BetterDeadThanZed Posted January 6, 2015 Report Share Posted January 6, 2015 Try using MapESP As I said, I did that. Anyway, just tested it by increasing the AI to 15 to ensure I did come across one and sure enough they are there, but they can't kill me. I would have thought that the solution to that would be included with the original directions. Link to comment Share on other sites More sharing options...
Joker_xGERx Posted January 6, 2015 Report Share Posted January 6, 2015 If you create another you will be fine. MSG your skype Finally, with a new folder and a copy of the original .pbo i got it working. Thanks a lot for your patience ;) Now the PvE party can start ;) Is it possible to make the ai a bit slower/less aggressive in attack? I tried to change combat mode from red to yellow but i can´t feel a difference. MisterT 1 Link to comment Share on other sites More sharing options...
tylerjohnson Posted January 6, 2015 Report Share Posted January 6, 2015 Thanks for the great script. Thing i noticed is that roughly 14 ai spawned near 1 person, and some despawned, they weren't in combat, but I wonder if this is a cleanup happening or whats going on. Will they despawn if they are in combat? The despawn isn't immediate, but just noticed it from the admin esp Link to comment Share on other sites More sharing options...
MisterT Posted January 6, 2015 Author Report Share Posted January 6, 2015 I didnt create this code, I start changing it up like I did when I added the % of possible spawn rate or AI, but im not sure if I want to get that deep. Im currently working on spawn selection for altis. So my time is more into that. computermancer 1 Link to comment Share on other sites More sharing options...
MisterT Posted January 6, 2015 Author Report Share Posted January 6, 2015 As I said, I did that. Anyway, just tested it by increasing the AI to 15 to ensure I did come across one and sure enough they are there, but they can't kill me. I would have thought that the solution to that would be included with the original directions. I have posted how to fix this while helping Joker. I will update the original post. Link to comment Share on other sites More sharing options...
tylerjohnson Posted January 6, 2015 Report Share Posted January 6, 2015 Finally, with a new folder and a copy of the original .pbo i got it working. Thanks a lot for your patience ;) Now the PvE party can start ;) Is it possible to make the ai a bit slower/less aggressive in attack? I tried to change combat mode from red to yellow but i can´t feel a difference. Joker mind posting the steps you did to resolve the no player damage and pbo work around? Link to comment Share on other sites More sharing options...
cheech420now Posted January 6, 2015 Report Share Posted January 6, 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 6, 2015 Report Share Posted January 6, 2015 Joker mind posting the steps you did to resolve the no player damage and pbo work around? I have addad a new folder "@myconfig" in the servers root (where the arma3server.exe is) In this new folder i created a folder "addons" Then copy the file "a3_epoch_server.pbo" from "@epochhive\addons" in the new created folder "@myconfig\addons" Extract the file with PBO Manager and open the file "\compile\epoch_player\EPOCH_server_loadPlayer.sqf" with Notepad++ Search in this file as MisterT said for "_av allowDamage false;" and change it to "_av allowDamage true;" Repack the a3_epoch_server folder back to the PBO file ("a3_epoch_server.pbo") Add to your server startparameter @myconfig like this... -mod=@Epoch;@epochhive;@mycon Have fun... Don´t know if is the best way but it works for me :) MisterT 1 Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 6, 2015 Report Share Posted January 6, 2015 Hmm.. messing with the Epoch core files. Exactly what the devs asked us not to do. Link to comment Share on other sites More sharing options...
MisterT Posted January 6, 2015 Author Report Share Posted January 6, 2015 If that's the case BetterDeadThanZe than don't add any scripts. Plus scripts you add can cause bugs that are not part of the epochs server files.Which than can cause users to report false bugs. Seeing that you're an Offical Host, you should not install any script. I believe the Dev would agree with this. (Towing,loadouts,AI MIssions,Roaming AI,HC) All these can cause false positives due to badly coded scripts. Than players will report on epoch forums. So you should be Vanilla not I. My server is Not Vanilla, when people login, I state do not report any bugs to epoch forums due to AoA has extra addons. please report to AoA community forums this broadcast every 20 min. So that there is no confusion. I try to talk to all players on my servers to make sure all gaming aspects are working, fun, balanced, and survival. I'm here to share what I have accomplished on my server so others can possibly use or not Spawn Selection for Altis Epoch is almost done. I will release soon. MisterT Link to comment Share on other sites More sharing options...
