xD3MONx Posted March 13, 2015 Report Share Posted March 13, 2015 any chance to add this option? Link to comment Share on other sites More sharing options...
Face Posted March 13, 2015 Author Report Share Posted March 13, 2015 "I don't plan on ever" = Never. cyncrwler and omega13 2 Link to comment Share on other sites More sharing options...
Kozac Posted March 14, 2015 Report Share Posted March 14, 2015 Hey i have been having a problem that i think is comming from A3Ai where when i get shot by an ai it hits an invisible wall Link to comment Share on other sites More sharing options...
laurent09 Posted March 14, 2015 Report Share Posted March 14, 2015 I would like the aiwill not spawn in Kavala how to Link to comment Share on other sites More sharing options...
smilinglyer Posted March 14, 2015 Report Share Posted March 14, 2015 I really enjoy this mission, where do they normally drop the supply's after liberation? Also do you have any more missions made up =) Link to comment Share on other sites More sharing options...
Face Posted March 14, 2015 Author Report Share Posted March 14, 2015 A3EAI is not a true mission system, it's more similar to Epoch's antagonists, except with armed human AI. If you're looking for the standard "kill AI, get loot crate" system, you'll need to find something else. Link to comment Share on other sites More sharing options...
cyncrwler Posted March 14, 2015 Report Share Posted March 14, 2015 where do they normally drop the supply's after liberation? The question you are asking is for Dynamic Town Invasions from TheVampires mission system VEMF, this is the wrong thread for those questions. Try asking in that thread. Link to comment Share on other sites More sharing options...
larsmos2011 Posted March 15, 2015 Report Share Posted March 15, 2015 @Face Do you have a rough time specification when you are going to release the files for HC support?. Btw how's the developing for the HC going? Link to comment Share on other sites More sharing options...
Patriarch Posted March 15, 2015 Report Share Posted March 15, 2015 I have a question when i added the script on my server the ai works but the spawn is messed up i take out the script and everything is fine is there anything im doing wrong. I went ahead and re installed the server now works like a charm Link to comment Share on other sites More sharing options...
Face Posted March 15, 2015 Author Report Share Posted March 15, 2015 @larsmos2011: At this time, development is being slowed down because of my personal lack of free time. How it's going to work is that the HC files will be bundled in with the main A3EAI package in the next major release (0.5.0), with HC install instructions given to the early testers first. If early testing results is good, then HC support is considered working and the HC installation steps will be added to the A3EAI install instructions as an optional method. If it doesn't work, then the A3EAI package should work exactly as it is now, without a HC. I expect that 0.5.0 will be released before or around the same time Epoch 0.3.x is released. @Patriarch: I need a lot more details to do anything. Server log information would help. cyncrwler 1 Link to comment Share on other sites More sharing options...
cyncrwler Posted March 15, 2015 Report Share Posted March 15, 2015 @Face..Your latest update resolved the errors. Two days of restarts, and all is clear. Thank you for the awesome support!! Link to comment Share on other sites More sharing options...
Face Posted March 16, 2015 Author Report Share Posted March 16, 2015 @cyncrwler: Glad to see that the fix worked out great. @all: Here are some facts about the upcoming HC support for A3EAI, some things I've already said in the past and some are new: HC is completely optional, you can choose to run it only on the dedicated server ("Dedicated Mode") or you can choose to split it between the dedicated server and the headless client ("Hybrid Headless Mode") In hybrid mode, AI are controlled by the HC while the dedicated server handles everything else (ie: when to spawn/despawn/respawn AI) In dedicated mode, everything is handled by the dedicated server (just like as it is currently) A3EAI should be able to seamlessly transition between the two modes while the dedicated server is running. If the HC is closed or crashes while the server is up, AI will be transferred to the dedicated server, and when the HC is started up again, AI will be transferred back Installation for the dedicated server portion will remain the same, a new @A3EAI mod will be run by the HC (using the same package as the dedicated). Presently, only one HC is supported. The HC will need to be set up on the same machine as the dedicated server since the HC and dedicated portions of A3EAI will use the same config files. You could still set them up on different machines, just need to set up a dummy @EpochHive folder on the HC machine with the folder structure intact (the EpochHive files will be unnecessary for the HC, just need the structure and A3EAI config file). Only recommended to use HC on either the same physical machine or the same LAN as the dedicated for bandwidth reasons. Many parts of A3EAI had to be rewritten to make it possible for the HC to disconnect/reconnect at anytime without problems. Pistol weapon loot items for HC controlled units will be taken from the settings defined in A3EAI_config.sqf and not from the Epoch loot tables since the HC doesn't have access to the loot tables, and I'm not a fan of sending huge arrays of data through public variables. The HC unit will appear in the new spawn "cloning lab" as an immortal player unit. Because Epoch doesn't allow non-admin units to be invisible and throws a fit when the player unit is replaced with something else, this is the way it will have to be. At this time, I still need to test custom AI vehicle patrols, and I'm hoping to be able to wait until the next Epoch update is released before A3EAI 0.5.0 is released, since I want to get all the compatibility changes made in one update instead of splitting them up. cyncrwler, stonXer and second_coming 3 Link to comment Share on other sites More sharing options...
second_coming Posted March 16, 2015 Report Share Posted March 16, 2015 Really looking forward to the HC support :) Link to comment Share on other sites More sharing options...
