MisterT Posted January 5, 2015 Report Share Posted January 5, 2015 kiwigreen, Boonji, SilentHog and 1 other 4 Link to comment Share on other sites More sharing options...
Joker_xGERx Posted January 5, 2015 Report Share Posted January 5, 2015 Thanks, script is loading and AI is spawning but no player damage. :( Link to comment Share on other sites More sharing options...
MisterT Posted January 5, 2015 Author Report Share Posted January 5, 2015 That is a common issue. Make sure all your files are up to date. My AI shoot and cause damage. Use google to find how to fix this common issue (A3 AI bullets cause no damage to players). If you cant figure it out within 24 hours. I will post you a fix. Happy searching. SideNote: I use stock epoch files and the A.I. spawn and kill fine. Are you using a different antihack than stock? Link to comment Share on other sites More sharing options...
Joker_xGERx Posted January 5, 2015 Report Share Posted January 5, 2015 That is a common issue. Make sure all your files are up to date. My AI shoot and cause damage. Use google to find how to fix this common issue (A3 AI bullets cause no damage to players). If you cant figure it out within 24 hours. I will post you a fix. Happy searching. SideNote: I use stock epoch files and the A.I. spawn and kill fine. Are you using a different antihack than stock? The standard epoch AI cause damage and the AI fom works fine too. Seems like was the same problem, i tried to fix it with infos from that thread but i am a script noob :( And YES, i use a different AntiHack than stock! (...i know nobody wan´t to hear this here!) Does i have to update some stock files? I use Epoch 0.2.5.2 and A3 1.36.128579 MisterT 1 Link to comment Share on other sites More sharing options...
Lord1385 Posted January 5, 2015 Report Share Posted January 5, 2015 Works this Script with Bornholm and the sem? Link to comment Share on other sites More sharing options...
1Man Posted January 5, 2015 Report Share Posted January 5, 2015 I would say no looks like the coords are cities in altis Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 5, 2015 Report Share Posted January 5, 2015 Are these armed AI or just people that walk around? Link to comment Share on other sites More sharing options...
MisterT Posted January 5, 2015 Author Report Share Posted January 5, 2015 Same AI gear as UAV spawn. Yes Armed. they Spawn in houses. Link to comment Share on other sites More sharing options...
MisterT Posted January 5, 2015 Author Report Share Posted January 5, 2015 This will work on any map, just change cords Joker for testing please remove the antihack you are using. Than test. That antihack you use will cause this issue. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 5, 2015 Report Share Posted January 5, 2015 Any way to randomize the chance of them spawning? It looks like right now they will definitely spawn no mater what? MisterT 1 Link to comment Share on other sites More sharing options...
MisterT Posted January 5, 2015 Author Report Share Posted January 5, 2015 Joker here is a hint (couldnt wait 24 hours :P) epoch_server_loadplayer.sqf _av allowDamage false; change to _av allowDamage true; If your still not sure private msg me. Link to comment Share on other sites More sharing options...
MisterT Posted January 5, 2015 Author Report Share Posted January 5, 2015 Im going to add 40% chance spawning (percentage editable) Currently getting Spawn selection done, with halo/ground option after this is done I will add the percentage for AI spawns in towns Link to comment Share on other sites More sharing options...
cheech420now Posted January 5, 2015 Report Share Posted January 5, 2015 I get this Error. Anyone point me to where to put the missing characters? 13:05:34 Error in expression <["moveretry", 0, false]; }; sleep 5; }; };> 13:05:34 Error position: <};> 13:05:34 Error Missing { 13:05:34 Error in expression <["moveretry", 0, false]; }; sleep 5; }; };> 13:05:34 Error position: <};> 13:05:34 Error Missing { Link to comment Share on other sites More sharing options...
Joker_xGERx Posted January 5, 2015 Report Share Posted January 5, 2015 Joker here is a hint (couldnt wait 24 hours :P) epoch_server_loadplayer.sqf _av allowDamage false; change to _av allowDamage true; If your still not sure private msg me. If i change the value _av allowDamage from false to true the server crashes when first player join :huh: Link to comment Share on other sites More sharing options...
