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Posts posted by don2k7
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Ok for those of you who are interested here is my drug lord/ drug dealer mission it is based on the manors mansion so credit to them
if(isServer) then {
private ["_complete","_druglord_himself","_crate_type","_mission","_position","_crate","_rndnum","_baserunover0","_baserunover1","_baserunover2","_baserunover3","_baserunover4","_baserunover5","_druglord"];_position = [80] call find_position;_mission = [_position,"Extreme","druglord","Special",true] call mission_init;diag_log format["WAI: Mission druglord Started At %1",_position];//Setup the crate_crate_type = crates_small call BIS_fnc_selectRandom;_crate = createVehicle ["BAF_VehicleBox",[(_position select 0),(_position select 1),.1], [], 0, "CAN_COLLIDE"];//Hotel_baserunover0 = createVehicle ["Land_A_Villa_EP1",[(_position select 0) - 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];_baserunover1 = createVehicle ["fiberplant",[(_position select 0) + 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];_baserunover2 = createVehicle ["fiberplant",[(_position select 0), (_position select 1) - 40,-0.2],[], 0, "CAN_COLLIDE"];_baserunover3 = createVehicle ["fiberplant",[(_position select 0), (_position select 1) + 40,-0.2],[], 0, "CAN_COLLIDE"];_baserunover4 = createVehicle ["fiberplant",[(_position select 0) - 10, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];_baserunover5 = createVehicle ["fiberplant",[(_position select 0) + 10, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];_baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5];_directions = [90,270,0,180,0,180,270,90];{ _x setDir (_directions select _forEachIndex) } forEach _baserunover;{ _x setVectorUp surfaceNormal position _x; } count _baserunover;//Troops[[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;[[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;[[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;[[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;[[_position select 0,_position select 1,0],4,"Random",["Random","at"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;[[_position select 0,_position select 1,0],4,"Random",["Random","at"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;//The druglord Himself_druglord = [[((_position select 0) + 5), _position select 1, 4.1],1,"Extreme","Random",4,"none","Special","Random",["Bandit",750],_mission] call spawn_group;_druglord_himself = (units _druglord) select 0;_druglord_himself disableAI "MOVE";//Humvee Patrol[[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"HMMWV_Armored","Random","Bandit","Bandit",_mission] call vehicle_patrol;//Heli Paradrop[[(_position select 0),(_position select 1),0],[0,0,0],800,"UH1H_DZ",6,"Random","Random",4,"Random","Bandit","Random","Bandit",true,_mission] spawn heli_para;//Static guns[[[(_position select 0) - 10, (_position select 1) + 10, 0]],"M2StaticMG","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;[[[(_position select 0) + 10, (_position select 1) - 10, 0]],"M2StaticMG","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;//Condition_complete = [[_mission,_crate], // mission number and crate["assassinate",_druglord], // ["crate",wai_kill_percent], or ["kill"], or ["assassinate", _unitGroup],[_baserunover], // cleanup objects"The drug-lord is making a major expansion, go and take him out", // mission announcement"The drug-lord has been assassinated, free weed for the survivors ", // mission success"The drug-lord managed to get away from the assassination attempt" // mission fail] call mission_winorfail;if(_complete) then {[_crate,0,0,[15,crate_items_druglord],2] call dynamic_crate;};diag_log format["WAI: Mission druglord Ended At %1",_position];h_missionrunning = false;};i have this down as a special mission this version is for 2.1.4 i still have the 1.7.7 version if anyone wants that
feel free to change this as you see fit also you need to add the crate to the config
crate_items_druglord = ["ItemBriefcase100oz","ItemKiloHemp"];
will add my invasion mission later
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hi there for the missions (without going through 50 pages)
is it possible under the _position = [80] call find_position; is it possible to change these to a series of grid references for the mission to spawn for example the beachhead mission
cheers
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Our first goal is to have at least 20 different missions for each side and to have at least 5 special missions that are 'completely' different.
Any news on this please?
EDIT : Or has anyone else written extra missions/enhancements for WAI that work and that we can all have, pretty please? :)
i have a couple of custom missions i can throw in if your interested i have invasion and drug dealer, just need to fix a error with drug dealer but once thats done i dont mind sharing with everone else
also does anyone still have a copy of the 1.6 version with the old missions mentioned they wouldnt mind sharing as the op d/l no longer works?
