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Ghostrider-DbD-

[CONTINUED] blckeagls' AI Mission Version 6.54 build 27 for Epoch 0.4 / Arma 1.66

298 posts in this topic

License

This Mission System is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.

http://creativecommons.org/licenses/by-nc-sa/4.0/

DOWNLOAD

https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC

Installation:

Please see Installation.txt in the download for details.

New:

Supports both Epoch and Exile.

Added a module to spawn objects in map addons.

Added a module that spawns and loads loot crates at specific locations to populate map addons (e.g., AI strongholds) with loot

 

DESCRIPTION

This update represents an almost complete re-write from the ground up; most of the mission system has been redone or extensively revised. The code has been organized into subdirectories based on purpose. Settings are found in custom_server\Configs.

The mission system will start automatically; you no longer need to call it from your init.sqf in the mission.pbo.

There is now a check to see whether the mission system has been started to avoid having more than one copy running at a time.

Many new settings, too numerous to elaborate on here, have been added.

The custom_server\Configs\blck_custom_config.sqf allows you to configure the system for individual maps (e.g., only running certain kinds of missions).

Mission parameters are defined using standard mission template that specifies things such as the buildings to be spawned, vehicles to be spawned, and whether these are spawned at random or precise locations. See the templates for the Blue Missions Default and Red mission "RedCamp" for examples.

Missions will timeout and despawn after a certain period.

Penalties for running over AI have been adjusted.

The tables of vehicles and guns for which AI kills are penalized was updated to include APEX vehicles.

Support for Exile has been added (though not fully tested in this version).

Use of waypoints has been refined for AI vehicles giving them a more realistic patrol behavior.

Additional kinds of loot crates are now spawned, some of which can be heli-lifted.

Apex vehicles have been added to the vehicle patrols.

Heli-dropped reinforcements will be added in a future release.

The client addon now has new options that allow you to have mission information shown in system chat, as a hint, using a dynamic text display in the lower right corner, etc. See \debug\blckClient.sqf for the settings.

The client allows you to spawn icons (triangle or square) or classical circle markers.

 

Version 6.54 Build 27

Reverted to old system for mission timers which only supports one instance of each mission.

 

Version 6.53 Build 24
Added a setting blck_baseSkill = 0.7; // This defines the base skil of AI. Increase it to make AI more challenging.
Tweaked AI difficulty settings to make missions more difficult.
changed - GMS_EH_unitKilled - the event handler now uses precompiled rather than compiled on the fly code.
changed - several other minor performance tweaks were made server side.
changed - small changes were made the the loop in blck_client.sqf
Tweaked debugging information to reduced unnecessary logging when not in debug-mode.
Disabled the loop sending server fps client-side
fixed - GMS_fnc_updateMissionQue was not correctly updating mission information after mission completion.
fixed - GMS_fnc_mainThread was not deleted old AI and Vehicles from the arrays used to capture them after mission completion.
changed - calls to GMS_fnc_vehicleMonitor were moved inside the main loop.

Version 6.51 Build 22
Moved configuration for the client from debug\blckclient.sqf to debug\blckconfig.sqf.
Added a setting blck_useKillMessages = true/false; (line 60 of the config. when true, kill messages will be send to all players when a player kills an AI. The style of the message is controlled client-side (debug\blck_config.sqf)
Added a setting blck_useKillScoreMessage = true/false; // (line 61 of the config) when true a tile is displayed to the killer with the kill score information
Added a setting     blck_useIEDMessages = true/false;  // when true players will receive a message that their vehicle was damaged when AI are killed in a forbidden way (Run over Or Killed with vehicle-mounted weapons)
Fixed: Messages that a nearby IED was detonated are now properly displayed when players illegally kill AI.
Added a way to easily include / exclude APEX items. To exclude them comment out the line
    #define useAPEX 1
    at approximately line 219 in the config.

Build 6.50 Build 22

Public release of a change in how the mission timers run that permits multiple instances of missions and eliminates at least 4 wait-until loops.

Other minor fixes were also made.

Tweaked AI difficulty settings to make them more responsive.

Caution: the mission system will lock up if you exceed 144 groups. I do not have good error checks for this worked out. Just  keep in tin mind if you run many missions at one.

 

Version 6.46 Build 20.