MisterT Posted January 5, 2015 Author Report Share Posted January 5, 2015 Here is random percentage @ 39% AI will Spawn Here you go BetterDeadThanZed if(!(isserver) and !(DCLusehclient)) exitwith {}; if(!(!hasInterface && !isServer && name player == DCLhclientname) and DCLusehclient) exitwith {}; private [ "_allunits", "_back", "_buildings", "_civil", "_civiltype", "_civilrole", "_index", "_group", "_number", "_position", "_positions", "_start", "_trigger" ]; _position = _this select 0; if (isnil "_position") exitwith { hint "DCL: empty position";}; if (count _position < 1) exitwith { hint "DCL: required a position ARRAY";}; if (surfaceiswater _position) exitwith { hint "DCL: position is in the water";}; _allunits = []; _back = []; _positions = []; _start = true; DCLcountplayer = { private ["_array", "_count"]; _array = _this select 0; _count = 0; if (isnil "_array") exitwith {_count = 0; _count;}; { if(isplayer _x) then { _count = _count + 1; }; sleep 0.0001; }foreach _array; _count; }; // List all units in Zone _trigger = createTrigger["EmptyDetector", _position]; _trigger setTriggerArea[DCLdistancepop, DCLdistancepop, 0, false]; _trigger setTriggerActivation["ANY", "PRESENT", TRUE]; _trigger setTriggerStatements["", "", ""]; while { ([(list _trigger)] call DCLcountplayer == 0) } do { sleep (random 5); }; _buildings = nearestObjects[_position,["House_F"], 150]; sleep 1; { _index = 0; while { format ["%1", _x buildingPos _index] != "[0,0,0]" } do { _positions = _positions + [(_x buildingPos _index)]; _index = _index + 1; }; }foreach _buildings; _number = 1 + round (random DCLgroupsize); _group = creategroup DCLcivilianside; for "_x" from 0 to _number do { _civiltype = civilclass call BIS_fnc_selectRandom; _position = _positions call BIS_fnc_selectRandom; _civilrole = "civil"; _back = _back + [[_civiltype, _position, _civilrole]]; }; while { true } do { // restore civils if ((([(list _trigger)] call DCLcountplayer == 0) or _start) and random (1) > 0.39) then { _start = false; { if(alive _x) then { _civilrole = _x getvariable "civilrole"; _back = _back + [[typeof _x, position _x, _civilrole]]; _x removeAllEventHandlers "Killed"; _x setdammage 1; deletevehicle _x; }; sleep 0.1; }foreach (units _group); deletegroup _group; while { ([(list _trigger)] call DCLcountplayer == 0) } do { sleep (random 5); }; _group = creategroup DCLcivilianside; { _civiltype = _x select 0; _civil = _group createUnit [_civiltype, (_x select 1), [], 0, "FORM"]; _position = _positions call BIS_fnc_selectRandom; _civil setvariable ["civilrole", (_x select 2), true]; _civil setvariable ["destination", _position, false]; _civil setvariable ["wcprotected", true, false]; sleep 0.1; }foreach _back; wcgarbage = [_group] spawn walk; _back = []; }; sleep 5; }; Use this generate_zone.sqf if you want percentage Change the random (1) > 0.39) to what you want Link to comment Share on other sites More sharing options...
MisterT Posted January 5, 2015 Author Report Share Posted January 5, 2015 If i change the value _av allowDamage from false to true the server crashes when first player join :huh: What you mean crashes? Did you remake the pbo correctly? what the errors in client and server rpt? Change false to true wont cause a crash Link to comment Share on other sites More sharing options...
Joker_xGERx Posted January 5, 2015 Report Share Posted January 5, 2015 Ok, what i do... Unpack @epochhive/addons/a3_epoch_server.pbo Open compile/epoch_player/EPOCH_server_loadPlayer.sqf Search for "_av allowDamage false;" and change it to "_av allowDamage true;" Copy/Paste the a3_epoch_server Folder back to the .PBO Start Server Server is starting up, when 1st player join the mission is loading and then the server crashes/shut down. 23:52:49 c:\w\stable\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing! 23:52:49 Attempt to override final function - bis_fnc_mp 23:52:49 Attempt to override final function - bis_fnc_spawn 23:52:49 Attempt to override final function - bis_fnc_mpexec 23:52:49 Attempt to override final function - bis_fnc_getcfgdata 23:52:50 Error: Object(3 : 0) not found 23:52:50 "<infiSTAR.de> 118.261 - AntiHack loaded!" 23:52:50 "infiSTAR.de 0.136 - run.sqf - AntiHack included!" 23:52:50 "infiSTAR.de 0.136 - run.sqf - including AdminTools" 23:52:50 "infiSTAR.de 0.136 - run.sqf - AdminTools included!" 23:52:50 "#SEM: Start Simple Epoch Missions" 23:52:50 Attempt to override final function - bis_fnc_init 23:52:50 "Epoch: Starting ArmA3 Epoch Server, Version 0.2.5.2" ...and then the server log ends. Link to comment Share on other sites More sharing options...
