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jackal40

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  1. Like
    jackal40 got a reaction from cen in Epoch 1.0.6   
    As an admin, I would update. While many of the bugs might be fixed with other mods or scripts - I'd rather have them as part of the core mod.
     
    Definitely looking forward to this!
  2. Like
    jackal40 reacted to Mr. Snatchit in Making an Overpoch server.   
    Because Some people don't believe A3E its up to par with A2E yet :3
  3. Like
    jackal40 reacted to oSoDirty in [Release] Wicked AI 2.2.0   
    It's what i had to offer. I'll remember not to attempt to help you in your condescending posts. 
  4. Like
    jackal40 reacted to f3cuk in [Release] Wicked AI 2.2.0   
    Ugh that attitude. Go play somewhere else please..
  5. Like
    jackal40 got a reaction from NetShark in [Release] Wicked AI 2.2.0   
    I use
    ai_wep_launchers_AT = ["M136","RPG7V"]; and have lost many a LAV and HMMWV to them.
    wai_remove_launcher = true; // remove rocket launcher from AI on death will remove the launcher when the AI dies, if you do not want your players to get them.
  6. Like
    jackal40 got a reaction from Rythron in Rite's Shooting Range   
    Very nice work, I will look at adding this.
  7. Like
    jackal40 reacted to ZENITHOVMAN in Where's Maca?   
    Get well soon Macca  :wub:
  8. Like
    jackal40 got a reaction from ryker in [Release] Wicked AI 2.2.0   
    F3uck, I am looking for the patrol radius of static foot patrols, not vehicles - sorry for not being more specific.
     
    Looking at the example mission and the default static, the vehicle patrol and helo patrols are the only ones with a radius specified - is there a default radius for the others?
  9. Like
    jackal40 reacted to ryker in Admins - Wicked-AI   
    Hello Admins,
    i was wondering if its possible to have a subforum for Wicked-AI in the Community-Projects.
    It is more "seraching" than "finding" in the single thread, and i think WIA deserves its own place.
     
    What do you think?
    Greetings Ryker
  10. Like
    jackal40 reacted to f3cuk in [Release] Wicked AI 2.2.0   
    Should be as easy as replacing the _crate variable with the _vehicle you want to put the stuff in.
     
    Try this
    if(isServer) then {     private         ["_complete","_crate","_mission","_static_gun","_crate_type","_rndnum","_playerPresent","_vehname","_vehicle","_position","_vehclass"];     // Get mission number, important we do this early     _mission         = count wai_mission_data -1;          //Armed Land Vehicle     _vehclass         = armed_vehicle call BIS_fnc_selectRandom;     _vehname         = getText (configFile >> "CfgVehicles" >> _vehclass >> "displayName");     _position        = [30] call find_position;     [_mission,_position,"Medium",format["Disabled %1",_vehname],"MainBandit",true] call mission_init;          diag_log         format["WAI: [Mission:[Bandit] Armed Vehicle]: Starting... %1",_position];     //Troops     _rndnum = (2 + round (random 4));     [[_position select 0,_position select 1,0],_rndnum,"Medium",["Random","AT"],3,"Random","Hero","Random","Hero",_mission] call spawn_group;     [[_position select 0,_position select 1,0],_rndnum,"Medium","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group;     [[_position select 0,_position select 1,0],_rndnum,"Medium","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group;     //Static Guns     _static_gun = ai_static_weapons call BIS_fnc_selectRandom;     [[         [(_position select 0),(_position select 1) + 10, 0]     ],_static_gun,"Medium","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;     //Spawn vehicles     _vehicle        = [_vehclass,_position,_mission] call custom_publish;          if(debug_mode) then {         diag_log format["WAI: [Bandit] armed_vehicle spawned a %1",_vehname];     };          //Condition     _complete = [         [_mission,_vehicle],    // mission number and crate         ["crate"],                 // ["crate"], or ["kill"], or ["assassinate", _unitGroup],         [_vehicle],             // cleanup objects         "Heroes have taken an armed vehicle from the bandits! Check your map for the location!",    // mission announcement         "Bandits have secured the armed vehicle!",                                                    // mission success         "Bandits did not secure the armed vehicle in time"                                        // mission fail     ] call mission_winorfail;     if(_complete) then {         [_vehicle,0,0,[25,crate_items_chainbullets],2] call dynamic_crate;     };     diag_log format["WAI: [Mission:[Bandit] Armed Vehicle]: Ended at %1",_position];          b_missionsrunning = b_missionsrunning - 1; };
  11. Like
    jackal40 reacted to oSoDirty in [Release] Wicked AI 2.2.0   
    Does anyone know of a way to add items to the mission vehicles? Would love to be able to get rid of crate on vehicle missions and just have the loot spawned into the vehicles them selves.
     
