zxbutchxz Posted March 22, 2017 Report Share Posted March 22, 2017 Tested the build 45. 1. Spawn missions occur almost simultaneously. Respawn immediately after the closure of the mission. Spawn and despavn missions, IMHO, in the 44 build was "softer". 2. Static MG will spawn. 3. The helicopter is attacking the player. When the player changes position, the helicopter continues to fly over the previous position. 4. Vehicles are still very dangerous. Distance and change of position for them is not a problem. Approaching the player one bot leaves the vehicle - this is a real surprise. 5. Bots. 5.1. Now it's really a hunt for the player. After killing the first bot, a real wave is pushed onto the player. It's very difficult to survive. 5.2. As before, changing positions and distance confuses the bots, but they continue to shoot. 5.3. The second wave is no longer obtained. 5.4. Bots with launchers do not react to cars, but they easily destroy armed vehicles. 5.5 Bots can heal themselves 5.6. Re-entry to the server does not help the player to deceive the mission. My rating is 10 out of 10. P.S. When testing the mission, the bots killed a few of the sappers. :) Link to comment Share on other sites More sharing options...
Sneer Posted March 22, 2017 Report Share Posted March 22, 2017 Sounds exciting! I will test. Link to comment Share on other sites More sharing options...
Sneer Posted March 22, 2017 Report Share Posted March 22, 2017 They are vicious, like flies on sh*t. The bodies despawn after a few minutes for some reason. My timer is set to 1800 which is NOT working. The vehicle bodies disappear when getting them out of the vehicle. They use to just fall out so I could loot them. Link to comment Share on other sites More sharing options...
zxbutchxz Posted March 22, 2017 Report Share Posted March 22, 2017 The main thing - it is the behavior of the bots. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted March 22, 2017 Author Report Share Posted March 22, 2017 On 3/22/2017 at 3:41 PM, Sneer said: They are vicious, like flies on sh*t. The bodies despawn after a few minutes for some reason. My timer is set to 1800 which is NOT working. The vehicle bodies disappear when getting them out of the vehicle. They use to just fall out so I could loot them. Expand There may be some debug settings on which would explain bodies despawning / missions spawning and respawning too quickly. This is on the list for the next build. Link to comment Share on other sites More sharing options...
Sneer Posted March 22, 2017 Report Share Posted March 22, 2017 ok cool. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted March 23, 2017 Author Report Share Posted March 23, 2017 Dev Build 46 uploaded to the Github. Debug settings were turned off. Implemented a somewhat different method of generating waypoints that may alter AI behavior. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted March 23, 2017 Author Report Share Posted March 23, 2017 Dev Build 47 uploaded. Reverted to the previous method for determining AI movement. Link to comment Share on other sites More sharing options...
Sneer Posted March 26, 2017 Report Share Posted March 26, 2017 The missions spawn once or twice then stop spawning all together. Link to comment Share on other sites More sharing options...
zxbutchxz Posted March 26, 2017 Report Share Posted March 26, 2017 On 3/26/2017 at 3:49 AM, Sneer said: The missions spawn once or twice then stop spawning all together. Expand Change the parameter: blck_MissionTimout = 240 * 60; Not cleaned up the mission will not disappear, and the cleaned up will work. Link to comment Share on other sites More sharing options...
Sneer Posted March 26, 2017 Report Share Posted March 26, 2017 On 3/26/2017 at 3:58 PM, zxbutchxz said: Change the parameter: blck_MissionTimout = 240 * 60; Not cleaned up the mission will not disappear, and the cleaned up will work. Expand I'll try that. Thanks Link to comment Share on other sites More sharing options...
