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Posts posted by oSoDirty
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Hello and thanks for reading my post. I have an issue. I have opened ports and setup a server. But when I look on dayz commander or dayz launcher or steam server list my server does not show. I can connect from my networked pc's via 127.0.0.1;2302 But it does not show on the server lists. I was wondering do I need to change something else in my configuration file? As I see my server on the remote list does not say windows ds server or any other info. And I want my friend to connect from his house... I have installed some scripts and the server runs fine on my local machines. I can assure you my ports are open. Also the config files got from epochmod.com says 1.0.5 and not 1.0.5.1 is this correct and must I add the steam query port to config file? I have done this to no avail. I really hope it some line I need to add to my config file please help I have been trying this now for over 2weeks. I can run mine craft servers and team speak. But not dayz epoch mod. Thank you anyone who can help.
Well since you can run Teamspeak and Minecraft servers, I would call your ISP. Usually either all or none work for me. Have you tried using a different port? If not, maybe give that a shot 1st. Maybe something other than your router or firewall is blocking that port, unusual but it happens.
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Hey guys,
So i have some spare time this weekend and decided to work on finishing the 2.2.0 release of Wicked AI for ARMA 2. Did some minor updates to the testbranch today, but since i no longer have a dev server to test them on I'm going to need your help with this guys.
Cheers,
f3cuk
Nice, can't wait to play with it. BTW buried in the fixes / C130 missions area in the github, i posted some missions i wrote that choose between a few planes and spawns them in running... the coords are fot Taviana so a cpl things will need changed. But it's there if you want to look into it. I use them on my server with no issues.
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A question for you oSoDirty. I used your example below for the static AI groups, and it worked perfectly. A crate spawns where I want it and it's got loot. However it keep disappearing. I've added an exception under server_updateObjects.sqf, which worked for all my other objects, but it is not working in this case. What else do I need to do? Working with WAI 2.1.4. Thanks again!
The crate at the bottom works as well =] Add more like so
_crate = createVehicle ["USVehicleBox",[17468.3,5184.75,0.001],[],0,"CAN_COLLIDE"];
_crate2 = createVehicle ["USVehicleBox",[17473.3,5184.75,0.001],[],0,"CAN_COLLIDE"];
[_crate,[16,ai_wep_sniper],[8,crate_tools_sniper],[4,crate_backpacks_large]] call dynamic_crate;
[_crate2,[16,ai_wep_sniper],[8,crate_tools_sniper],[4,crate_backpacks_large]] call dynamic_crate;
I really don't know how to fix that, mine never disappeared so i never needed to work around it.
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Like only 4 or so ai spawn at a mission. not sure why. I am going to reload the wai system and try addin the weapons your way. Thanks for the info!
Some missions dont have many AI, some have tons. Just depends on difficulty of the mission. The first part for adding weapons to the crates is tested working 100%, the second part i wrote to add them to the AI isn't tested but there is no reason i can think of that it wont work.
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Is it possible to give the moving vehicle missions a marker that constantly updates to show where they are on the map?
Most definitely can, I've seen it done. I don't know how personally... but i would poke around HERE. That's usually where I find the bits and pieces I use to give my missions some extra features.
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What i did to add more guns is:
I made an entire new line in the config like so:
ai_wep_over_powered = ["FHQ_MSR_TWS_DESERT","FHQ_MSR_TWS_SD_DESERT","FHQ_RSASS_TWS_TAN","FHQ_RSASS_TWS_SD_TAN","USSR_cheytacM200","USSR_cheytacM200_sd","M8_TWS_SD","m107_TWS_EP1","m107","M110_TWS_EP1","M249_TWS_EP1","SCAR_H_STD_TWS_SD","BAF_As50_scoped","BAF_As50_TWS","BAF_L85A2_RIS_CWS"];
and in the mission files:
[_crate,[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate;
changes to this:
[_crate,[2,ai_wep_over_powered],2,3,1] call dynamic_crate;
but only for the missions you want to load those guns into the crate.