    Thanks in advance, Dirty
  12. Like
    jackal40 reacted to f3cuk in [Release] Wicked AI 2.2.0   
    Just add a file called customsettings.sqf to your main WAI folder and add all the settings that you are changing. e.g.
            wai_mission_timeout = [400,1200];         wai_avoid_town = 50;         wai_avoid_road = 30;         wai_server_fps = 15; etc.
  13. Like
    jackal40 reacted to Csus in HiveExt Error Help   
    It could be that your server is struggling (or totally failing) to connect to your database or it's getting errors while doing so. As it says in the RPT -
    20:29:51 Error Undefined variable in expression: _result That variable is linked to a call to the database for information, it's saying that the variable is undefined because no value is being returned.
    The second error there on line 286 is also related to the same variables and the same issue.
    This is all related to a call to get trader information.
    Has this issue been persistent since the first occurance or has it been intermittent? Can players log into your sever at all?
  14. Like
    jackal40 reacted to Ghostrider-GRG in HiveExt Error Help   
    It looks as if there is an error in your database. You might try just rolling it back an hour. However, the hive error is for one of your trades, I believe for tid 493. Have you tried searching your traders_data table using 493 as the TID ?  That should help you narrow down the problematic entry.
  15. Like
    jackal40 reacted to Ghostrider-GRG in HiveExt Error Help   
    I am glad my input was helpful. Good luck with your new dedi-box.
  16. Like
    jackal40 reacted to Havoc302 in [Release] Wicked AI 2.2.0   
    Does anyone know how to redo heli_para to have a heli drop off as well, I'd love to have helicopters come in, land and actually drop troops off then patrol rather than them parachuting, seems much more realistic. I understand it'd have to have some feature to place a H at the location you pick for the drop off.
  17. Like
    jackal40 reacted to OtterNas3 in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)   
    Just finished it and thought someone could like it...
    You have many, many (many, ...) Vehicles? You have many, many (many, ...) different Keys? Already need to attach a list with Key = Vehicle to your Monitor to keep track of em? Need 30 minutes to start driving because you dont have such a list? Frustrated? ALL OVER!
     
    This little script allows you and the Players on your Server to copy Vehicles, that you got the Key for, to another Key that's in your Inventory!
     
    Example:
    Car 1: Red Skoda - Red Key (1234)
    Car 2: Green Skoda - Green Key (4321)
     
    You need a Keymakers Kit!
    Put both keys in your Inventory, look at the Car 1 and select "Change Vehicle Key" from the action menu.
     
    You get a list with all Keys in your Inventory, to select from a menu. In this case the list would just be one: Green Key (4321)
    Not in the list is the Key for Car 1, so no Red Key (1234)
     
    Select the new Key you want to put the car on and: voila!
     
    You can throw away the unneeded Red Key (1234)
    The Old vehicle Key gets added to your Backpack
    Car 1 & Car 2 are both now on the Green Key (4321)
     
    You can allow players to "Claim" Vehicles that are dynamic spawned on the Map and does not yet need a Key.
    This is a option you can turn On/Off!
    You can set a price for claiming vehicles also.
     
    THIS DOES NOT HOWEVER INCLUDE MISSIONVEHICLES THAT ARE NOT SPAWNED CORRECTLY!
    IF YOU WANT TO BE ABLE TO CLAIM MISSIONVEHICLES, TELL THE MISSION DEVELOPER TO SETUP HIS SPAWNCODE FOR VEHICLES TO A CORRECT WAY!
     
    Changelog 1.4
    I changed some functions and implemented some small fixes mentioned by other users in this Thread.
    Specially for just bought vehicles and the "get not saved after driving" thing.
    This should also fix the duping for some of you, i never had it yet and cant reproduce. just made the call a bit different now.
     
     
    If it doesnt work as it should, gimme a shout.
     
    And for people that think this Mod is a total mess. Dont use it?
    It works on my Server for a loooooooooooooong time now without any errors!
     
     
     
    Demo Video
    http://www.youtube.com/watch?v=bEUmLrje_5o
     
     
    Like?
     
    DOWNLOAD:
    https://www.dropbox.com/s/mq0dvpzawtwmam8/VehicleKeyChanger_v1.4.zip
     
     Install Instructions:
    1. Download and unzip VehicleKeyChanger_v1.4.zip
    2. unpbo MPMissions\YOURMISSIONNAME.pbo
    3. copy the custom folder from the unziped VehicleKeyChanger_v1.4.zip to MPMissions\YOURMISSIONNAME\
    4. open MPMissions\YOURMISSIONNAME\init.sqf
     
    Find this block:
    if (!isDedicated) then { 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; }; And insert this line above the closing bracket };
    _nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf"; 5.
    Configuration:
    Edit custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf
     
    Edit this block to your likings!

