles. It will just bloat the vehicle count on the server. The convoy missions work well except the AI don't always engage players when they exit the vehicles. As for waypoints, you could do a system similar to what Wasteland does in their missions, where you have an inland convoy and/or a coastal convoy and then have waypoints for each. I'd say if you'd ask real nice there would be some community members who could help you come up with a list of waypoints for maps like Bornholm or Tavi. :) Link to comment Share on other sites More sharing options...
harleyjts Posted February 23, 2015 Report Share Posted February 23, 2015 I rebuilt a backup server recently for script testing and I loaded this up to run it through its paces. So far, loving it. I have one question though, Random Spawn AI, is it in there? I haven't seen any questions about it, and I am getting quite a bit of it. I just wanted to make sure it's included in SEM and isn't something left over I need to get rid of for proper testing. I'll take my answer off the air, Preshadit! Link to comment Share on other sites More sharing options...
stonXer Posted February 23, 2015 Report Share Posted February 23, 2015 Will one be adding the use of a fluxcapacitor to tickle ones headlessclient? Link to comment Share on other sites More sharing options...
larsmos2011 Posted February 23, 2015 Report Share Posted February 23, 2015 @larsmos2011 Are You starting the server with -nologs? No, I only posted this with the logs because cyncrwler posted this Quote with "Include the Logs" etc. With my answer I only wanted to say that I didn't include the RPT because there is nothing special in there, no errors or sth. Also if you look at my detected problems I don't think that there will be any errors or debug message that sth. failed since they are all problems with the AI itself so it might be just sth in the code, like a wrong if statement or sth similar. BTW, detected another "problem". AH's ban the players if you use the crypto punish thing when running over AI. But I don't think that's a problem with SEM and you can fix it, I think we just need to configure the AH right so that it works (tested with infistar, today also with stock AH) edit: I can confirm Schloti1993's problem with the marker only showing for people who were already ingame. sent from my samsung device Link to comment Share on other sites More sharing options...
Fog Horn Posted February 23, 2015 Report Share Posted February 23, 2015 I prefer Vehicle damage from running over ai , players don't care as much about crypto , vehicles on the other hand :) Link to comment Share on other sites More sharing options...
cyncrwler Posted February 23, 2015 Report Share Posted February 23, 2015 My favorite is the Convoy Missions notification..Blababababa...hahaha, this cracks me up every time I see it. Everyone on the server gets a laugh out of it too. I vote for that to stay :P KiloSwiss 1 Link to comment Share on other sites More sharing options...
KiloSwiss Posted February 25, 2015 Author Report Share Posted February 25, 2015 Just a small update, since I only have a few minutes.Here is my current "To Do" list (or call it "roadmap"), so You guys know what you can expect with the next update.v0.8.4 test- Disable convoy escort vehicles when convoy mission finishes (remove tires and set fuel + ammo == 0).- Make multi marker system compatible to JIP players (serverside).- Remove Krypto reward/punish (Replace with: AI drop krypto at random chance like in the Wasteland Mission).- New setting for the config: Additional mission timer for dynamic missions.- Change setting in config: Set "vehicle save to DB" to "false" by default.- Change loot in missions to be more rare (use EPOCH loot containers and EPOCH weapons).- Change AI loadouts (use EPOCH weapons).v0.8.5 test (later planned for release)- New Marker system (clientside) - Need radio or be near mission to reveal details, otherwise marker name == "?" and color neutral.- New notification system for players carrying a Radio (no "blablabla" anymore).- GetIn EH to move players out OR constantly lock vehicles that schouldn't be entered.- Warning to players on entering non persistent vehicles (getIn EH clientside).- Convoy should start on road (findNearRoads) instead of just somewhere near roads.- New main vehicle cleanup loop (detect if player entered vehicle in given time, if not clean up).- Convoy with container (maybe only one vehicle).- Dynamic missions with only one or two vehicles (because ArmA AI and driving).- Add option to use only EPOCH, EPOCH+ArmA, EPOCH+@MAS, ArmA+@MAS, EPOCH+ArmA+@MAS weapons.For later releases:- Add static guns to missions (lock for players and set ammo/damage to 0/1 after mission end).- Defend Missions (help AI to defend a town or a pre defined base) from AI bandits.- Create new bandit camps/outposts in the editor.- Add more randomized AI loadouts (define how well they are armed via presets when calling SEM_fnc_spawnAI).- Add fluxcapacitor functionality to randomize colors of unicorn farts.- Re write the convoy script to make it fully scalable for multiple vehicles.- Change AI reaction when engaged over long distance (send fireteam to enemy position/flank the enemy).- etc.Greez KiloSwiss unrealPANDA, Darth_Rogue, steigleder and 3 others 6 Link to comment Share on other sites More sharing options...
fr1nk Posted February 25, 2015 Report Share Posted February 25, 2015 YES - Add fluxcapacitor functionality to randomize colors of unicorn farts. KiloSwiss, Darth_Rogue and unrealPANDA 3 Link to comment Share on other sites More sharing options...
teamcrisiz Posted February 25, 2015 Report Share Posted February 25, 2015 nice script, everything works fine without errors. thanks. Link to comment Share on other sites More sharing options...
KiloSwiss Posted February 25, 2015 Author Report Share Posted February 25, 2015 You should not give feedback to the test versions in this thread. Read the readme file that is inside the .zip file You downloaded. The current test version is outdatet anyway, I will release a new one (with the changes mentioned in my last post) this WE. And I have a new simple but powerfull rule for future replys in this thread: If You decide to ignore the readme file, I ignore Your post. That will hopefully save me some time, if I no longer have to repeat myself. Have fun everyone, I'll come back this WE, hopefully with good news. Greez Kilo Gen0cide, cyncrwler, steigleder and 3 others 6 Link to comment Share on other sites More sharing options...
prone Posted February 25, 2015 Report Share Posted February 25, 2015 YES - Add fluxcapacitor functionality to randomize colors of unicorn farts. This will put SEM over the top. Mass donations incoming! Link to comment Share on other sites More sharing options...
ro1and Posted February 26, 2015 Report Share Posted February 26, 2015 Thank you for your job :) I have a little question. How can i save captured Strider. In sem_config.sqf i have SEM_permanentVehicles = true; In epochconfig.hpp i have allowedVehiclesList[] = {{"I_MRAP_03_F",20}} But after restart captured Strider disappears. But on the map spawns other Striders. Link to comment Share on other sites More sharing options...
Fog Horn Posted February 26, 2015 Report Share Posted February 26, 2015 Thank you for your job :) I have a little question. How can i save captured Strider. In sem_config.sqf i have SEM_permanentVehicles = true; In epochconfig.hpp i have allowedVehiclesList[] = {{"I_MRAP_03_F",20}} But after restart captured Strider disappears. But on the map spawns other Striders. One is not related to the other . Epoch and SEM are seperate Link to comment Share on other sites More sharing options...
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