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I tried what you said, but I got 4 dead AI spawned at each WAI mission now, weaponless.
Am I correct that you also have:
wai_use_launchers = true; // add a rocket launcher to each spawned AI groupwai_remove_launcher = true; // remove rocket launcher from AI on deathand:ai_wep_launchers_AT = ["RPG7V","PG7VR"];ai_wep_launchers_AA = ["Stinger","Stinger"];?
ai_wep_random = [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine]; // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle
Have you changed this line at all?
Thanks very much for your help, I appreciate it a lot.
heres my config
if(isServer) then {
/* GENERAL CONFIG */debug_mode = false; // enable debuguse_blacklist = true; // use blacklistblacklist = [[[5533.00,8445.00],[6911.00,7063.00]], // Stary[[0,16000,0],[1000,-0,0]], // Left[[0,16000,0],[16000.0,14580.3,0]] // Top];/* END GENERAL CONFIG *//* AI CONFIG */ai_clear_body = false; // instantly clear bodiesai_clean_dead = true; // clear bodies after certain amount of timeai_cleanup_time = 7200; // time to clear bodies in secondsai_clean_roadkill = false; // clean bodies that are roadkillsai_roadkill_damageweapon = 0; // percentage of chance a roadkill will destroy weapon AI is carryingai_bandit_combatmode = "YELLOW"; // combatmode of bandit AIai_bandit_behaviour = "COMBAT"; // behaviour of bandit AIai_hero_combatmode = "YELLOW"; // combatmode of hero AIai_hero_behaviour = "COMBAT"; // behaviour of hero AIai_share_info = true; // AI share info on player positionai_share_distance = 300; // Distance from killed AI for AI to share your rough positionai_kills_gain = true; // add kill to bandit/human kill scoreai_humanity_gain = true; // gain humanity for killing AIai_add_humanity = 50; // amount of humanity gained for killing a bandit AIai_remove_humanity = 50; // amount of humanity lost for killing a hero AIai_special_humanity = 150; // amount of humanity gain or loss for killing a special AI dependant on player alignmentai_skill_extreme = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Extremeai_skill_hard = [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Hardai_skill_medium = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Mediumai_skill_easy = [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Easyai_skill_random = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];ai_static_useweapon = true; // Allows AI on static guns to have a loadoutai_static_weapons = ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"]; // static gunsai_static_skills = false; // Allows you to set custom array for AI on static weapons. (true: On false: Off)ai_static_array = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];ai_gear0 = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight","ItemRadio"]];ai_gear1 = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight","ItemRadio"]];ai_gear_random = [ai_gear0,ai_gear1]; // Allows the possibility of random gearai_wep_assault = [["M16A4_ACG","30Rnd_556x45_Stanag"],["Sa58V_RCO_EP1","30Rnd_762x39_AK47"],["SCAR_L_STD_Mk4CQT","30Rnd_556x45_Stanag"],["M8_sharpshooter","30Rnd_556x45_Stanag"],["M4A1_HWS_GL_camo","30Rnd_556x45_Stanag"],["SCAR_L_STD_HOLO","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"],["M16A4","30Rnd_556x45_Stanag"],["m8_carbine","30Rnd_556x45_Stanag"],["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"],["Sa58V_CCO_EP1","30Rnd_762x39_AK47"]]; // Assaultai_wep_machine = [["RPK_74","75Rnd_545x39_RPK"],["MK_48_DZ","100Rnd_762x51_M240"],["M249_m145_EP1_DZE","200Rnd_556x45_M249"],["Pecheneg_DZ","100Rnd_762x54_PK"],["M240_DZ","100Rnd_762x51_M240"]]; // Light machine gunsai_wep_sniper = [["M14_EP1","20Rnd_762x51_DMR"],["SCAR_H_LNG_Sniper_SD","20Rnd_762x51_SB_SCAR"],["M110_NVG_EP1","20rnd_762x51_B_SCAR"],["SVD_CAMO","10Rnd_762x54_SVD"],["VSS_Vintorez","20Rnd_9x39_SP5_VSS"],["DMR","20Rnd_762x51_DMR"],["M40A3","5Rnd_762x51_M24"]]; // Sniper riflesai_wep_random = [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine]; // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifleai_wep_launchers_AT = ["RPG7V"];ai_wep_launchers_AA = ["STINGER"];ai_packs = ["DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];ai_hero_skin = ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"];ai_bandit_skin = ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"];ai_special_skin = ["Functionary1_EP1_DZ"];ai_all_skin = [ai_hero_skin,ai_bandit_skin,ai_special_skin];ai_add_skin = true; // adds unit skin to inventory on death/* END AI CONFIG *//* WAI MISSIONS CONFIG */wai_mission_system = true; // use built in mission systemwai_mission_markers = ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"];wai_avoid_missions = true; // avoid spawning near other missions, these are defined in wai_mission_markerswai_avoid_traders = true; // avoid spawning missions near traderswai_mission_spread = 750; // make missions spawn this far apart from one another and other markerswai_near_town = 0; // make