Snakeyes Posted December 31, 2014 Report Share Posted December 31, 2014 I just downloaded the latest version v0.5.1 of SEM and I'm ready to install it on my server. How long do the missions run with the current version if the AI does not attach to a thread? Is there a file setting to adjust that? I really like the SEM, but having missions constantly spawning and despawning with the audio/visual notifications gets a bit annoying after a while. Thanks! I changed the mission time out to 60 minutes for all missions. :) Link to comment Share on other sites More sharing options...
KiloSwiss Posted December 31, 2014 Author Report Share Posted December 31, 2014 Okay that's it from me for this Year. I hope You all are happy with the simple missions script for EPOCH in its current state, and we will see us next Year then. Greez KiloSwiss Major Khunt, fullaholes, cyncrwler and 1 other 4 Link to comment Share on other sites More sharing options...
Darth_Rogue Posted December 31, 2014 Report Share Posted December 31, 2014 Keep up the great work Kilo! Happy New Year! :) Link to comment Share on other sites More sharing options...
fullaholes Posted December 31, 2014 Report Share Posted December 31, 2014 All the best Kilo, Happy new year to you sir ;-) Link to comment Share on other sites More sharing options...
BFranek Posted December 31, 2014 Report Share Posted December 31, 2014 Thanks Kilo. Happy NewYear. Link to comment Share on other sites More sharing options...
Snakeyes Posted December 31, 2014 Report Share Posted December 31, 2014 One thing I noticed after loading the v0.5.1 version of SEM, when I die I'm respawning at a new location out on the salt flats (outside). The glass tubes are there as well as the teleport pads. Something is wrong there, but it's not a showstopper at all. Other than that it is looking good so far. I like that when I restart the server and join the game a mission does not spawn in immediately. Also, the increased interval before the mission time outs is much better and a little time passes before the next mission begins. That is more believable. Thanks for the new toy. Happy New Year Kilo! :D Link to comment Share on other sites More sharing options...
1Man Posted December 31, 2014 Report Share Posted December 31, 2014 Ya someone deleted the building but that's the new spawn point since the last update of Epoch Link to comment Share on other sites More sharing options...
Snakeyes Posted December 31, 2014 Report Share Posted December 31, 2014 (edited) Ya someone deleted the building but that's the new spawn point since the last update of Epoch Not for me. After updating to Epoch v0.2.5.2 I still spawn into the cave when joining a new server or after dying. That is on the Altis map. I'll try joining a different Altis server in a moment and see where I spawn in. Confirmed. I joined a new Epoch 0.2.5.2 server and spawned in the usual building with the glass tubes and TP pads. Edited December 31, 2014 by Snakeyes Link to comment Share on other sites More sharing options...
1Man Posted December 31, 2014 Report Share Posted December 31, 2014 That's weird mine is a building in the salt flats Link to comment Share on other sites More sharing options...
pr0dukt Posted December 31, 2014 Report Share Posted December 31, 2014 Happy new year killo and kudos again for a solid system. ^_~ Link to comment Share on other sites More sharing options...
EL BARTO Posted December 31, 2014 Report Share Posted December 31, 2014 I noticed one bug after installing the 0.5.1 kilo: the trader have no function...it's not possible do buy or sell items. and it's nothing with epoch, cause after reinstalling the version 0.2 all it's working fine! Link to comment Share on other sites More sharing options...
cyncrwler Posted December 31, 2014 Report Share Posted December 31, 2014 Happy New Year Kilo. Thank you again, working beautifully!!! Link to comment Share on other sites More sharing options...
FrenzyFire000 Posted December 31, 2014 Report Share Posted December 31, 2014 I noticed one bug after installing the 0.5.1 kilo: the trader have no function...it's not possible do buy or sell items. and it's nothing with epoch, cause after reinstalling the version 0.2 all it's working fine! Buying and selling at the traders has a epoch bug. Traders work fine with the missions. If you ever have this happen just log out then bag in again and it should fix it. Link to comment Share on other sites More sharing options...
FrenzyFire000 Posted December 31, 2014 Report Share Posted December 31, 2014 Everything is working great for me now with the last update. Thanks I love these missions. Link to comment Share on other sites More sharing options...
Gen0cide Posted December 31, 2014 Report Share Posted December 31, 2014 Happy New Year Kilo and thanks, best AI mission on here right now imo Link to comment Share on other sites More sharing options...
Snakeyes Posted December 31, 2014 Report Share Posted December 31, 2014 Wow! The increased detection range is great. The AI seem more lethal now. I'm having to move around to find good sniping positions. I'm currently pinned down by the AI and then a drone comes flying in. Gotta love this stuff! :) Link to comment Share on other sites More sharing options...
