KiloSwiss Posted December 29, 2014 Author Report Share Posted December 29, 2014 Update to v0.4 is now available for download in the first post. - You can now define what weapons and magazines will be deleted when the AI is killed (currently RL and Snipers). - BE Kicks should no longer happen (even thou I had a strange setdamage restriction kick, but that was not related to my missions). - Removed some weapons from the loot, and added EPOCH Weapons (M16, M4A3, AKM, etc.). - Replaced all FirstAidKits with EPOCHs "FAK" (Thanks to pr0dukt for the information in ) - And many other changes, just try it out and report back, as usual. I just added the exceptions now no problems... grab rocket.. shoot rocket... blow up stuff.. no kicks....I'm sorry, but You won't be able to do this any longer with the new Update ;) Greez KiloSwiss pr0dukt, cyncrwler, martuk66 and 2 others 5 Link to comment Share on other sites More sharing options...
pr0dukt Posted December 30, 2014 Report Share Posted December 30, 2014 oddly enough if I leave the init code running from the clients side (isDedicated) the markers don't show up, but if I run from the server (isServer) but still in the mission.pbo's init.sqf, they generate fine. I do have infistars filters for local and global markers turned off, so it wasn't that. I'm not sure what on my end would be causing it. The hint for the mission shows up alright, but the markers do not show on the map for any players. Going to let the server run that bit until i can figure out what is causing it. Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 30, 2014 Author Report Share Posted December 30, 2014 Sounds odd, You want me to take a look into Your init, because it seems You are not using the one provided, but a customized/edited one? Link to comment Share on other sites More sharing options...
Darth_Rogue Posted December 30, 2014 Report Share Posted December 30, 2014 Update to v0.4 is now available for download in the first post. - You can now define what weapons and magazines will be deleted when the AI is killed (currently RL and Snipers). - BE Kicks should no longer happen (even thou I had a strange setdamage restriction kick, but that was not related to my missions). - Removed some weapons from the loot, and added EPOCH Weapons (M16, M4A3, AKM, etc.). - Replaced all FirstAidKits with EPOCHs "FAK" (Thanks to pr0dukt for the information in ) - And many other changes, just try it out and report back, as usual. I'm sorry, but You won't be able to do this any longer with the new Update ;) Greez KiloSwiss My players are getting the setdamage kick as well. 29.12.2014 20:07:54: RoseReaper (67.244.34.170:2304) xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx - #0 1.000000 1:-1478172820 29.12.2014 20:08:33: RoseReaper (67.244.34.170:2304) xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx - #0 1.000000 1:-1478172821 Link to comment Share on other sites More sharing options...
Hexebus Posted December 30, 2014 Report Share Posted December 30, 2014 Why do all these scripts use the old outdated sleep command instead of uiSleep? Link to comment Share on other sites More sharing options...
Havoc302 Posted December 30, 2014 Report Share Posted December 30, 2014 I'm at work and haven't had a chance to look at the latest version yet. Are you able to turn off the launchers completely? Link to comment Share on other sites More sharing options...
pr0dukt Posted December 30, 2014 Report Share Posted December 30, 2014 Sounds odd, You want me to take a look into Your init, because it seems You are not using the one provided, but a customized/edited one? I think I was just stupid for a second lol, it was working on my altis server when I threw it on there to run from clientside but chernarus was initially set like; /if(isDedicated)exitWith{}; //Everything below this line is only executed on the client (player or local host) //Wait until these variables are broadcasted to the client waitUntil{!isNil {SEM_removeWeaponsFromDeadAI}}; waitUntil{!isNil {SEM_removeMagazinesFromDeadAI}}; diag_log format["#SEM DEBUG: variables received: Weapons %1 - Magazines %2", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI]; fn_createMissionMarker = { private["_create","_markerPos","_markerName","_marker"]; _create = _this select 0; if(!_create)then[{ //delete marker if (getMarkerColor "MissionMarker" != "")then{ //Only delete existing Marker deleteMarkerLocal "MissionMarker"; }; },{ //else create marker _markerPos = _this select 1; _markerName = _this select 2; _marker = createMarkerLocal ["MissionMarker", _markerPos]; _marker setMarkerPosLocal _markerPos; _marker setMarkerTypeLocal "hd_destroy"; _marker setMarkerTextLocal format["%1",_markerName]; _marker setMarkerColorLocal "ColorRed"; _marker setMarkerDirLocal -37; _marker setMarkerSizeLocal [0.8,0.8]; }]; }; leading me to believe I left the / on accident, as i was rushing after a restart. About to test it now. >.< I'm at work and haven't had a chance to look at the latest version yet. Are you able to turn off the launchers completely? Yes, you can from the fn_spawnAi.sqf. It's all customizable. . KiloSwiss 1 Link to comment Share on other sites More sharing options...
