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Posts posted by PatPgtips
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57 minutes ago, Valken said:I wanted to ask if the settings for the AI spawn are set by the server or locked in the mission files?
We have been playing on Outkast's escape server. With a handful of players starting out 2-5, we notice the AI seems to POP out in front of us ~ 100-200 m out. Sometimes, it feels like they literally spawn on top of us less than 50 m away. We know this because we were facing a direction it appeared in front of us. I didn't know the AI had Star Trek type teleportation! Should have VAC and BE banned those AI hackers!!!
I have been playing with the DayZ SA AI modded servers as well and they have set the AI to spawn OUTSIDE of the player's or the group radius so it appears the players or AI have naturally approached onto each other.
Can you guys check this?
if your finding this as the mission starts this will happen it takes a few minutes on the mission to load properly
Enemy Spawn Distance : 1200 Far (for good rigs)
all servers and missions are set to the same settings and i havent seen this happen except on server start untill the mission properly loads
you might see ai spawn on takistan as the terrain has a lot of open areas that cover long distances
if you have video of this happening later ingame please let me see the video
thanks for the info though
sorry i forgot to say we have a suicide bomber script that either grabs a local civilian ai or will spawn a new ai civilian it is possible to see them spawn in nearby but this script isnt an escape from mission script its a seperate script and there is a possibility it will spawn the suicide bomber nearby
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40 minutes ago, hcpookie said:QUESTION:
We just received "Angel 1 is down" and "Angel 2 is down" but no other prompts... what is the next step? Do we need to hack another terminal? Or go back and hack the same terminal again? (just tried searching the topic and didn't find any other hits)
find another comms hack it for a new lz
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goto mission folder then /include/params.hpp edit this file
to change it so mission calls in the params from params.hpp
class Param_Loadparams
{
title = "Parameter Load and Save (save params between sessions, see readme!)";
values[] = {0, 1, 2};
texts[] = {"Use settings below and save (settings will be restored on mission restart)", "Load previously saved settings (Use below if none found)", "Use settings below without saving"};
default = 0; // set this to 0 so it reads the params from the mission file
};to enable wartorn change the value to 1
class Param_War_Torn
{
title="War-Torn mode (CSAT and AAF are fighting each other)";
values[]={0,1};
texts[]={"Disabled","Enabled"};
default = 1; change this to 1 to enable wartorn
};remember to save after the changes
hope that helps there are lots of params there you might want to change some more
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29 minutes ago, Valken said:Playing the new escape missions on Outkast and is there a reason why the loading times are so long once you enter the server? It is like a good 30 seconds before the screen comes on once the game as started.
This occurs even joining in the middle of the game. Totally sitting duck in such instances.
Or is immunity enabled for a few seconds?
i have set a 30 second delay since we added the paradrop instead of prisons so we all drop at the same time
if we dont do that then players will spawn on the ground if they dont load in quick enough so i added the delay for that reason
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a friend sent me a fix for battleye kicks just add this line to your config.cfg or server.cfg it will allow you to enable battleye again on your servers
in the mission cycle area add this
autoSelectMission = true;
// MISSIONS CYCLE
forcedDifficulty = "Veteran";
autoSelectMission = true; // add this to fix your battleye kicks when joining your servers
class Missions
{
class Mission1
{
template="msission1.takistan";
forcedDifficulty = "Veteran";
};
class Mission2
{
template="mission2_chernarus_A3";
forcedDifficulty = "Veteran";
};};
missionWhitelist[] = {
"msission1.takistan",
"mission2_chernarus_A3",
};hope this helps seemingly battleye have changed their ip address and thats what is causing all the issues with kicks
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i am getting the same battleye error on 3 of my servers after the last update
i deleted battleye files localy verified game and still got kicked
i then did a full reinstall of 1 of my servers and copied missions and such back still got the battleye kicks
i then did a full reinstall and never added any of my mission files back and was kicked from a wasteland mission
not sure if its an escape from missions thing with mods and and scripts added to the mission
so i downloaded a mission without any mods and any unofficial scripts added and i still get the same error
ive tried everything and battleye just kicks so i have had to disable for now
i also purchased art of war dlc just incase it was linked to that somehow but still have the same issue
very frustrating
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i have tried and tested the code changes you said above
switching the code to true now the enemy ai and dog work properly
the dog will attack and works well
the only issue i found is once the dog owner enemy ai is dead the dogs will move but wont attack at all
so its getting closer to working just a shame the dogs goto a passive state will move but wont attack once owner is dead
thanks for the info though much appreciated
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im glad you guys got it working
i changed it to false as we run escape servers and i didnt want the enemy ai killing the patrol dogs before the playable units see them
so it made the escape missions have some more options to change things up a bit
realy good script and everyone does enjoy seeing them
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i have sent jgaz-uk a test mission file in pm try that out see if it helps give you an idea what to do
but all working for me
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hi after i seen your post i quickly checked my missions out and my ai and dogs are still the right way up
maybe you are running a mod that is causing the issue
also try changing the ai soldier
also i am using the patrol dog script as enemy ai and dog patrol
it seems weird as im not having any issues i have the patrol and ferral script on 20 missions on 5 servers and all is fine
i will quickly do a sample mission and send it to you so you can try and it will give you an idea how i setup ours on the servers
ill get it to you asap
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On 7/10/2020 at 1:47 PM, pophase said:Came back to Escape after a few years of abstinence. Still rocks! Thank you for such a great mission, guys!