missions check for towns around this radiuswai_near_road = 0; // make missions check for roads around this radiuswai_near_water = 50; // nearest water allowed near missionswai_mission_timer = [300,600]; // time between missions 5-15 minuteswai_mission_timeout = [900,1800]; // time each missions takes to despawn if inactive 15-30 minuteswai_timeout_distance = 1000; // if a player is this close to a mission then it won't time-outwai_clean_mission = true; // clean all mission buildings after a certain periodwai_clean_mission_time = 1800; // time after a mission is complete to clean mission buildingswai_mission_fuel = [10,20]; // fuel inside mission spawned vehicles [min%,max%]wai_vehicle_damage = [20,80]; // damages to spawn vehicles with [min%,max%]wai_keep_vehicles = true; // save vehicles to database and keep them after restartwai_crates_smoke = true; // pop smoke on crate when mission is finished during daytimewai_crates_flares = true; // pop flare on crate when mission is finished during nighttimewai_players_online = 1; // number of players online before mission startswai_server_fps = 5; // missions only starts if server FPS is over wai_server_fpswai_kill_percent = 70; // percentage of AI players that must be killed at "crate" missions to be able to trigger completionwai_high_value = true; // enable the possibility of finding a high value item (defined below crate_items_high_value) inside a cratewai_high_value_chance = 1; // chance in percent you find above mentioned itemwai_enable_minefield = true; // enable minefields to better defend missionswai_use_launchers = true; // add a rocket launcher to each spawned AI groupwai_remove_launcher = true; // remove rocket launcher from AI on death// Missionswai_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",10],["bandit_base",8],["captured_mv22",8],["ikea_convoy",8],["destroyed_ural",18],["disabled_milchopper",10],["mayors_mansion",10],["weapon_cache",10],["farmer_resupply",6]];wai_bandit_missions = [["armed_vehicle",12],["black_hawk_crash",14],["captured_mv22",6],["broken_down_ural",12],["hero_base",6],["ikea_convoy",8],["medi_camp",14],["presidents_mansion",6],["sniper_extraction",8],["weapon_cache",10],["farmer_resupply",6]];wai_special_missions = [["bunny_ranch",25],["drug_dealer",25],["invasion",25],["large_convoy",25]];// Vehicle arraysarmed_vehicle = ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Offroad_DSHKM_Gue_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"];armed_chopper = ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"];civil_chopper = ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"];military_unarmed = ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"];cargo_trucks = ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"];refuel_trucks = ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"];civil_vehicles = ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"];// Dynamic box arraycrates_large = ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"];crates_medium = ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"];crates_small = ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"];crate_weapons_buildables = [["ChainSaw","ItemJerryMixed"],["ChainSawB","ItemJerryMixed"],["ChainSawG","ItemJerryMixed"],["ChainSawP","ItemJerryMixed"],["ChainSawR","ItemJerryMixed"]];crate_tools = ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"];crate_tools_buildable = ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"];crate_tools_sniper = ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"];crate_items = ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"];crate_items_high_value = ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit","m107_DZ","RPG7V"];crate_items_food = ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"];crate_items_buildables = ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"];crate_items_vehicle_repair = ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"];crate_items_medical = ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"];crate_items_chainbullets = ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"];crate_items_sniper = [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"];crate_items_president = ["ItemDocument","ItemGoldBar10oz"];crate_items_drugdealer = ["ItemBriefcase100oz","ItemKiloHemp"];crate_items_largeconvoy = ["ChainSaw","ItemJerryMixed","ItemVault","30m_plot_kit",["CinderBlocks",50],["MortarBucket",10],"PartWoodPile"];crate_backpacks_all = ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];crate_backpacks_large = ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"];crate_random = [crate_items,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets];/* END WAI MISSIONS CONFIG *//* STATIC MISSIONS CONFIG */static_missions = False; // use static mission filecustom_per_world = False; // use a custom mission file per world/* END STATIC MISSIONS CONFIG */configloaded = true; -
We are trying to add RPGs/Stingers to our WAI missions.
