Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

AIs not getting deleted when moving far from mission #67

Open
1datatec opened this issue Mar 19, 2018 · 6 comments
Open

AIs not getting deleted when moving far from mission #67

1datatec opened this issue Mar 19, 2018 · 6 comments

Comments

@1datatec
Copy link

Especially vehicles, those can drive 5km away from mission while configured max distance is 300m. Is there some fix? Latest DMS, nothing changed in code except the config file.

@eraser1
Copy link
Collaborator

eraser1 commented Mar 19, 2018 via email

@1datatec
Copy link
Author

Seems like it works, thanks!

@1datatec
Copy link
Author

1datatec commented Mar 30, 2018

Ok so, on test branch.

  1. Sometimes there are missions that can't be completed.
  2. When AIs walk away seems like they respawn back into the mission(sometimes?) and it confuses players.
    Offloading is off.
    Seems like nothing bad is in rpt https://pastebin.com/6Z4KGYQ5
    Thanks!

@aussie-battler
Copy link

Hi

Just wondering if this was pushed to the main branch? If not could I please have a link to the test branch.

cheers

@eraser1
Copy link
Collaborator

eraser1 commented Jul 31, 2018

@aussie-battler
Test branch still hasn't been merged. You can find it here:
https://github.com/Defent/DMS_Exile/tree/Testing

@dima056

  1. Missions that can't be completed should only occur if an AI is "hiding" someplace, or is glitched into an area. If you can show me instances of this occurring, I can try and look into it (I recommend using some sort of "ESP" to find the AI in these cases).

  2. AI are never respawned back into the mission with vanilla DMS. They are also never teleported, except upon initial spawning. Runaway AI are only killed, nothing else.

@aussie-battler
Copy link

aussie-battler commented Jul 31, 2018

@eraser1 thanks for the quick reply and updating DMS code this year.

I am using VCOM & it is taking over DMS ai. I have set DMS bandits set to civilian side & Vcom set to west side. Soldiers will march 2km away from their mission when roaming ai are attacked.

I even tried this in Dms fn_SpwanAIGroup.sqf:
`group = createGroup (missionNamespace getVariable [format ["DMS%1Side",_side],EAST]);

_group setVariable ["DMS_LockLocality",true]; // Lock locality until all units are spawned
_group setVariable ["DMS_SpawnedGroup",true];
_group setVariable ["DMS_Group_Side", _side];
_group setVariable ["Vcm_Disable",true];
_group setVariable ["VCM_NORESCUE",true]; //This command will stop the AI squad from responding to calls for backup.
_group setVariable ["VCM_TOUGHSQUAD",true]; //This command will stop the AI squad from calling for backup.`

If this auto kill doesn't work I'll set the roaming ai & Dms ai to east & west side. They can have all out war on the battle field.

cheers :)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants