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[CONTINUED] blckeagls' AI Mission Version 7.06 Build 239


Ghostrider-GRG

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I'd like to apologize for all of the issues with the experimental build. it is a substantial revision to address a few issues (vehicles dont unlock, for example) and take what I have learned about coding  since I started the project to try to clean up code and make some parts more efficient. I have also added some features. Like every new effort there are bumps in the road, like the bodies issues, but I will get them sorted. Thank you to those who report bugs. I'll be pushing build 169 which workks pretty well in a bit for those who do not wish to stick with the current experimental build.

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Thank you for that information. Yes, it was caused by changes I had made which threw a script error causing immediate body deletion, and by how proximity of players to bodies scheduled for deletion was determined. I am glad to have independent confirmation that the issue is resolved. There are two pending updates:

replace the current system of pre-compliing the mission file and an entire copy of the mission spawner with something new wherein all data describing the mission is stored in tables in an array and checked ever 1-2 secs by code based on the old mission spawner but present in pre-compiled functions which should, I hope, result in some small increase in efficiencies by reducing the number of scripts running and eliminating a few while {} do {} and uiSleeps.

The final update would be an implementation of https://community.bistudio.com/wiki/BIS_fnc_stalk which I think would add an interesting dimension

 

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  • 3 weeks later...

The sample of _misisonLootVehicles seems wrong.

  Quote
_missionLootVehicles = [
  //["I_G_Offroad_01_armed_F",[-8,8,0],_crateLoot,[0,10,2,5,5,1]],
  //["I_G_Offroad_01_armed_F",[8,17,0],_crateLoot,[0,10,2,5,5,1]]
  ]; // Parameters are "vehiclel type", offset relative to mission center, loot array, items to load from each category of the loot array.
  // ["B_HMG_01_high_F"/*,"B_GMG_01_high_F","O_static_AT_F"*/];
Expand  

it must have the direction between position and loot array, like 

["I_G_Offroad_01_armed_F",[-8,8,0],random 360,_crateLoot,[0,10,2,5,5,1]],

according to GMS_fnc_spawnMissionLootVehicles.sqf 

  Reveal hidden contents

 

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Thanks - I think I saw that as well. The issues should be fixed in 6.94. I am nearly done with the updates to consolidate mission spawning so a single script runs rather than a zillion. Once that update is done I'll push it to Experimental. I will have the fix for the issue you reported and, hopefully, be a bit more efficient as well.

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  • 3 weeks later...

I have Identified the cause of the dissapearing bodies which was due to how simulation was being managed. I just pushed an update to the experimental branch that disables the script that manages simulation along with a bunch of other minor bug fixes. I will get back to this after New Years to finish the remaining updates which deal with: new ways to identify locations to spawn missions; updated simulation management.

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As I wrote in discord, Some older commits prevents Epoch mod from waking up.
(I have made some modification and Addition of some mods, so there may be conflicts)
Server RPT:

  Reveal hidden contents

My modification: https://github.com/Schalldampfer/blckeagles-revisited-RC/tree/Schalldampfer

This is another server RPT with older version, which works well. If I revert back to oler version (with same modification), the server and mission system works as intended.

  Reveal hidden contents

 

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The main branch was updated to 6.96 build 197 which seems to be pretty much bug free and stable.

That version adds the ability to offload AI to clients or HC (but not both), includes many bug fixes, and adds a few other features some of you have requested.

I'd like to give a bit Thank you to everyone who participated in bug identification. There was a lot to sort out.

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  • 1 month later...

Hello,

 

I hope that someone is still active inside this mod/ai missions script.

I got in some problems. I used statis missions to spawn vehicles but if someone goes into them and drive just one second later the vehicle just despawn and the player stands there where the vehicle was last position.

I now that epoch need to set keys but I cant find how to add it to this script beside I looks it is already in side.

 

_missionLootVehicles = [  // Paste appropriate lines from the output of M3EDEN Editor here and add the loot crate type and loot counts at the end of each entry as shown in the example below.
						  // Many vehicles have less inventory capacity than crates so you may have to modify _lootcounts to avoid having stuff spawned all over the ground.
	["B_T_Truck_01_transport_F",[920.03,4567.22,0]],
	["O_Truck_02_transport_F",[911.75,4566.58,0]],
  ["B_GEN_Offroad_01_gen_F",[954.64,4389.49,0]],
  ["C_Van_02_medevac_F",[947.95,4384.85,0]],
  ["B_GEN_Offroad_01_gen_F",[1106.38,4516.9,0]],
  ["B_Quadbike_01_F",[1098.42,4321.93,0]]
];

These are the settings which I use to spawn the vehicles as "Loot" within a mission area and I want them to stay and be useable.

