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[CONTINUED] blckeagls' AI Mission Version 7.06 Build 239


Ghostrider-GRG

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  • 2 weeks later...
  On 9/19/2017 at 10:56 AM, Ghostrider-DbD- said:

@RetroTorero,

Glad you got it working but i'm surprised nothing spawned with the default. In any case, I will add a case for tanoa for the next release (ETA uncertain given work obligations) given that it is such a great map.

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Good afternoon! Help out, help set up, everything done according to the instructions set the mission on the Disulalion mod, the map is Chernarus desolaton, the missions appear, the alerts also work, but you come to the mission and there are no AI on it, you come to the box, the alert is triggered that the mission is completed but the box also does not show the weapon !! What can I do to fix this?

File rpt 

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I have been fooling around with headless client support and believe I have a working build. If you would like to test it Check Version 6.72 Build 79 on the github . It will be a departure from prior efforts in two significant ways:

 

1) I moved the custom_server.pbo to its own mod folder @GRM, which simplifies life if one is loading the missions on an HC.

2) As part of an effort to move away from public variables where possible, I have changed code in blckclient.sqf in <MAP-NAME>.<Mod-Name>\debug. Please be sure you update that file if you do give this a try.

 

In order for the HC to connect you need to modify your mission.sqm. This is best accomplished using the Eden Editor. Once you have the mission.sqm open,

1) click Systems (top right), open the menu, select the Virtual Entities submenu and from that select Headless Client.

2) Add one to your mission then look for it under Systems on the left.

3) right click the HC, select attributes.

4) Give the HC a name (HC is good if you wish to use A3EAI)

5) open the system control section and check playable.

6) save the mission and copy the new mission.sqm to your <MAP-NAM>.<MOD-NAME. folder and repack your mission.pbo.

7) Please be sure to read the information on modifications required to server.cfg to allow the HC to connect to your server. Modify your server.cfg if needed.

 

Also, be sure you:

1) include @GRM in your -servermods for the server and in the -mods for the HC.

8) Start your server.

9) Start your HC; once both are going you should see messages that the HC has connected on both the HC console and server console.

10) Enjoy.

 

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  On 10/4/2017 at 10:54 AM, Ghostrider-DbD- said:

@imidazon,

Are you running Desolation mod? If so, I think that DirtySanchez is on the right track. The mission system does a check for whether you are running Epoch or Exile and spawns in AI based on results of that check. It is not going to work with other mods for this reason.

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On the Disolation mode there are no official missions, on one of the servers I saw exactly your missions, there are even saved partial server data with MPmission, it contained a folder with the name debug and it contains exactly the same files as in your work, so I found here! Your mission as it was forced to work for Disolation, but unfortunately I do not have a server part, they changed it and it works!

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  On 10/4/2017 at 10:54 PM, Ghostrider-DbD- said:

I have been fooling around with headless client support and believe I have a working build. If you would like to test it Check Version 6.72 Build 79 on the github . It will be a departure from prior efforts in two significant ways:

 

1) I moved the custom_server.pbo to its own mod folder @GRM, which simplifies life if one is loading the missions on an HC.

2) As part of an effort to move away from public variables where possible, I have changed code in blckclient.sqf in <MAP-NAME>.<Mod-Name>\debug. Please be sure you update that file if you do give this a try.

 

In order for the HC to connect you need to modify your mission.sqm. This is best accomplished using the Eden Editor. Once you have the mission.sqm open,

1) click Systems (top right), open the menu, select the Virtual Entities submenu and from that select Headless Client.

2) Add one to your mission then look for it under Systems on the left.

3) right click the HC, select attributes.

4) Give the HC a name (HC is good if you wish to use A3EAI)

5) open the system control section and check playable.

6) save the mission and copy the new mission.sqm to your <MAP-NAM>.<MOD-NAME. folder and repack your mission.pbo.

7) Please be sure to read the information on modifications required to server.cfg to allow the HC to connect to your server. Modify your server.cfg if needed.

 

Also, be sure you:

1) include @GRM in your -servermods for the server and in the -mods for the HC.

8) Start your server.

9) Start your HC; once both are going you should see messages that the HC has connected on both the HC console and server console.

10) Enjoy.

 

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Thank you for your work, I will try to go to your advice. I respect your work!

