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[CONTINUED] blckeagls' AI Mission Version 7.06 Build 239


Ghostrider-GRG

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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. :)

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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.

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  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.

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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.

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Exile mod tanoa map

 

Blckegls mission system Ver 6.58

Build 48

  Reveal hidden contents

 

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  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

I will look into it.

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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.

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  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

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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

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  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.

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Sure - do you recall which build gave the behavior you wanted ? I am thinking it was 44 but I could be mistaken.

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  On 4/11/2017 at 3:13 PM, zxbutchxz said:

Yes, you are right - it was 46 build.

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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.

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  • 2 weeks later...
  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.

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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...

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  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...

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@Grahame,

That looks like the correct change. Thanks for identifying and reporting the issue. I will update the Github.

Cheers,

Ghost

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