Fixed bug in the Time Acceleration module which I recoded using Time to get time of day and BIS_fnc_sunriseSunsetTime to get the local sunrise/sunset time.

Added settings to disable the time acceleration module, map addons spawner and static loot crate spawner.

Version 6.45 build 17

Fixed an issue related to changes with Arma 1.66.

 

Version 6.45

Added a Kill Bonus notification that shows the killer what bonus was received.

Added an option to display mission notifications using Toasts (Exile Only).

Fixes for the Arma 1.66 update.

Several bug fixes;

Code was cleaned up in a few places.

 

Version 6.44

Added parameters
    blck_blacklistTraderCities=true; // the locations of the Epoch  trader cities will be pulled from the config and added to the location blacklist for the mission system.

Added: the main thread now runs a function that checks for empty groups.
Fixed: The mission system would hang on epoch after a while because createGroup returned nullGroup. this appeared to occur because the maximum number of active groups had been reached. Deleting empty groups periodically solved the issue on a test machine.
Tweaked: code to check whether a possible mission spawn location is near a  plot pole.
Added: Completed adding EDEN weapons, optics, bipods, optics to AI configurations and mission loot crates.
Added APEX headgear and uniforms.  (Note, you would need to add any of these you wished for players to sell to Epoch\<Map Name>\epoch_config\CfgPricing.hpp on Epoch)
Changed: Definitions of blacklist locations such as spawns moved from GMS_findWorld.sqf to the blck_configs_(epoch|exile).
Changed: Divided rifles and optics into subcategories to better enable assigning weapons to AI difficulties in a sort of class-based way, e.g., 556, 6.5, or LMG are separate classes.

Fixed: You can now loot AI bodies in Epoch: NOTE, you need to edit  Epoch.<MAP>. CfgObjectInteractions, see Installation instruction for more on how to do this (Still a WIP, suggestions appreciated)..

Added: MapAddons - use this to spawn AI strongholds or other compositions you generate with Eden editor at server startup.
Added: Loot Crate Spawner - Spawn loot crates at prespecified points. This is designed so that you can spawn crates inside buildings or other structures spawned through the map-addons.
Added: APEX weapons, sights and optics to AI and loot crates.

Version 6.42

Redid the code that spawns the objects at missions to work properly with the new formats generated by M3Arma EDEN Editor whilc being backwards compatible with older formats used in the existing missions.

Added APEX weapons and backpacks to AI and mission loot.
Added code to add scopes and other attachments to AI weapons.
Added new variable blck_blacklistedOptics which you can use to block spawning optics like TMS.
Added new parameter blck_removeNVG which when true will cause NVG to be deleted from AI bodies.
Fixed: launchers and rounds should now be deleted when blck_removeLaunchers = true;
Fixed: All AI should spawn with a uniform.
More bug fixes and correction of typos.

Version 6.41

Added Killstreaks which time-out 120 secs after the last kill.

Added Tabs to AI Bodies (Exile Only for now).

Added optional AI names to kill messages.

Version 6.4

Rewrote the code that spawns vehicle patrols and emplaced weapons to deal with a number of annoying bugs and eliminate most of the spawned loops that were running.

Changed the method by which vehicles are disabled when  blck_killEmptyAIVehicles=true to damage wheels, engine and guns only rather than blowing the whole thing up which should reduce deaths to innocent bystanders.

Changed the code that kicks out players who should not be in AI vehicles. Still needs a little work.

Change the method for displaying cutText in the client to avoid having the client hang waiting for cutText to fade.

Updated change logs and upped version to 6.4.

Version 6.3

Reworked the code used to clean up live and dead AI and spawned mission object to eliminate most of the spawned timers that were running.

Version 6.2

===========

The mission system has been almost totally rewritten from the ground up since version 3.54 which I released more than a year ago.

as noted above an extensive re-working over the past year.

 

Credits:

    Epoch Mod developer team.
    blckeagls - Original developer of mission system 2.0.2
    Narines - bug fixes and improvements.
    Bill (DBD Clan) example compositions.
    cyncrwler for help with troubleshooting and testing
    
* Additional Credits include authors of other missions systems who's work influenced this update:
    KiloSwiss (SEM)
    Hogscrapper (HC missions for A3)
    the Vampire (DZMS and VEMF)
    The FUCHS (EMS)
    lazylink (early A2 Epoch mission system)
    Matt11 (Wicked AI) Updates:

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Looking forward to continued use of your fantastic work, nice to see that you have moved to your own post :)

 

Simon

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Hi, Is there a way to dictate a maximum number of missions that can spawn on the map at any given time? I have had a look but can not see a setting.