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  On 4/21/2020 at 11:42 PM, RiDDiX said:

Hello,

 

I hope that someone is still active inside this mod/ai missions script.

I got in some problems. I used statis missions to spawn vehicles but if someone goes into them and drive just one second later the vehicle just despawn and the player stands there where the vehicle was last position.

I now that epoch need to set keys but I cant find how to add it to this script beside I looks it is already in side.

 

_missionLootVehicles = [  // Paste appropriate lines from the output of M3EDEN Editor here and add the loot crate type and loot counts at the end of each entry as shown in the example below.
						  // Many vehicles have less inventory capacity than crates so you may have to modify _lootcounts to avoid having stuff spawned all over the ground.
	["B_T_Truck_01_transport_F",[920.03,4567.22,0]],
	["O_Truck_02_transport_F",[911.75,4566.58,0]],
  ["B_GEN_Offroad_01_gen_F",[954.64,4389.49,0]],
  ["C_Van_02_medevac_F",[947.95,4384.85,0]],
  ["B_GEN_Offroad_01_gen_F",[1106.38,4516.9,0]],
  ["B_Quadbike_01_F",[1098.42,4321.93,0]]
];

These are the settings which I use to spawn the vehicles as "Loot" within a mission area and I want them to stay and be useable.

Expand  

which version/build are you using?

I am not sure what is causing this, what are you using for antihack?

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  On 4/22/2020 at 5:21 AM, Ghostrider-GRG said:

which version/build are you using?

I am not sure what is causing this, what are you using for antihack?

Expand  

Hello,

 

I compared all files and I use the latest version. " https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC " from here.

This is the complete mission sqf (static mission)





/*
	This is a simple mission using precisely placed loot crates and infantry, static weapons and vehicle patrols.
	See the accompanying example mission in the exampleMission folder to get an idea how I laid this out.
	Note that I exported the mission using the exportAll function of M3EDEN editor.
*/

#include "privateVars.sqf";

_mission = "Static Smugglers";  //  Included for additional documentation. Not intended to be spawned as a mission per se.

_difficulty = "red";  // Skill level of AI (blue, red, green etc)

_crateLoot = blck_BoxLoot_Orange;  // You can use a customized _crateLoot configuration by defining an array here. It must follow the following format shown for a hypothetical loot array called _customLootArray
	/*
	_customLootArray =
		// Loot is grouped as [weapons],[magazines],[items] in order to be able to use the correct function to load the item into the crate later on.
		// Each item consist of the following information ["ItemName",minNum, maxNum] where min is the smallest number added and min+max is the largest number added.

		[
			[// Weapons

				["srifle_DMR_06_olive_F","20Rnd_762x51_Mag"]
			],
			[//Magazines
				["10Rnd_93x64_DMR_05_Mag" ,1,5]
			],
			[  // Optics
				["optic_KHS_tan",1,3]
			],
			[// Materials and supplies
				["Exile_Item_MetalScrews",3,10]
				//
			],
			[//Items
				["Exile_Item_MountainDupe",1,3]
			],
			[ // Backpacks
				["B_OutdoorPack_tan",1,2]
			]
	];
	*/

_lootCounts = blck_lootCountsRed; // You can use a customized set of loot counts or one that is predefined but it must follow the following format:
								  // values are: number of things from the weapons, magazines, optics, materials(cinder etc), items (food etc) and backpacks arrays to add, respectively.
								  //  blck_lootCountsOrange = [[6,8],[24,32],[5,10],[25,35],16,1];   // Orange

_markerMissionName = "";
_missionLandscapeMode = "precise";
_markerLabel = "Keep Out!";
//_markerType = ["ellipse",[200,200],"GRID"];
// An alternative would be:
_markerType = ["ellispe",[140,210]];
_markerColor = "Red";

_missionCenter = [1001,4420];

_vehiclePatrolParameters = [
     ["O_G_Offroad_01_armed_F",[1030,4540,0],"Red",75,0,0],
     ["I_MRAP_03_F",[923,4343,0],"Red",75,0,0],
     ["I_MRAP_03_F",[1072,4185,0],"Red",75,0,0]
];

_aiGroupParameters = [
     [[1091.53,4519.38,0],"Red",[3,6],20,0],
     [[1055,4408,0],"green",[3,6],80,0],
     [[1055,4408,0],"green",[3,6],80,0],
     [[898.28,4542.36,0],"green",[3,6],45,0],
     [[898.28,4542.36,0],"green",[3,6],45,0],
     [[950.64,4566.8,0],"Red",[4,6],45,0],
     [[950.64,4566.8,0],"green",[3,6],45,0]
];

