J0K3R 5 93 Posted July 2, 2016 Post 71. https://forums.bistudio.com/topic/182316-xinsurgency-lightweight-insurgency-gamemode/page-4 Share this post Link to post Share on other sites
J0K3R 5 93 Posted July 2, 2016 Done a quick update, Ive put all the 3rd party scripts on a parameter. By default they are all disabled, you just need to select which ones you want when you start the mission. Ive noticed the VCOMAI is acting a bit strange, but as genesis92x says its an overhaul of the system and needs a bit more testing. https://forums.bistudio.com/topic/166374-vcom-ai-v20-ai-overhaul/page-49 So Ive removed it at the moment a put in custom skill levels for the AI. this setSkill ["aimingAccuracy", 0.25]; this setSkill ["aimingShake", 0.25]; this setSkill ["aimingSpeed", 0.25]; this setSkill ["reloadSpeed", 1]; this setSkill ["spotDistance", 0.75]; this setSkill ["spotTime", 0.75]; this setSkill ["courage", 1]; this setSkill ["commanding", 1]; Share this post Link to post Share on other sites
J0K3R 5 93 Posted July 4, 2016 New info script added with permission from phronk Share this post Link to post Share on other sites
kremator 1065 Posted July 5, 2016 Downloaded it, but it seems not to like DEV version or the addons that I run. I'll do more testing. Thanks. 1 Share this post Link to post Share on other sites
kremator 1065 Posted July 5, 2016 Yup it's broken. Running only CBA and JSRS_Apex I get quite a few errors and cannot recruit infantry. RPT entry in spolier. 12:42:38 Global namespace not passed during: AddAll12:42:38 Global namespace not passed during: AddAll12:42:38 Error in expression12:42:38 Error position:12:42:38 Error Local variable in global space12:42:38 Global namespace not passed during: AddAll12:42:38 Global namespace not passed during: AddAll12:42:38 Error in expression12:42:38 Error position:12:42:38 Error Local variable in global space12:42:39 Mission Insurgency_nato.Tanoa: Number of roles (95) is different from 'description.ext::Header::maxPlayer' (53)12:42:47 Starting mission:then ...12:43:23 Error in expression < {!isNull player};player addUniform vUniform;player addVest vVest;player a>12:43:23 Error position: player addVest vVest;player a>12:43:23 Error Undefined variable in expression: vuniform12:43:23 File mpmissions\__cur_mp.Tanoa\scripts\gearload.sqf, line 512:43:32 Error in expressiondisableSerialization;if (bon_dynamic_list) then {_scripthandler >12:43:32 Error position: _scripthandler >12:43:32 Error Undefined variable in expression: bon_dynamic_list12:43:32 File mpmissions\__cur_mp.Tanoa\bon_recruit_units\build_unitlist.sqf, line 712:45:55 soldier[i_Soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform?12:45:55 soldier[i_Soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform?12:45:55 "Advanced Sling Loading Loading..."12:45:55 "Advanced Sling Loading Loaded" EDIT: It seems to correct itself once loaded however. Perhaps someway to lets the mission setup first before letting players loose OR not allowing any actions (like recruit) until game loaded. Share this post Link to post Share on other sites
J0K3R 5 93 Posted July 5, 2016 Yup it's broken. Running only CBA and JSRS_Apex I get quite a few errors and cannot recruit infantry. RPT entry in spolier. 12:42:38 Global namespace not passed during: AddAll 12:42:38 Global namespace not passed during: AddAll 12:42:38 Error in expression 12:42:38 Error position: 12:42:38 Error Local variable in global space 12:42:38 Global namespace not passed during: AddAll 12:42:38 Global namespace not passed during: AddAll 12:42:38 Error in expression 12:42:38 Error position: 12:42:38 Error Local variable in global space 12:42:39 Mission Insurgency_nato.Tanoa: Number of roles (95) is different from 'description.ext::Header::maxPlayer' (53) 12:42:47 Starting mission: then ... 12:43:23 Error in expression < {!isNull player}; player addUniform vUniform; player addVest vVest; player a> 12:43:23 Error position: player addVest vVest; player a> 12:43:23 Error Undefined variable in expression: vuniform 12:43:23 File mpmissions\__cur_mp.Tanoa\scripts\gearload.sqf, line 5 12:43:32 Error in expression disableSerialization; if (bon_dynamic_list) then { _scripthandler > 12:43:32 Error position: _scripthandler > 12:43:32 Error Undefined variable in expression: bon_dynamic_list 12:43:32 File mpmissions\__cur_mp.Tanoa\bon_recruit_units\build_unitlist.sqf, line 7 12:45:55 soldier[i_Soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? 12:45:55 soldier[i_Soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? 12:45:55 "Advanced Sling Loading Loading..." 12:45:55 "Advanced Sling Loading Loaded" EDIT: It seems to correct itself once loaded however. Perhaps someway to lets the mission setup first before letting players loose OR not allowing any actions (like recruit) until game loaded. mmm, thats an old version that your running. You can tell by the save load gear script error, I removed it a few version back. Did download from my google drive or steam ? I will re-upload on my end, just to make sure Im not uploading an old version. Share this post Link to post Share on other sites
kremator 1065 Posted July 5, 2016 Your googledrive mate. Will retry the download. Share this post Link to post Share on other sites