 

The reason is this, Its quite easy to actually activate the missions by mistake, and I have noticed if i have 3 missions actually running, plus VEMF Invasions and A3AI, all is great, I get a respectable 40+ server FPS, but once the 4th missions activates (AI present) Server FPS drops to below 30.

 

So basically my question, is it possible to have only 3 missions spawning?

 

Hope someone can point me in the right direction.

 

regards

 

Simon

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Easy, just find the init.sqf in the custom_server.pbo and comment out the missions you don't want to spawn

 

//Start the mission timers
[] execVM "\q\addons\custom_server\AIMission\Major\majorTimer.sqf"; //Starts major mission system (Orange Map Markers)
[] execVM "\q\addons\custom_server\AIMission\Major2\major2Timer.sqf";//Starts major mission system 2 (Green Map Markers)
[] execVM "\q\addons\custom_server\AIMission\Minor2\minor2Timer.sqf";//Starts minor mission system 2 (Red Map Markers)
[] execVM "\q\addons\custom_server\AIMission\Minor\minorTimer.sqf";//Starts minor mission system (Blue Map Markers) 

 

Just add // before the [] execVM line and that line won't be read.

Ghostrider-DbD- likes this

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Hey,

 

I really love your script.

But we have problem:

The whole mission doenst get cleaned up! The items & objects stay for hours, no matter what I enter at:

    blck_bodyCleanUpTimer = 60; // time in seconds after which dead AI bodies are deleted

 

Even the missions dont spawn at the time given in the interval:

 

    // MISSION TIMERS
    // Reduce to 1 sec for immediate spawns, or longer if you wish to space the missions out    
    blck_TMin_Major = 1;
    blck_TMin_Major2 = 1;
    blck_TMin_Minor = 1;
    blck_TMin_Minor2 = 1;
    
    //Maximum Spawn time between missions in seconds
    blck_TMax_Major = 100;
    blck_TMax_Major2 = 100;
    blck_TMax_Minor = 100;
    blck_TMax_Minor2 = 100;

 

The map marker "finished mission" stays for about 6 minutes...

 

What does "    blck_AIGrps_Major = 5;" mean?

I put     // Orange Missions
    blck_MinAI_Major = 4;
    blck_MaxAI_Major = 6;
    blck_AIGrps_Major = 1;

 

in config but it always spawns 6 oder 7 bots. never 5 oder 4.

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Hey,

 

I really love your script.

But we have problem:

The whole mission doenst get cleaned up! The items & objects stay for hours, no matter what I enter at:

 

blck_

 

 

Even the missions dont spawn at the time given in the interval:

 

    // MISSION TIMERS

    // Reduce to 1 sec for immediate spawns, or longer if you wish to space the missions out    

    blck_TMin_Major = 1;

    blck_TMin_Major2 = 1;

    blck_TMin_Minor = 1;

    blck_TMin_Minor2 = 1;

    

    //Maximum Spawn time between missions in seconds

    blck_TMax_Major = 100;

    blck_TMax_Major2 = 100;

    blck_TMax_Minor = 100;

    blck_TMax_Minor2 = 100;

 

The map marker "finished mission" stays for about 6 minutes...

 

What does "    blck_AIGrps_Major = 5;" mean?

I put     // Orange Missions

    blck_MinAI_Major = 4;

    blck_MaxAI_Major = 6;

    blck_AIGrps_Major = 1;

 

in config but it always spawns 6 oder 7 bots. never 5 oder 4.

 

Thanks for your kind words about the mission system. The mission buildings should be deleted 900 seconds after the mission is completed, which is about 15 min. If you want to check that this is working add this to configOverides.sqf:

 

blck_cleanupCompositionTimer = 15;  // Time after mission completion at which items in the composition are deleted.

blck_AICleanUpTimer = 30;  // Time after mission completion at which any remaining live AI are deleted.