Dobrowney Posted December 30, 2014 Report Share Posted December 30, 2014 Just did some testing. I was able to wipe a 10 AI with ease. Is there anyway to make them flank you when you attack. Also is there a way to remove the weapon crate outside of the mission and just have it spawn in the Epoch loot ? Link to comment Share on other sites More sharing options...
Dobrowney Posted December 30, 2014 Report Share Posted December 30, 2014 Also I would like to add some Radio Transmissions into the missions when they load up .. Would I do under here : _ogjstr = "<t align='center' size='2.0' color='#ff0000'>Mission<br/>Bandit Base Camp</t><br/><t size='1.25' color='#ffff00'>______________<br/><br/> A bandit camp has been found!!!<br/> You have our permission to confiscate any property you find as payment for eliminating the threat!"; GlobalHint = _ogjstr; publicVariable "GlobalHint"; playSound "soundname" ^^^ would that work .. Would that load the sound file when that mission loads. I was thinking I could load some sound files into the mission file and point them to it. Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 30, 2014 Author Report Share Posted December 30, 2014 Why do all these scripts use the old outdated sleep command instead of uiSleep?Because there are no time critical functions that relay on a exact delay time. So sleep does a good job. I will use UIsleep when I see a use for it. @Dobrowney No this will not work that way. The AI does not move because of a bug in ArmA that i mentioned several times in this thread and there is also an issue You can upvote that I linked to in the first spoiler, right before the download. And what do You mean with spawn it in the epoch loot? @Darth_Rogue I got this kick when I first joined the Server and loaded in flawless after that. I also got this kick when testing with and without the SEM loaded and without the custom init.sqf inside the mission pbo. Greez KiloSwiss Link to comment Share on other sites More sharing options...
Darth_Rogue Posted December 30, 2014 Report Share Posted December 30, 2014 @Darth_Rogue I got this kick when I first joined the Server and loaded in flawless after that. I also got this kick when testing with and without the SEM loaded and without the custom init.sqf inside the mission pbo. Greez KiloSwiss Yeah it's odd that it only seems to be affecting one player so far. I set the restriction to '3' so it would log it and not kick. Other people have joined alright. The guy swears he doesn't have any other mods running. I've known him for quite a while so I trust him pretty well. Will keep an eye on it over the next day or so. Link to comment Share on other sites More sharing options...
Gen0cide Posted December 30, 2014 Report Share Posted December 30, 2014 Everytime I download the new files I am not seeing the init.sqf for the mission files. Did it get left out or just use the one from 3.0? Link to comment Share on other sites More sharing options...
Tophi Posted December 30, 2014 Report Share Posted December 30, 2014 Everytime I download the new files I am not seeing the init.sqf for the mission files. Did it get left out or just use the one from 3.0? Grab it from the mission.pbo Link to comment Share on other sites More sharing options...
Dobrowney Posted December 30, 2014 Report Share Posted December 30, 2014 Because there are no time critical functions that relay on a exact delay time. So sleep does a good job. I will use UIsleep when I see a use for it. @Dobrowney No this will not work that way. The AI does not move because of a bug in ArmA that i mentioned several times in this thread and there is also an issue You can upvote that I linked to in the first spoiler, right before the download. And what do You mean with spawn it in the epoch loot? @Darth_Rogue I got this kick when I first joined the Server and loaded in flawless after that. I also got this kick when testing with and without the SEM loaded and without the custom init.sqf inside the mission pbo. Greez KiloSwiss Some of the missions on the Bandit base where spawning in the loot setup by Epoch. Like the bed and stuff. Maybe that was just by chance that happened and not by the script Link to comment Share on other sites More sharing options...
