Ghostrider-DBD

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Everything posted by Ghostrider-DBD

  1. V 6.90 Build 176 1. Added new settings to specify the number of crew per vehhicle to blck_config.sqf and blck_config_mil.sqf // global settings for this parameters // Determine the number of crew plus driver per vehicle; excess crew are ignored. // This can be a value or array of [_min, _max]; blck_vehCrew_blue = 3; blck_vehCrew_red = 3; blck_vehCrew_green = 3; blck_vehCrew_orange = 3; You can also define this value in missions by adding the following variable definition to the mission template: _vehicleCrewCount = [3,6]; // min/max number of AI to load including driver. see the missions\blue\template.sqf and blck_configs.sqf for more info. 2. Lists of items to be excluded from dynamically generated loadouts has been moved to: blck_config.sqf blck_config_mil.sqf 3. Added a new setting that specifies whether logging of blacklisted items is done (handy for debugging) blck_logBlacklistedItems = true; // set to false to disable logging 4. Hit and Killed event handlers extensively reworked. Methods for notification of nearby AI and Vehicles of the killers whereabouts were revised to be more inclusive of neighboring AI. 5. Issues with AIHit events fixed; AI now deploy smoke and heal. 6. Removed some unnecessary logging. 7. Other minor coding fixes and optimizations. Description. Built-in support for Epoch or Exile. Updated: Built in Headless client support. New: includes tools to export missions from A3EDEN Editor - minimal editing/scripting required to generate new missions once the design is completed in the editr. A complete static and dynamic mission system rolled into one. AI infantry will aggressively pursue attackers, flank, use cover, and communicate with aircraft and ground vehicles. Supports missions on land and underwater. Includes hostage and arrest enemy leader style missions as well as conventional capture the crate missions. Missions can have infantry, static weapons, armed vehicle patrols and aircraft defending the area. Built in support for militarized missions with tanks and attack helis or jets if you wish. AI loadouts can be defined by arrays or based on items in CfgPricing (Epoch) or the Arsenal (Exile) Supports spawning of static AI infantry, vehicles, aircraft, surface vessels, static emplaced weapons and subs with scuba divers. Includes tools forspawning map addons exported using M3EDEN editor plugin. Includes tools for spawning static loot crates which can be randomized at each area, be spawned with a smoking wreck nearby to create that post-appocolyptic feels, and have randomized .oot. To download go to: https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC For installation see: https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/blob/master/INSTALLATION.txt For a complete changelog see: https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/blob/master/changeLog.sqf Credits: Epoch Mod developer team, and in particular AWOL whose code has provided many lessons in scripting. Exile developer team for a robust and flexible environment blckeagls - Original developer of mission system 2.0.2 Narines - bug fixes and improvements. Bill (DBD Clan) example compositions. cyncrwler for help with troubleshooting and testing Brian Soanes for helpful changes and performance tweaks. Grahame for many rounds of testing, feedback and suggestions regarding features. zxbutchxz for extensive testing of AI behavior. MGTDB for the fix for an issue with interacting with captives/targets on Exile servers.  * Additional Credits include authors of other missions systems and scripts who's work influenced this release: Halve and He-Man. Face (A3EAI) KiloSwiss (SEM) Hogscrapper (HC missions for A3) the Vampire (DZMS and VEMF) The FUCHS (EMS) lazylink (early A2 Epoch mission system) Matt11 (Wicked AI) Updates: License This Mission System is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License. http://creativecommons.org/licenses/by-nc-sa/4.0/
  2. At least some are. You might try running the RC unmodified then diffmerg your configs onto the new versions.
  3. OK, thanks, that probably means that a value was missing somewhere in the parameters. Did you change configurations? Do you see that error with the default build?
  4. I uploaded the fix to the github over the weekend. You need build 177 to be sure the fix is working.
  5. The issues with Static Missions throwing errors should be resolved. I have rewritten the entire set of scripts that spawn, monitor and despawn these units to use faster coding. Let me know if you still encounter errors.
  6. Yes, that should do it.
  7. I don't think it would be appropriate for me to use the DMS notifications or a clone without permission. I'll look for the pull request. A few people have asked for that feature and if there is already a solution that would be great. If the tweaks affect code I'd very much appreciate pull requests or issue descriptions on the github. Thanks !
