strike4ce Posted July 31, 2015 Report Share Posted July 31, 2015 it was an auto updater with server host VILayer, I managed to fix that problem by running it again but now I have another problem :( Server was running great till this epoch update :( This is the problem now 20:50:27 Unable to get file version size: C:\TCAFiles\Users\xxx\xxx\@EpochHive\epochserver.dll Link to comment Share on other sites More sharing options...
1Man Posted July 31, 2015 Report Share Posted July 31, 2015 It didn't update your server dll from the update? Link to comment Share on other sites More sharing options...
Face Posted July 31, 2015 Author Report Share Posted July 31, 2015 I've always had the "file version size" error in my test server logs but that hasn't ever prevented me from logging in or any other problems. Link to comment Share on other sites More sharing options...
dnk_paul Posted July 31, 2015 Report Share Posted July 31, 2015 it was an auto updater with server host VILayer, I managed to fix that problem by running it again but now I have another problem :( Server was running great till this epoch update :( This is the problem now 20:50:27 Unable to get file version size: C:\TCAFiles\Users\xxx\xxx\@EpochHive\epochserver.dll I'm getting the same error. Runs fine on my test server which was a fresh install, but an upgraded version doesn't load. Just posted a thread here about it: Link to comment Share on other sites More sharing options...
Face Posted August 1, 2015 Author Report Share Posted August 1, 2015 A3EAI 0.8.2 has been released on Github: https://github.com/dayzai/A3EAI Changelog: A3EAI 0.8.2 Files changed: A3EAI.pbo update required: Yes A3EAI_config.sqf update required: No A3EAI Client Addon update required: No Headless Client Files/Keys update required: Yes [iNFO] Debug level 1 option now outputs simple debug info, Debug level 2 will contain more "technical" information. When asking for A3EAI support, it is recommended to include debug output with debug level 2 enabled. Note: Debug level 2 tends to be more "spammy" of the RPT log. [FIXED] Water positions are now prevented from being used for AI land vehicle waypoints. [FIXED] Fixes for land vehicle antistuck. [FIXED] Fixes for double-activation of air vehicle/UAV/UGV detection behavior. [FIXED] A3EAI will now wait until killed unit becomes local to dedicated server before attempting to generate loot (relevant only to servers with headless client setups) [FIXED] Fixed bug with krypto pickup assist feature that caused entire A3EAI cleanup loop to crash. Added preventative fixes to prevent errors from causing cleanup loop to crash. [CHANGED] Land vehicle antistuck will now attempt to relocate stuck vehicle group to any other location on the map, as long as there are no players or plot poles near the target location. [CHANGED] A3EAI will now use building positions directly as static spawn positions instead of pre-calculating positions on server start (no more 150 spawn position limit). cyncrwler 1 Link to comment Share on other sites More sharing options...
Scaris Posted August 1, 2015 Report Share Posted August 1, 2015 Face, I was just wondering if you were every contemplating water based AI patrols as well as land and air? I ask because I think it would be fitting, piracy would be an effective survival method and the controlling the population to stay on the island may be another logical to it. Also, it would mean water is no longer a "safe area" for player aircraft. It would be excellent on Altis as it's completely surrounded in water. Not to mention seeing "so and so was killed by a pirate" would be pretty cool on the killfeed :) Link to comment Share on other sites More sharing options...
Face Posted August 1, 2015 Author Report Share Posted August 1, 2015 This is what I've said in the past about water/boat patrols: Boat patrols are not currently supported by A3EAI. It is possible that in the future that I may decide to add support for it for custom spawns, but there are no immediate plans at this time. Keep in mind that adding new AI types is one of the more complicated changes from a coding perspective and requires a lot of development and testing time. The reason it may be a custom-only feature is that not every map has large areas of water, such as Takistan or Esseker to name a few. Link to comment Share on other sites More sharing options...
DirtySanchez Posted August 2, 2015 Report Share Posted August 2, 2015 Wondering why these are popping up. 5:13:08 "[A3EAI] Removing invalid classname from A3EAI_rifleList array: CUP_hgun_Colt1911." 5:13:08 "[A3EAI] Removing invalid classname from A3EAI_rifleList array: CUP_hgun_Compact." 5:13:08 "[A3EAI] Removing invalid classname from A3EAI_rifleList array: CUP_hgun_M9." 5:13:08 "[A3EAI] Removing invalid classname from A3EAI_rifleList array: CUP_hgun_Makarov." 5:13:08 "[A3EAI] Removing invalid classname from A3EAI_rifleList array: CUP_hgun_MicroUzi." 5:13:08 "[A3EAI] Removing invalid classname from A3EAI_rifleList array: CUP_hgun_TaurusTracker455." 5:13:08 "[A3EAI] Removing invalid classname from A3EAI_rifleList array: CUP_hgun_TaurusTracker455_gold." 5:13:08 "[A3EAI] Removing invalid classname from A3EAI_rifleList array: CUP_hgun_SA61." 5:13:08 "[A3EAI] Removing invalid classname from A3EAI_rifleList array: CUP_SOFLAM." 5:13:08 "[A3EAI] Removing invalid classname from A3EAI_rifleList array: CUP_hgun_Phantom." 5:13:08 "[A3EAI] Removing invalid classname from A3EAI_rifleList array: CUP_hgun_Glock17." 5:13:08 "[A3EAI] Removing invalid classname from A3EAI_rifleList array: CUP_hgun_PB6P9." 5:13:08 "[A3EAI] Verified 463 unique classnames in 0.132 seconds." 5:13:08 "[A3EAI] Waiting for headless client to connect. A3EAI post-initialization process paused." Link to comment Share on other sites More sharing options...
Face Posted August 2, 2015 Author Report Share Posted August 2, 2015 Those are pistol class names and don't belong in the rifle list. Link to comment Share on other sites More sharing options...
(HPG) Heavy Posted August 3, 2015 Report Share Posted August 3, 2015 Face, Wonderful port and thank you for the updates. *bows After installing the latest build, this error showed up in my report log, thought it might interest you. Something to disregard? Error in expression <roup); deleteWaypoint [_unitGroup,all]; _unitGroup setCombatMode "YELLOW"> Error position: <all]; _unitGroup setCombatMode "YELLOW"> Error Undefined variable in expression: all File a3eai\compile\A3EAI_utilities\A3EAI_addVehicleGroup.sqf, line 24 Thanks again, peace. Link to comment Share on other sites More sharing options...
Face Posted August 3, 2015 Author Report Share Posted August 3, 2015 @(HPG) Heavy Thanks for reporting that issue. It's my bad for following bad information on the BI wiki, will be fixed in the next update. Link to comment Share on other sites More sharing options...
(HPG) Heavy Posted August 3, 2015 Report Share Posted August 3, 2015 @(HPG) Heavy Thanks for reporting that issue. It's my bad for following bad information on the BI wiki, will be fixed in the next update. Take your time, no rush....and as always, thank you :) Face 1 Link to comment Share on other sites More sharing options...
SteYou2014 Posted August 3, 2015 Report Share Posted August 3, 2015 Hi, Face. Is there a way I can open a map up in editor or something and see whether the map has the correct places labeled as remote, village, etc? Link to comment Share on other sites More sharing options...
Face Posted August 3, 2015 Author Report Share Posted August 3, 2015 @SteYou2014: Enable debug level 2, start your server (prepare for heavy RPT log spam), check your server RPT log after a few minutes. Search for all lines that contain "A3EAI Debug: Added location". Using the "Find all in current document" makes this much easier. You'll be able to see all locations detected by A3EAI and what it considers each location as. Note that not all of these locations will be used to create static spawns, there are further checks to see if there are enough building locations and other requirements. Note that "namelocal" is what A3EAI calls "remote". As an example, this is the location data for the Australia map: http://pastebin.com/01ArVTjk Link to comment Share on other sites More sharing options...