MisterT Posted January 5, 2015 Author Report Share Posted January 5, 2015 Look below this comment DISABLE infistar. I know sometimes infistar uses its own damagehandler. Try to disable your antihack, than use a stock pbo. I dont have this issue using stock pbos. Link to comment Share on other sites More sharing options...
MisterT Posted January 5, 2015 Author Report Share Posted January 5, 2015 Ok, what i do... Unpack @epochhive/addons/a3_epoch_server.pbo Open compile/epoch_player/EPOCH_server_loadPlayer.sqf Search for "_av allowDamage false;" and change it to "_av allowDamage true;" Copy/Paste the a3_epoch_server Folder back to the .PBO Start Server Server is starting up, when 1st player join the mission is loading and then the server crashes/shut down. 23:52:49 c:\w\stable\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing! 23:52:49 Attempt to override final function - bis_fnc_mp 23:52:49 Attempt to override final function - bis_fnc_spawn 23:52:49 Attempt to override final function - bis_fnc_mpexec 23:52:49 Attempt to override final function - bis_fnc_getcfgdata 23:52:50 Error: Object(3 : 0) not found 23:52:50 "<infiSTAR.de> 118.261 - AntiHack loaded!" 23:52:50 "infiSTAR.de 0.136 - run.sqf - AntiHack included!" 23:52:50 "infiSTAR.de 0.136 - run.sqf - including AdminTools" 23:52:50 "infiSTAR.de 0.136 - run.sqf - AdminTools included!" 23:52:50 "#SEM: Start Simple Epoch Missions" 23:52:50 Attempt to override final function - bis_fnc_init 23:52:50 "Epoch: Starting ArmA3 Epoch Server, Version 0.2.5.2" ...and then the server log ends. Also did you create another @Myupdatedfile. Remember Epoch uses a DLL crc check. So you have to add another @yourmod with the new pbo in it. Than add @yourmod to your server startup. in other words. compile pbo file. Create folder called @deeznuts, open that folder create another folder called addons drag the pbo you just made into @deeznuts\addons\ new.pbo On your STARTUP addd @Epoch;@EpochHive;@Deeznuts Get what Im saying? There is 10 ways to do this. Link to comment Share on other sites More sharing options...
Joker_xGERx Posted January 5, 2015 Report Share Posted January 5, 2015 Also did you create another @Myupdatedfile. Remember Epoch uses a DLL crc check. So you have to add another @yourmod with the new pbo in it. Than add @yourmod to your server startup. in other words. compile pbo file. Create folder called @deeznuts, open that folder create another folder called addons drag the pbo you just made into @deeznuts\addons\ new.pbo On your STARTUP addd @Epoch;@EpochHive;@Deeznuts Get what Im saying? There is 10 ways to do this. OK, what you want to say is the game does not allow any changes on the .pbo´s in @epochhive because of verifying that files are original!? If i create a new folder i.e. @mychanges/addons and put in there a copy of the a3_epoch_server.pbo where i do my changes is there no conflict with the .pbo in the @epochhive folder? So i have one EPOCH_server_loadPlayer.sqf with the value of "false" and one with "true" :huh: Link to comment Share on other sites More sharing options...
MisterT Posted January 5, 2015 Author Report Share Posted January 5, 2015 If you create another you will be fine. MSG your skype Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 6, 2015 Report Share Posted January 6, 2015 Could you tell me how I could add something that puts information in the log for debugging purposes? For example, "AI spawned at (coords)" just so I can be sure this is working? Also, can you tell me the location of one of the coordinates so I can go to that location to see if I can find the AI? Right now I have no way to know for sure which towns have spawns. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 6, 2015 Report Share Posted January 6, 2015 If you're admin on the server just turn on map ESP and you should be able to see them. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 6, 2015 Report Share Posted January 6, 2015 If you're admin on the server just turn on map ESP and you should be able to see them. In that case, they might not be spawning because I tried that, unless I just wasn't within range of one of the spawn points. Link to comment Share on other sites More sharing options...
Stickells54 Posted January 6, 2015 Report Share Posted January 6, 2015 In that case, they might not be spawning because I tried that, unless I just wasn't within range of one of the spawn points. Try using MapESP Link to comment Share on other sites More sharing options...
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