f3cuk / WICKED-AI

Wicked AI missions for your server
30 stars 59 forks source link

Major mission code redesign #50

Closed SJossy closed 10 years ago

SJossy commented 10 years ago

Smaller mission files, easier to code, landmines working now, new mission type (assassinate)

SJossy commented 10 years ago

Hope I didn't miss any previous bug fixes, I hadn't done a branch sync for a few days while I worked so hard on the multi-mission stuff :(

f3cuk commented 10 years ago

WOW. I'm amazed by the work you have done. Will merge and test this today :)

SJossy commented 10 years ago

haha thanks, pretty much didn't leave my chair today, I'm still doing some testing and tweaking but it should be ready to release shortly

f3cuk commented 10 years ago

Okay started testing. Already spotted a few bugs like missions not spawning inside the map and the president using a building you can somehow only see when zoomed in (also the 50 cals are wrongly placed and some are hovering in the air). I'll start working on fixing as much as i can :)

SJossy commented 10 years ago

that's odd, I can see that building just fine here, maybe it's because of overwatch.. that mission was just a quick writeup so there was at least one bandit mission anyway lol, what do you mean by they arent spawning in the map? I'm using napf, are they spawning in the debug area on chernarus?

f3cuk commented 10 years ago

Debug area outside the map. I see you have done the % thing on kill missions, this is awesome, but i think they were meant to be added on crate missions.

I dont think we should release this with so little bandit missions so - even though this will be repetitive - we should copy paste some hero missions and alter them to bandit ones. I'll work on that.

BTW -> For testing it is great you are running Overwatch NAPF and i'm running Epoch Chernarus.

SJossy commented 10 years ago

Sounds good to me, I'll fix the debug area spawning, I didn't think the safepos would search out that far.. stupid BIS functions :P

f3cuk commented 10 years ago

What about using your president mission as assassinate mission. Place the president somewhere static inside the building and the only price you get from the mission is like a shitload of documents and a huge AI drop for killing the president.

SJossy commented 10 years ago

sure, are you working on that or do you want me to try it? I haven't really looked into AI behaviour yet but I will need to for the side missions I want to look into ;)

SJossy commented 10 years ago

oh I will need to make a quick change to the way humanity is handled if you want variable amounts but that is easy

f3cuk commented 10 years ago

I guess the building is invisible at normal zoom level cause it was way outside the map area and ARMA stops rendering there or something.


If you could do the quick change on the humanity that would be cool. I'll look into the mission.

(Did a ninja commit on organizing the missions a bit better)

SJossy commented 10 years ago

Yeah I spotted that a few seconds ago I thought about doing that so I don't mind ;P

SJossy commented 10 years ago

do you think a "_president [500] call setHumanity;" function to use in mission files would be ok?

the only other thought I have now is including it in the group call, but I don't think that should get much longer as it already is, and it's not something that will often be changed

f3cuk commented 10 years ago

I think group call is the way to do it. Agree it is already a bit long, but as long as we keep it as a last optional val it doesn't impact any of the other ones. I don't like setting it to a wrong value first and then changing it after.