Now if you want the AI to have these weapons it's a bit more tedious.
inside WAI/compile/spawn_group.sqf find:
if(typeName(_gun) == "SCALAR") then { if(_gun == 0) exitWith { _aiweapon = ai_wep_assault; }; if(_gun == 1) exitWith { _aiweapon = ai_wep_machine; }; if(_gun == 2) exitWith { _aiweapon = ai_wep_sniper; }; } else { if(_gun == "random") exitWith { _aiweapon = ai_wep_random call BIS_fnc_selectRandom; }; if(_gun == "unarmed") exitWith { _unarmed = true; }; _weapon = _gun; } };
and change it too:
if(typeName(_gun) == "SCALAR") then { if(_gun == 0) exitWith { _aiweapon = ai_wep_assault; }; if(_gun == 1) exitWith { _aiweapon = ai_wep_machine; }; if(_gun == 2) exitWith { _aiweapon = ai_wep_sniper; }; if(_gun == 3) exitWith { _aiweapon = ai_wep_over_powered; }; } else { if(_gun == "random") exitWith { _aiweapon = ai_wep_random call BIS_fnc_selectRandom; }; if(_gun == "unarmed") exitWith { _unarmed = true; }; _weapon = _gun; } };
then inside the mission files look for these lines:
[[_position select 0, _position select 1, 0],4,"random","random",4,"random","bandit","random","bandit",_mission] call spawn_group;
use this as a guide to know the order of the array:
// Group Spawn Examples // Parameters: 0: Position // 1: Unit Count // 2: Unit Skill ("easy","medium","hard","extreme" or "random") // 3: Guns (gun or [gun,launcher]) // Guns options : (0 = ai_wep_assault, 1 = ai_wep_machine, 2 = ai_wep_sniper, "random" = random weapon, "Unarmed" = no weapon) // Launcher options: (at = ai_wep_launchers_AT, aa = ai_wep_launchers_AA or "classname") // 4: Magazine Count // 5: Backpack ("random" or "classname") // 6: Skin ("Hero","bandit","random","special" or "classname") // 7: Gear (0:ai_gear0, 1:ai_gear1, 2:ai_gear2, 3:ai_gear3, 4:ai_gear4 or "random") // 8: AI Type ("bandit","Hero","special" or ["type", #] format to overwrite default gain amount) ***Used to determine humanity gain or loss*** // 9: Mission variable from line 9 (_mission)
For the missions you want the OP weapons on the AI just change the weapon parameter to 3.
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I have installed the beta version to my server, Seems to be working great but, I have added and deleted weapons from the ai load out. The ones that i have deleted are persisting to spawn on the ai with them removed for the config file. I am also having a problem with the missions not clearing. It is completely random when it happens. I have also noticed in the rpt when the server first starts up the wai system looks for a file called customsetting and it says it could not be found and it continues to load up and run. Any ideas on how to fix this problem? Thanks for the great mod btw!
The non clearing may have to with the % of AI you have set, it seem to happen randomly at 50% and gets worse the higher the %.
The weapons i find kind of odd.. are the new weapons working?
The customsetting.sqf is worry free. It is there for you to make yourself and copy and paste your 2.1.4 config inside it to override the config aside from additions from 2.2.0. (All in the readme included in the download and on github)
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I always add my buildings into the mission.sqf. That aside, im not sure if this was intentional or even a problem but starting at line 4497:
_vehicle_1409 = objNull; if (true) then { _this = createVehicle ["WoodFloorQuarter_DZ", [6580.1279, 5630.3428, -0.32421464], [], 0, "CAN_COLLIDE"]; _vehicle_1409 = _this; _this setPos [6580.1279, 5630.3428, -0.32421464]; };
there is no direction set.
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To all of you nubs saying it looks like infistar code... had he ripped it off (like chris from infistar did from the epoch code by breaking into the binary), it would have been done AGES ago. CordlAsis has been working on this from scratch for quite some time. Even the Epoch devs will tell you that its not ripped off code.
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Okay I've been looking through all the inits and configs and I can't seem to find how do adjust how much AI spawn, AI armed vehicles, or helicopter reinforcements.
I wan't to half some of the AI at the missions and I wan't to disable the roaming armed vehicles and helicopter reinforcements at certain missions.
The number of AI that spawn is determined in the mission files them selves. WAI/missions/bandit - WAI/missions/hero.
This should help you a bit:
Look for something like this:
[[_position select 0, _position select 1, 0],4,"random","random",4,"random","bandit","random","bandit",_mission] call spawn_group;
There can be several lines in each mission like this.
