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Stoney316

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Posts posted by Stoney316

  1.  

    /*

    Custom Marker Requirements:
     
    Spawn markers: The area covered by the marker will be used as the patrol and spawning area.
     
    1. Marker shape must be Ellipse (Could be rectangular but the function will consider the marker as elliptical regardless)
    2. Marker should have identical x and y dimensions. If they are different, the smaller dimension will be used instead.
     
    Blacklist markers: If a player is within this area, they will not be selected as a target for dynamic AI spawns.
     
    1. Marker shape may be Ellipse or Rectangle
    2. Marker dimensions should cover the area to be blacklisted.
     
    Example Marker (Note: the marker name must be unique! In this example, it's named "dzaicustomspawntest"):
     
      
    _this = createMarker ["dzaicustomspawntest", [6650.9883, 9411.541, -6.1035156e-005]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [200, 200];
    _this setMarkerAlpha 0;
    _dzaicustomspawntest = _this; //_dzaicustomspawntest must be a unique name
     
    Note: This marker is used in the example found in the custom_spawns config files.
    */
     
    //----------------------------Add your custom markers below this line ----------------------------
     
     [
            "dzaiprisonspawn1",    //This is the marker name to be used as the patrol and spawning area.
            4,                         //This trigger will spawn a group of 4 AI units.
            1,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
            true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/...e-28#post-79148
        ] call DZAI_spawn;
        
        [
            "dzaiprisonspawn2",    //This is the marker name to be used as the patrol and spawning area.
            4,                         //This trigger will spawn a group of 4 AI units.
            2,                        //AI spawned by this trigger will have Weapon Grade level 2 (see below for explanation of Weapon Grade)
            true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/...e-28#post-79148
        ] call DZAI_spawn;
        
        [
            "dzaiprisonspawn3",    //This is the marker name to be used as the patrol and spawning area.
            4,                         //This trigger will spawn a group of 4 AI units.
            2,                        //AI spawned by this trigger will have Weapon Grade level 2 (see below for explanation of Weapon Grade)
            true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/...e-28#post-79148
        ] call DZAI_spawn;
        
        [
            "dzaiprisonspawn4",    //This is the marker name to be used as the patrol and spawning area.
            4,                         //This trigger will spawn a group of 4 AI units.
            1,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
            true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/...e-28#post-79148
        ] call DZAI_spawn;
     

    here is my cust markers tavi.sqf

     

     

    /*

    DZAI Custom Spawn Function
     
    Description: An easy-to-use function for server admins to create AI spawns at specific locations.
     
     
     
    Explanation of DZAI_spawn:
     
    [
    "dzaicustomspawntest", //This is the marker name to be used as the patrol and spawning area.
    2, //This trigger will spawn a group of 2 AI units.
    1, //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
    true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148
    ] call DZAI_spawn;
     
    Weapon Grade explanation:
     
    0: Approx 40% of maximum AI skill potential - weapon from Farm/Residential loot table.
    1: Approx 55% of maximum AI skill potential - weapon from Military loot table
    2: Approx 70% of maximum AI skill potential - weapon from MilitarySpecial (Barracks) loot table
    3: Approx 80% of maximum AI skill potential - weapon from HeliCrash loot table 
     
    Note: This trigger will create 2 respawning AI units with weapons from DayZ's military loot table.
     
    */
     
    //----------------------------Add your custom spawn definitions below this line ----------------------------
     [
            "dzaiprisonspawn1",    //This is the marker name to be used as the patrol and spawning area.
            4,                         //This trigger will spawn a group of 4 AI units.
            1,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
            true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/...e-28#post-79148
        ] call DZAI_spawn;
        
        [
            "dzaiprisonspawn2",    //This is the marker name to be used as the patrol and spawning area.
            4,                         //This trigger will spawn a group of 4 AI units.
            2,                        //AI spawned by this trigger will have Weapon Grade level 2 (see below for explanation of Weapon Grade)
            true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/...e-28#post-79148
        ] call DZAI_spawn;
        
        [
            "dzaiprisonspawn3",    //This is the marker name to be used as the patrol and spawning area.
            4,                         //This trigger will spawn a group of 4 AI units.
            2,                        //AI spawned by this trigger will have Weapon Grade level 2 (see below for explanation of Weapon Grade)
            true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/...e-28#post-79148
        ] call DZAI_spawn;
        
        [
            "dzaiprisonspawn4",    //This is the marker name to be used as the patrol and spawning area.
            4,                         //This trigger will spawn a group of 4 AI units.
            1,                        //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade)
            true                    //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/...e-28#post-79148
        ] call DZAI_spawn;

    here is my cust spawns tavi.sqf

  2. hi all

     

    Installed DZAI today and i got it working. woohoo.

    but i have one slight problem was at an airfield and cleared a group of bandits.  I went to loot the corpses and basically a minute later another group of AI spawned.  luckliy i managed to take them down.  the about 2 mins later another group spawned in.  this is way too much anybody know what i can change to make it just once

     

  3.  

    if (isServer and isNil "sm_done") then {

     
    serverVehicleCounter = [];
    _hiveResponse = [];
     
    for "_i" from 1 to 5 do {
    diag_log "HIVE: trying to get objects";
    _key = format["CHILD:302:%1:", dayZ_instance];
    _hiveResponse = _key call server_hiveReadWrite;  
    if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then {
    diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse));
    _hiveResponse = ["",0];
    else {
    diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" );
    _i = 99; // break
    };
    };
    //Custom Buildings

    call compile preProcessFileLineNumbers "\z\addons\dayz_server\mapaddon\prison.sqf";

    _BuildingQueue = [];
    _objectQueue = [];
     
    if ((_hiveResponse select 0) == "ObjectStreamStart") then {
    diag_log ("HIVE: Commence Object Streaming...");
    _key = format["CHILD:302:%1:", dayZ_instance];
    _objectCount = _hiveResponse select 1;
    _bQty = 0;
    _vQty = 0;
    for "_i" from 1 to _objectCount do {
    _hiveResponse = _key call server_hiveReadWriteLarge;
    //diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]);
    if ((_hiveResponse select 2) isKindOf "ModularItems") then {
    _BuildingQueue set [_bQty,_hiveResponse];
    _bQty = _bQty + 1;
    } else {
    _objectQueue set [_vQty,_hiveResponse];
    _vQty = _vQty + 1;

     

    just making sure that this is the place i put the script.  cause when i start the server and i log in it just gets to the waiting to authenticate with the server screen.  then i have to wait a minute then it just goes back to the lobby and i have to click connect.  when i take the script out.  the server works normal again

  4. hi guys

     

    i an new to this scripting and have followed the steps and checked and re checked and everything seems to be ok on the file side.  the problem i am getting is when i try to log in to the server i l get to the loading screen gets to waiting for server to start authentication. then nothing happens. the loading stays where it is and the counter just keeps going up.then after so long it kicks me back to the player lobby.  is this a server fault or not cause when i take the script off and put the original back in it works.  

     

    i am on taviana 2.0 server

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