Biz Posted December 18, 2016 Report Share Posted December 18, 2016 Ok I got a question if reading this correct If I want more then one of these missions spawning on the map I change the value to lets say 3 or 2 and will spawn more then one mission. If that is the chase then, I did that well none of the missions spawn and waited for 20mins. to see if it will. //Set to -1 to disable. Values of 2 or more force the mission spawner to spawn copies of that mission. blck_enableOrangeMissions = 2; blck_enableGreenMissions = 2; blck_enableRedMissions = 3; blck_enableBlueMissions = 3; blck_enableHunterMissions = 1; blck_enableScoutsMissions = 1; Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted December 18, 2016 Author Report Share Posted December 18, 2016 On 8/11/2015 at 6:49 AM, Ghostrider-DbD- said: I found a typo in the code for spawning AI. I will test a fix over the next 1-2 days. I will look into the problem with weapons after that. I checked the timers for cleanup of live AI and composition objects and that all looks OK. I will do testing on a test server tonight. The current method of coding is only set up to spawn one instance of a mission. I would have to look at the code to see if multiple instances of an Orange mission, for example, would be problematic with the current mission spawner. In the past, there were some global variables what were overwritten causing major issues. You would have to modify the way the missions are added to the que in custom_server\init\blck_init.sqf. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted December 18, 2016 Author Report Share Posted December 18, 2016 4 hours ago, Biz said: Ok I got a question if reading this correct If I want more then one of these missions spawning on the map I change the value to lets say 3 or 2 and will spawn more then one mission. If that is the chase then, I did that well none of the missions spawn and waited for 20mins. to see if it will. //Set to -1 to disable. Values of 2 or more force the mission spawner to spawn copies of that mission. blck_enableOrangeMissions = 2; blck_enableGreenMissions = 2; blck_enableRedMissions = 3; blck_enableBlueMissions = 3; blck_enableHunterMissions = 1; blck_enableScoutsMissions = 1; Increasing the number there will not increase the number of instances of particular mission. The current method of coding is only set up to spawn one instance of a mission. I would have to look at the code to see if multiple instances of an Orange mission, for example, would be problematic with the current mission spawner. In the past, there were some global variables what were overwritten causing major issues. You would have to modify the way the missions are added to the que in custom_server\init\blck_init.sqf. Link to comment Share on other sites More sharing options...
Biz Posted December 18, 2016 Report Share Posted December 18, 2016 arlighty I see what I can do, I learning as a go so I thought I would ask. :) ty for getting back to me Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted December 18, 2016 Author Report Share Posted December 18, 2016 Just now, Biz said: arlighty I see what I can do, I learning as a go so I thought I would ask. :) ty for getting back to me No problem. I wrote code for what you are considering but removed it because at the time there were mysterious glitches that I now know are due to failure in Epoch to delete all empty groups. Most of the backbone needed to run multiple instances is there - just needs to be tested and troubleshooted. I would consider running WAI and SEM in addition, or setting up some AI strongholds as alternatives. Note that VEMFr also has some mission capabilities. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted December 21, 2016 Author Report Share Posted December 21, 2016 On 12/18/2016 at 4:55 PM, Biz said: arlighty I see what I can do, I learning as a go so I thought I would ask. :) ty for getting back to me All the code you need is already in the mod. I will be uploading v6.50 in which this feature has been enabled once I do a stress test tonight. At one point the mission system was hanging because the max number of allowable groups had been spawned. I just want to be sure this issue was resolved before releasing this update. Biz and zxbutchxz 2 Link to comment Share on other sites More sharing options...
Brian Soanes Posted December 23, 2016 Report Share Posted December 23, 2016 Is there anyway to remove the text from the middle of the screen? I have set everything to false, yet it still displays Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted December 24, 2016 Author Report Share Posted December 24, 2016 14 hours ago, Brian Soanes said: Is there anyway to remove the text from the middle of the screen? I have set everything to false, yet it still displays in <MAP-NAME>.Epoch\debug\blck_client. sqf be sure that blck_useTitleText = false; Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted December 24, 2016 Author Report Share Posted December 24, 2016 On 12/18/2016 at 4:55 PM, Biz said: arlighty I see what I can do, I learning as a go so I thought I would ask. :) ty for getting back to me Please see the latest update which does support multiple instances of each mission. Biz 1 Link to comment Share on other sites More sharing options...
