Haz

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Everything posted by Haz

  1. Haz's Roaming AI System Overview: This is my custom Roaming AI system packed with lots of features. Features: - Performance friendly - Highly configurable - Dead body, vehicle, boat and aircraft cleanup - AI caching - AI reinforcements - AI building garrisons - AI infantry patrols - AI vehicle patrols - AI road checkpoints - AI boat patrols - AI air patrols - AI have random gear and loot - AI have a chance of dropping pop tags - AI can hunt players - AI can takeover cities - AI can steal weapons and man statics - AI can steal vehicles More to come! Progress: - AI caching (90% done) - AI reinforcements (90% done) - AI building garrisons (50% done) - AI infantry patrols (90% done) - AI vehicle patrols (90% done) - AI boat patrols (90% done) - AI air patrols (90% done) - AI have random gear and loot (100% done) - AI have a chance of dropping pop tags (not started) - AI can hunt players (5% done) - AI can takeover cities (not started) - AI can steal weapons and man statics (5% done) - AI can steal vehicles (5% done) ETA: When I am happy and ready to release! Why my Roaming AI system and not others? 1) Performance friendly - Stability for all player-base servers... Small, medium and large. 2) Support - A commitment made by myself to support the system and release updates, patches and hopefully new features. 3) Highly configurable - Easy to use and modify configuration file, containing lots of settings with full commenting and external documentation.
  2. Haz

    [SOLVED] SQF Function Wiki?

    Really good idea! I don't mind helping out by adding content to it.
  3. Haz

    Haz's Roaming AI System

    First post updated! A couple of new features... Added "Progress" overview and explained a few things too.
  4. Haz

    Haz's Roaming AI System

    This isn't really a mission system although I'll be making that next once I have finished this system. I guess I could add boat patrols though.
  5. Haz

    Haz's Roaming AI System

    Just had a quick read through of this guide/tutorial and seems to be good. I'll add it to my to do list but am going to focus on the more important things for now but once I have made more progress, I'll see if I can implement it.
  6. Haz

    Haz's Roaming AI System

    Not at the moment, I may do it though but not promising... Is it really needed? The system is designed to be performance friendly by caching groups. I haven't really read much about HC but will do later, I will make a decision then and post back.
  7. What should I make next? I would like make something for myself and share it with the Exile community as well. Use the poll... If choose "Other" then please post what exactly you would like but please keep them reasonable. Already in in the works: Logistics System
  8. Haz

    Haz's Roaming AI System

    @ka0s - At the moment, it is configured for all sides which can be changed in the config. @InsertCoins - Skills can be set in the config. For now I am using the setSkill command although it may change in the future.
  9. Okay. I really want to start coding something so I have decided to go with a Roaming AI system which also had the most votes, I know the poll hasn't been running for too long but I want to start coding as I said. I'll be working on a custom mission system after which will offer dynamic missions and more!
  10. Haz

    Haz's Logistics System

    Thank you for the offer but I think I've sorted it now, credit to Heeeere's Johnny. Expect release sometime this week IF all goes well with the code finish up which I will do tomorrow.
  11. Hi all. I am working on my own Logistcs System but have got stuck along the way therefore I now need some help and feedback if possible. It's WIP but most of it all works good so far except for the saving/loading of the cargo container contents. The problem is, I am unsure how to go about saving/loading stuff as setVariable on the object won't do as the object is deleted. Moving the object to the sea is a quick sloppy fix which I don't really want to do. I thought about using setVariable on missionNamespace but can't figure out how to go about returning which cargo container contents belongs to which cargo. Any help is highly appreciated! New suggestions are also welcome.
  12. Hi all. I am getting kicked for BE Script Restriction #8 and I am unsure what the correct filters are for BE. I have tried but haven't any luck in getting it fixed. It happens when I switch off a portable generator. These don't work: !="};\nif !(isNull _sound) then \n{\ndeleteVehicle _sound;\n};\n_portableGenerator setVariable ["Sound", objNu"" !="if !(isNull _sound) then \n{\ndeleteVehicle _sound;\n};\n_portableGenerator setVariable ["Sound", objNu"" I added them to the scripts.txt at the end of the "7 eventHandler" line. script.log: }; if !(isNull _sound) then { deleteVehicle _sound; }; _portableGenerator setVariable ["Sound", objNu" Any help is much appreciated!
  13. Keep them votes and suggestions coming! I am reading all of them. I'll keep the poll running for a couple of more days.
  14. Line 10 is 7 deleteVehicle but I still get kicked with the same error. I have also tried the following lines: 7 eventHandler 7 showCommandingMenu Also, the error is #8 which is showCommandingMenu according to this: It's driving me crazy!
  15. Haz