    ///////////////////////////////////////////////// ///////////////////////////////////////////////// // Edit these settings to fit your needs/likes // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /// Claim Vehicles that does not yet need Key /// ///////// 0 = Not allowed | 1 = Allowed ///////// vkc_claiming = 0; ///////////////////////////////////////////////// //////// Claim Vehicles costs this Item ///////// /// Any Item can be used here, some examples: /// //// ItemTinBar, ItemSilverBar, ItemGoldBar, //// ////// ItemSilverBar10oz, ItemGoldBar10oz, ////// ///// ItemBriefcase20oz, ItemBriefcase100oz ///// //////// set to "0" to disable the costs //////// vkc_claimingPrice = "ItemGoldBar10oz"; ///////////////////////////////////////////////// ////////// Change Key costs this Item /////////// ////////////// see above examples /////////////// //////// set to "0" to disable the costs //////// vkc_Price = "ItemSilverBar"; ///////////////////////////////////////////////// /////// Need KeyKit to use this function //////// ////////// 0 = Not needed | 1 = Needed ////////// vkc_needKeykit = 1; ///////////////////////////////////////////////// ///////////////////////////////////////////////// /////////////// DONT EDIT BELOW ! /////////////// ///////////////////////////////////////////////// 5. repbo MPMissions\YOURMISSIONNAME\
    - upload it to your server -
     
    6. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo
     
    7 copy server_updateObject.sqf from your unziped VehicleKeyChanger_v1.4.zip to @DayZ_Epoch_Server\addons\dayz_server\compile\  and overwrite the existing one. (This just adds a function for this mod nothing else changed)
    If you already have a custom server_updateObjects.sqf you need to compare my file with yours and make the changes yourself!
     
    8. repbo @DayZ_Epoch_Server\addons\dayz_server\
    - upload it to your server -
     
    9 copy this file to your Servers BattlEye filters folder:
    publicvariableval.txt
     
    FYI: INFISTAR AdminCheat, ummm sorry meant AntiCheat, users!
    Cause he uses his own BE filter files should not copy paste this file over your existing one, else you will get kicked for all the cool nice admin functions that comes with your Infistar! You need to do the change yourself if you get kicked for anything regarding this script.
    I dont had and will not have a look at Infistar's BE files to sort things out!
     
    10. Restart your server
    11. Enjoy it and cleanup your vaults!
     
    12. DONT LOOSE YOUR MASTERKEY! :rolleyes:
     
     
    -- Additional Information ---
     
    For InfiStar AdminCheat (ummm sorry meant AntiCheat...) users:

     
     
    Have fun with it!
     
    - If you like it - Like it - So I can count Downloads - I like that
     
    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  18. Like
    jackal40 reacted to Havoc302 in [Release] Wicked AI 2.2.0   
    If you run a server better get used to having to modify scripts for your own purposes, very rarely will a mod come out that fits your exact needs.
     
    It's really not that hard to do, you could do it in an afternoon. Once you have the first one made it's just copy paste and changing the loot items.
  19. Like
    jackal40 reacted to Darth_Rogue in [Release] Wicked AI 2.2.0   
    Many of you in this community have helped me out a ton on tweaking this AI pack and getting things just right.  I wanna give a big thank you to f3cuk and Jossy for sharing their knowledge and skills with myself and the rest of the community as well.  So as a way to say thanks and give back a little something I have finally finished creating a custom mission to share with you all.  It is fully tested and confirmed working.  
     
    As it sits right now I have it coded to always spawn at specific coordinates, Devil's Castle.  However, you can change this and make it dynamic like all the rest of the missions.  The same goes for the crates.  They are set to spawn at specific locations, but again, to make them go back to being dynamic you just have to uncomment a couple lines of code.  It should be fairly obvious and straightforward.  
     
    On a side note, if you decide to follow this example and have it spawn at Devil's Castle, I would highly advise you server admins to go there first and hive spawn some wrecks or structures inside the castle perimeter to give your players some level of cover as they move through the compound.  Otherwise this mission will be pretty much impossible to complete.  It is VERY difficult given the number of units that spawn in.
     
    Enjoy!   :D
     



  20. Like
    jackal40 reacted to f3cuk in [Release] Wicked AI 2.2.0   
    Not tested, but this should do the trick.




  21. Like
    jackal40 reacted to AcidFast in [Release] Wicked AI 2.2.0   
    Thanks jackal I'm fairly new to most of this so it would have taken me forever to connect the dots on that one! It's all sorted out now though thanks to you!
  22. Like
    jackal40 got a reaction from Havoc302 in [Release] Wicked AI 2.2.0   
    The report file is a log, you can open it with a text editor such as notepad. It is located in the instance folder that you are running, e.g. C:\Program Files (x86)\Steam\SteamApps\common\arma 2 operation arrowhead\instance_24_Napf\arma2oaserver.RPT
  23. Like
    jackal40 reacted to Havoc302 in [Release] Wicked AI 2.2.0   
    Wouldn't it be better to have a global variable that you can switch on and off for them to have a chance to have a launcher? Because obviously militarised servers will want it but standard servers won't.
  24. Like
    jackal40 reacted to Jossy in [Release] Wicked AI 2.2.0   
    this shouldn't be too difficult
  25. Like
    jackal40 reacted to Havoc302 in [Release] Wicked AI 2.2.0   
    Oh that's cool man, didn't expect you to do it, just thought I'd offer it up for anyone who wanted to use it.
     
    How hard it is to get the mission messages to come up as radio messages (chat) rather than a message in the middle of the screen? I'd really love to make it so players don't get mission notifications unless they have a radio.
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