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PatPgtips

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Posts posted by PatPgtips


  1. 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


  2. 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 


  3. 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 

    • Thanks 1

  4. 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 

     

     

    • Sad 1

  5. 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

    • Thanks 1

  6. 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

     


  7. 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


  8. 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 

    • Like 2

  9. 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


  10. 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 

     

     


  11. 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

     

    • Like 1

  12. 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


  13. 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


  14. 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 


  15. 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

     


  16. 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

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