    Haz's Logistics System

    Heeeere's Johnny is helping me out by doing the save/load part of the system. Should be ready for release sometime over the next week or so. Looking for more suggestions that I can add to the system.
  16. Hello! First off, sorry if this is the wrong place to post this but I seem to limited where i can post (maybe because I am new here). I am having issues with my BE Filters therefore getting kicked when I load in. I have tried reading through the "How To: BattlEye filters - DO IT YOURSELF!" thread but it honestly isn't making much sense to me. init.sqf: 0 = [] spawn { waitUntil {!isNull (findDisplay 46)}; (findDisplay 46) displayAddEventHandler ["KeyDown", Haz_fnc_Key_Handler]; }; 0 = [] spawn Haz_fnc_Player_Markers_Init; I have tried the following and a few other things too but nothing work so far. scripts.txt: 1 Haz_fnc_Key_Handler !=""Haz_fnc_Key_Handler" 1 Haz_fnc_Player_Markers_Init !=""Haz_fnc_Player_Markers_Init" 1 Haz_fnc_Player_Markers !=""Haz_fnc_Player_Markers" 1 !=""0 = [] spawn {\n waitUntil {!isNull (findDisplay 46)};\n (findDisplay 46) displayAddEventHandler ["KeyDown", Haz_fnc_Key_Handler];\n }; 1 !=""0 = [] spawn Haz_fnc_Player_Markers_Init;" 1 !=""Haz_fnc_Key_Handler" 1 !=""Haz_fnc_Player_Markers_Init" 1 !=""Haz_fnc_Player_Markers" 1 !=""0 = [] spawn {\n waitUntil {!isNull (findDisplay 46)};\n (findDisplay 46) displayAddEventHandler ["KeyDown", Haz_fnc_Key_Handler];\n }; 1 !=""0 = [] spawn Haz_fnc_Player_Markers_Init;" 1 !="Haz_fnc_Key_Handler" 1 !=""Haz_fnc_Player_Markers_Init" 1 !="Haz_fnc_Player_Markers" 1 !="0 = [] spawn {\n waitUntil {!isNull (findDisplay 46)};\n (findDisplay 46) displayAddEventHandler ["KeyDown", Haz_fnc_Key_Handler];\n }; 1 !="0 = [] spawn Haz_fnc_Player_Markers_Init;" Any help is much appreciated!
  17. Haz

    [SOLVED] BE Filters

    Stuck again... _posV = getPos _v; _smoke1 = "#particlesource" createVehicleLocal getpos _v; _smoke1 attachTo [_v,[0,0,0],"engine_effe" 7 "" !="Exile_Unit_GhostPlayer" !="Steerable_Parachute_F" !"CMflare" !"I_UAV" !"LaserTarget" !"SLAM" !"SatchelCharge_Remote_Ammo" !"DemoCharge" !"ClaymoreDirectionalMine" !"IEDUrban" !"G_40mm_" !"F_40mm_" !="Exile_Ammo_Swing" !"F_Signal" !="I_IRStrobe" !="O_IRStrobe" !="NVG_TargetG" !"WeaponHolder" !"Supply" !"B_" !"SmokeShell" !"IEDLand" !"APERS" !="O_HMG_01_weapon_F" !="O_HMG_01_F" !="O_HMG_01_support_F" !"Chemlight" !="GrenadeHand" !="mini_Grenade" !="SmokeLauncherAmmo" !="Sign_Arrow_F" !="_v)} do {\n_posV = getPos _v;\n_smoke1 = \"#particlesource\" createVehicleLocal getpos _v;\n_smoke1 attachTo [_v,[0,0,0],\"engine_effe"
  18. Haz

    [SOLVED] BE Filters

    Why does it have il after the != symbols?
  19. Haz

    [SOLVED] BE Filters

    0 = [] spawn Haz_fn" 08.03.2016 02:02:56: Haz (IP Removed) GUID Removed - #0 "il {!isNull (findDisplay 46)}; (findDisplay 46) displayAddEventHandler ["KeyDown", Haz_fnc_Key_Handler]; }; 0 = [] spawn Haz_fn" This is what I have in my scripts.log file and above is what I have in my init.sqf file. Can we use this as an example so I can follow and hopefully understand better?
  20. Haz

    [SOLVED] BE Filters

    #22 "yMapMarkers; Where are you getting this from?