 

This will force mission objects to be deleted 15 seconds after mission completion and all AI that are still alive that were spawned for that mission to be deleted after 30 secs. These variables are defined in AIFunctions.sqf as normally I do not recommend changing them.

 

Please check your server .RPT file for errors. If there are any errors in AIConfig.sqf or AIFunctions.sqf it will derail the entire mission system.

 

The Finished marker as configured should be visible for 300 seconds which is about 5 min.

 

At each mission, the AI are divided into several groups. blck_AIGrps_Major = 5; means that at the Orange mission the AI will be divided into 5 different groups. This makes missions more interesting as the groups of AI behave independently. The way you configured the mission:

 

    blck_MinAI_Major = 4;

    blck_MaxAI_Major = 6;

    blck_AIGrps_Major = 1;

 

should spawn one group with 4 to 6 AI. I will check to see if one might be added due to a rounding error or for some other reason. Are you spawning static weapons ? The AI that man them are in addition to any that patrol the mission area.

 

  The change you made for deleting dead AI bodies should delete the body of any dead AI  after 60 seconds independently of the status of a mission.

    blck_bodyCleanUpTimer = 60;

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Thanks for your really quick answer!!

 

Thanks for your kind words about the mission system. The mission buildings should be deleted 900 seconds after the mission is completed, which is about 15 min. If you want to check that this is working add this to configOverides.sqf:

 

blck_cleanupCompositionTimer = 15;  // Time after mission completion at which items in the composition are deleted.
blck_AICleanUpTimer = 30;  // Time after mission completion at which any remaining live AI are deleted.

 

I changed those times @AIFunctions.sqf and only blck_cleanupCompositionTimer worked. (set both to 60 seconds, was in godmode, ran to crate --> mission succes. Then 60 seconds later building disappreared but not AI was alive for another 20 minutes (then I stopped testing). And the crate didnt get removed.

 

 

The Finished marker as configured should be visible for 300 seconds which is about 5 min.

I really love your style of mission marker but is there a way to change the amount of time?

 

 

The change you made for deleting dead AI bodies should delete the body of any dead AI  after 60 seconds independently of the status of a mission.

    blck_bodyCleanUpTimer = 60;

We changed every value here, and dead AI bodies stay for ages. (actually after 30 minutes they didnt disappear so I dunno if this is an epoch bug?!)

 

We checked everything in the files but: the mission buildings such as alive AND dead bots disappear after exact 15 minutes.

Only the crate stays.

 

My "main" problem is:

 

 

    // MISSION TIMERS
    // Reduce to 1 sec for immediate spawns, or longer if you wish to space the missions out    
    blck_TMin_Major = 1;
    blck_TMin_Major2 = 1;
    blck_TMin_Minor = 1;
    blck_TMin_Minor2 = 1;
    
    //Maximum Spawn time between missions in seconds
    blck_TMax_Major = 100;
    blck_TMax_Major2 = 100;
    blck_TMax_Minor = 100;
    blck_TMax_Minor2 = 100;

 

WIth this values, every mission should spawn between 1 to 100 seconds after the mission before (same color) was "done" (player was at crate).

But this rlly doenst happen. I dunno, it spawns at any random time but much longer then 100 seconds.

When I restart the server, the first missions (all colours) spawn exact after the time of blck_TMax_XXX ...

 

Thanks a lot for helping me!!

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I really love your style of mission marker but is there a way to change the amount of time?

 

In blckClient.sqf, change

 

blck_MarkerPeristTime = 300;

 

As to the times for spawning missions, they are approximate, especially when the missions are spawning close to one-another in time. Remember that spawning a mission is fairly resource-intensive.

 

The crate perists always by design. I will add an option to include the crate in the cleanup routine in a future  update.

 

Please send your server .RPT file by dropbox or pastebin.

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ok Thanks.

Do you have any idea why there is always the number of maximal NPCS spawning?

for exampe 4-6 is the setting in 100% there spawn 6.

 

EDIT: Is there a way to configure the items the NPCS carry in their vests and uniforms?

 

EDIT 2 : The crate flips and explodes when you shoot it. Is this even normal?

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ok Thanks.

Do you have any idea why there is always the number of maximal NPCS spawning?

for exampe 4-6 is the setting in 100% there spawn 6.