Dobrowney Posted December 30, 2014 Report Share Posted December 30, 2014 Is it possible to add some missions without AI. Like Just loot missions where there was reports of base parts dropped off and not collected. Missions with set loot would build some great pvp Link to comment Share on other sites More sharing options...
1Man Posted December 30, 2014 Report Share Posted December 30, 2014 It's called a treasure hunt and available in another thread under scripts Link to comment Share on other sites More sharing options...
Dobrowney Posted December 30, 2014 Report Share Posted December 30, 2014 I tryed it .. It load the server up too much . I want to keep in the format of how this missions system works. Keeping it server side and then pushing it to the client seems like the right way to do it .. Link to comment Share on other sites More sharing options...
Dobrowney Posted December 30, 2014 Report Share Posted December 30, 2014 Can anyone help me with getting the missions to load the sound files .. in the epoch.Chernarus.pbo I have a Folder called Custom in there I have some Sound files. One called Radio1.ogg . In the Mission description.ext I have This at the Bottom class cfgMusic { class Radio { name = "Radio"; sound[] = {"custom\Radio1.ogg", db+1,1}; }; }; in the bCamp.sqf mission file I put this : playMusic "Radio" _ogjstr = "<t align='center' size='2.0' color='#ff0000'>Mission<br/>Bandit Base Camp</t><br/><t size='1.25' color='#ffff00'>______________<br/><br/> A bandit camp has been found!!!<br/> You have our permission to confiscate any property you find as payment for eliminating the threat!"; GlobalHint = _ogjstr; publicVariable "GlobalHint"; but it will not load the mission file now or play that music file. Is there anyway I can get the Mission.sqf files to play ogg sound files in the epoch.Chernarus.pbo?? I just want to setup some sound files at the start of the mission and some at the end. Link to comment Share on other sites More sharing options...
frankcadilack Posted December 30, 2014 Report Share Posted December 30, 2014 Hello) mission excellent, everything works, please tell me how to increase the time between the appearance of the missions? Link to comment Share on other sites More sharing options...
LunatikCH Posted December 30, 2014 Report Share Posted December 30, 2014 Hello) mission excellent, everything works, please tell me how to increase the time between the appearance of the missions? Go to @a3epochmissions>addons>a3epochmissions Open initMissions.sqf At line 18/19 change _minTime = 10; //Min minutes between missions _maxTime = 20; //Max minutes between missions to something like _minTime = 30; //Min minutes between missions _maxTime = 50; //Max minutes between missions Link to comment Share on other sites More sharing options...
psychosis Posted December 30, 2014 Report Share Posted December 30, 2014 <800 m - ai doesnt react ) and 350 m... only in 100-200 m they started fire ai with RL stay in 1 place and no react in 0 m )) Link to comment Share on other sites More sharing options...
SKS.Goliath Posted December 30, 2014 Report Share Posted December 30, 2014 hey schwizzzer danke für dini Arbet Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 30, 2014 Author Report Share Posted December 30, 2014 @Dobrowney As I wrote You before (but You refuse to listen/read), it will not work this way. You use playsound on the server and expect the clients to hear this sound... But for You, I will add an option to play sounds clientside at mission start or end. This will be in the next update, please be patient. Greez KiloSwiss Link to comment Share on other sites More sharing options...
Tywin Posted December 30, 2014 Report Share Posted December 30, 2014 after i killed 2 of them i got a BE restriction kick #0... I have added all the exceptions you listed in the readme, how to fix this at line 1? Link to comment Share on other sites More sharing options...
Tywin Posted December 30, 2014 Report Share Posted December 30, 2014 it was AddWeaponCargo Restriction#0 .. and it only happens to the 1st person to engage the Ai, no one else gets the kick and when the kicked person logs back in he can continue to engage the Ai with no more kicks. Link to comment Share on other sites More sharing options...
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