_airPatrols = [
    ["B_Heli_Transport_01_camo_F",[871.66,4544.71,0],"green",200,0,0],
    ["B_Heli_Transport_01_camo_F",[909.47,4388.32,0],"green",200,0,0]
];

_missionEmplacedWeapons = [
    // ["B_HMG_01_F",[23686.1,18338.7,3.19],"Red",0,600]
];

_missionLootVehicles = [  // Paste appropriate lines from the output of M3EDEN Editor here and add the loot crate type and loot counts at the end of each entry as shown in the example below.
						  // Many vehicles have less inventory capacity than crates so you may have to modify _lootcounts to avoid having stuff spawned all over the ground.
	["B_T_Truck_01_transport_F",[920.03,4567.22,0]],
	["O_Truck_02_transport_F",[911.75,4566.58,0]],
  ["B_GEN_Offroad_01_gen_F",[954.64,4389.49,0]],
  ["C_Van_02_medevac_F",[947.95,4384.85,0]],
  ["B_GEN_Offroad_01_gen_F",[1106.38,4516.9,0]],
  ["B_Quadbike_01_F",[1098.42,4321.93,0]]
];

_submarinePatrolParameters = [
];

_missionLootBoxes = [
	// [selectRandom blck_crateTypes,[22893,16766.8,6.31652],[[0,1,0],[0,0,1]],[true,false], _crateLoot, _lootCounts],
     //["Box_FIA_Ammo_F",[23653.6,18333.1,3.44926],[[0,1,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
];

_minNoAI = blck_MinAI_Green;  //  Modify as needed
_maxNoAI = blck_MaxAI_Red;	// Modify as needed.
_noAIGroups = blck_AIGrps_Red;  // Modify as needed; note that these values are ignored of you specify AI patrols in the array below.
_noVehiclePatrols = blck_SpawnVeh_Red; // Modified as needed; can be a numberic value (e.g. 3) or range presented as [2,4];
_aircraftTypes = blck_patrolHelisRed;  //  You can use one of the pre-defined lists in blck_configs or your own custom array.
_noAirPatrols =	blck_noPatrolHelisRed; // You can use one of the pre-defined values or a custom one. acceptable values are integers (1,2,3) or a range such as [2,4];
//  Change _useMines to true/false below to enable mission-specific settings.
_useMines  = blck_useMines;  // Set to false if you have vehicles patrolling nearby.
_uniforms  = blck_SkinListBigMili;  // You can replace this list with a custom list of uniforms if you like.
_headgear  = blck_headgear;  // You can replace this list with a custom list of headgear.
_vests     = blck_vests;     // You can replace this list with a custom list of vests.
_backpacks = blck_backpacks; // You can replace this list with a custom list of backpacks.
_weapons   = blck_WeaponList_Orange; // You can replace this list with a customized list of weapons, or another predifined list from blck_configs_epoch or blck_configs_exile as appropriate.
_sideArms  = blck_pistols;    // You can replace this list with a custom list of sidearms.

#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_sm_initializeMission.sqf";

diag_log format["[blckeagls static missions] COMPLETED initializing middions %1 position at %2 difficulty %3",_mission,_missionCenter,_difficulty];

We dont use on our server Battleeye or Antihack (disabled Epoch-Anti-Hack and Battleeye completely)atm.  Because I am still scripting and want the server to work correctly before I add Battleeye Filters and activate them all.

 

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  On 4/22/2020 at 4:24 PM, Ghostrider-GRG said:

Anything in your server or client.RPTs about why the vehicle was deleted?

Expand  

Nope nothing.. Just that missions static xyz is loaded! and some error from DZMS which isnt for this topic.

 

Now I added 

this

B_GEN_Offroad_01_gen_F

to the bots as vehicle for their patrol and these vehicles dont despawn if we kill the AI's inside and "capture" the vehicles...

Just as missionvehicleloot despawn directly or after 1 second when a player goes inside...

 

Now I looked lively into the console from A3Server and this appears when I get in a vehicle:

 

"ADMIN: Invalid Vehicle detected and deleted B Alpha 1-1:1 (RiDDiX) REMOTE with B Alpha 1-1:1 (RiDDiX) REMOTE driving"

After Infistar is installed I see this messege above but I cleared infistar completely and disabled it..... Still missionlootvehicles are still despawning and vehicles which are used by NPCs are there and stay there even when a player get into them.

This are just the mission loot vehicles....

 

As I said... Vehicles which are primarly used by bots and then get caputred by players dont despawn... Just these one which are spawned as mission loot....

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