tylerjohnson Posted January 6, 2015 Report Share Posted January 6, 2015 I haven'ted tested this yet, but from blckeagl's post this is how he fixed it. I changed the variable to match this script. Add this to the bottom of your generate_zone.sqf and test it. I will test it later tonight. //Prevents players from having AI God Mode while {true} do { _players = []; _nearEntities = count (_civil nearEntities [["MAN"],1000]); //diag_log format["_nearEntities: %1",_nearEntities]; //Used for testing { if (isPlayer _x) then { _players = _players + [_x]; }; } foreach (_civil nearEntities [["MAN"],1000]); //diag_log format["Nearplayers: %1",_players]; //Used for testing if ((count _players) > 0) then { _owner = _players call BIS_fnc_selectRandom; _civil setOwner (owner _owner); }; //diag_log format["_civil %2 Owner: %1",owner _civil, _civil]; //Used for testing waitUntil{_nearEntities != count (_civil nearEntities [["MAN"],1000])}; }; Link to comment Share on other sites More sharing options...
xPr0di9yx Posted January 6, 2015 Report Share Posted January 6, 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 { Everyone should be getting this error unless they fixed it because your logs are telling you there is an extra }; somewhere. Based on the walk.sqf from the OP some of the code is misaligned and there is an extra brace at the end. See below. walk.sqf: private [ "_allunits", "_buildings", "_civil", "_index", "_group", "_position", "_positions" ]; _allunits = []; _positions = []; _group = _this select 0; _group setcombatmode "RED"; _group allowfleeing 0; _group setspeedmode "FULL"; { _x setbehaviour "COMBAT"; _x allowFleeing 0; _x setvariable ["lastpos", position _x, false]; _x setvariable ["destination", position _x, false]; _x setvariable ["moveretry", 0, false]; _x setunitpos "UP"; } foreach (units _group); _position = position (leader _group); _buildings = nearestObjects[_position,["House_F"], DCLdistancemove]; sleep 1; { _index = 0; while { format ["%1", _x buildingPos _index] != "[0,0,0]" } do { _position = _x buildingPos _index; _positions = _positions + [_position]; _index = _index + 1; }; }foreach _buildings; while { count (units _group) > 0 } do { if(count _allunits == 0) then { _allunits = units _group; }; _civil = _allunits select 0; _allunits = _allunits - [_civil]; if(format["%1", _civil getvariable "lastpos"] == format["%1", position _civil]) then { _civil setvariable ["moveretry", (_civil getvariable "moveretry") + 1, false]; }; _civil setvariable ["lastpos", position _civil, false]; if(_civil getvariable "moveretry" > 3) then { _position = _positions call BIS_fnc_selectRandom; _civil stop false; _civil setvariable ["destination", _position, false]; _civil domove _position; _civil setvariable ["moveretry", 0, false]; }; sleep 5; }; };<------------- extra }; shouldn't be there MisterT 1 Link to comment Share on other sites More sharing options...
MisterT Posted January 6, 2015 Author Report Share Posted January 6, 2015 Everyone should be getting this error unless they fixed it because your logs are telling you there is an extra }; somewhere. Based on the walk.sqf from the OP some of the code is misaligned and there is an extra brace at the end. See below. walk.sqf: private [ "_allunits", "_buildings", "_civil", "_index", "_group", "_position", "_positions" ]; _allunits = []; _positions = []; _group = _this select 0; _group setcombatmode "RED"; _group allowfleeing 0; _group setspeedmode "FULL"; { _x setbehaviour "COMBAT"; _x allowFleeing 0; _x setvariable ["lastpos", position _x, false]; _x setvariable ["destination", position _x, false]; _x setvariable ["moveretry", 0, false]; _x setunitpos "UP"; } foreach (units _group); _position = position (leader _group); _buildings = nearestObjects[_position,["House_F"], DCLdistancemove]; sleep 1; { _index = 0; while { format ["%1", _x buildingPos _index] != "[0,0,0]" } do { _position = _x buildingPos _index; _positions = _positions + [_position]; _index = _index + 1; }; }foreach _buildings; while { count (units _group) > 0 } do { if(count _allunits == 0) then { _allunits = units _group; }; _civil = _allunits select 0; _allunits = _allunits - [_civil]; if(format["%1", _civil getvariable "lastpos"] == format["%1", position _civil]) then { _civil setvariable ["moveretry", (_civil getvariable "moveretry") + 1, false]; }; _civil setvariable ["lastpos", position _civil, false]; if(_civil getvariable "moveretry" > 3) then { _position = _positions call BIS_fnc_selectRandom; _civil stop false; _civil setvariable ["destination", _position, false]; _civil domove _position; _civil setvariable ["moveretry", 0, false]; }; sleep 5; }; };<------------- extra }; shouldn't be there Thanks for reporting this. I fixed on mine and didnt get time to upload. You the man. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 6, 2015 Report Share Posted January 6, 2015 If that's the case BetterDeadThanZe than don't add any scripts. Plus scripts you add can cause bugs that are not part of the epochs server files.Which than can cause users to report false bugs. Seeing that you're an Offical Host, you should not install any script. I believe the Dev would agree with this. (Towing,loadouts,AI MIssions,Roaming AI,HC) All these can cause false positives due to badly coded scripts. Than players will report on epoch forums. So you should be Vanilla not I. My server is Not Vanilla, when people login, I state do not report any bugs to epoch forums due to AoA has extra addons. please report to AoA community forums this broadcast every 20 min. So that there is no confusion. I try to talk to all players on my servers to make sure all gaming aspects are working, fun, balanced, and survival. I'm here to share what I have accomplished on my server so others can possibly use or not Spawn Selection for Altis Epoch is almost done. I will release soon. MisterT I don't have any of those scripts you mentioned. What I do have (loot on the floor of the buildings and welcome credits) were added to the server files without taking core Epoch files and manipulating them. By using core Epoch files, you'll need to edit those files again and again with every release. It's better to do scripts that can run outside of those Epoch files. MisterT 1 Link to comment Share on other sites More sharing options...
tylerjohnson Posted January 6, 2015 Report Share Posted January 6, 2015 btw this fixed the damage issue without having to edit any epoch files. //Prevents players from having AI God Mode while {true} do { _players = []; _nearEntities = count (_civil nearEntities [["MAN"],1000]); //diag_log format["_nearEntities: %1",_nearEntities]; //Used for testing { if (isPlayer _x) then { _players = _players + [_x]; }; } foreach (_civil nearEntities [["MAN"],1000]); //diag_log format["Nearplayers: %1",_players]; //Used for testing if ((count _players) > 0) then { _owner = _players call BIS_fnc_selectRandom; _civil setOwner (owner _owner); }; //diag_log format["_civil %2 Owner: %1",owner _civil, _civil]; //Used for testing waitUntil{_nearEntities != count (_civil nearEntities [["MAN"],1000])}; }; Link to comment Share on other sites More sharing options...
KingRaymond795 Posted January 7, 2015 Report Share Posted January 7, 2015 Hi, For which map are these coords? I am in Chernarus, browsed many towns with no AI. I can see NPC TRADERS but no AI roaming at all - doesn't matter how long I wait, nothing spawns Link to comment Share on other sites More sharing options...
cheech420now Posted January 7, 2015 Report Share Posted January 7, 2015 btw this fixed the damage issue without having to edit any epoch files. //Prevents players from having AI God Mode while {true} do { _players = []; _nearEntities = count (_civil nearEntities [["MAN"],1000]); //diag_log format["_nearEntities: %1",_nearEntities]; //Used for testing { if (isPlayer _x) then { _players = _players + [_x]; }; } foreach (_civil nearEntities [["MAN"],1000]); //diag_log format["Nearplayers: %1",_players]; //Used for testing if ((count _players) > 0) then { _owner = _players call BIS_fnc_selectRandom; _civil setOwner (owner _owner); }; //diag_log format["_civil %2 Owner: %1",owner _civil, _civil]; //Used for testing waitUntil{_nearEntities != count (_civil nearEntities [["MAN"],1000])}; }; I Add this to the bottom of my generate_zone.sqf and still no damage from roaming ai Link to comment Share on other sites More sharing options...
MisterT Posted January 7, 2015 Author Report Share Posted January 7, 2015 Correct that wont work for Roaming AI. Use the way we listed. Link to comment Share on other sites More sharing options...
BlooDyVengance Posted January 8, 2015 Report Share Posted January 8, 2015 Hello dosent work..... AI isnt spawn.... Link to comment Share on other sites More sharing options...
MisterT Posted January 8, 2015 Author Report Share Posted January 8, 2015 Hello dosent work..... AI isnt spawn.... This works perfect as you can see a lot of people already use this. So where are you client.rpt and server rpt errors? Link to comment Share on other sites More sharing options...
