Ghostrider-DBD

blckeagls Missions: Dynamic, Static, Highly Configurable, Mission Creation Tools Included.

40 posts in this topic

Current Version: Version 6.86

Current Build: 155

DOWNLOAD:

https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC

Description.

Built-in support for Epoch or Exile.

A complete static and dynamic mission system rolled into one.

New: includes tools to export missions from A3EDEN Editor.

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 for 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

Changes in V 6.86.

Added support for spawning infantry and statics inside buildings for forming a garrison using either of two methods.

    1. by placing a marker object such as a sphere in the building you define it as having units/statics inside

    2. by placing units or statics in it you determine the garrison to be placed at mission spawn.

Added tools to facilitate grabbing data from missions in the editor (see the new TOOLS folders for more information).

Added additional error checks for missing mission parameters.

Fixed: issues that prevented completion of capture/hostage missions on exile servers

Added: code that forces air, land and sea vehicles to detect nearby players which should help with frozen AI _noChoppers

Changed: code for blckeagls simulation manager to force simulation when groups are awoken.

Added: additional settings for simulation management (see blck_configs.sqf for details)

Changed: Simulation management is now set using the new variable blck_simulationManager which is defined in blck_configs.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/

Edited by Ghostrider-DBD
  • Like 6
  • Thanks 3

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Thanks @Ghostrider-DBD!  I installed your mission about 2 weeks ago and they are good!  Except for the captive/hostage.  Never could 'capture' him, so I just set it to 'kill all AI', lame, but it worked...  ;)  Glad you got those 2 fixed!  :)

Will be getting the update and thanks for the work and effort!

:)

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when i change a bit how much Missions are spawning and the max number above.  Come This :  1:08:58 Warning Message: Script \q\addons\custom_server\init\fn_init.sqf not found

but i never change this file ^^.

i found a mix this is working first day now its running.

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Does this use its own AI spawning system? Or does it also require DMS or other systems? If it is its own system, can other addons such as ZCP take advantage of it?

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2 hours ago, KyleGD said:

Does this use its own AI spawning system? Or does it also require DMS or other systems? If it is its own system, can other addons such as ZCP take advantage of it?

This is a fully independent system.

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On 9/23/2018 at 8:19 PM, Z80CPU said:

Thanks @Ghostrider-DBD!  I installed your mission about 2 weeks ago and they are good!  Except for the captive/hostage.  Never could 'capture' him, so I just set it to 'kill all AI', lame, but it worked...  ;)  Glad you got those 2 fixed!  :)

Will be getting the update and thanks for the work and effort!

:)

It seems to work fine on Epoch and works on a bare mission file with nothing but infiSTAR. We have the same issue you do though. I am not sure why

Edited by Ghostrider-DBD

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37 minutes ago, Ghostrider-DBD said:

It seems to work fine on Epoch and works on a bare mission file with nothing but infiSTAR. We have the same issue you do though. I am not sure why

is this regarding the captive/hostage missions not completing correctly? I thought that got fixed according to change log?

39 minutes ago, Ghostrider-DBD said:

This is a fully independent system.

Thank you for your reply

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Fantastic work Ghostrider-DBD, it's great to see something fresh and you have clearly spent a serious amount of time on the scripts.
Same as the others, the captive and hostage missions are not completing so have disabled them from the moment.

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