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[CONTINUED] blckeagls' AI Mission Version 7.06 Build 239


Ghostrider-GRG

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  On 1/23/2017 at 2:55 PM, prue420 said:

Just updated  made no changes only blue mission and rioters is spawning and even when i shoot at them with a m320 lrr408 from 400m they never shoot back till i get 200-300m and even then they only take a few shots.

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I suspect that I did not set blck_debugOn = false; in blck_variables.sqf. I am testing now and will post a few updates to the github later this evening as build 34.

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  On 1/23/2017 at 2:55 PM, prue420 said:

Just updated  made no changes only blue mission and rioters is spawning and even when i shoot at them with a m320 lrr408 from 400m they never shoot back till i get 200-300m and even then they only take a few shots.

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Updated to build 34. Turned off debugging and confirmed that on a test server all 4 missions spawn.

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  On 1/24/2017 at 2:12 AM, Ghostrider-DbD- said:

Updated to build 34. Turned off debugging and confirmed that on a test server all 4 missions spawn.

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Hey

Ghostrider-DbD

Just curious what your goal is for mission completion? What should despawn and what should hang around?

Currently

The static guns now get ruined and despawn

AI bodies despawn

the vehicles, loot crate, and other props don't despawn

you can get in a vehicle and use the guns and drive around.

 

The vehicles before would be locked, unlocking and getting in a vehicle would kick out the dead AI then kick you out. I prefer that.

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  On 1/24/2017 at 5:23 PM, Sneer said:

Hey

Ghostrider-DbD

Just curious what your goal is for mission completion? What should despawn and what should hang around?

Currently

The static guns now get ruined and despawn

AI bodies despawn

the vehicles, loot crate, and other props don't despawn

you can get in a vehicle and use the guns and drive around.

 

The vehicles before would be locked, unlocking and getting in a vehicle would kick out the dead AI then kick you out. I prefer that.

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Actually not all the missions you can drive the vehicles .. I'll have to find out which one it was.

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  On 1/24/2017 at 6:48 PM, Sneer said:

Actually not all the missions you can drive the vehicles .. I'll have to find out which one it was.

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I have tried to make most of what happens at mission completion configurable to the tastes of the server owner. With respect to your specific questions:

- Static guns are supposed to be destroyed once the AI manning them has been killed. If there is a consensus that you all would like to have an option to treat them like vehicles that would be an easy option to add.

The cleanup of AI bodies is on a different timer from that used for mission objects and alive mission AI. Each body is marked with a cleanup time, and the mission system periodically scans bodies to see if they are due for deletion. Thus, if you require a long time to complete the mission, the bodies may be gone by the time you get to their location. There is a body cleanup time timer in the configs which you can use to control this. Keep in mind that if you have many dead AI on your server it may reduce server FPS.

Mission objects (buildings, vehicles) should despawn after 30 min or so. Again, there is a timer setting you can adjust to determine how long these remain. If you would like to have the crate deleted you can do so by removing a comment in GMS_fnc_missionSpawner.sqf about half way down.

There is a setting to kill AI vehicles in the configs. When that is set to false, players can unlock and enter AI vehicles once all AI are dead. I did re-write that script so it is possible that it fails on some occasions.

 

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  On 1/24/2017 at 7:11 PM, Ghostrider-DbD- said:

I have tried to make most of what happens at mission completion configurable to the tastes of the server owner. With respect to your specific questions:

- Static guns are supposed to be destroyed once the AI manning them has been killed. If there is a consensus that you all would like to have an option to treat them like vehicles that would be an easy option to add.

The cleanup of AI bodies is on a different timer from that used for mission objects and alive mission AI. Each body is marked with a cleanup time, and the mission system periodically scans bodies to see if they are due for deletion. Thus, if you require a long time to complete the mission, the bodies may be gone by the time you get to their location. There is a body cleanup time timer in the configs which you can use to control this. Keep in mind that if you have many dead AI on your server it may reduce server FPS.

Mission objects (buildings, vehicles) should despawn after 30 min or so. Again, there is a timer setting you can adjust to determine how long these remain. If you would like to have the crate deleted you can do so by removing a comment in GMS_fnc_missionSpawner.sqf about half way down.

There is a setting to kill AI vehicles in the configs. When that is set to false, players can unlock and enter AI vehicles once all AI are dead. I did re-write that script so it is possible that it fails on some occasions.

 

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Ok great, Thank you.

Is this the one for Mission objects?

blck_cleanupCompositionTimer = 1200;

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  On 1/24/2017 at 7:18 PM, Sneer said:

Ok great, Thank you.