 

EDIT: Is there a way to configure the items the NPCS carry in their vests and uniforms?

 

EDIT 2 : The crate flips and explodes when you shoot it. Is this even normal?

 

I checked this morning on a test server as to whether alive AI were deleted after mission completion. While the timing seems to be off I did find that they were deleted.

 

As far as deletion of mission objects, keep in mind that the crate and smoke will persist. Everything else should be deleted; if not please let me know.

 

Check in spawnUnit.sqf, I believe, to modifiy what food and other items AI are spawned with.

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I checked this morning on a test server as to whether alive AI were deleted after mission completion. While the timing seems to be off I did find that they were deleted.

 

As far as deletion of mission objects, keep in mind that the crate and smoke will persist. Everything else should be deleted; if not please let me know.

 

Check in spawnUnit.sqf, I believe, to modifiy what food and other items AI are spawned with.

Thanks found it!

 

My last question:

No matter what weapon loadout I give the AI, they always have only Vermins etc and Assault Rifles...

    blck_WeaponList_Red = _RifleSniper + _RifleLMG + _DLC_MMG + _RifleAssault + _DLC_Sniper;

 

should give the NPCS of Red mission like all weapons?!

 

EDIT: Even if I out only _RifleLMG in red, they only have TRG, Mk20 and low 5.56 mm stuff.... :(

EDIT: I made GM6 lynx the only weapon in the _RifleAssault ARRAY and made red missions only have this array..the strange thing was: a group of 4 NPCS were having lynx..the other had only assault rifles...wtf

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anyone else getting a memory error crash whilst running this?

 

Yes this causes a client crash to desktop, fault address C:\Windows\SysWOW64\ntdll.dll

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Yes this causes a client crash to desktop, fault address C:\Windows\SysWOW64\ntdll.dll

 

EDIT: please describe what you were doing when this happened. I have heard one player on our servers report ARMA crashes when missions trigger. 

Brian Soanes likes this

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Thanks found it!

 

My last question:

No matter what weapon loadout I give the AI, they always have only Vermins etc and Assault Rifles...

    blck_WeaponList_Red = _RifleSniper + _RifleLMG + _DLC_MMG + _RifleAssault + _DLC_Sniper;

 

should give the NPCS of Red mission like all weapons?!

 

EDIT: Even if I out only _RifleLMG in red, they only have TRG, Mk20 and low 5.56 mm stuff.... :(

EDIT: I made GM6 lynx the only weapon in the _RifleAssault ARRAY and made red missions only have this array..the strange thing was: a group of 4 NPCS were having lynx..the other had only assault rifles...wtf

I am not sure why this is happening. 

Check your .RPT file for errors. Many odd behaviors have, in the past, been the result of a minor error in 

AIConfig.sqf.

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EDIT: please describe what you were doing when this happened. I have heard one player on our servers report ARMA crashes when missions trigger. 

 

Only running on my test server, teleporting to each mission to trigger it and end it.

It's not AI skin, loot, smoke grenade or vehicle related.

 

From the mdmp file it says 

Exception Information: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.

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    //This defines the skill, minimum/Maximum number of AI and how many AI groups are spawned for each mission type
    // Orange Missions
    blck_MinAI_Major = 4;
    blck_MaxAI_Major = 6;
    blck_AIGrps_Major = 1;
    blck_SkillsOrange = [
        ["aimingAccuracy",0.1],["aimingShake",0.3],["aimingSpeed",0.4],["endurance",0.9],["spotDistance",0.6],["spotTime",0.6],["courage",85],["reloadSpeed",0.75],["commanding",0.9],["general",0.75]
    ];
    
    // Green Missions
    blck_MinAI_Major2 = 6;
    blck_MaxAI_Major2 = 10;
    blck_AIGrps_Major2 = 2;
    blck_SkillsGreen = [
        ["aimingAccuracy",0.1],["aimingShake",0.3],["aimingSpeed",0.4],["endurance",0.9],["spotDistance",0.6],["spotTime",0.6],["courage",85],["reloadSpeed",0.75],["commanding",0.9],["general",0.75]
    ];
    