Brian Soanes Posted December 24, 2016 Report Share Posted December 24, 2016 3 hours ago, Ghostrider-DbD- said: in <MAP-NAME>.Epoch\debug\blck_client. sqf be sure that blck_useTitleText = false; it was always false :) Just using blck_useDynamic = true; Still does Client rpt 9:34:06 "[blckClient] blck_Message = [""showScore"",[25,"""",2],""""]" 9:34:06 "blck_Message ====] Paremeters = _this = [""showScore"",[25,"""",2],""""]" 9:34:06 "blck_Message ====] Paremeters _event showScore _message [25,"""",2] paramter #3 " 9:34:06 "blck_Message ====] _message isEqualTo [25,"""",2]" Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted December 24, 2016 Author Report Share Posted December 24, 2016 5 hours ago, Brian Soanes said: it was always false :) Just using blck_useDynamic = true; Still does Client rpt 9:34:06 "[blckClient] blck_Message = [""showScore"",[25,"""",2],""""]" 9:34:06 "blck_Message ====] Paremeters = _this = [""showScore"",[25,"""",2],""""]" 9:34:06 "blck_Message ====] Paremeters _event showScore _message [25,"""",2] paramter #3 " 9:34:06 "blck_Message ====] _message isEqualTo [25,"""",2]" That's strange and I can see how it would be quite annoying. Is there any chance that you changed something lower down in blck_client.sqf accidentally ? My guess is that when the client receives the showScore notification it is not calling fn_killScoreNotification, or that that function was modified accidentally. I suggest that you start with a clean blck_client.sqf and go from there. Unfortunately I will be away until Jan 2 and will not be providing much in the way of support, and nothing as far as updates, until I return. but I have started work to add additional settings by which you can determine which of the messages are broadcast when an AI is killed. I know that with a busy server these probably consume some network resources. Link to comment Share on other sites More sharing options...
Brian Soanes Posted December 24, 2016 Report Share Posted December 24, 2016 8 minutes ago, Ghostrider-DbD- said: It happens on a vanilla blckclient if you enable the dynamic announcement's Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted December 25, 2016 Author Report Share Posted December 25, 2016 13 hours ago, Brian Soanes said: It happens on a vanilla blckclient if you enable the dynamic announcement's I will take a look when I return. Expect an update the first weekend in Jan if I have a chance. Thanks for posting about the error. Link to comment Share on other sites More sharing options...
Brian Soanes Posted December 26, 2016 Report Share Posted December 26, 2016 On 12/25/2016 at 4:54 AM, Ghostrider-DbD- said: I will take a look when I return. Expect an update the first weekend in Jan if I have a chance. Thanks for posting about the error. No need, i'd left a custom public variable i'd had in there from the previous version, all working ok now Link to comment Share on other sites More sharing options...
TheBigfootPlays Posted December 28, 2016 Report Share Posted December 28, 2016 27.12.2016 18:56:52: Trevor (127.0.0.1:2316) abc8f1a4b1c0f851613ced9fed9adf65 - #0 ",0.35];[_text,_xcoord,_ycoord,_screentime,0.5] spawn BIS_fnc_dynamicText;uiSleep 3; blck_processingMsg = -1;};fn_mission" I keep getting Script Restriciton 0 when I try to join the server and when I look at the scripts log It shows this, I did put the Battleye Filters in. After searching the forums for another 30 minutes, I found the solution Link to comment Share on other sites More sharing options...
viper179 Posted December 29, 2016 Report Share Posted December 29, 2016 Yeh roger that also redid some of the code and added in a few more Public Variables and removed 5 of the wait till loop calls. FNC_TARGET WAS CHANGED TO BETTER SUIT THE ui_sleep timer to reduce load times. Link to comment Share on other sites More sharing options...
viper179 Posted December 29, 2016 Report Share Posted December 29, 2016 Also no matter what skill level i set the ai too and there spot distance, and also there known attackers distance they never fire upon the players until you are about 250 meters or less every time, i have tested this with all 4 of the ai missions on the map what needs to be changed or do i need to edit the arma 3 server side profile. Also i see this in the config but i thought the max you could go for any of the skill array settings was 1.0 ie max >>>>>>>>>>>>>>>>>>>>>>>blck_AIIntelligence = [0.5, 1, 2, 4]; Link to comment Share on other sites More sharing options...