  8. you should be getting a kill notification - I could, I suppose add a sound in the future if you all wish one.
  9. Yes - working on that part. Please disable any static missions for now.
  10. I just pushed build 176 to the github main branch. It includes a bunch of fixes for the script errors reported here.
  11. Thank you for reporting - I just saw the same error on a test server. I'll post a fix when I have it.
  12. Thanks, I'll look into these during the week or next weekend.
  13. ok thanks, i'll do some verification on 6.90 which I just pushed to the Master and make changes as needed. EDIT: On a test server running the default configs I was able to complete the hostage and capture missions. Keep in mind you have to kill any AI in vehicles as well as infantry.
  14. That generally means there are still a few AI around. Have you checked using an admin tool? That said, it is always possible a new bug crept in there somehow.
  15. The way things are coded, the mission will only 'trigger' if a player enters the mission area (to reduce server load) and the mission will be discontinued if not triggered within a certain period so that missions that are in difficult locations are relocated to ensure players always have some choices. Once triggered, everything persists until server restart so that if it takes you a while to complete, you have plenty of opportunity. If ou put attach helis or jets at missions, be aware they may wander around a fair bit!
  16. Regarding allowing players to access mission vehicles there are a few considerations. 1. Setting blck_killEmptyAIVehicles = false; // Should unlock vehicles when all AI crew are dead. 2. There is a bug when an HC is connected that breaks this functionality. The next release will have a fix that.
  17. I stand corrected. If you look through the top of \custom_server\configs\...blck_dynamicConfigs.sqf there are arrays in which you can specify black listed items. I forgot I had that in there. I should probably move it to the main configs !
  18. If you mean that there is no action available on the asset, check that the assets are being properly initialized. The functions are in blckClient.sqf in the \debug folder. MGT found the fix for this a while ago. It should look like this: GMS_fnc_addHostageActions = { private _hostage = _this; //private _handle = _hostage addAction ["Free Hostage",{_this call GMS_fnc_freeHostage}]; //,[],1,showWindow,hideOnUse,(alive _hostage)]; private _handle = _hostage addAction ["Free Hostage",{_this call GMS_fnc_freeHostage},[],1,showWindow,hideOnUse]; //,"",{alive _target}]; //,"", (alive _target)]; }; IF that is correct, I am not sure what the issue would be. As far as I know it works fine on our servers.
  19. That is not currently configurable. If you look through the scripts for UMS you should find what you are looking for.
  20. You can change what spawns at underwater missions by editing: Custum_Server\Missions\UMS\dynamicMissions\default.sqf To prevent any scuba units from spawning change the following: _minNoAI = 0; // Modify as needed _maxNoAI = 0; // Modify as needed. _noAIGroups = 0; // Modify as needed; note that these values are ignored of you specify AI patrols in the array below. _missionGroups = [ // Intended to be land-based units or units manning some sort of above-water structure. // position relative to center, difficulty, no AI, minRadius, maxRadius // [[1,-1,-1],2,3,"red", 5,10] ]; _scubaGroupParameters = [ // Scuba units. // [[-10.9121,-10.9824,-1.20243],5,7,"Green",5,12], //[[-2,2,-1],2,3,"red", 5,10], //[[2,-2,-1],2,3,"red", 5,10] ]; To force AI Loadouts to be what is defined in the configs set blck_useConfigsGeneratedLoadouts = false;
  21. I will add that to the wishlist for the next version.
  22. Do you want to have the vehicles be persistant, or have players be able to 'claim' mission vehicles? The latter would need two things: adding an action for cars, tanks or aircraft that allows players to claim them, and a quick call to an appropriate client-side exile function to insert the parameters for the vehicle to the database. I am not sure if you need to do the setVariable as well; I am not sure how the periodic saving of vehicles is coded/scheduled.
  23. You are on the right track. The way I did it is a bit confusing at first, perhaps, but there are 4 possible configs, two for exile and two for epoch. For exile, there is one for militarized servers and one for non-mil variants. Find the lines for helis in the appropriate config and modifiy to suit your needs.
  24. I pushed a small fix for a bug that prevented missions from spawning using the militarized setting without CUP enabled.