    // Red Missions
    blck_MinAI_Minor2 = 10;
    blck_MaxAI_Minor2 = 16;
    blck_AIGrps_Minor2 = 3;
    blck_SkillsRed = [
        ["aimingAccuracy",0.15],["aimingShake",0.3],["aimingSpeed",0.5],["endurance",1.00],["spotDistance",0.7],["spotTime",0.7],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]
    ];
    
    // Blue Missions
    blck_MinAI_Minor = 7;    
    blck_MaxAI_Minor = 11;
    blck_AIGrps_Minor = 2;
    blck_SkillsBlue = [
        ["aimingAccuracy",0.08],["aimingShake",0.1],["aimingSpeed",0.3],["endurance",0.60],["spotDistance",0.4],["spotTime",0.4],["courage",0.70],["reloadSpeed",0.70],["commanding",0.8],["general",0.70]        
    ];

 

 

 

 

This is my setting for number of bots.

We counted two times:

 

red: 18 / 21

green: 11 /11

orange: 7 / 9

blue: 12 /14

 

?!

 

This is our LOG:

19:11:56 "[DBD Clan] --- >>> Loading config overides for Chernarus"
19:11:56 "[blckeagls] Orange mission timer started"
19:11:56 "[blckeagls] GREEN mission timer started"
19:11:56 "[blckeagls] RED mission timer started"
19:11:56 "[blckeagls] BLUE mission timer started"
19:12:05 Error: Object(3 : 8) not found
19:12:26 Ragdoll - loading of ragdoll source "Soldier" started.
19:12:26 Ragdoll - loading of ragdoll source "Soldier" finished successfully.
19:13:36 GlassType: unknown type: G_mas_wpn_bala_mask_b
19:13:39 "[blckeagls] Starting BLUE mission SM1"
19:13:39 "[blckeagls] Blue Mission composition = default "
19:13:39 "[blckeagls] Starting GREEN mission SM1"
19:13:39 "[blckeagls] Starting RED mission SM1"
19:13:39 "[blckeagls] Red Mission composition = default "
19:13:39 "[blckeagls] Starting ORANGE mission SM1"
19:13:39 "[blckeagls] Orange Mission composition = default "
19:13:53 Inventory item with given name: [FAK] not found
19:13:54 Inventory item with given name: [FAK] not found
19:13:54 Inventory item with given name: [FAK] not found
19:13:55 Inventory item with given name: [FAK] not found
19:13:56 Inventory item with given name: [FAK] not found
19:13:56 Inventory item with given name: [FAK] not found
19:13:58 "signalEnd.sqf:  _smokeShell = SmokeShellRed"
19:13:59 Error in expression <riable["LAST_CHECK",14400];
_vehSE call EPOCH_server_setVToken;
clearWeaponCargo>
19:13:59   Error position: <EPOCH_server_setVToken;
clearWeaponCargo>
19:13:59   Error Undefined variable in expression: epoch_server_setvtoken
19:13:59 File q\addons\custom_server\AIMission\spawnEmplaced.sqf, line 34
19:14:00 Inventory item with given name: [FAK] not found
19:14:01 Error in expression <riable["LAST_CHECK",14400];
_vehSE call EPOCH_server_setVToken;
clearWeaponCargo>
19:14:01   Error position: <EPOCH_server_setVToken;
clearWeaponCargo>
19:14:01   Error Undefined variable in expression: epoch_server_setvtoken
19:14:01 File q\addons\custom_server\AIMission\spawnEmplaced.sqf, line 34
19:14:02 Inventory item with given name: [FAK] not found
19:14:03 Inventory item with given name: [FAK] not found
19:14:04 Inventory item with given name: [FAK] not found
19:14:05 Inventory item with given name: [FAK] not found
19:14:06 Inventory item with given name: [FAK] not found
19:14:06 Inventory item with given name: [FAK] not found
19:14:10 Inventory item with given name: [FAK] not found
19:14:12 Inventory item with given name: [FAK] not found
19:14:14 Error: Object(4 : 5) not found
19:14:20 Error: Object(3 : 18) not found
19:14:21 Error: Object(3 : 19) not found
19:14:21 Error: Object(3 : 20) not found
19:15:15 "signalEnd.sqf:  _smokeShell = SmokeShellBlue"
19:16:20 Error a1 reading file 'config\\squads\rapax\0d7097d0a0cda0d8fff2aaa3605aedd5.paa'
19:16:35 Inventory item with given name: [FAK] not found
19:16:36 Inventory item with given name: [FAK] not found
19:16:37 Inventory item with given name: [FAK] not found
19:16:37 Inventory item with given name: [FAK] not found
19:16:39 Inventory item with given name: [FAK] not found
19:16:40 Inventory item with given name: [FAK] not found
19:16:41 Inventory item with given name: [FAK] not found
19:16:43 "signalEnd.sqf:  _smokeShell = SmokeShellPurple"
19:16:46 Inventory item with given name: [FAK] not found
19:16:46 Inventory item with given name: [FAK] not found
19:16:47 Inventory item with given name: [FAK] not found
19:16:49 Inventory item with given name: [FAK] not found
19:16:50 Inventory item with given name: [FAK] not found
19:16:50 Inventory item with given name: [FAK] not found
19:16:51 Inventory item with given name: [FAK] not found
19:16:51 Inventory item with given name: [FAK] not found
19:16:51 Inventory item with given name: [FAK] not found
19:18:58 "[blckeagls] End of ORANGE mission SM1"
19:19:59 (6623 [receivedMagazine]): Network sync error - NMTFireWeapon