thomashirt Posted April 2, 2017 Report Share Posted April 2, 2017 Exile mod tanoa map Blckegls mission system Ver 6.58 Build 48 Reveal hidden contents 12:28:06 Error in expression <_Green;}; case "orange": {_weaponList = blck_WeaponList_Orange;}; default {_weap> 12:28:06 Error position: <blck_WeaponList_Orange;}; default {_weap> 12:28:06 Error Undefined variable in expression: blck_weaponlist_orange 12:28:06 File q\addons\custom_server\Compiles\Groups\GMS_fnc_spawnGroup.sqf, line 39 12:28:06 Error compiling '' in 'HitPelvis' 12:28:06 Error compiling '' in 'HitAbdomen' 12:28:06 Error compiling '' in 'HitDiaphragm' 12:28:06 Error compiling '' in 'HitChest' 12:28:06 Error compiling '' in 'HitArms' 12:28:06 Error compiling '' in 'HitLegs' 12:28:06 Error compiling '' in 'HitPelvis' 12:28:06 Error compiling '' in 'HitAbdomen' 12:28:06 Error compiling '' in 'HitDiaphragm' 12:28:06 Error compiling '' in 'HitChest' 12:28:06 Error compiling '' in 'HitArms' 12:28:06 Error compiling '' in 'HitLegs' 12:28:06 Error in expression <call BIS_fnc_findSafePos; [_safepos,_weaponList,_groupSpawned,_skillLevel,_l> 12:28:06 Error position: <_weaponList,_groupSpawned,_skillLevel,_l> 12:28:06 Error Undefined variable in expression: _weaponlist 12:28:06 File q\addons\custom_server\Compiles\Groups\GMS_fnc_spawnGroup.sqf, line 62 12:28:06 Error in expression <_ai1 addPrimaryWeaponItem (selectRandom _legalOptics);}; if (random 1 < 0.4) the> 12:28:06 Error position: <_legalOptics);}; if (random 1 < 0.4) the> 12:28:06 Error Undefined variable in expression: _legaloptics 12:28:06 File q\addons\custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf, line 101 12:28:06 Error in expression <ai1 addPrimaryWeaponItem (selectRandom _pointers);}; if (random 1 < 0.4) then {> 12:28:06 Error position: <_pointers);}; if (random 1 < 0.4) then {> 12:28:06 Error Undefined variable in expression: _pointers 12:28:06 File q\addons\custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf, line 102 12:28:06 Error in expression <lck_backpacks; }; _weap = selectRandom _weaponList; private["_optics","_point> 12:28:06 Error position: <_weaponList; private["_optics","_point> 12:28:06 Error Undefined variable in expression: _weaponlist 12:28:06 File q\addons\custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf, line 88 12:28:06 Error in expression <call BIS_fnc_findSafePos; [_safepos,_weaponList,_groupSpawned,_skillLevel,_l> 12:28:06 Error position: <_weaponList,_groupSpawned,_skillLevel,_l> 12:28:06 Error Undefined variable in expression: _weaponlist 12:28:06 File q\addons\custom_server\Compiles\Groups\GMS_fnc_spawnGroup.sqf, line 62 12:28:06 Error in expression <_ai1 addPrimaryWeaponItem (selectRandom _muzzles)}; if (random 1 < 0.4) then {_a> 12:28:06 Error position: <_muzzles)}; if (random 1 < 0.4) then {_a> 12:28:06 Error Undefined variable in expression: _muzzles 12:28:06 File q\addons\custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf, line 100 12:28:06 Error in expression <lck_backpacks; }; _weap = selectRandom _weaponList; private["_optics","_point> 12:28:06 Error position: <_weaponList; private["_optics","_point> 12:28:06 Error Undefined variable in expression: _weaponlist 12:28:06 File q\addons\custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf, line 88 12:28:06 Error in expression <getArray (configFile >> "cfgWeapons" >> _weap >> "muzzles"))) > 1) then { _ai1 a> 12:28:06 Error position: <_weap >> "muzzles"))) > 1) then { _ai1 a> 12:28:06 Error Undefined variable in expression: _weap 12:28:06 File q\addons\custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf, line 105 12:28:06 Error in expression <call BIS_fnc_findSafePos; Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 5, 2017 Author Report Share Posted April 5, 2017 On 4/2/2017 at 10:56 AM, thomashirt said: Exile mod tanoa map Blckegls mission system Ver 6.58 Build 48 Reveal hidden contents 12:28:06 Error in expression <_Green;}; case "orange": {_weaponList = blck_WeaponList_Orange;}; default {_weap> 12:28:06 Error position: <blck_WeaponList_Orange;}; default {_weap> 12:28:06 Error Undefined variable in expression: blck_weaponlist_orange 12:28:06 File