For some reason, I am having no luck with this at all.
I have done this:
wai_use_launchers = true; // add a rocket launcher to each spawned AI groupwai_remove_launcher = true; // remove rocket launcher from AI on deathand:ai_wep_launchers_AT = ["RPG7V","PG7VR"];ai_wep_launchers_AA = ["Stinger","Stinger"];None of the WAI mission spawn said weapons but run normally otherwise.I also tried this, but it resulted in 3-5 weaponless AI running around each mission: ai_wep_random = [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine,ai_wep_launchers_AT,ai_wep_launchers_AA]; // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifleAlso, tried adding these two lines under each group within the individual mission config files (which resulted in exactly two weaponless AI at each WAI mission spawn):[[_position select 0,_position select 1,0],1,"hard","at",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;[[_position select 0,_position select 1,0],1,"hard","aa",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;If anyone could point me in the proper direction, I would appreciate it a lot.A side note: the bunnyranch is never spawning for me, either. I have this directly under the bandit/hero mission in the config.sqf:wai_special_missions = [["bunny_ranch",100]];try this works for me
[[_position select 0,_position select 1,0],4,"Random",["Random","at"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],4,"Random",["Random","aa"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
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thanks for this works great and looks good made a nice edition to the traders on my server
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hi guys thanks for the help
it turns out i missed out a ] when i added some stuff to the dynamic_vehicles.sqf
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hello can someone help me plz this is spamming my log and i cant seem to fix it
ERROR
_index = >
5:04:03 Error Undefined variable in expression: allowedvehicleslist5:04:03 File z\addons\dayz_server\init\server_functions.sqf, line 2405:04:03 Error in expression <esList resize _lastIndex;};if (count AllowedVehiclesList == 0) then {diag_lo>5:04:03 Error position: <AllowedVehiclesList == 0) then {diag_lo>5:04:03 Error Undefined variable in expression: allowedvehicleslist5:04:03 File z\addons\dayz_server\init\server_functions.sqf, line 2625:04:03 Error in expression <Dedicated) exitWith { };part of server functions sqf it relates to
spawn_vehicles = {
private ["_random","_lastIndex","_weights","_index","_vehicle","_velimit","_qty","_isAir","_isShip","_position","_dir","_istoomany","_veh","_objPosition","_marker","_iClass","_itemTypes","_cntWeights","_itemType","_num","_allCfgLoots"];if (!isDedicated) exitWith { }; //Be sure the run thiswhile {count AllowedVehiclesList > 0} do {// BIS_fnc_selectRandom replaced because the index may be needed to remove the element_index = floor random count AllowedVehiclesList;_random = AllowedVehiclesList select _index;_vehicle = _random select 0;_velimit = _random select 1;_qty = {_x == _vehicle} count serverVehicleCounter;// If under limit allow to proceedif (_qty <= _velimit) exitWith {};// vehicle limit reached, remove vehicle from list// since elements cannot be removed from an array, overwrite it with the last element && cut the last element of (as long as order is not important)_lastIndex = (count AllowedVehiclesList) - 1;if (_lastIndex != _index) then {AllowedVehiclesList set [_index, AllowedVehiclesList select _lastIndex];};AllowedVehiclesList resize _lastIndex;};if (count AllowedVehiclesList == 0) then {diag_log("DEBUG: unable to find suitable vehicle to spawn");} else {// add vehicle to counter for next passserverVehicleCounter set [count serverVehicleCounter,_vehicle];// Find Vehicle Type to better control spawns_isAir = _vehicle isKindOf "Air";_isShip = _vehicle isKindOf "Ship";if(_isShip || _isAir) then {if(_isShip) then {// Spawn anywhere on coast on waterwaitUntil{!isNil "BIS_fnc_findSafePos"};_position = [MarkerPosition,0,DynamicVehicleArea,10,1,2000,1] call BIS_fnc_findSafePos;//diag_log("DEBUG: spawning boat near coast " + str(_position));} else {// Spawn air anywhere that is flatwaitUntil{!isNil "BIS_fnc_findSafePos"};_position = [MarkerPosition,0,DynamicVehicleArea,10,0,2000,0] call BIS_fnc_findSafePos;//diag_log("DEBUG: spawning air anywhere