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This changes below will probably allow you to spawn AI. I have no idea how Desolation deals with dead bodies or dropped gear but hopefully it allows them to hang around a while.

In GMS_fnc_spawnUnig.sqf add this

if (!(_modType isEqualTo "Epoch") && !(_modType isEqualTo "Exile")) then
{
    "i_g_soldier_unarmed_f" createUnit [_pos, _aiGroup, "_ai1 = this", blck_baseSkill, "COLONEL"];
};

below this:

 

if (_modType isEqualTo "Exile") then
{
    "i_g_soldier_unarmed_f" createUnit [_pos, _aiGroup, "_ai1 = this", blck_baseSkill, "COLONEL"];
    switch(_skillLevel) do
    {
        case "blue":{_ai1 setVariable["ExileMoney",2 + floor(random(blck_maxMoneyBlue)),true];};
        case "red":{_ai1 setVariable["ExileMoney",4 + floor(random(blck_maxMoneyRed)),true];};
        case "green":{_ai1 setVariable["ExileMoney",6 + floor(random(blck_maxMoneyGreen)),true];};
        case "orange":{_ai1 setVariable["ExileMoney",8 + floor(random(blck_maxMoneyOrange)),true];};
    };
};

Repack custom_server.pbo and give it a try.

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Build 84 released onto the github.

Significant Changes:
Version 6.72 Build 84
[Added] Support for headless clients. This functionality works for one HC regardless of the name used for HCs.
[Added] Added an optional variable to the mission templates for pre-defined mission patrol vehicles:  _missionPatrolVehicles
        One can use this variable to defin the spawn position and types of vehicles spawned at missions.
        note: one can still have the type of vehicle randomized by using selectRandom and pointing it to either the default list of patrol vehicles for the mission system or providing a custom array of vehicle class names.
        I added this because on some of our GRG missions the vehicles were being destroyed at the time they were spawned.
[Added] The mission spawner now checks to see if a player absconded with a crate without triggering mission completion and aborts the mission if so.
        This prevents glitched missions and seems like a fair penalty for this behavior.
[Changed] Crates can now be lifted only AFTER a mission is completed.        
[Changed] The client is now activated using remoteExec instead of a public variable.
          **** Please be sure to update the files in the debug folder on your client.
[Fixed] Messages when an explosion was triggered because a player ran over AI are now properly displayed.
NOTE: Please update your blckclient.sqf in <MAP-NAME>.<MOD-NAME>.pbo.

[Other] Minor code optimizations - replaced a few instances of execVM with call or spawn.

I'll be merging with the main branch if no bugs pop up.

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  On 10/9/2017 at 3:54 PM, Ghostrider-DbD- said:

Build 84 released onto the github.

Significant Changes:
Version 6.72 Build 84
[Added] Support for headless clients. This functionality works for one HC regardless of the name used for HCs.
[Added] Added an optional variable to the mission templates for pre-defined mission patrol vehicles:  _missionPatrolVehicles
        One can use this variable to defin the spawn position and types of vehicles spawned at missions.
        note: one can still have the type of vehicle randomized by using selectRandom and pointing it to either the default list of patrol vehicles for the mission system or providing a custom array of vehicle class names.
        I added this because on some of our GRG missions the vehicles were being destroyed at the time they were spawned.
[Added] The mission spawner now checks to see if a player absconded with a crate without triggering mission completion and aborts the mission if so.
        This prevents glitched missions and seems like a fair penalty for this behavior.
[Changed] Crates can now be lifted only AFTER a mission is completed.        
[Changed] The client is now activated using remoteExec instead of a public variable.
          **** Please be sure to update the files in the debug folder on your client.
[Fixed] Messages when an explosion was triggered because a player ran over AI are now properly displayed.
NOTE: Please update your blckclient.sqf in <MAP-NAME>.<MOD-NAME>.pbo.

[Other] Minor code optimizations - replaced a few instances of execVM with call or spawn.

I'll be merging with the main branch if no bugs pop up.

