AztecGhost Posted December 30, 2014 Report Share Posted December 30, 2014 can we make the mission time a little longer... seems like its too quick to get there Kilo.. where is teh setting for it? seems like its 5 mins. Link to comment Share on other sites More sharing options...
Richie Posted December 30, 2014 Report Share Posted December 30, 2014 I see, problem being is lone wolves can't go back, anyway to assign the owner to the next nearest player then ? i'd sooner they time out than fail for dying. I'm using the init.sqf from the Chernarus.pbo, the latest one. "GlobalHint" addPublicVariableEventHandler { private "_sound"; _sound = (_this select 1) select 0; switch(_sound)do{ case 0:{playSound "UAV_05"}; //Mission start case 1:{playSound "UAV_01"}; //Mission fail (object destroyed) case 2:{playSound "UAV_04"}; //Mission fail (time out) case 3:{playsound "UAV_03"}; //Mission success }; hint parseText format["%1", (_this select 1) select 1] }; Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 30, 2014 Author Report Share Posted December 30, 2014 @AztecGhostAh I forgot it again, silly me!Edit the file "initMissions.sqf"In line 36 change_debug = true;to_debug = false;I will re-pack it with the change and upload it again.@RichieThe code picks the nearest player if the current "owner" of the AI has moved away from the mission and another player is closer to the missions position.Also make sure You don't overwrite the "GlobalHint" publicVariableEventHandler with the old one.I just double checked my files and they all have the new pubVarEH in it.You should also hear some radio chatter in the background at the time one of the mission hints shows up./editre-packed the file with debug OFF so the missions will not time out after 5 minutes.The download is still in the same post.Greez KiloSwiss Link to comment Share on other sites More sharing options...
Richie Posted December 30, 2014 Report Share Posted December 30, 2014 @Richie The code picks the nearest player if the current "owner" of the AI has moved away from the mission and another player is closer to the missions position. Greez KiloSwiss So more than likely it'll run just fine in the live server with players, me being the only one on the test server it fails, cool :) Link to comment Share on other sites More sharing options...
AztecGhost Posted December 30, 2014 Report Share Posted December 30, 2014 one more thing... Seems like Plane and Van missions kick off more than others also got an error pop on heli mission: cannot open object ca\weapons\zaslleh1_proxy.p3d Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 30, 2014 Author Report Share Posted December 30, 2014 Have You ever looked inside the initMissions.sqf?_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 */ ];That should explain it ;)@RichieYou can check the Servers RPT logfile, it writes down when the AI is transfered to a player and when it looses it (player ragequits after being shot or respawning at the other end of the island).The script then searches about a minute for new players areound the mission and if it has not found any, it sends the AI back to sleep.Greez KiloSwiss Link to comment Share on other sites More sharing options...
Richie Posted December 30, 2014 Report Share Posted December 30, 2014 Just completed a mission and i was able to remove 2 x launch_RPG32_F (RPG Alamut) from the dead Ai, they're listed in the weapons to be removed, I also got the rockets Link to comment Share on other sites More sharing options...
Tywin Posted December 30, 2014 Report Share Posted December 30, 2014 Just completed a mission and i was able to remove 2 x launch_RPG32_F (RPG Alamut) from the dead Ai, they're listed in the weapons to be removed, I also got the rockets Same, but we are kinda enjoying having them in the game atm. Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 30, 2014 Author Report Share Posted December 30, 2014 Yes You definitely have an issue with the init.sqf, because this code has to be run clientside as soon as the client takes over the AI, because all the eventHandlers are local to the owner of the unit.Are you sure You uploaded the correct/new mission pbo when the server was shut down?Because You can't overwrite the mission pbo while the server is running, same goes for loaded mods and config files.To make sure I always delete the current mission pbo on the server (via FTP), then refresh the folder and after that, I upload the new one.This way I can be sure that the old version is gone and only the new one is up and loaded on the next server start.Greez KiloSwiss Link to comment Share on other sites More sharing options...
Tophi Posted December 30, 2014 Report Share Posted December 30, 2014 @Tophi I'm not a grammar nazi, You can correct my miserable english at any time, but when I see someone not knowing how to use Your and You're correctly, I have to intervene (and Yes I just googled that word) XD Your vs. You're Your car You're great Your wife You're strong Your job You're welcome lol thank you, i just learn how to write it :) Link to comment Share on other sites More sharing options...
Richie Posted December 30, 2014 Report Share Posted December 30, 2014 Here is my init.sqf if you can spot any errors https://www.dropbox.com/s/eryfplxcfynp3ce/init.sqf?dl=0 Link to comment Share on other sites More sharing options...
spurgurgle Posted December 30, 2014 Report Share Posted December 30, 2014 ok just installed this and so far so good it seems like a nice additino. im just noticing that the missinos are failing before i can get to them on my test server most of the time what would i need to edit to make them last on the map a bit longer? Link to comment Share on other sites More sharing options...
