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[CONTINUED] blckeagls' AI Mission Version 6.59 build 64 for Epoch 0.5 / Arma 1.70

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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/

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
    Brian Soanes for helpful changes and performance tweaks.

  And  big thank you to @Grahame @zxbutchxzand others who have reported on AI behavior, bugs, and scripting errors during development of Version 6.58.

* 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:

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 paratroops and Helipatrols.

Fixed: you can now take crypto from AI bodies.

Fixed: AI are much more active and engage players much more agressively.

DESCRIPTION

This update represents an almost complete re-write from the ground up of the original blckeagls mission system 2.02, a link to which is shown below.

https://epochmod.com/forum/topic/30063-blckeagls-ai-mission-version-202-release-122015/

Most of the mission system has been redone or extensively revised. The code has been organized into subdirectories based on function.

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.

There are many new settings which are described in the config files and change log (see below or the github).

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.

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.

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.

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/

6/12/17 Version 6.59 Build 64

Bug Fixes and improved logging and documentation.

6/11/17 Version 6.59 build 62

Added simulation management. AI now go 'to sleep' when no player is within 1800 meters.

By default the dynamic simulation manager is used.

You can also have a script-based simulation manager handle simulation; check blck_defines.hpp in custom_server\Configs and comment out the defines for simulation as appropriate.

6/3/17 Version 6.58 build 60

Entirely bug-fixes - see the changlog for details.

5/21/17 Version 6.58 Build 58

[Fixed] typos for blck_epochValuables.

[Fixed] All loot was removed from AI vehicles at the time a mission was completed.

[Fixed] When mission completion criteria included killing all AI, missions could be completed with alive AI in vehicles.

4/29/17 Version 6.58 Build 57
[Added] A FAQ presenting an overview of the mission system and addons.
[Added] Optional helicopter patrols that drop paratroops. These can be configured using variables in blck_configs.sqf:

    For example, settings for the blue difficulty for missions are shown below.
    
    blck_chanceParaBlue = 0.1; // [0 - 1] set to 0 to deactivate and 1 to always have paratroops spawn over the center of the mission.
    blck_noParaBlue = 3; //  [1-N]
    
[Changed] A new method for dynamically setting waypoints was added and waypoints are now scanned to detect and correct the case that AI get 'stuck', meaning the waypoint is never completed.
[Changes] AI behaviors should be more aggressive.
[Changed] License information added to all files.
[Added] Preprocessor definitions included in all files.
[Fixed] Mission timeouts would prevent new missions from spawning after a while.
[Fixed] Missions did not complete correctly under certain circumstances.
[Fixed] Mission vehicles were not properly deleted, unlocked or otherwise handled at misison end or when AI crew were killed.
[Fixed] Throws errors when evaluating errors related to certain disallowed types of kills.
[Fixed] Static loot crate spawner spawned empty crates under some circumstances.
Added some preprocessor commands to minimize the use of if()then for debugging purposes when running without any debugging settings on.
[Added] Each mission now has a setting for mines which is set to false. To use the global setting in blck_config.

   To change the setting for a particular mission, open the mission.sqf and edit this line:
    _useMines = blck_useMines;
[Fixed] Logging by the time acceleration module has been disabled.
[Fixed] Emplaced weapons now spawn in the correct locations.
[Fixed] Missions end correctly when all AI are dead and _endCondition = "allKilledOrPlayerNear";
[Fixed] Time acceleration was not working.
[Fixed] blck_timeAcceleration now determines if time acceleration is activated.
[Fixed] The mission described by default2 in the blue missions folder now spawns correctly.
    You can use this as a guide for how to place loot crates or static weapons at specific locations like inside or on top of structures.
    Loot vehicles are now spawned correctly.
    Loot crates positioned at specific locations are now spawned correctely.
    static weapons to be spawned at specified positions are now spawned correctly.
    That mission is disabled by default.
[Added] option to disable time acceleration (blck_timeAcceleration = true; line 30 of blck_config.sqf)
[Added] options to have armed heli's patrolling the missions and for them to drop AI.
[Added] options to have paratroops drop over missions.
[Added] Code optimization for GMS_fnc_spawnMissionAI.sqf and several other AI spawning scripts.
Added] Formalizing exception handling for the case in which a createGroup request returns grpNull.
    If this happens during mission spawning the mission will be aborted and all mission objects and AI will be deleted.
    This should prevent the mission system from crashing causing no further missions to spawn.

  This is still a work in progress.
[Added] a new configuration that sets a cap on the maximum number of spawned missions. Missions that have timed in are now spawned in random order so that you can have 4 missions ready to spawn based on timers but only spawn 2 of them.
    blck_maxSpawnedMissions = 4; // Line 181 of blck_configs.sqf
[Changed] logic for detecting whether a player is near the mission center or loot crates to test if a player is near any of an array of location or objects.     
[Added] a function blck_fnc_allPlayers which returns an array of allPlayers (as a temporizing fix till BIS patches the allPlayers function.
[Added] a Hit event handler to make AI more responsive. All AI in the group to which the hit AI belongs are informed of the shooter's location.
[Changed] the Killed event handler to focus on informing the group to which the dead unit belongs of the player's location.
[Added] New logic for informing AI of the location of players to give AI a more gradual ramp up from little knowledge about player location to full knowledge.
[Added] ...\custom_server\Configs\blck_defines.hpp inside which you can disable APEX gear and other attributes.[Changed] Re-organized variables in the configs.
[Changed] Divided configs into two basic parts:
    - General configs for the mission system.
    - Mod-specific configs.
[Changed] spawnMarker.sqf in the debug folder (mission.pbo) to reduce unneeded logging.
 

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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.

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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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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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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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