Meyson Posted December 29, 2016 Report Share Posted December 29, 2016 Does not work on namalske help customize Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted December 29, 2016 Author Report Share Posted December 29, 2016 2 hours ago, Meyson said: Does not work on namalske help customize Please do a fresh install and follow the install directions closely. If you give me more information about what is not working I might be able to point you in the right direction for troubleshooting. It works fine on our Namalsk sever. Map specs for namalsk are custom_server\compiles\functions\GMS_fnc_findWorld.sqf. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted December 29, 2016 Author Report Share Posted December 29, 2016 6 hours ago, viper179 said: Also no matter what skill level i set the ai too and there spot distance, and also there known attackers distance they never fire upon the players until you are about 250 meters or less every time, i have tested this with all 4 of the ai missions on the map what needs to be changed or do i need to edit the arma 3 server side profile. Also i see this in the config but i thought the max you could go for any of the skill array settings was 1.0 ie max >>>>>>>>>>>>>>>>>>>>>>>blck_AIIntelligence = [0.5, 1, 2, 4]; if you want to up the AI difficulty start in the GMS_fnc_spawnUnit.sqf script and look for skill; increase this from 0.7 to 1. Set all skill domains to 1. The AI still may need one or two rounds fired at them or a vehicle passing nearby to rile them up but in my experience even with the default settings I have provided at the Orange level they first on pretty much anything within several hundred meters. Put in a few static grenade launchers if you want a demonstration of how far out they detect players. The intelligence setting is adapted from WAI. I never looked at the actual code in Arma to see how that variable was applied to AI behavior. I am not sure whether 4 is actually higher than 1. The distance parameter that goes along with that variable does have an effect as it determines the radius within which nearby AI are alerted to an enemy's location. Link to comment Share on other sites More sharing options...
viper179 Posted December 29, 2016 Report Share Posted December 29, 2016 Ok wil give that a go and also on a side note where do i change the players health and hunger , thirst etc located at so they quit spawning with 30% health every time. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted December 30, 2016 Author Report Share Posted December 30, 2016 2 hours ago, viper179 said: Ok wil give that a go and also on a side note where do i change the players health and hunger , thirst etc located at so they quit spawning with 30% health every time. There was a post on this a few months back under Discussion or Feedback. Google that issue or search the \epoch_config folder using one of the many grep programs if you would like to identify the file directly. Link to comment Share on other sites More sharing options...
Meyson Posted December 30, 2016 Report Share Posted December 30, 2016 11 hours ago, Ghostrider-DbD- said: Пожалуйста, сделайте новую установку и следуйте инструкциям установки внимательно. Если вы дадите мне больше информации о том, что не работает, я мог бы быть в состоянии направить вас в правильном направлении для поиска и устранения неисправностей. Он отлично работает на нашем Namalsk разъединяет. Карта спецификации для namalsk являются custom_server \ компилирует \ функции \ GMS_fnc_findWorld.sqf. You could not describe in detail the installation is on Namalsk? thanks in advance Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted December 30, 2016 Author Report Share Posted December 30, 2016 There is no special installation required for namalsk. Link to comment Share on other sites More sharing options...
Meyson Posted December 30, 2016 Report Share Posted December 30, 2016 12 часов назад Ghostrider-DbD- сказал: Пожалуйста, сделайте новую установку и следуйте инструкциям установки внимательно. Если вы дадите мне больше информации о том, что не работает, я мог бы быть в состоянии направить вас в правильном направлении для поиска и устранения неисправностей . Он отлично работает на нашем Namalsk разъединяет. Карта спецификации для namalsk custom_server являются \ компилирует \ функции \ GMS_fnc_findWorld.sqf. Thank you very much, I have set up, but the problem is that there is no warning about the beginning of the mission and the fact that it carried out, do not tell how to fix? Link to comment Share on other sites More sharing options...