BlooDyVengance Posted January 9, 2015 Report Share Posted January 9, 2015 This works perfect as you can see a lot of people already use this. So where are you client.rpt and server rpt errors? I have no problem with the script. Start the server without error. Map Altis. Ran all the cities do not see a single AI. Link to comment Share on other sites More sharing options...
KingRaymond795 Posted January 9, 2015 Report Share Posted January 9, 2015 This works perfect as you can see a lot of people already use this. So where are you client.rpt and server rpt errors? Hiya MisterT, I too have this issue - no AI spawning at all. I then realised this was only made for Altis - then I went to get all the Chernarus WorldSpace coords, added that and still nothing. Then I changed from 39% chance to 100% chance and still nothing Coords - in case you want to use em: DCLaltistownpositions = [[4500,2460],[14000,15160],[12900,10060],[15100,13860],[3300,3960],[5600,2560],[12000,13760],[6700,2660],[12900,15060],[11200,6660],[3300,4960],[6600,3660],[10400,9860],[10300,2160],[9500,8860],[5900,10360],[8400,6760],[8500,11960],[5300,8660],[1900,2260],[6600,14560],[12100,3560],[12500,14660],[12200,10960],[3600,2560],[4400,4660],[11100,12360],[6400,15060],[2700,10060],[7900,13060],[7500,5160],[11200,5560],[2000,7360],[5800,4760],[9200,14660],[12900,7960],[3600,13160],[11600,14460],[6100,3260],[7000,7760],[13300,12960],[12100,7360],[1600,3860],[4400,6460],[10600,8060],[5700,13560],[7900,3260],[4900,5660],[9100,3860],[3000,7960],[6100,12760],[4700,6860],[7900,12660],[9600,6660],[1400,11960],[11400,15160],[13400,6160],[2500,6360],[10100,5460],[6100,7760],[4900,15160],[9500,13860],[13900,13260],[3400,14860],[2700,12360],[7600,13460],[12800,4460],[13500,14160],[2200,11060],[3800,8960],[9900,10460],[6500,6060],[4500,13260],[2700,5460]]; Attached are also my rpt files. arma3server_2015-01-09_09-57-56.zip Link to comment Share on other sites More sharing options...
Humpabry Posted January 9, 2015 Report Share Posted January 9, 2015 (edited) all installed but getting a lovely error Error in expression < "civil"; _back = _back + [[_civiltype, _position, _civilrole]]; }; while { tr> 17:13:22 Error position: <_position, _civilrole]]; }; while { tr> 17:13:22 Error Undefined variable in expression: _position 17:13:22 Error in expression < "civil"; _back = _back + [[_civiltype, _position, _civilrole]]; }; oh and ya no ai spawn while { tr> 17:13:22 Error position: <_position, _civilrole]]; }; while { tr> 17:13:22 Error Undefined variable in expression: _position 17:13:22 Error in expression < "civil"; _back = _back + [[_civiltype, _position, _civilrole]]; }; while { tr> 17:13:22 Error position: <_position, _civilrole]]; }; while { tr> 17:13:22 Error Undefined variable in expression: _position 17:13:22 Error in expression <iviltype = _x select 0; _civil = _group createUnit [_civiltype, (_x select 1), [> 17:13:22 Error position: <createUnit [_civiltype, (_x select 1), [> 17:13:22 Error 0 elements provided, 3 expected 17:13:22 Error in expression <iviltype = _x select 0; _civil = _group createUnit [_civiltype, (_x select 1), [> 17:13:22 Error position: <createUnit [_civiltype, (_x select 1), [> 17:13:22 Error 0 elements provided, 3 expected 17:13:22 Error in expression <iviltype = _x select 0; _civil = _group createUnit [_civiltype, (_x select 1), [> 17:13:22 Error position: <createUnit [_civiltype, (_x select 1), [> 17:13:22 Error 0 elements provided, 3 expected Edited January 9, 2015 by Humpabry Link to comment Share on other sites More sharing options...
MisterT Posted January 9, 2015 Author Report Share Posted January 9, 2015 Msg me on Skype to Help. Its easier. THan once we fix. we can post the fix. Skype is Ghostfarter Link to comment Share on other sites More sharing options...
monkeebhoy Posted January 10, 2015 Report Share Posted January 10, 2015 Will this work with Chernarus? Link to comment Share on other sites More sharing options...
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