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caboose1984

Deadly Gaming Presents EPOCH!

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300 ping.

Awwwwwww ç_ç

Edited by Edoissimo

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Guardian.....I have tents.......I need an m4a3cco sd, Ill trade you three tents for one of those.

Well then, if i find one of those before i find a tent we have a deal! :D

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I am currently working on adding a self blood bag script to the server. Been busy with school and work and I am not the sharpest in the toolbox when it comes to scripting.

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I am currently working on adding a self blood bag script to the server. Been busy with school and work and I am not the sharpest in the toolbox when it comes to scripting.

Its all good buddy, will be nice to see implemented.

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SARGE AI mode added with the following features:

General

- no addons on the clientside needed

- tested with Dayz 1.7.5.1, should also work with 1.7.6.x

- supported maps: see above

- easy install (dedicated script folder, started by init.sqf)

- optimized for server performance, all AI handled on the server

- highly configurable

- relies on 2 other script packages: UPSMon and SHK_pos (included in the archive)

Functionality

  • player triggered AI (same concept as Dayz's zombie spawn, this prevents "unused" AI on the map)

- 3 AI factions:

  1. AI survivors (shoot Zeds and player bandits)
  2. AI bandits (shoot Zeds and player bandits/player survivors)
  3. AI soldiers (shoot Zeds, AI bandits and player bandits)

  • Dynamic "enemy" handling - only units near players will be made "unfriendly" towards Zeds / Bandits etc.

  • Randomized gear/skins and group setups(leader/sniper/riflemen)
  • Randomized patrol waypoints around the player
  • preconfigurable sizes of groups, number of groups and probability of groups spawning close to player

  • static AI configureable (e.g. put a group of bandits in Devils Castle, let 30 soldiers protect your camp, etc.)
  • static Heli patrols predefined (Chernarus south coast, east coast, airfields). custom patrols configurable.
  • automatic despawn if no players present anymore in the area
  • killed AI bodies get deleted after a short amount of time (reduce server lag)

  • Like 1

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SARGE AI mode added with the following features:

General

- no addons on the clientside needed

- tested with Dayz 1.7.5.1, should also work with 1.7.6.x

- supported maps: see above

- easy install (dedicated script folder, started by init.sqf)

- optimized for server performance, all AI handled on the server

- highly configurable

- relies on 2 other script packages: UPSMon and SHK_pos (included in the archive)

Functionality

  • player triggered AI (same concept as Dayz's zombie spawn, this prevents "unused" AI on the map)

- 3 AI factions:

  1. AI survivors (shoot Zeds and player bandits)
  2. AI bandits (shoot Zeds and player bandits/player survivors)
  3. AI soldiers (shoot Zeds, AI bandits and player bandits)

  • Dynamic "enemy" handling - only units near players will be made "unfriendly" towards Zeds / Bandits etc.

  • Randomized gear/skins and group setups(leader/sniper/riflemen)
  • Randomized patrol waypoints around the player
  • preconfigurable sizes of groups, number of groups and probability of groups spawning close to player

  • static AI configureable (e.g. put a group of bandits in Devils Castle, let 30 soldiers protect your camp, etc.)
  • static Heli patrols predefined (Chernarus south coast, east coast, airfields). custom patrols configurable.
  • automatic despawn if no players present anymore in the area
  • killed AI bodies get deleted after a short amount of time (reduce server lag)

cool beans, love it.

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The AI pack a punch more than i would have expected, and are more common than i would have thought too. Already had to fend off a couple groups that came up on me at my little base! Makes for fun times though ive noticed.

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