I noticed that there are hardly any more patrols on the maps. Is there something I need to change?if your running from a dedi server make sure AutoInit is disabled the patrols dont work when enabled
also check params.hpp to change the params of the server
location includes/params.hpp
i hope that helps but sounds as if Autoinit is enabled and does break the mission
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i have an issue that when i place an enemy opfor sniper in the tree he is still grouped up with blufor player
is there any way i can fix that or am i doing something wrong
id like to add this to some escape from missions i have
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41 minutes ago, LSValmont said:Hey! You are the guy at Armaholic!
Nice to see you here!
No problem! My next work is going to blow your mind 😉
Keep testing please 😃
i have it on 5 escape from servers i have updated today but havent had the chance to test it out yet but do love the speed of the dogs now
got to change things up now and again to keep players on their toes
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thanks again for the update
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thanks for the video that will help me a lot better
i can now see what has to be done
thanks again
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i did try that still didnt work
does it only work in a static area if i define an area on a map location
as we have mortars around us and the terrain always changes on the map so its very random were we are when we get mortars so i take it we cant use this script
looks like it only works at a static possition or am i wrong
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ive tried this and cant seem to get it to work
no craters are spawning when used with mortars c4 and any other explosive
im using your codenul = [[6362.9,8373.8,0],580,265,0,false,0] execVM "MIL_Craters.sqf";
not sure what is going on would like to add to our escape servers -
isla duala requires another mod to be added to your mod list server and client side
https://steamcommunity.com/sharedfiles/filedetails/?id=714149065
takistan should work fine as its part of CUP
if you have the server playing isla duala first then the server will fail to load if the mod is not added
mods we have on our server
@CBA_A3;
@CUP_Terrains_Core;
@CUP_Terrains_Maps;
@CUP_Units;
@CUP_Vehicles;
@CUP_Weapons;
@Isla Duala 3.9;
hope this helps
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not sure but autoinit wont work for ai you need to make sure that your server mission is beeing called from server.cfg or config.cfg
you are not with NITRADO as your host they have an issue at the minute with all there servers since 25 to 30 days agao
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yes dont use autoinit the random ai spawns wont work with it enabled
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54 minutes ago, Cheome526 said:Hi everyone! I have a question, I decided to launch the mission "co10escape v 1.9" on a dedicated server. The problem arises - that in the mission there are no patrols and arsenals are not protected by anyone. There are errors in the logs, but I do not know how to fix them. If I launch the mission through the game itself, then there are no problems. Tell me, how can I fix this problem when launching a mission on a dedicated server?
................................................
while {!(isNull _unit)} do {
_enemyUnit = _unit findNear>
13:02:43 Error position: <_unit)} do {
_enemyUnit = _unit findNear>
13:02:43 Error Undefined variable in expression: _unit
13:02:43 File functions\Server\fn_initServer.sqf [A3E_fnc_initServer], line 328
13:02:43 Error in expression < _minSpawnDistance));
_spawnX = (getPos _referenceUnit select 0) + ((sin _direct>
13:02:43 Error position: <_referenceUnit select 0) + ((sin _direct>
13:02:43 Error Undefined variable in expression: _referenceunit
13:02:43 File functions\Common\fn_RandomSpawnPos.sqf [A3E_fnc_RandomSpawnPos], line 14
13:02:43 Error in expression < count _possibleInfantryTypes);_group createUnit [_infantryType, _spawnPos, []>
13:02:43 Error position: <createUnit [_infantryType, _spawnPos, []>
13:02:43 Error Type Number,Not a Number, expected Number
13:02:43 File functions\DRN\fn_AmbientInfantry.sqf [drn_fnc_AmbientInfantry], line 129
13:02:43 Error in expression < count _possibleInfantryTypes);make sure auto init inside your dedi server is disabled thats the main cause for no ai spawning
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working again thanks for the update
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i have added the latest version 3.92 to our server and players are still getting kicked from the server
just get to lobby and then you have been kicked
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3 minutes ago, Barrett106 said:First of all, i love these missions!
However, since i updated to 1.9 we keep having the following problem: I spawn in Prison, and my friend spawns in the air with a parachute...he's the engineer, and i'm playing as medic
am i missing an option, or why does this happen?
hes missing a mod maybe a map thats what happens when you log in without required map you spawn in the air and drop to the ground untill kicked
co10 Escape
in ARMA 3 - USER MISSIONS
Posted
we have vcom_ai mod and enemies that are close by will be alerted and will move towards you
vcom_ai does change the way the mission works in a big way
the ai hearing distance is set to 200 metres after some testing if i make it any higher than that then the ai will come from everywere
also the ai are way smarter and will split into groups to flank you
but you still should not see them spawning after the initial server start as i said in the previous message
i think its other squads pushing you from outside 200 metres as vcom_ai is designed to do
you just have to keep moving as a group