Havoc302 Posted December 30, 2014 Report Share Posted December 30, 2014 If I make up some of my own missions for it I should be able to just add them to the list of missions to spawn right? Sorry to add yet another question to a thread full of zillions of random questions. At least mine isn't debug related :P KiloSwiss 1 Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 30, 2014 Author Report Share Posted December 30, 2014 @Richie Is this init from the mission pbo You have on Your server and that is also downloaded by the clients? What does the client RPT say, are there any debug lines with the #SEM tag? @spurgurgle Read post and follow the steps described there, or just download the updated version (v0.5 fixed). I made a little mistake when I first uploaded v0.5. @Havoc302 Yes, it's fairly easy. Open the initMissions.sqf and add it to the "_missions" Array. If it does not work, make sure You check the servers RPT log for any kind of syntax errors! /Edit I found the last bug! The new update is now on it's way. Greez KiloSwiss Tophi 1 Link to comment Share on other sites More sharing options...
cen Posted December 30, 2014 Report Share Posted December 30, 2014 17:31:43 Error in expression < SEM_fnc_AIdamageEH; }count units _group; _group setCombatMode "YELLOW"; _group > 17:31:43 Error position: <; _group setCombatMode "YELLOW"; _group > 17:31:43 Error Missing ] 17:31:43 File a3epochmissions\scripts\ai\fn_AIactDeact.sqf, line 17 KiloSwiss 1 Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 30, 2014 Author Report Share Posted December 30, 2014 Yes exactly that was the last syntax error and the Sniper had no Vest, so he also had no space for magazines, resulting in him standing around useless for his team.v0.5 final will be released after I have made my last tests. Link to comment Share on other sites More sharing options...
FrenzyFire000 Posted December 30, 2014 Report Share Posted December 30, 2014 one more thing... Seems like Plane and Van missions kick off more than others also got an error pop on heli mission: cannot open object ca\weapons\zaslleh1_proxy.p3d I also get this pop-up. made me crash my chopper because I could not fly until I closed the pop-up. lol Link to comment Share on other sites More sharing options...
spurgurgle Posted December 30, 2014 Report Share Posted December 30, 2014 latest test version is working fine on my server atm, ai could do with moving arounda lil more, and i had a mission fail whilst still 460meters out sniping them, my mate who was about 400meters out had just been killed and the mission failed whilst 2 more of us where still there. not sure why it fialed but other then that no issues at all +!!! Link to comment Share on other sites More sharing options...
Snakeyes Posted December 30, 2014 Report Share Posted December 30, 2014 I just installed the missions and it's all working good. I echo what others in the forum have been saying. The mission duration before it fails could be much longer. An hour long mission would be better. Currently, I'm lucky to get there in time to see the mission site before it fails. Last mission I was sniping from about 400 meters. Apparently it failed because I was not close enough? Very nice work KiloSwiss! It is really a pleasant change to have some AI missions on the map. Some roaming AI would be great too. Thank you for the AI missions! :D Link to comment Share on other sites More sharing options...
Tobias Solem Posted December 30, 2014 Report Share Posted December 30, 2014 Testing this on my local test-server, is there some way to have the AI react to their comrades dying? I was at 760 meters and sniped the AI, and the other AI just walked around as if nothing happened. I don't wish to sound like a nagging nancy about it, but to me the problem still is about how easily you can do the missions if you just find an optimal way to do so. I did upvote that AI-issue. Are there any other workarounds to make them more clever? Like (just using amazing some pseudo-code here ;) ) If AI_friend_X_death { move AI_friends toward killer_location using stealth and as much cover as possible while shooting }; Link to comment Share on other sites More sharing options...
Mudbutt Posted December 30, 2014 Report Share Posted December 30, 2014 Lol rookies question, when it says add the follwing exeptions to your BE filters, do i count down 24 lines then add that script to that line? or count 2 down and add that line? Link to comment Share on other sites More sharing options...
cyncrwler Posted December 30, 2014 Report Share Posted December 30, 2014 (edited) Lol rookies question, when it says add the follwing exeptions to your BE filters, do i count down 24 lines then add that script to that line? or count 2 down and add that line? I think it's easier to just copy your scripts.txt file temporarily to notepad++ and count that way. The script starts at 0, so 1 is 2, but I'm pretty sure KiloSwiss tells you the exact line to make the change. He even added his files as example. My mistake, pretty sure there were examples at one point, but I don't see them in this last test release Edited December 30, 2014 by cyncrwler KiloSwiss 1 Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 31, 2014 Author Report Share Posted December 31, 2014 @FrenzyFire000Can You provide me Your clients RPT Logfile?Pack it into a .zip and add is as attachment to Your post or send it to me via PM.Also did this happen when the mission startet, or when it was finished?@spurgurgleAI and moving around = Not possible ATM.@SnakeyesI will expand the end mission detection radius from 250 to 500mEveryone coward sniping the AI from further away has to observe trough his scope, how the mission despawns once it's timed out ;)@Tobias SolemThanks for upvoting this issue.But You should understand that I can't make tha AI move, as long as this issue exists.But i made them react with suppressive fire if one of their comrades got shot, or even killed.@MudbuttAs cyncrwler wrote, use Notepad++ so You don't have to count the lines.I will add the name of the filters to where the exception belong into the readme.txtGreez KiloSwiss Link to comment Share on other sites More sharing options...
Dobrowney Posted December 31, 2014 Report Share Posted December 31, 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 Shit thanks man. I did know know what you where replying to .. I asked a few questions or missed that post. Sorry Link to comment Share on other sites More sharing options...
pr0dukt Posted December 31, 2014 Report Share Posted December 31, 2014 Alot of this stuff can be adjusted to fit your own preferences guys. It's really not that hard to look and find what setting it is you need to change. He cant accommodate everyone or else this mission system will be in a never ending battle with itself. =p KiloSwiss 1 Link to comment Share on other sites More sharing options...
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