Palcooky Posted March 14, 2015 Report Share Posted March 14, 2015 http://steamcommunity.com/sharedfiles/filedetails/?id=407689936 Screen shot dont knwo where they came from but when i killed one it blew them all up and i got kicked script restriction #16 mells house Location Iremi Bay (all the way south of west island) Link to comment Share on other sites More sharing options...
axeman Posted March 14, 2015 Report Share Posted March 14, 2015 Looks like a nest, that pier must have garrison points. Thanks for the report. Link to comment Share on other sites More sharing options...
prone Posted March 18, 2015 Report Share Posted March 18, 2015 Coords = 107/098 Mells house hosted by YOU! 3.0.1 Link to comment Share on other sites More sharing options...
QrizZ Posted March 19, 2015 Report Share Posted March 19, 2015 Also, bug or feature ? i have noticed that sappers don't stop following you if you don't kill it. example : i looted ferris, sapper spawned and started following me, jumped to boat and drove back to base around 5 km, did nothing else and sapper came after me. Mells house hosted by YOU! 3.0.1 Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted March 19, 2015 Report Share Posted March 19, 2015 I actually like this "swarm/hive" I think it is a feature! :ph34r: happydayz 1 Link to comment Share on other sites More sharing options...
axeman Posted March 19, 2015 Report Share Posted March 19, 2015 That is a nest, don't disturb it.. Link to comment Share on other sites More sharing options...
axeman Posted March 19, 2015 Report Share Posted March 19, 2015 Qrizz, if you get a certain distance away from a sapper he will go back to his 'home'. If the boat was slow and he was fast there is a chance he could have tracked you. Link to comment Share on other sites More sharing options...
Richie Posted March 19, 2015 Report Share Posted March 19, 2015 Qrizz, if you get a certain distance away from a sapper he will go back to his 'home'. If the boat was slow and he was fast there is a chance he could have tracked you. :o well that's rather cool, a 5km tracking monster :D Link to comment Share on other sites More sharing options...
QrizZ Posted March 20, 2015 Report Share Posted March 20, 2015 Qrizz, if you get a certain distance away from a sapper he will go back to his 'home'. If the boat was slow and he was fast there is a chance he could have tracked you. Ok, thanks for the info, in that case it was full speed police boat so thats why i was surprised. I will keep eye of them if this "radar tracking" still happens :lol: Link to comment Share on other sites More sharing options...
axeman Posted March 20, 2015 Report Share Posted March 20, 2015 He can't 'see' 5k, more like around 500m before he loses your scent. But if he keeps himself within that range he could track you. He has an element of random wandering, the idea being that he can go into a wander state and you can get away. I could see him potentially tracking that far but, basically, if you move quicker than him you will escape. He is going through a major overhaul of the code, am keeping his behaviour as close as possible to the current state. The FSM has been split up so his core functions are separate from other functions. Makes him much more responsive and hopefully more performant. Currently the 'loop' will check all decisions before deciding on one, so he will be considering moving somewhere when he really should be deciding to instantly detonate. There are currently deliberate time delays built in so he's not checking 'every tick' as a fair bit of information is gathered, before he makes a decision, about the environment, player positions, fear / anger levels are adjusted etc. Now he will be making decisions about walking at the same time as monitoring targets and deciding to detonate, which has also lead to an interesting way to interrupt a doMove. Also, it does stop some sneaky avoidance tactics :) Axle, Richie and QrizZ 3 Link to comment Share on other sites More sharing options...
QrizZ Posted March 22, 2015 Report Share Posted March 22, 2015 Id like to add : Sappers can run through both arma and epoch walls, didnt see this earlier or is it been there always ? Link to comment Share on other sites More sharing options...
axeman Posted March 22, 2015 Report Share Posted March 22, 2015 Have seen agents path through Arma walls occasionally, at the moment the epoch base walls are a locality issue. Maybe I should add in jammer range and safe zones to areas that the sapper can't move into? Link to comment Share on other sites More sharing options...
SkyDogs Posted March 22, 2015 Report Share Posted March 22, 2015 No Ax, the ability to lead a Sapper to an enemy base and be used as a bomb, must be retained. Richie 1 Link to comment Share on other sites More sharing options...
Richie Posted March 22, 2015 Report Share Posted March 22, 2015 No Ax, the ability to lead a Sapper to an enemy base and be used as a bomb, must be retained. Sneaky but i like it :D Link to comment Share on other sites More sharing options...
axeman Posted March 22, 2015 Report Share Posted March 22, 2015 No Ax, the ability to lead a Sapper to an enemy base and be used as a bomb, must be retained. :) nice, that stays then. Link to comment Share on other sites More sharing options...
Fog Horn Posted March 22, 2015 Report Share Posted March 22, 2015 No Ax, the ability to lead a Sapper to an enemy base and be used as a bomb, must be retained. Doesn't work well yet though , watched 6 different sappers blow up next to a base on Mell's , no visible damage . Needs tweaking ;) Link to comment Share on other sites More sharing options...
happydayz Posted March 22, 2015 Report Share Posted March 22, 2015 :) nice, that stays then. why not make it that they wont spawn inside a jammer range but can follow someone in... that way you dont have 5 sappers glitching through walls when ur there alone building etc Fog Horn and js2k6 2 Link to comment Share on other sites More sharing options...
axeman Posted March 22, 2015 Report Share Posted March 22, 2015 Sounds reasonable. Link to comment Share on other sites More sharing options...
viper179 Posted March 27, 2015 Report Share Posted March 27, 2015 Hey axe man just wondering I have a custom built dedi box, :wub: now since the new updated server files and client files I have lag or aka stuttering on the server same scripts as before and I have disabled the ones that are messed up due to the new update just to make sure. Is there a hotfix coming out just letting you no man and thanks for all the hard work man great job. happydayz 1 Link to comment Share on other sites More sharing options...
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