Face Posted August 3, 2015 Author Report Share Posted August 3, 2015 Releasing a minor update (0.8.3) to A3EAI with two fixes. Update at: https://github.com/dayzai/A3EAI If your server does not use AI vehicle patrols or equip AI with launchers, then you do not require this update. Changelog: A3EAI 0.8.3 Files changed: A3EAI.pbo update required: Yes A3EAI_config.sqf update required: No A3EAI Client Addon update required: No Headless Client Files/Keys update required: Yes [FIXED] A3EAI will now check if AI inventory is able to contain launcher ammo before assigning launcher weapon, and will continue searching through all units of the group until all launchers have been assigned, or no units can hold the ammo. [FIXED] Fixed waypoint-related bugs for AI groups that have abandoned their vehicles. Link to comment Share on other sites More sharing options...
DirtySanchez Posted August 4, 2015 Report Share Posted August 4, 2015 Those are pistol class names and don't belong in the rifle list. That's a fine answer but A3EAI is reading that from the cup config is it not? Link to comment Share on other sites More sharing options...
Face Posted August 4, 2015 Author Report Share Posted August 4, 2015 That's a fine answer but A3EAI is reading that from the cup config is it not? Yes, the config information for each weapon have a flag that determine which slot the weapon goes to: the rifle, pistol, or launcher. So, if you mismatch weapons with the weapon list (like put a pistol in a rifle list), A3EAI will catch that as an error. DirtySanchez 1 Link to comment Share on other sites More sharing options...
DirtySanchez Posted August 4, 2015 Report Share Posted August 4, 2015 Thanks Face for your quick response and all the work you have continued to do on A3EAI! Face 1 Link to comment Share on other sites More sharing options...
ScaRR Posted August 4, 2015 Report Share Posted August 4, 2015 This is what I've said in the past about water/boat patrols: The reason it may be a custom-only feature is that not every map has large areas of water, such as Takistan or Esseker to name a few. Hi Face, I created a "bandit camp" on the coast using the custom config. I wanted static boats using custom config. I managed to get this working by adding the following to the A3EAI_spawn_vehiclecustom.sqf code. //ScaRR _isShip = (_vehicleType isKindOf "Ship"); //true if vehicle is of type ship //ScaRR if (_isShip) then { _roadSearching = 0; //No need to search for road positions for air vehicles _waterPosAllowed = 1; //Allow water position for ships }; Link to comment Share on other sites More sharing options...
SteYou2014 Posted August 4, 2015 Report Share Posted August 4, 2015 @SteYou2014: Enable debug level 2, start your server (prepare for heavy RPT log spam), check your server RPT log after a few minutes. Search for all lines that contain "A3EAI Debug: Added location". Using the "Find all in current document" makes this much easier. You'll be able to see all locations detected by A3EAI and what it considers each location as. Note that not all of these locations will be used to create static spawns, there are further checks to see if there are enough building locations and other requirements. Note that "namelocal" is what A3EAI calls "remote". As an example, this is the location data for the Australia map: http://pastebin.com/01ArVTjk Wow, you even added this feature into the mod. I was thinking I'd have to do something separate like do it through the editor. Super impressed by your work here, man. Thank you and keep up the wonderful job :D Link to comment Share on other sites More sharing options...
DirtySanchez Posted August 4, 2015 Report Share Posted August 4, 2015 woops Link to comment Share on other sites More sharing options...
Face Posted August 4, 2015 Author Report Share Posted August 4, 2015 I think those classnames should be placed in the pistol array. Link to comment Share on other sites More sharing options...
DirtySanchez Posted August 5, 2015 Report Share Posted August 5, 2015 I think those classnames should be placed in the pistol array.Thanks for your help even though my thick skull needed a knock........ Link to comment Share on other sites More sharing options...
matrixmark Posted August 8, 2015 Report Share Posted August 8, 2015 Thanks Face for releasing this. I have used DZAI for a few years now over on our A2 Epoch server. This is awesome and from what I've seen so far. works great. Cheers dude. Face 1 Link to comment Share on other sites More sharing options...
LucyDemoon Posted August 12, 2015 Report Share Posted August 12, 2015 have ah question have installed all with your install.txt: but nothing spawning: i copied: Addons to @epochhive/addons the 2 files to @epochhive/ and edited the config to this: http://pastebin.com/PKiBZ2ya and the log: http://pastebin.com/0Jgk3PFd Link to comment Share on other sites More sharing options...
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