This is the order to follow:
// Group Spawn Examples // Parameters: 0: Position // 1: Unit Count // 2: Unit Skill ("easy","medium","hard","extreme" or "random") // 3: Guns (gun or [gun,launcher]) // Guns options : (0 = ai_wep_assault, 1 = ai_wep_machine, 2 = ai_wep_sniper, "random" = random weapon, "Unarmed" = no weapon) // Launcher options: (at = ai_wep_launchers_AT, aa = ai_wep_launchers_AA or "classname") // 4: Magazine Count // 5: Backpack ("random" or "classname") // 6: Skin ("Hero","bandit","random","special" or "classname") // 7: Gear (0:ai_gear0, 1:ai_gear1, 2:ai_gear2, 3:ai_gear3, 4:ai_gear4 or "random") // 8: AI Type ("bandit","Hero","special" or ["type", #] format to overwrite default gain amount) ***Used to determine humanity gain or loss*** // 9: Mission variable from line 9 (_mission)
Above can be found in WAI/missions/MISSION_EXAMPLE.sqf -- Lots of useful info in there.
Sometimes it wont be a number. It may be _num or _rndnum etc... If so, you should find somewhere above a variable like _num = (2 + round(random 7)); which simply gives a random amount of AI, could be 3, could be 9 and anything in between. If you wish to use a static number of AI, just replace the variable with a number in the group spawn array.
Hope this helps.
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My home pc can run 15-20 players with WAI and DZMS 4 missions on WAI, 2 on DZMS, several added buildings, traders, and 2 static AI cities with zero lag. I realize that isn't a lot of players, however i'm running an i7 4820k @4.5Ghz with 16GB ddr3 @2400 with a 50/5mb connection. Also, Arma isn't coded for multi-core support, 6 core CPUs are a waste of money with Arma servers unless you are running several.
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I have tried bringing the quantity of AI right down, making the missions spawn further apart, reduced the AI share your distance, reduced ai behaviour, reduced all the clean up times for missions, bodies, etc. I have even tried reducing number of zeds, loot chance to see if that would help and still got poor results.
Same as you, if I switch off and go back to running the 2 old mission systems side by side (WAI & EMS) with an overall higher quantity of AI and 3 missions running at the same time, performance comes right back.
With this system running, it takes 10-14 seconds for the trader menus to refresh, same for unlocking/locking a car and anywhere from 30-60 seconds for a car to spawn when purchased at a trader. Normally, with all these things, even when fully loaded with 55 players up they take around 2-4 seconds.
I am also running serious enterprise level, dedicated hardware with 12 logical processors clocked to 3.9ghz running 1 A2 epoch server, 1 A3 wasteland server and 1 A3 epoch server.....
I have a feeling that it may not be just load but, maybe more to do with the code of mission system (...without being rude.. :/). My reasoning is that I haven't seen a fall in server FPS of any noticeable amount.
Help us F3cuk! My players and I absolutely love this system and how varied and random it is but, I won't be able to keep it running for much longer as I'll lose population due to lag.
Your problem is a weak server. I promise you it's not WAI. 90% of popular servers use this script with no issues. If you run a high pop server (40+) you need a dual cpu (not dual core but 2 seperate cpus) dedi with at least 50mbps upload or you will have desync and lag issues with any AI system
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Hi, has anyone worked out how to fix the missions not finishing when completed in v2.1.4? All AI dead, crate empty and no smoke? Have the % AI killed set to 75% and done the obvious to check for any AI that have wandered off but, there aren't any.. I have noticed though that in some cases some of the AI seem to spawn already dead.
Or, has everyone taken the leap to v2.2.0 v3 beta? Has that solved this issue?
Thanks for any help. :)
I have noticed when the kill % is 51 or higher it seems to cause some issues for me in both versions
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The 2.2.0 fix worked like a charm mate, cheers. I guess I didn't wait long enough for a mission to spawn when I tested that out the first time.
Cool, no problem.
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I see what you mean now. I'm not sure though. Never had any luck with them, They have been removed in the newer (2.2.0 beta) versions because of multiple problems with them.
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как включить правильно wai_special_missions = [
["bunny_ranch",100]
];
how to turn right? lol thats what google translated there. Not sure what you are looking for here with the special missions. BUUUUTTT.. Я не рекомендую использовать их, потому что они имеют основные вопросы об ошибках
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I use a test server that spawns missions within 2 min uptime. I havent personally used that feature. If it doesnt work the fix for 2.1.4 should also work. It just changes the spawn chance to 0% for each bandit mission. You can also just try to
remove the entire bandit mission array.Edit: now that i think about it, that last bit will likely generate an undefined variable error. This should work 100% thoughIn WAI/config.sqf remove:
wai_bandit_missions = [ ["armed_vehicle",10], ["black_hawk_crash",11], ["captured_mv22",7], ["broken_down_ural",10], ["hero_base",6], ["medi_camp",12], ["presidents_mansion",7], ["sniper_extraction",11], ["weapon_cache",8], ["cargo_plane",10], ["patrol",8] ];
THEN
inside WAI/Missions?init.sqf
remove:
wai_bandit_mission = [];
&:
if (_bresult == 1) then { waitUntil {_currTime = floor(time);(_currTime - _delayTime > 10 && markerready)}; markerready = false; b_missionsrunning = b_missionsrunning + 1; _b_startTime = floor(time); _delayTime = floor(time); _b_missionTime = nil; _bresult = 0; wai_mission_markers set [(count wai_mission_markers), ("MainBandit" + str(count wai_mission_data))]; wai_mission_data = wai_mission_data + [[0,"",[],[0,0,0]]]; _mission = wai_bandit_mission call BIS_fnc_selectRandom; execVM format ["\z\addons\dayz_server\WAI\missions\bandit\%1.sqf",_mission]; };
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Also, if anyone can tell me how to totally disable bandit missions that would be fantastic. Cheers.
