Defent / DMS_Exile

DMS For Exile
Other
84 stars 107 forks source link

AIs not getting deleted when moving far from mission #67

Open 1datatec opened 6 years ago

1datatec commented 6 years ago

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 commented 6 years ago

Please try out the test branch.

On Mar 19, 2018 10:57 AM, Dima Chi notifications@github.com wrote:

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.

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHubhttps://github.com/Defent/DMS_Exile/issues/67, or mute the threadhttps://github.com/notifications/unsubscribe-auth/AHAdAjMrEL3xggi7ux2nDTWSnJHWNDmhks5tf9WCgaJpZM4SwbT0.

1datatec commented 6 years ago

Seems like it works, thanks!

1datatec commented 6 years ago

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 commented 6 years ago

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 commented 6 years ago

@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 commented 6 years ago

@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 :)