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Hello ! And where to download the files Version 6.72 Build 84? In this thread, the latest version of Version 6.71 Build 77

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@Ghostrider-DbD- 

Hey bloke I just updated files for the new global marker sets and map upgrade for epoch experimental

from here https://github.com/EpochModTeam/Epoch/commit/b2cf56a7b687948be355003c7423b9ee8259d85e

they look sensational  btw however they effect the the mission marks only the arrow and mission name visible

your mission markers worked fine before the update btw

 

heres pic add

https://imgur.com/a/4eIps

 

hope it helps

cheers

natoed

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@Grahame mentioned this also elsewhere in discussions with the Devs. I guess I am waiting to see what happens next and if I need to make any changes or add a workaround. The next version supports HC and adds some new functionalities for mission makers: spawn AI and vehicle patrols in specific locations. I will be uploading it as an experimental branch blck_version = "6.72 Build 87" shortly and merging with the main branch it it continues to run error free.  Please note that in this version I switched methods for calling the client from sending a public variable to using remoteExec so you need to update blckClient.sqf in the debug folder of your mission.pbo for the messages to be recieved client-side.

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  On 10/19/2017 at 2:21 AM, Ghostrider-DbD- said:

I switched methods for calling the client from sending a public variable to using remoteExec so you need to update blckClient.sqf in the debug folder of your mission.pbo for the messages to be recieved client-side.

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had forgotten i readed that  a week ago soz, i hasn't update to the latest will do that now

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  On 10/25/2017 at 6:36 PM, Sneer said:

Everything is working great with the HC and missions, but I have Time Acceleration turned off but it continues to run. Also the missions cleanup almost immediately after the AI are dead and the smoke over the crate goes off. I want the mission to hang around awhile.

 

blck_cleanupCompositionTimer = 1200;

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Hmm, I would check in custom_server\compiles\blck_variables.sqf to be sure that

blck_debugON=false;

blck_debugLevel = 0;

It looks like I forgot to set these debug settings to the OFF position which would cause the behavior you describe.

I will update the github accordingly.

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  On 10/25/2017 at 6:36 PM, Sneer said:

Everything is working great with the HC and missions, but I have Time Acceleration turned off but it continues to run. Also the missions cleanup almost immediately after the AI are dead and the smoke over the crate goes off. I want the mission to hang around awhile.

 

blck_cleanupCompositionTimer = 1200;

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lol and i through it was something I did....

thx again @Ghostrider-DbD-

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  On 10/26/2017 at 12:34 AM, Ghostrider-DbD- said:

Hmm, I would check in custom_server\compiles\blck_variables.sqf to be sure that

blck_debugON=false;

blck_debugLevel = 0;

It looks like I forgot to set these debug settings to the OFF position which would cause the behavior you describe.

I will update the github accordingly.

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That's what it was. Thanks

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  On 10/26/2017 at 12:46 PM, Sneer said:

Actually, time is still Accelerated when set to false. Other then that everything works great so far! Thanks

or it still logs like its on.

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yep same here but all in all bloody great

23:46:09 "DAYTIME ADJUSTMENT:: time accel updated to 1; time of day = 11.9534"
23:46:09 "_mainThread:: calling blck_fnc_passToHCs at diag_tickTime = 7100.51"
23:46:09 "_fnc_passToHCs:: blck_connectedHCs = []  with count _HCs = 0"
23:46:09 "_fnc_passToHCs:: No headless clients connected"

 

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  On 10/26/2017 at 1:47 PM, natoed said:

yep same here but all in all bloody great

23:46:09 "DAYTIME ADJUSTMENT:: time accel updated to 1; time of day = 11.9534"
23:46:09 "_mainThread:: calling blck_fnc_passToHCs at diag_tickTime = 7100.51"
23:46:09 "_fnc_passToHCs:: blck_connectedHCs = []  with count _HCs = 0"
23:46:09 "_fnc_passToHCs:: No headless clients connected"

 

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You just need headless client to connect now :)

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  On 10/26/2017 at 2:26 PM, Sneer said:

@Ghostrider-DbD - You mentioned using HC for A3EAI, I have been trying to get this to work, but I get a incorrect HC version error. Do you have this working?

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I assumed that A3EAI would work with an HC but I may be mistaken. I have not really looked into that possibility for a while. Either way, the HC capabilities of blckeagls should offload some AI to an HC for you. Note that vemfR also has an option to use an HC which may help players with low-end PCs who struggle with poor FPS to my way of thinking at least.

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