second_coming

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  1. second_coming

    [Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23

    that's down to not re-pboing the file correctly after editing the config. Re-download the original and try it again.
  2. second_coming

    day/night cycle

    if(isServer) then { fnc_MultiplierCheck = " if (daytime > 18 || daytime < 6) then { _timeMultiplier = 10; } else { _timeMultiplier = 0; }; if(timeMultiplier != _timeMultiplier) then { setTimeMultiplier _timeMultiplier; }; "; fnc_MultiplierChecker = compile fnc_MultiplierCheck; [60, fnc_MultiplierChecker, [], true] call ExileServer_system_thread_addTask; }; I've not tested the above, but it should work if you put it in your init.sqf and doesn't add unnecessary threads to the server. It should run every 60 seconds.
  3. second_coming

    [Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23

    don't use the code I posted above as it also affects the spawn position of the crates and helicrashes. I have an update to put up but my internet is off at home at the moment as the phone line outside my house snapped on friday. In the mean time you could try this test version if you want to (this is a test version so not on github yet): https://www.dropbox.com/s/usiukgzujd8z9l0/a3_exile_occupation.pbo?dl=0 This version is based on Kuplions updated version with an additional process that checks to make sure the roaming AI only spawn in range of players and despawn when out of range, this should ensure that the roaming AI are concentrated around players. I have also included some changes required to make the AI compatible with VCOMAI.
  4. second_coming

    [Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23

    I've been testing the change and it's not really suitable as it makes the helicrashes and loot crates only spawn near players. I'm testing a further change at the moment which only makes the other modules spawn near players.
  5. second_coming

    [Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23

    You can try this if you want to see if it works: add a variable to config.sqf: SC_maxDistanceToPlayer = 1250; // Maximum distance in metres to the nearest player and change fnc_isSafePos.sqf in a3_exile_occupation\scripts\functions to: private _position = _this select 0; private _validspot = true; // is position in range of a player? if([_position, SC_maxDistanceToPlayer] call ExileClient_util_world_isAlivePlayerInRange) then { _validspot = true; } else { _validspot = false; }; // Check if position is near a blacklisted area { private _blacklistPos = _x select 0; private _blacklistRadius = _x select 1; private _blacklistMap = _x select 2; if(isNil "_blacklistPos" OR isNil "_blacklistRadius" OR isNil "_blacklistMap") exitWith { _logDetail = format["[OCCUPATION]:: Invalid blacklist position supplied check SC_blackListedAreas in your config.sqf"]; [_logDetail] call SC_fnc_log; }; if (worldName == _blacklistMap) then { _distance = _position distance2D _blacklistPos; if(_distance < _blacklistRadius) then { _validspot = false; diag_log format["[OCCUPATION]:: %1 is %2m from blacklisted position %3 (blacklisted)",_position,_distance,_blacklistPos]; }; }; }forEach SC_blackListedAreas; if(_validspot) then { // is position too close to a player? if([_position, SC_minDistanceToPlayer] call ExileClient_util_world_isAlivePlayerInRange) exitwith { _validspot = false; }; //Check if near player territory private _nearBase = (nearestObjects [_position,["Exile_Construction_Flag_Static"],SC_minDistanceToTerritory]) select 0; if (!isNil "_nearBase") then { _validspot = false; }; // is position in range of a territory? if([_position, SC_minDistanceToTerritory] call ExileClient_util_world_isTerritoryInRange) exitwith { _validspot = false; }; // is position in range of a trader zone? if([_position, SC_minDistanceToTraders] call ExileClient_util_world_isTraderZoneInRange) exitwith { _validspot = false; }; // is position in range of a spawn zone? if([_position, SC_minDistanceToSpawnZones] call ExileClient_util_world_isSpawnZoneInRange) exitwith { _validspot = false; }; // is position in range of a map marker? { _markerPos = getMarkerPos _x; if ((_markerPos distance2D _position) < 350) exitWith { _validspot = false; }; } forEach allMapMarkers; }; _validspot Pastebin code in case the forum buggers it up: https://pastebin.com/raw/MuhZ34Yy
  6. second_coming

    [Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23

    Actually having looked at the code, it could be relatively simple to do most of the change (only spawn in range of a player). Long term it would probably also need a monitor adding to despawn AI when no players are within a decent range (it would have to be probably 1500m as you can snipe that far). I'm testing it on my own server at the moment, if it works out I'll push the change to github.
  7. second_coming

    [Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23

    It is something that could be done, but it would involve a major change as you would have to monitor whether the AI were still in range of players and despawn them when no players are in range. Otherwise when players are travelling round the map in vehicles, AI would be spawning and despawning all the time. I'm not actively developing Occupation at the moment (I have only just reinstalled Arma in the last month after being away for over 2 years), if I start up again I'll look at adding it as an option. If not anyone else is free to make the changes and push them to github.
  8. second_coming

    [Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23

    It's not down to the spawn distance, you need to adjust the SC_maxAIcount in config.sqf in Occupation to increase the total amount. You'll need to see how your server handles an increased amount, but if you have a high population server then I wouldn't push it too far as it will make the server laggy.
  9. second_coming

    [Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23

    200 AI would be spread over the whole system, and DMS. To have more of the AI spawning in towns you would need to reduce the number spawning elsewhere in the system.
  10. second_coming

    [Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23

    if you have the survivors set to spawn then there is a small chance they will, they don't spawn everywhere though
  11. second_coming

    [Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23

    It's your config.sqf file where the error is not the trader1.sqf Check for typos, if you can't find it revert back to the default config.sqf and start again
  12. second_coming

    [Guide] Custom Vehicle Spawn (Air/Ground/Water)

    I think it is probably from copying code directly from these forums, just noticed the same in another thread. People need to use something like pastebin instead of pasting code on here.
  13. second_coming

    Crash Loot

    there appears to be some weird ascii encoding in the white space around the class name in the last section if you cut and paste it for anyone trying it. (around the 'class Loot: ExileAbstractAction' bit)
  14. second_coming

    [Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23

    You are asking the script to find a building within 5m of the point you are selecting. Increase it to at least 50-100m to have a chance of it picking a safe position to spawn. As for the other bits not working, you might have a typo elsewhere, or have hit the AI limit.