 

 

EDIT:

could u tell us which values we can add here? MIN / MAX?

["aimingAccuracy",0.15],["aimingShake",0.3],["aimingSpeed",0.5],["endurance",1.00],["spotDistance",0.7],["spotTime",0.7],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]
 

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Now the bots ignore players at all.

Only if you shoot them they return fire sometimes...

(we currently trying your script without epoch mod)

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I have been away for a few days. I start by going through to be sure min/max are coded correctly and function. I think some of the errors in your RPT log are due to running this without Epoch. I don't think they will be fatal but may spam your .RPT file with errors.

 

The way you have configured this, there will be:

 

Orange: 4/6 1 group

Green 6/10 2 groups

Red 10/16 2 groups

Blue 7/11 2 groups

 

As to your question,

["aimingAccuracy",0.15],["aimingShake",0.3],["aimingSpeed",0.5],["endurance",1.00],["spotDistance",0.7],["spotTime",0.7],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]

Changes AI behaviors but does not affect min/max.

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Now the bots ignore players at all.

Only if you shoot them they return fire sometimes...

(we currently trying your script without epoch mod)

I have not run it without epoch. You might check some of the early posts in these forum for fixes that make the AI target players. That was an issue in older AI addons.

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I have been away for a few days. I start by going through to be sure min/max are coded correctly and function. I think some of the errors in your RPT log are due to running this without Epoch. I don't think they will be fatal but may spam your .RPT file with errors.

 

The way you have configured this, there will be:

 

Orange: 4/6 1 group

Green 6/10 2 groups

Red 10/16 2 groups

Blue 7/11 2 groups

 

As to your question,

["aimingAccuracy",0.15],["aimingShake",0.3],["aimingSpeed",0.5],["endurance",1.00],["spotDistance",0.7],["spotTime",0.7],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]

Changes AI behaviors but does not affect min/max.

 

 

Yeah in theory it should be this number of bots...but it was (we did every mission 5 times):

orange: 7 / 7 / 7 / 8 / 7

green: 8 / 11 / 12 /13 /14

red: 20 / 19 / 18 / 21

blue: 14 / 14 / 13 /14

 

if we take lower numbers, bots decrease but never the numbers in the config.

How if fixed the weapon choice bug of bots:

removed all items from _DLC MMG etc arrays and moves it to _Rifles Assault, gave every mission the array of Rifles Assault.

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Yeah in theory it should be this number of bots...but it was (we did every mission 5 times):

orange: 7 / 7 / 7 / 8 / 7

green: 8 / 11 / 12 /13 /14

red: 20 / 19 / 18 / 21

blue: 14 / 14 / 13 /14

 

if we take lower numbers, bots decrease but never the numbers in the config.

How if fixed the weapon choice bug of bots:

removed all items from _DLC MMG etc arrays and moves it to _Rifles Assault, gave every mission the array of Rifles Assault.

 

I found a typo in the code for spawning AI. I will test a fix over the next 1-2 days.

 

I will look into the problem with weapons after that.

 

I checked the timers for cleanup of live AI and composition objects and that all looks OK. I will do testing on a test server tonight.

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