Is this the one for Mission objects?

blck_cleanupCompositionTimer = 1200;

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Yes. And I was thinking that it would be very easy to add a configuration setting the determines whether to delete the loot crate(s) at the time those objects are deleted. This would be a variable with true/false values that is checked at the line that adds the crate to the _objects array in GMS_fnc_missionSpawner.sqf.

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I just updated to newest build and Ai are still retarded I took out 5 orange missions from 800m and only static shot at me not one shot from ground ai and i was standing out in the middle of a field. I reverted back to the version from last year and they are dead shots up to 1000m the minute I shoot I start getting shot at. I messed with all skill levels and didn't make a deference.

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  On 1/25/2017 at 4:07 AM, prue420 said:

I just updated to newest build and Ai are still retarded I took out 5 orange missions from 800m and only static shot at me not one shot from ground ai and i was standing out in the middle of a field. I reverted back to the version from last year and they are dead shots up to 1000m the minute I shoot I start getting shot at. I messed with all skill levels and didn't make a deference.

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send me the skill settings you used when you get a chance.

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  On 1/25/2017 at 4:07 AM, prue420 said:

I just updated to newest build and Ai are still retarded I took out 5 orange missions from 800m and only static shot at me not one shot from ground ai and i was standing out in the middle of a field. I reverted back to the version from last year and they are dead shots up to 1000m the minute I shoot I start getting shot at. I messed with all skill levels and didn't make a deference.

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Maybe because you are outside of this distance?

blck_AIAlertDistance = [250,325,450,500];

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blck_AIAlertDistance basically determines how close one AI must be to the AI killed for it to get extra information about the location of the player who killed the AI but does not affect the initial time needed for AI to spot you and aim.

My experience has been that even with everything set to 1 it does take the AI a little bit to aquire you. However, once they lock on they are lethal. I have been slain many times from 600 + meters at green/orange missions. If you want to make missions more rediculous add a few static grenade launchers. They track you relentlessly from quite far out.

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  On 1/25/2017 at 8:31 PM, prue420 said:

All good I just reverted back to  Ver 2.0.2 Build 3.54 Ai are awesome on that version and i finally figured out why they where not spawning after that arma 3 update and fixed it. 

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Not sure why they would be less aggressive in that build. I looked at the AI settings for that version and they are significantly less skilled. If you have any insights it would be great if you would pass them on.

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  On 2/1/2017 at 1:36 PM, Drokz said:

Is it possible to create a additional static mission that spawns always on the same spot?

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Yes. For example, you could create an mission template for the purpose then run that static mission, passing the coordinates for the mission center rather than a randomly generated position. You can get an idea of the parameters to pass if you look at how missions are spawned in GMS_fnc_mainThread.sqf. Use the same basic strategy but make sure that you pass a unique name for the marker like "staticMission1".  The mission will be spawned at each server restart.

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Hello the skrypt installed as the old version but now comes this error message

And a problem I had before the current version that if one to the loot crate comes all ai disappear without the one kills them and they disappear under 1 min where one has arrived at the crate. That's all for exile mod. Are still a few eboch helicopter in exile

// Unarmed Helis provided for reference.
 //  ["B_Heli_Transport_03_unarmed_EPOCH","O_Heli_Light_02_unarmed_EPOCH","I_Heli_Transport_02_EPOCH"];

 

Sorry for my english

16586742_10211928234867200_1269256208_o.jpg

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  On 2/5/2017 at 3:48 PM, thomashirt said:

Hello the skrypt installed as the old version but now comes this error message

And a problem I had before the current version that if one to the loot crate comes all ai disappear without the one kills them and they disappear under 1 min where one has arrived at the crate. That's all for exile mod. Are still a few eboch helicopter in exile

// Unarmed Helis provided for reference.
 //  ["B_Heli_Transport_03_unarmed_EPOCH","O_Heli_Light_02_unarmed_EPOCH","I_Heli_Transport_02_EPOCH"];

 

Sorry for my english

 

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I made some updates. Please check the github and let me know if they solve your issues. I have not had a chance to test them yet.

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In the game ran everything as with the previous version but in the RPG log is a entry but since you know better

  Reveal hidden contents

 

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  On 2/6/2017 at 5:08 PM, thomashirt said:

In the game ran everything as with the previous version but in the RPG log is a entry but since you know better

  Reveal hidden contents

 

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I take it that this is what you noticed:

  Reveal hidden contents

 Have to think about why that happened.

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  • 2 weeks later...

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