flat " + str(_position));};} else {// Spawn around buildings && 50% near roadsif((random 1) > 0.5) then {waitUntil{!isNil "BIS_fnc_selectRandom"};_position = RoadList call BIS_fnc_selectRandom;_position = _position modelToWorld [0,0,0];waitUntil{!isNil "BIS_fnc_findSafePos"};_position = [_position,0,10,10,0,2000,0] call BIS_fnc_findSafePos;//diag_log("DEBUG: spawning near road " + str(_position));} else {waitUntil{!isNil "BIS_fnc_selectRandom"};_position = BuildingList call BIS_fnc_selectRandom;_position = _position modelToWorld [0,0,0];waitUntil{!isNil "BIS_fnc_findSafePos"};_position = [_position,0,40,5,0,2000,0] call BIS_fnc_findSafePos;//diag_log("DEBUG: spawning around buildings " + str(_position));};};// only proceed if two params otherwise BIS_fnc_findSafePos failed && may spawn in airif ((count _position) == 2) then {_dir = round(random 180);_istoomany = _position nearObjects ["AllVehicles",50];if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many vehicles at " + str(_position)); };//place vehicle_veh = createVehicle [_vehicle, _position, [], 0, "CAN_COLLIDE"];_veh setdir _dir;_veh setpos _position;if(DZEdebug) then {_marker = createMarker [str(_position) , _position];_marker setMarkerShape "ICON";_marker setMarkerType "DOT";_marker setMarkerText _vehicle;};// Get position with ground_objPosition = getPosATL _veh;clearWeaponCargoGlobal _veh;clearMagazineCargoGlobal _veh;// _veh setVehicleAmmo DZE_vehicleAmmo;// Add 0-3 loots to vehicle using random cfgloots_num = floor(random 4);_allCfgLoots = ["trash","civilian","food","generic","medical","military","policeman","hunter","worker","clothes","militaryclothes","specialclothes","trash"];for "_x" from 1 to _num do {_iClass = _allCfgLoots call BIS_fnc_selectRandom;_itemTypes = [];if (DZE_MissionLootTable) then{{_itemTypes set[count _itemTypes, _x select 0]} count getArray(missionConfigFile >> "cfgLoot" >> _iClass);}else {{_itemTypes set[count _itemTypes, _x select 0]} count getArray(configFile >> "cfgLoot" >> _iClass);};_index = dayz_CLBase find _iClass;_weights = dayz_CLChances select _index;_cntWeights = count _weights;_index = floor(random _cntWeights);_index = _weights select _index;_itemType = _itemTypes select _index;_veh addMagazineCargoGlobal [_itemType,1];//diag_log("DEBUG: spawed loot inside vehicle " + str(_itemType));};[_veh,[_dir,_objPosition],_vehicle,true,"0"] call server_publishVeh;};};};
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hello
if someone could help it would be great the ai don't spawn in with at or aa even when set to true in the config
they also wont shoot at btr's or lav's either can someone help with this please
i am only using the wai mission system btw
i tried to change the mission settings on a few missions to manually add them in but that just caused the log to spam with errors as shown below
_weapon
= _weaponandmag select 0;_magazine = _w>0:06:37 Error position: <_weaponandmag select 0;_magazine = _w>0:06:37 Error Undefined variable in expression: _weaponandmag0:06:37 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 770:06:38 Error in expression < from 1 to _mags do {_unit addMagazine _magazine;};_unit addweapon _weapon;_>0:06:38 Error position: <_magazine;};_unit addweapon _weapon;_>0:06:38 Error Undefined variable in expression: _magazine0:06:38 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 1450:06:38 Error in expression < from 1 to _mags do {_unit addMagazine _magazine;};_unit addweapon _weapon;_>0:06:38 Error position: <_magazine;
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hmmmm maybe the only thing ai spawn on ground so there would span under the water on the ocean floor
its from wasteland the mission is part of Art Vandelays world missions also includes an invasion mission although a hard mission does work ok on wasteland
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something like take the carrier mission from wasteland where you have to take back the aircraft back from the ai out in the ocean
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agree with northypark, glad its finally available. big thanks to you guys for making it possible
my question is would it be ok and possible to change the requirements for respraying so that rather than cash it was the stencils and spray cans which were needed and if the items were there then it would respray the vehicle to a predefined skin?