AztecGhost Posted December 31, 2014 Report Share Posted December 31, 2014 anyone know how to change the timeouts on the missions? Mine are still timing out at the 5 minute mark. Would like to have them stay for at least 15 minutes. Link to comment Share on other sites More sharing options...
Richie Posted December 31, 2014 Report Share Posted December 31, 2014 anyone know how to change the timeouts on the missions? Mine are still timing out at the 5 minute mark. Would like to have them stay for at least 15 minutes. initMissions.sqf _missions = [ ["bCamp", "Bandit Camp", 45, 6], ["supplyVanCrash", "Supply Van", 45, 10], ["bPlaneCrash", "Plane Crashsite", 45, 8], ["bHeliCrash", "Heli Crashsite", 45, 8], ["bDevice", "Strange Device", 45, 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...
chisel Posted December 31, 2014 Report Share Posted December 31, 2014 I'm still having players getting kicks for addweaponcargo restriction when killing the ai. 31.12.2014 17:23:26: Chisel (8.225.212.50:2304) xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx - #0 "arifle_Katiba_C_F" 0:0 31.12.2014 17:26:52: Chisel (8.225.212.50:2304) xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx - #0 "arifle_Mk20C_plain_F" 0:0 31.12.2014 17:28:20: Chisel (8.225.212.50:2304) xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx - #0 "arifle_Mk20_GL_plain_F" 0:0 31.12.2014 17:39:25: Chisel (8.225.212.50:2304) xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx - #0 "arifle_Mk20_GL_F" 0:0 31.12.2014 18:21:23: Chisel (8.225.212.50:2304) xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx - #0 "arifle_Mk20_GL_plain_F" 0:0 31.12.2014 18:24:04: Chisel (8.225.212.50:2304) xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx - #0 "arifle_Katiba_C_F" 0:0 31.12.2014 18:59:37: Harry Canyon (70.190.213.181:2304) xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx - #0 "arifle_Mk20_GL_F" 0:0 Here's my addWeaponCargo.txt: addweaponcargo.txt Am I missing something here? Link to comment Share on other sites More sharing options...
Snakeyes Posted December 31, 2014 Report Share Posted December 31, 2014 (edited) anyone know how to change the timeouts on the missions? Mine are still timing out at the 5 minute mark. Would like to have them stay for at least 15 minutes. It's in the readme file. If I recall correctly you change the mission time out setting in the initmissions.sqf found in the @a3epochmission folder. The way it is set-up you can change the time out value for each mission or have them all the same. Ooops. I missed the post from Richie. Edited December 31, 2014 by Snakeyes Link to comment Share on other sites More sharing options...
AztecGhost Posted December 31, 2014 Report Share Posted December 31, 2014 @ Snakeyes and Richie... Thanks but these are the default download settings: _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! If I read it right................ Supply mission for example should time out at 30 mins.... well currently its timing out at 5 mins.... Am I not reading that right? Link to comment Share on other sites More sharing options...
Snakeyes Posted December 31, 2014 Report Share Posted December 31, 2014 AztecGhost, The missions seem to be lasting a lot longer for me, but I have been within the AI detection range so that will make the AI persist. I'll try to busy myself with looting and shooting at sappers this afternoon and observe what happens to a mission with no player threads on my test server. Link to comment Share on other sites More sharing options...
Richie Posted December 31, 2014 Report Share Posted December 31, 2014 Are you sure you're using 0.5.1 ? 0.5.0 was a test and has debug = true set, that caused the missions to end soon. Check line 36 of initMission.sqf for the debug setting, it should be false Link to comment Share on other sites More sharing options...
Snakeyes Posted December 31, 2014 Report Share Posted December 31, 2014 @ Snakeyes and Richie... Thanks but these are the default download settings: _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! If I read it right................ Supply mission for example should time out at 30 mins.... well currently its timing out at 5 mins.... Am I not reading that right? AztecGhost, The Heli Crashsite mission lasted exactly 45 minutes like it should. Link to comment Share on other sites More sharing options...
Snakeyes Posted December 31, 2014 Report Share Posted December 31, 2014 Not for me. After updating to Epoch v0.2.5.2 I still spawn into the cave when joining a new server or after dying. That is on the Altis map. I'll try joining a different Altis server in a moment and see where I spawn in. Confirmed. I joined a new Epoch 0.2.5.2 server and spawned in the usual building with the glass tubes and TP pads. Strange. Now I spawn in at the usual place after playing for a few hours and dying a few times. The last two spawns were back in the building rather than outside on the salt flats. :huh: Link to comment Share on other sites More sharing options...
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