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okay thanks.
about d: maybe that will disappear if the humanity system is working? But okay, i'll set some BE exceptions.
About b: I'll try it and watch more carefully next time, but i think if i shoot a survivor of a group the other ones just don't take even notice of it. Also don't shoot at me after that. But i'll have a look at it.
private ["_ai","_aikiller","_aikilled_type","_aikilled_name","_aikilled_side","_aikilled_group_side","_aikiller_group_side","_aikiller_type","_aikiller_name","_aikiller_side","_humanity"];
if (!isServer) exitWith {}; // only run this on the server
_ai = _this select 0;
_aikiller = _this select 1;
_aikilled_type = typeof _ai;
_aikilled_name = name _ai;
_aikilled_side = side _ai;
_aikilled_group_side = side (group _ai);
_aikiller_type = typeof _aikiller;
_aikiller_name = name _aikiller;
_aikiller_side = side _aikiller;
_aikiller_group_side = side (group _aikiller);
_banditKills = 0;
_humanKills = 0;
if (SAR_EXTREME_DEBUG) then {
diag_log format["SAR_EXTREME_DEBUG: AI killed - Type: %1 Name: %2 Side: %3 Group Side: %4",_aikilled_type,_aikilled_name, _aikilled_side,_aikilled_group_side];
diag_log format["SAR_EXTREME_DEBUG: AI Killer - Type: %1 Name: %2 Side: %3 Group Side: %4",_aikiller_type,_aikiller_name, _aikiller_side,_aikiller_group_side];
};
if(isPlayer _aikiller) then {
if (_aikilled_group_side == west) then {
if(SAR_DEBUG)then{diag_log format["SAR_DEBUG: Adjusting humanity for survivor or soldier kill by %2 for %1",_aikiller,SAR_surv_kill_value];};
_humanity = _aikiller getVariable ["humanity",0];
_humanity = _humanity - SAR_surv_kill_value;
_aikiller setVariable["humanity", _humanity,true];
_humanKills = _aikiller getVariable["humanKills",0];
_aikiller setVariable["humanKills",_humanKills+1,true];
};
if (_aikilled_group_side == east) then {
if(SAR_DEBUG)then{diag_log format["SAR_DEBUG: Adjusting humanity for bandit kill by %2 for %1",_aikiller,SAR_band_kill_value];};
_humanity = _aikiller getVariable ["humanity",0];
_humanity = _humanity + SAR_band_kill_value;
_aikiller setVariable["humanity", _humanity,true];
_banditKills = _aikiller getVariable["banditKills",0];
_aikiller setVariable["banditKills",_banditKills+1,true];
};
};
Ok so I was thinking if we now have the humanity element why not also register Bandit Kills, (Solidier/Survivor Kills) on the debug monitor and in database just edit SAR_aikilled.sqf to this:
Code:private ["_ai","_aikiller","_aikilled_type","_aikilled_name","_aikilled_side","_aikilled_group_side","_aikiller_group_side","_aikiller_type","_aikiller_name","_aikiller_side","_humanity"]; if (!isServer) exitWith {}; // only run this on the server _ai = _this select 0; _aikiller = _this select 1; _aikilled_type = typeof _ai; _aikilled_name = name _ai; _aikilled_side = side _ai; _aikilled_group_side = side (group _ai); _aikiller_type = typeof _aikiller; _aikiller_name = name _aikiller; _aikiller_side = side _aikiller; _aikiller_group_side = side (group _aikiller); _banditKills = 0; _humanKills = 0; if (SAR_EXTREME_DEBUG) then { diag_log format["SAR_EXTREME_DEBUG: AI killed - Type: %1 Name: %2 Side: %3 Group Side: %4",_aikilled_type,_aikilled_name, _aikilled_side,_aikilled_group_side]; diag_log format["SAR_EXTREME_DEBUG: AI Killer - Type: %1 Name: %2 Side: %3 Group Side: %4",_aikiller_type,_aikiller_name, _aikiller_side,_aikiller_group_side]; }; if(isPlayer _aikiller) then { if (_aikilled_group_side == west) then { if(SAR_DEBUG)then{diag_log format["SAR_DEBUG: Adjusting humanity for survivor or soldier kill by %2 for %1",_aikiller,SAR_surv_kill_value];}; _humanity = _aikiller getVariable ["humanity",0]; _humanity = _humanity - SAR_surv_kill_value; _aikiller setVariable["humanity", _humanity,true]; _humanKills = _aikiller getVariable["humanKills",0]; _aikiller setVariable["humanKills",_humanKills+1,true]; }; if (_aikilled_group_side == east) then { if(SAR_DEBUG)then{diag_log format["SAR_DEBUG: Adjusting humanity for bandit kill by %2 for %1",_aikiller,SAR_band_kill_value];}; _humanity = _aikiller getVariable ["humanity",0]; _humanity = _humanity + SAR_band_kill_value; _aikiller setVariable["humanity", _humanity,true]; _banditKills = _aikiller getVariable["banditKills",0]; _aikiller setVariable["banditKills",_banditKills+1,true]; }; };
Quick and dirty but it works, feel free to tidy it up if you like sarge and good job adding the humanity![]()
is this the heli spawn bug? i was beginning to think i'd screwed up something rottencorrect, bug found and fixing at the moment.
is this the heli spawn bug? i was beginning to think i'd screwed up something rotten![]()
1.0.3 up and running on 1.7.6.1 Pwnoz0r hive, confirmed.New release 1.0.3 up
Hey man, saw your question, maybe I can help you out.So what do I need to do to update the files? Are they just new script files? Do I need to redo the whole "install"
Hey man, saw your question, maybe I can help you out.
What I did, was download the whole 1.0.3 zip.... then I went to the github, and all the files which had been updated to say they had been changed, I copied and overwrote my files, I didn't overwrite the UPS MON files, or the chernarus group file, just added the new panthera files, and changed all the Sarge_AI files out. I had changed a few things in the AI Init.sqf,so I just copied what I had changed into the new version, then pasted into my mpmission folder.
As long as you add any new files, and make the changes that were made, (don't forget to add that line at the end of description.ext), you will be fine.