J0K3R 5 93 Posted July 5, 2016 just uploaded this min. nato version : https://drive.google.com/open?id=0B7f7inkZ9lkaRUIzbjM2Qkw5alk csat version : https://drive.google.com/open?id=0B7f7inkZ9lkaVDlXX2JzZGZMMFk To confirm you have the latest version, there is now a briefing section when select the map Share this post Link to post Share on other sites
kremator 1065 Posted July 5, 2016 Yes I get the briefing section, but I think there is a problem with DEV version - those errors keep popping up prior to the mission actually fully loading. Although the AddAll variable bug pops right at the start. EDIT: Just downloaded the latest version .. MUCH better. No errors on start now. However there is an error in recruit build_unitlist.sqf 15:09:36 Error in expression disableSerialization;if (bon_dynamic_list) then {_scripthandler >15:09:36 Error position: _scripthandler >15:09:36 Error Undefined variable in expression: bon_dynamic_list15:09:36 File mpmissions\__cur_mp.Tanoa\bon_recruit_units\build_unitlist.sqf, line 715:09:49 Error in expression )>" 1 Share this post Link to post Share on other sites
J0K3R 5 93 Posted July 5, 2016 OK I will look into this, on the plus side of things I was contacted by steam member called Holo. He has managed to fix and working an AI para script. The code is much better in this version, as X39 has gave me access to his latest code. It runs faster and lot smoother than before. 1 Share this post Link to post Share on other sites
kremator 1065 Posted July 5, 2016 Would it be possible to respawn into one of your AI (then remote connect to the AI recruiter - so that you can get more)? Share this post Link to post Share on other sites
J0K3R 5 93 Posted July 5, 2016 New update up for downloading. The Halo drop has been fixed, you are now able to halo your ai. Updated the ai recruitment, hopefully this fixes errors. I know about the error that pops up when you start when you just start, {line 23} Share this post Link to post Share on other sites
J0K3R 5 93 Posted July 5, 2016 Would it be possible to respawn into one of your AI (then remote connect to the AI recruiter - so that you can get more)? How many ai do you want ??? I can change how many you can recruit or I can look into take control of ai Share this post Link to post Share on other sites
J0K3R 5 93 Posted July 5, 2016 // ============================================================================================ class CfgAISkill { aimingAccuracy[] = {0,0, 1,0.8}; // {0,0,1,1}; aimingShake[] = {0,0, 1,0.6}; // {0,0,1,1}; aimingSpeed[] = {0,0, 1,0.7}; // {0,0.5,1,1}; commanding[] = {0,0, 1,0.8}; // {0,0,1,1}; courage[] = {0,0, 1,0.7}; // {0,0,1,1}; endurance[] = {0,0, 1,0.7}; // {0,0,1,1}; general[] = {0,0, 1,0.9}; // {0,0,1,1}; //reloadSpeed[] = {0,0, 1,0.8}; // {0,0,1,1}; spotDistance[] = {0,0, 1,0.9}; // {0,0.2,1,0.4}; spotTime[] = {0,0, 1,0.7}; // {0,0,1,0.7}; }; // ============================================================================================ Share this post Link to post Share on other sites
kremator 1065 Posted July 5, 2016 What I think would be good is, on respawn to be able to select an AI already in your team. However out in the battlefield it would be cool to be able to recruit (via radio - basically it opens bon_recruit) to spawn back at base. Share this post Link to post Share on other sites
J0K3R 5 93 Posted July 6, 2016 What I think would be good is, on respawn to be able to select an AI already in your team. However out in the battlefield it would be cool to be able to recruit (via radio - basically it opens bon_recruit) to spawn back at base. I could expand on this and have a mobile hq, which would allow you to access different things link recruitment and so on. Share this post Link to post Share on other sites
J0K3R 5 93 Posted July 6, 2016 Just finished coding for 2 mobile hq's, that you can teleport to each other and to the base. You can also spawn on them, recruit ai + virtual arsenal. I will upload later today after I get some sleep. 1 Share this post Link to post Share on other sites
J0K3R 5 93 Posted July 6, 2016 New version uploaded, links on first post * Mobile HQ's added 1 Share this post Link to post Share on other sites
J0K3R 5 93 Posted July 6, 2016 A quick hotfix done, a script clash......now fixed. 1 Share this post Link to post Share on other sites
J0K3R 5 93 Posted July 8, 2016 bug fixed and stray code removed, links on 1st post Share this post Link to post Share on other sites
jus61 54 Posted July 8, 2016 bug fixed and stray code removed, links on 1st post https://forums.bistudio.com/topic/166374-vcom-ai-v20-ai-overhaul/?p=3058881 1 Share this post Link to post Share on other sites
jus61 54 Posted July 8, 2016 These configurations you should still with insert: Day Duration ( "4", "6", "8", "12", "14", "16", "20") Shorter Nights ( Enabled / Disabled) Revive ( "Only medics can revive", "Everyone can revive", "Everyone can revive using a MedKit", "Disabled" ) Civilians ( Enabled / Disabled) .... 1 Share this post Link to post Share on other sites
J0K3R 5 93 Posted July 9, 2016 Updated link on first post. * removed vcomai - just wouldnt play nice with others. * tracking icon added to mobile mhq's * tweaked params. * changed intro 2 Share this post Link to post Share on other sites