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don2k7

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Posts posted by don2k7

  1. This missions seems broken for me... players can never complete it.

     

     

    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.

  2. 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

  3. 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? 

  4. 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 group
    wai_remove_launcher = true; // remove rocket launcher from AI on death
    and:
    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 debug
    use_blacklist = true; // use blacklist
    blacklist = [
    [[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 bodies
    ai_clean_dead = true; // clear bodies after certain amount of time
    ai_cleanup_time = 7200; // time to clear bodies in seconds
    ai_clean_roadkill = false; // clean bodies that are roadkills
    ai_roadkill_damageweapon = 0; // percentage of chance a roadkill will destroy weapon AI is carrying
     
    ai_bandit_combatmode = "YELLOW"; // combatmode of bandit AI
    ai_bandit_behaviour = "COMBAT"; // behaviour of bandit AI
     
    ai_hero_combatmode = "YELLOW"; // combatmode of hero AI
    ai_hero_behaviour = "COMBAT"; // behaviour of hero AI
     
    ai_share_info = true; // AI share info on player position
    ai_share_distance = 300; // Distance from killed AI for AI to share your rough position
     
    ai_kills_gain = true; // add kill to bandit/human kill score
    ai_humanity_gain = true; // gain humanity for killing AI
    ai_add_humanity = 50; // amount of humanity gained for killing a bandit AI
    ai_remove_humanity = 50; // amount of humanity lost for killing a hero AI
    ai_special_humanity = 150; // amount of humanity gain or loss for killing a special AI dependant on player alignment
     
    ai_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]]; // Extreme
    ai_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]]; // Hard
    ai_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]]; // Medium
    ai_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]]; // Easy
    ai_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 loadout
    ai_static_weapons = ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"]; // static guns
     
    ai_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 gear
     
    ai_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"]]; // Assault
    ai_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 guns
    ai_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 rifles
    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
    ai_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 system
     
    wai_mission_markers = ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"];
     
    wai_avoid_missions = true; // avoid spawning near other missions, these are defined in wai_mission_markers
    wai_avoid_traders = true; // avoid spawning missions near traders
    wai_mission_spread = 750; // make missions spawn this far apart from one another and other markers
    wai_near_town = 0; // make missions check for towns around this radius
    wai_near_road = 0; // make missions check for roads around this radius
    wai_near_water = 50; // nearest water allowed near missions
     
    wai_mission_timer = [300,600]; // time between missions 5-15 minutes
    wai_mission_timeout = [900,1800]; // time each missions takes to despawn if inactive 15-30 minutes
    wai_timeout_distance = 1000; // if a player is this close to a mission then it won't time-out
     
    wai_clean_mission = true; // clean all mission buildings after a certain period
    wai_clean_mission_time = 1800; // time after a mission is complete to clean mission buildings
     
    wai_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 restart
     
    wai_crates_smoke = true; // pop smoke on crate when mission is finished during daytime
    wai_crates_flares = true; // pop flare on crate when mission is finished during nighttime
     
    wai_players_online = 1; // number of players online before mission starts
    wai_server_fps = 5; // missions only starts if server FPS is over wai_server_fps
     
    wai_kill_percent = 70; // percentage of AI players that must be killed at "crate" missions to be able to trigger completion
     
    wai_high_value = true; // enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate
    wai_high_value_chance = 1; // chance in percent you find above mentioned item
     
    wai_enable_minefield = true; // enable minefields to better defend missions
    wai_use_launchers = true; // add a rocket launcher to each spawned AI group
    wai_remove_launcher = true; // remove rocket launcher from AI on death
     
    // 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",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 arrays
    armed_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 array
    crates_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 file
    custom_per_world = False; // use a custom mission file per world
     
    /* END STATIC MISSIONS CONFIG */
     
    configloaded = true;
     

  5.  

    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 group
    wai_remove_launcher = true; // remove rocket launcher from AI on death
     
    and:
    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 rifle
     
    Also, 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;

  6. 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: allowedvehicleslist
     5:04:03 File z\addons\dayz_server\init\server_functions.sqf, line 240
     5:04:03 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: allowedvehicleslist
     5:04:03 File z\addons\dayz_server\init\server_functions.sqf, line 262
     5:04:03 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 this
     
    while {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 proceed
    if (_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 pass
    serverVehicleCounter 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 water
    waitUntil{!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 flat
    waitUntil{!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 roads
    if((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 air
    if ((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;
    };
    };

    };

  7. 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: _weaponandmag
     0:06:37 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 77
     0:06:38 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: _magazine
     0:06:38 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145
     0:06:38 Error in expression < from 1 to _mags do {
    _unit addMagazine _magazine;
    };
    _unit addweapon _weapon;
    _>

     0:06:38   Error position: <_magazine;

  8. 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? 

  9. 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 :)

  10. ** 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

  11. 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

  12. 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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