If 2.1.4
In config.sqf change:
// Missions wai_hero_missions = [ // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages ["black_hawk_crash",12], ["armed_vehicle",13], ["bandit_base",8], ["captured_mv22",8], ["ikea_convoy",8], ["destroyed_ural",18], ["disabled_milchopper",10], ["mayors_mansion",10], ["weapon_cache",13] ]; wai_bandit_missions = [ ["armed_vehicle",12], ["black_hawk_crash",14], ["captured_mv22",6], ["broken_down_ural",14], ["hero_base",6], ["ikea_convoy",8], ["medi_camp",16], ["presidents_mansion",6], ["sniper_extraction",8], ["weapon_cache",10] ];
to:
// Missions wai_hero_missions = [ // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages ["black_hawk_crash",12], ["armed_vehicle",13], ["bandit_base",8], ["captured_mv22",8], ["ikea_convoy",8], ["destroyed_ural",18], ["disabled_milchopper",10], ["mayors_mansion",10], ["weapon_cache",13] ]; wai_bandit_missions = [ ["armed_vehicle",0], ["black_hawk_crash",0], ["captured_mv22",0], ["broken_down_ural",0], ["hero_base",0], ["ikea_convoy",0], ["medi_camp",0], ["presidents_mansion",0], ["sniper_extraction",0], ["weapon_cache",0] ];
if 2.2.0
inside config.sqf change:
wai_bandit_limit = 2;
to:
wai_bandit_limit = 0;
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Thanks for this - I'd not thought of giving them waypoints. Will work these up for my Chernarus map and then post once it's working.
Edit: Looking at my files, I do not have a patrol.sqf - could you post your complete file?
Thanks!
You will have to download and install the latest test branch (2.2.0 v3) in order to use them. And they will already be in there. They depend on a few other added/edited files in the compiles folder.
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How can I remove night vision after kill AI from their body?
I don't believe you can without removing them all together. Well you could with some coding knowledge.... but it's not in the config ATM. And to remove them all together
find and remove
if (sunOrMoon != 1) then { _unit addweapon "NVGoggles"; };
from spawn_group.sqf
If you do this, the AI are pretty much walking free targets at night.
EDIT: in on_kill.sqf found in compiles folder change
if(_unit hasWeapon "NVGoggles" && floor(random 100) < 20) then { _unit removeWeapon "NVGoggles"; };
to:
if(_unit hasWeapon "NVGoggles") then { _unit removeWeapon "NVGoggles"; };
Not tested, but no reason it shouldn't work.
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I would contact the host. Let them know what the issue is. I have seen lots of people with this complaint from rented dedis
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I already login into the server myself, my server is hosted on a rented dedicated server, and I play from my own computer, so it is not a port issue. I guess I'll just have to wait a few days then?
And since it is a dedicated server, there is no configuration to do on some router, just to allow the rules in windows firewall; again, i'm able to connect to my server and play remotely
I wouldn't say days, Commander and SiX take a day, DayZ Launcher usually only takes a couple hours. If it doesn't show up by tomorrow, i would contact your host and and have them look into it. I run all of my dedi's from home so I have no rented dedi knowledge unfortunately.
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i get kicked from my server something about variables #0 i know it has to do with battle eye fliters what edits do i have to make to use this with infistar?
you need to look in your battleye folder for variables.log and inside look for the line that kicked you, then make an exception for it in variables.txt. Lots of tutorials on how to make and understand them. Just use the forum search or google.
[How To] Setup A DayZ Epoch server (out of date) being revised!
in Server Install
Posted
This is my config file
hope this helps. It's for Taviana so some things may not match up