q\addons\custom_server\Compiles\Groups\GMS_fnc_spawnGroup.sqf, line 39 12:28:06 Error compiling '' in 'HitPelvis' 12:28:06 Error compiling '' in 'HitAbdomen' 12:28:06 Error compiling '' in 'HitDiaphragm' 12:28:06 Error compiling '' in 'HitChest' 12:28:06 Error compiling '' in 'HitArms' 12:28:06 Error compiling '' in 'HitLegs' 12:28:06 Error compiling '' in 'HitPelvis' 12:28:06 Error compiling '' in 'HitAbdomen' 12:28:06 Error compiling '' in 'HitDiaphragm' 12:28:06 Error compiling '' in 'HitChest' 12:28:06 Error compiling '' in 'HitArms' 12:28:06 Error compiling '' in 'HitLegs' 12:28:06 Error in expression <call BIS_fnc_findSafePos; [_safepos,_weaponList,_groupSpawned,_skillLevel,_l> 12:28:06 Error position: <_weaponList,_groupSpawned,_skillLevel,_l> 12:28:06 Error Undefined variable in expression: _weaponlist 12:28:06 File q\addons\custom_server\Compiles\Groups\GMS_fnc_spawnGroup.sqf, line 62 12:28:06 Error in expression <_ai1 addPrimaryWeaponItem (selectRandom _legalOptics);}; if (random 1 < 0.4) the> 12:28:06 Error position: <_legalOptics);}; if (random 1 < 0.4) the> 12:28:06 Error Undefined variable in expression: _legaloptics 12:28:06 File q\addons\custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf, line 101 12:28:06 Error in expression <ai1 addPrimaryWeaponItem (selectRandom _pointers);}; if (random 1 < 0.4) then {> 12:28:06 Error position: <_pointers);}; if (random 1 < 0.4) then {> 12:28:06 Error Undefined variable in expression: _pointers 12:28:06 File q\addons\custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf, line 102 12:28:06 Error in expression <lck_backpacks; }; _weap = selectRandom _weaponList; private["_optics","_point> 12:28:06 Error position: <_weaponList; private["_optics","_point> 12:28:06 Error Undefined variable in expression: _weaponlist 12:28:06 File q\addons\custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf, line 88 12:28:06 Error in expression <call BIS_fnc_findSafePos; [_safepos,_weaponList,_groupSpawned,_skillLevel,_l> 12:28:06 Error position: <_weaponList,_groupSpawned,_skillLevel,_l> 12:28:06 Error Undefined variable in expression: _weaponlist 12:28:06 File q\addons\custom_server\Compiles\Groups\GMS_fnc_spawnGroup.sqf, line 62 12:28:06 Error in expression <_ai1 addPrimaryWeaponItem (selectRandom _muzzles)}; if (random 1 < 0.4) then {_a> 12:28:06 Error position: <_muzzles)}; if (random 1 < 0.4) then {_a> 12:28:06 Error Undefined variable in expression: _muzzles 12:28:06 File q\addons\custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf, line 100 12:28:06 Error in expression <lck_backpacks; }; _weap = selectRandom _weaponList; private["_optics","_point> 12:28:06 Error position: <_weaponList; private["_optics","_point> 12:28:06 Error Undefined variable in expression: _weaponlist 12:28:06 File q\addons\custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf, line 88 12:28:06 Error in expression <getArray (configFile >> "cfgWeapons" >> _weap >> "muzzles"))) > 1) then { _ai1 a> 12:28:06 Error position: <_weap >> "muzzles"))) > 1) then { _ai1 a> 12:28:06 Error Undefined variable in expression: _weap 12:28:06 File q\addons\custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf, line 105 12:28:06 Error in expression <call BIS_fnc_findSafePos; I will look into it. Expand thomashirt 1 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 7, 2017 Author Report Share Posted April 7, 2017 Version 6.58 build 50 uploaded just now. https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/tree/Version-6.58-Build-50 Bug fixes: mission timouts no longer prevent missions from respawning; a minor bug with the code that handles the end of a mission was sorted; time acceleration tested and verified that blck_timeAcceleration = false now disables it. Missions end properly when using multiple loot crates; Added: A new FAQ more documentation in the configs. Known Issues: AI Patrol vehicles are not disabled when the mission is completed with AI in the vehicle. If AI are deleted before vehicles and players are allowed to take vehicles then the vehicle is not properly disabled. Please PM me with issues. zxbutchxz 1 Link to comment Share on other sites More sharing options...