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mine is already release ready for weeks haha ^^
but do i want to release it, thats the question.
it would clearly be another popular release from you if you did and i would one would love to add it to my server as im sure many others would to along with other stuff you have released :)
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I am interested in this and would like to see a release is possible i just want to modify it to work with the origins stencils and paint spray
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ok so what sort of things are you looking to add and where about on the map?
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** forum admin please delete this post as have fixed the issue - thanks**
hello
im looking for some help setting up a test server at home on my own server.
i have followed the tutuals and have set it up but when people try to join they join befiefly then get disconnected i get the following my my rpt
Server error: player without identity (playername here) (ID numbers here)
this is repeated about 8 to 10 times for each person.
i have searched this problem and have made about 6/7 attempts at setting this up with fresh files but still have no joy
any help to solve this would be great please guys so i cant get on my own test server and test new stuff
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hi if you wanted to use the prison i did for taviana i could move it to saunderland for you
are you any good at using the 3d editor?
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Zupa, on 10 Sept 2014 - 3:45 PM, said:
Link me up ^^, maybe we can do something with it then ^^ , but 26 mb is big xp
Bandit, on 10 Sept 2014 - 3:55 PM, said:lol thanks beat me to it
i have worked out a way to get the stencils and spray tins in but am trying to work out a different way that doesnt involve tampering with the epoch files.
i also have been looking at the respray system they use in the arma life servers to see if that would be helpful in creating one for epoch
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Thats eather a custom PBO mod, or a huge missions fille haha
this is a pbo addon available for single player only at the moment and is on armaholic
its roughly 26 mb
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i have managed to get the spray cans and stencils into game for overpoch origins/ overpochins at the moment they dont have a use which is why i am interested in this painting script so then for the first part they have a use in game like they do in origins but only to recolour vechiles using the stencils
@ Zupa since your the pro at this sort of thing compared to me is there any chance you could give me some pointers via pm i dont wish to use someone elses code that doesnt want it used but once this is tested and working on my server i will put up a guide on how to do it
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We already have this option on our servers.. It works with most vehicles and has a choice of multiple colours... Thought you guys should know ;)
Any chance that you fancy sharing how you did that?
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not to sure what REsec for tbh its # out in the init.sqf on my server and the server works fine.
so when you say you have custom clothes working do you mean like with the parcels like the other epoch skins?
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yep and also custom weapon , 3d model , texture , vehicle and more but only on the old version of dayz epoch now i have this problem :
any chance you fancy sharing how you got it to work as im trying to add a snow gillie without any joy atm
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no i mean i don't have this problem anymore , and it was from villayer issue i don't remember what exactly it was like 10 month ago...
so you got custom skins to work?
[Release] Wicked AI 2.2.0
in A2: Epoch Mods (1.0.5.1)
Posted
hi dangerruss thanks for letting me know but to complete it you only really need to kill the druglord (like majors mansion or the president is in town missions) I have this live on the I run at the moment and it completes ok everytime. also did extensive testing on my test server,
out of interest what is your wai_kill_percent ratio set at?
you could out the //Heli Paradrop to see if that helps
please feel free to make changes it to suit your server I only added it to mine because players wanted a want to get hemp and have the using hemp to get high scripts.