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


KiloSwiss

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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

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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 

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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?

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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.

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@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.

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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.  :) 

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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!

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@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

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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

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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

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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.

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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

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