sunnus01 Posted April 7, 2017 Report Share Posted April 7, 2017 On 8/21/2015 at 1:48 AM, bustedparts said: Well i wanted to run more on my Australia map. No to worried on the server fps to much because I have it running on a great server Expand Just add some other missions ? Like use 2 types or even 3 types of missions, this aproach helped me out, and keeps my players bussy all the time :D Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 7, 2017 Author Report Share Posted April 7, 2017 On 4/7/2017 at 2:26 AM, sunnus01 said: Just add some other missions ? Like use 2 types or even 3 types of missions, this aproach helped me out, and keeps my players bussy all the time :D Expand Not quite sure what you are asking? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 11, 2017 Author Report Share Posted April 11, 2017 Build 51, Version 6.58 uploaded. This build fixes a few bugs and typos that primarily affect those running the missions on Exile. zxbutchxz 1 Link to comment Share on other sites More sharing options...
zxbutchxz Posted April 11, 2017 Report Share Posted April 11, 2017 Hey. Can you correct the behavior of the helicopters so that they do not remain in place? In the previous builds, the helicopters attacked the players. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 11, 2017 Author Report Share Posted April 11, 2017 On 4/11/2017 at 8:44 AM, zxbutchxz said: Hey. Can you correct the behavior of the helicopters so that they do not remain in place? In the previous builds, the helicopters attacked the players. Expand Sure - do you recall which build gave the behavior you wanted ? I am thinking it was 44 but I could be mistaken. Link to comment Share on other sites More sharing options...
zxbutchxz Posted April 11, 2017 Report Share Posted April 11, 2017 On 4/11/2017 at 11:35 AM, Ghostrider-DbD- said: Sure - do you recall which build gave the behavior you wanted ? I am thinking it was 44 but I could be mistaken. Expand Yes, you are right - it was 46 build. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 11, 2017 Author Report Share Posted April 11, 2017 On 4/11/2017 at 3:13 PM, zxbutchxz said: Yes, you are right - it was 46 build. Expand Build 53 has the behavior for helicopters from Build 46 plus bug fixes. https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/tree/Version-6.58-Build-53 The only remaining issue I have seen is that it throws errors when prohibited kills occur. thomashirt 1 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted May 1, 2017 Author Report Share Posted May 1, 2017 Version 6.58, Build 57 is on the github (Master Branch). Thank you to everyone who provided feedback and testing. Link to comment Share on other sites More sharing options...
Grahame Posted May 14, 2017 Report Share Posted May 14, 2017 On 5/1/2017 at 12:22 PM, Ghostrider-DbD- said: Version 6.58, Build 57 is on the github (Master Branch). Thank you to everyone who provided feedback and testing. Expand One minor "bug" seems to have been introduced, though this may be intentional. Players often will start clearing loot from AI bodies before popping the mission crate. On my servers they will probably use the captured mission vehicles to store this loot. In previous versions (definitely in v.53) this was not a problem. Now in v.57 when the mission crate is popped the cargo of the mission vehicles is cleared, removing all the captured loot. Given that the mission vics do not generally contain any cargo anyway, is this behaviour necessary? In the interim I believe I should just be able to remove line 36 in GMS_fnc_vehicleMonitor.sqf [_v] call blck_fnc_emptyObject; Does that sound right? It's weird because this line was in the old code anyway... Ghostrider-GRG 1 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted May 14, 2017 Author Report Share Posted May 14, 2017 On 5/14/2017 at 3:00 PM, Grahame said: One minor "bug" seems to have been introduced, though this may be intentional. Players often will start clearing loot from AI bodies before popping the mission crate. On my servers they will probably use the captured mission vehicles to store this loot. In previous versions (definitely in v.53) this was not a problem. Now in v.57 when the mission crate is popped the cargo of the mission vehicles is cleared, removing all the captured loot. Given that the mission vics do not generally contain any cargo anyway, is this behaviour necessary? In the interim I believe I should just be able to remove line 36 in GMS_fnc_vehicleMonitor.sqf [_v] call blck_fnc_emptyObject; Does that sound right? It's weird because this line was in the old code anyway... Expand @Grahame, That looks like the correct change. Thanks for identifying and reporting the issue. I will update the Github. Cheers, Ghost Link to comment Share on other sites More sharing options...
natoed Posted May 16, 2017 Report Share Posted May 16, 2017 WOW Ghostrider-DbD- fuck'en wow, I honestly haven't looked at the revisited version til now, as I was no real fan of the old mission system. What revisited version has to offer in amazing, this is going on my little server with out a doubt. Thank you for this rewrite, again wow. cheers natoed Ghostrider-GRG and Grahame 2 Link to comment Share on other sites More sharing options...
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