CoercionX Posted March 20, 2015 Report Share Posted March 20, 2015 Have seen an issue on every version I've used so far (on 0.4.3.2 currently). I use: A3EAI_maxLandPatrols = 6; But after a few hours I will notice on the map there are way more than 6. Killing or blowing up the ai vehicles seems to add 1 more vehicle to the pool. Vehicles that I have marked to only allow 1 of I find 2 or 3. Yesterday, after 3 hours, I logged in to count up 22 roaming ai land vehicles on the map. One the players said they had been flying around destroying every one of the ai vehicles he could find. Think you might have injected some Borg blood into these guys... they have found a way to reproduce like a Hydra and the only short term cure is a restart, then it starts over :P Land Patrols never goes over 6 on RPT, but... 20:55:06 "A3EAI Monitor :: Dynamic Spawns: 1. Random Spawns: 5. Air Patrols: 2. Land Patrols: 6." 21:00:11 "A3EAI Monitor :: Dynamic Spawns: 0. Random Spawns: 5. Air Patrols: 2. Land Patrols: 1." 21:05:11 "A3EAI Monitor :: Dynamic Spawns: 1. Random Spawns: 3. Air Patrols: 4. Land Patrols: -3." 21:10:15 "A3EAI Monitor :: Dynamic Spawns: 0. Random Spawns: 5. Air Patrols: 3. Land Patrols: 0." 21:15:16 "A3EAI Monitor :: Dynamic Spawns: 1. Random Spawns: 5. Air Patrols: 2. Land Patrols: 4." 21:20:20 "A3EAI Monitor :: Dynamic Spawns: 1. Random Spawns: 5. Air Patrols: 1. Land Patrols: -2." 21:25:20 "A3EAI Monitor :: Dynamic Spawns: 2. Random Spawns: 5. Air Patrols: 1. Land Patrols: -4." 21:30:26 "A3EAI Monitor :: Dynamic Spawns: 1. Random Spawns: 5. Air Patrols: 2. Land Patrols: 2." 21:35:26 "A3EAI Monitor :: Dynamic Spawns: 1. Random Spawns: 2. Air Patrols: 3. Land Patrols: 6." It's more noticeable for me since I run 12 hour restarts, but soon as 0.3 releases and adds vehicle locking persists through restarts they will be drastically shortened, so I'll probably notice it less. Just wanted to point out it, though. Link to comment Share on other sites More sharing options...
CoercionX Posted March 20, 2015 Report Share Posted March 20, 2015 Also wanted to throw in this error I see every once in awhile in RPT logs: 19:26:45 Error in expression <); _ret = _this select _ret; }; _ret> 19:26:45 Error position: <_ret> 19:26:45 Error Undefined variable in expression: _ret 19:26:45 File A3EAI\compile\A3EAI_utilities\fn_selectRandom.sqf, line 22 Not sure if its affecting anything. Link to comment Share on other sites More sharing options...
Face Posted March 20, 2015 Author Report Share Posted March 20, 2015 There's a bunch of fixes and improvements for vehicles in 0.5.0, which should be released within 24 hours of Epoch 0.3 release. Also, errors related to the select random function are useless by themselves without information about what script is calling it. cyncrwler 1 Link to comment Share on other sites More sharing options...
Mitchpig Posted March 21, 2015 Report Share Posted March 21, 2015 Amazing work Face! Just wondering, are jets able to be added successfully in 0.5.0? Link to comment Share on other sites More sharing options...
Face Posted March 21, 2015 Author Report Share Posted March 21, 2015 Jets should work in 0.5.0, so that's something to look forward to. Keep in mind that the remove missile/rocket option will also remove the missile weaponry from jets, leaving behind HE ammo that they can still use. stonXer 1 Link to comment Share on other sites More sharing options...
Mitchpig Posted March 21, 2015 Report Share Posted March 21, 2015 Jets should work in 0.5.0, so that's something to look forward to. Keep in mind that the remove missile/rocket option will also remove the missile weaponry from jets, leaving behind HE ammo that they can still use. Awesome! I've got a few kajmans flying around and they're deadly enough with just the machine gun. Link to comment Share on other sites More sharing options...
DeathGun Posted March 21, 2015 Report Share Posted March 21, 2015 Silly question i have installed this but AI arent spawning at all? Link to comment Share on other sites More sharing options...
cyncrwler Posted March 22, 2015 Report Share Posted March 22, 2015 Then you did something wrong. Very easy to intall if you follow the instructions. Link to comment Share on other sites More sharing options...
Face Posted March 23, 2015 Author Report Share Posted March 23, 2015 Hey everyone, This is an announcement post about how A3EAI 0.5.0 will be released and how HC support will be rolled out. The 0.5.0 update will be released when Epoch 0.3.x is released to the public. HC support won't be available immediately, that will come soon at a later date as I iron out some details. I'm still figuring out a generalized HC install walkthrough for users - it's nowhere as simple as the current installation method of copy and pasting. So, I will be needing some volunteers to follow a guide that I will write at a later date to set up an HC (without A3EAI). I will be needing feedback about the clarity of the instructions and whether or not the steps help you install a working HC. This will be a change from the original plan where a few people test A3EAI with HC. More info to come when I have it. DirtySanchez, stonXer and blindfisk 3 Link to comment Share on other sites More sharing options...
NuFaN Posted March 23, 2015 Report Share Posted March 23, 2015 Hey Guys, where can u add a specific location to spawn ai, e.g. Skalista? No Battleye kicks? or need to find out myself xD Link to comment Share on other sites More sharing options...
Tobias Solem Posted March 23, 2015 Report Share Posted March 23, 2015 Hey Guys, where can u add a specific location to spawn ai, e.g. Skalista? No Battleye kicks? or need to find out myself xD Read back in the thread, your question(s) are answered there. Link to comment Share on other sites More sharing options...
NuFaN Posted March 23, 2015 Report Share Posted March 23, 2015 Read back in the thread, your question(s) are answered there. Hmm misread it i guess... I looked at all pages but did not see it... Will try again. Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now