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Dragon_GER

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About Dragon_GER

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  1. Hey snkman, loving your AI Mod. It's running really good in our liberation mission. I got a few suggestions: Could you add a waypoint system, so that mission makers can give ai orders and let the waypoints be scripted to use certain AI features (e.g. TCL_Hold). At the moment i have to disable all waypoints generated by the mission for the ai because it generates fuck up. Also i noticed sometimes ai will not do idle stuff (i set it to 100% chance) when using TCL_hold. The will just stand around and do nothing until engaged or the noticed the enemey. Kind regards, Dragon
  2. Problem with the F-16D, cannot change weapon loadout with the AMS system. It tries to load the ammunition but i won't change the default loadout.
  3. What do you mean by logging?
  4. Not zeus in particular, but i use offloading ai to headless clients quit a lot in my missions and i noticed this behavior of the ai.
  5. Do you mean the headless client stuff? That's just a change of where the ai is local and gets calculated. Maybe that is causing issues? Same goes for zeus created ai. This ai is local to the player who created them. (funny to see stucked ai if zeus game crashed or times out :D)
  6. I noticed it's kinda not working if AI is split between multiple headless Clients. The AI does not reinforce each other and neither are they sharing Information nor alerting other Units nearby, however in Singleplayer everything is working perfectly fine.
  7. That's normal behavior. Your message is sent while your server is allready shutdown. It will get logged to the console as soon the message is passed to the rcon connection. But it takes some time after the server shutdown for the connection to notice it's not alive anymore. Therefore it looks like the message has been send to server normaly. That's also why i suggest to use a startupDelay of at least 1 min,.
  8. Okay another quick Update. I finished a first linux build, it just needed some small changes. Hower i don't have any linux server to test at the moment. Hence not sure if everything related to server start will work as intended. Gonna push a first testbuild tomorrow!
  9. If there is a need for it im sure to look into it. At least for the depencedies there should be no problem switching to .netcore2. The only thing linux users would need is the latest version of .netcore2 that can be found here https://dotnet.microsoft.com/download/dotnet-core/2.2
  10. Hey Whisker thank you very much. The startupDelay parameter is used for inital wait before first execution of repeatingServices tasks. It is an delay factor in minutes. So let's say you want your task to start executing 10min after tool start you just use 10. 0 if you want your task to get executed immediately.
  11. Hello everyone, i'd like to share a tool im using for my community to restart and broadcast messages on our server. It is windows only but i think it could be possible to migrate to .net core. You can find the project here on github . It's is open-source and comes with an MIT license. Features included: ability to CRON tasks and messages ability to setup reccuring tasks with startup delay and a delay between executions auto restart server on crash easy configuration via json settings file Planned features are: - including support for custom batch file execution - ability to run multiple instances to run multiple server at the same time - ability to reload the settings on the fly... On first launch the Tool will generate a small settings.json example configuration onto your desktop. A finished configuration can look something like this: { "settings": { "ip": "127.0.0.1", "port": 2307, "password": "myfancyrcon", "repeat": 100, "timeout": 100, "hcCount": 3, "serverExecutable": "D:\\arma3\\arma3server_x64.exe", "hcParameter": "-client -connect=127.0.0.1 -port=2302", "serverParameter": "-port=2302 -config=D:\\Arma3\\TADST\\TF47\\TADST_config.cfg -cfg=D:\\Arma3\\TADST\\TF47\\TADST_basic.cfg -profiles=D:\\Arma3\\TADST\\TF47 -name=TF47-GM -filePatching -mod=gm;@ace;@ADV__ACE_CPR;@CBA_A3;@Task_Force_Arrowhead_Radio_BETA__;-autoInit -enableHT -servermod=@TCL;@InterceptDB" }, "scheduledTasks": [ { "time": "19:00:00", "rconCommand": "say -1 Server restart in 1 hour.", "executeTask": 0 }, { "time": "19:30:00", "rconCommand": "say -1 Server restart in 30 minutes.", "executeTask": 0 }, { "time": "19:50:00", "rconCommand": "say -1 Server restart in 10 minutes. Please bring all vehicles back to base. Bitte bringt alle Fahrzeuge zurück zur Basis.", "executeTask": 0 }, { "time": "20:00:00", "rconCommand": "say -1 RESTART!", "executeTask": 1 } ], "repeatingServices": [ { "startupDelay": 0, "repeating": -1, "delay": 10, "rconCommand": "say -1 Restart times: [02:00, 08:00, 14:00, 20:00]", "executeTask": 0 }, { "startupDelay": 2, "repeating": -1, "delay": 15, "rconCommand": "#say -1 Schaut auch auf unserer Website und im Forum vorbei, unter taskforce47.com / forum.taskforce47.com", "executeTask": 0 } ] } Notice the two differend ways of setting up tasks? Use scheduledTasks to setup CRON job like tasks. RepeatingServices on the other hand is used to configure reccuring tasks. A small hint on repeating Services: if you set repeating services to -1 it is gonna repeat forever. If you set it to a positive number, it is gonna repeat it the amount of times you have choosen. Oh just a small hint regarding "time". It is only gonna use min and hours in your configuration. Any entered seconds will be ignored. For more information you can read the readme file on github. Download here: Click me Thank you for reading, Dragon
  12. Just run into some problems today... Sadly my ai stopped reacting to players. They almost do not fire back. They do not try anything to get in cover and act like they have no plan. This seems to start happening since i updated to v1.021. Any ideas where i can look after? I updated all of the UserConfig and reaconfigured them back like it had it before. I was using AI preset 1 while i was testing on a dedicated server.
  13. Just to let you know. My unit is using this A.I. Mod pretty successfully in the Liberation CTI. It's an completly differend feeling with an ai reacting smart to player movements. Sometimes it's amazing to see how players get pinned down in buildings while other units advance and rush them :D
  14. Oh thinking about cool features: Could you extend this to an API interacting Framework featuring functions to enable us doing post and get requests with json returns?
  15. Cool stuff! I am gonna try it out for sure. Is your extension battleye approved? Otherwise it will be for limited use on server side only.
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