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Posts posted by kingpapawawa
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seems like i remember seeing a feature like this on trainwreckdayz's 1051 server
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Nice tutorial and nice job. I will merge some of your changes with mine as i am heavily modified at this point already. Was having a discussion over here about wai and some features related to the spawn locations if you are interested.
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also now that i think of it.. _spawn_pos will want to go in the main wai config to not have to add it to each map (filesize) and then add
_use_spawn_pos = true; //false for default find_position
_position = blah..blah -
Heres what i have been doing...
private ["_complete","_crate_type","_mission","_position","_crate","_baserunover","_baserunover1","_baserunover2","_spawn_pos"]; // Get mission number, important we do this early _mission = count wai_mission_data -1; _spawn_pos = [ [13698.3,2939.31,0], //skalisti [2656.87,14167.4,0], //lysina [15415.7,15227.3,0], //northeast [0,0,0] //no comma after last one ]; _position = _spawn_pos call BIS_fnc_selectRandom;
This pics one of the locations to spawn. I will increase the list soon but i'm busy next few days on life... I was thinking maybe @salival would come up with a way to...
_spawn_pos = [[0,0,0],[1,1,0]]_position = [30,1000] call find_position some_other_crap_here; //find a safe position within 1000m of _spawn_pos
Because basically i am an idea guy with little skill and he knows how to do it... lol
Also Salival, Petite is a cool Canadian you should harass her on TS sometime. -
2 hours ago, Petite said:
wai_hero_limit = 5; // define how many hero missions can run at once
wai_bandit_limit = 1; // define how many bandit missions can run at oncewai_hero_missions = [ // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages
["patrol",10],
["black_hawk_crash",11],
["armed_vehicle",11],
["bandit_base",7],
["captured_mv22",6],
["ikea_convoy",7],
["destroyed_ural",10],
["disabled_milchopper",9],
["mayors_mansion",9],
["weapon_cache",10],
["bandit_patrol",10]
];
wai_bandit_missions = [
["patrol",0],
["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]
];
These sections, the numbers have to add up to 100
wai_bandit_limit = 0; // do this for no bandit missions
wai_hero_missions = [ // 100 total here
["patrol",10],
["black_hawk_crash",9],
["armed_vehicle",9],
["bandit_base",9],
["captured_mv22",9],
["ikea_convoy",9],
["destroyed_ural",9],
["disabled_milchopper",9],
["mayors_mansion",9],
["weapon_cache",9],
["bandit_patrol",9]
]; -
Getting about average 10 more FPS on 3 servers.
I believe @BigEgg gets the credit for figuring out this one. @ndavalos wrote the code below to temp fix it and @icomrade patched it for the next update.... but unless you follow the github issues, (and you should) you may have missed this one as its buried in a post i made several weeks ago.
this code goes at the bottom of your init.
see this for more info https://github.com/EpochModTeam/DayZ-Epoch/issues/1926
edit: this code will need to be removed when 1.0.6.2 comes out.
Posting this because ive spoken with 2 other server owners who hadn't seen this info.if (hasInterface) then { dayz_rollingMessages = { private "_showText"; disableSerialization; _showText = { private "_textLine"; 15 cutRsc ["RSC_DZ_Messages","plain"]; _textLine = (uiNamespace getVariable "DZ_Messages") displayCtrl 4099998; _textLine ctrlSetStructuredText (parseText _this); _textLine ctrlCommit 0; }; if (typeName _this == "ARRAY") exitWith {(_this select 0) call _showText}; //Special or multi-line message if ((diag_ticktime - Message_1_time) < 5) then { if ((time - Message_2_time) < 5) then { Message_3 = Message_2; Message_3_time = Message_2_time; } else { Message_3 = ""; }; Message_2 = Message_1; Message_2_time = Message_1_time; } else { Message_2 = ""; Message_3 = ""; }; Message_1 = _this; Message_1_time = diag_ticktime; (format ["%1<br></br>%2<br></br>%3", Message_1, Message_2, Message_3]) call _showText; }; };
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Download the one i posted it has a lot of fixes for 1061. The bonus missions should work fine with it.
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are you using this wai? https://github.com/ebayShopper/WICKED-AI
do the missions not clear? or just new ones not spawning?
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i tested what you suggested and it worked just fine. I guess i worded that wrong the first time.
_weapons_array = crate_weapons; and then define crate_weapons in the config
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@salival I think the issue is she wants to add the upgraded suv to trader to sell so that weenies don't have to upgrade them. when you do this you cant sell it. I've tried this and found i can still sell the armored suv but not the other upgraded vehicles.
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19 hours ago, OMGitzSteveo said:
Does anyone have a config for more bankers on Tavi map? The only one is in byelov and its a mission to keep going there and back. Any plans to add a couple bankers into traders @salival
A noob like me is struggling to do it xD
According to the tavi.sqf there are 6 bank traders..
[ ["Functionary1_EP1_DZ",[5461.0132,8762.3438,0.056497198],52], ["Functionary1_EP1_DZ",[11026.932,842.23804,0.18712912],138.57352], ["Functionary1_EP1_DZ",[17231.154,7661.1392,0.102005],-202.23622], ["Functionary1_EP1_DZ",[12643.531,11811.004],100.51027],100.51027], ["Functionary1_EP1_DZ",[15370.618,16458.928,0.056785069],-188.12981], ["Functionary1_EP1_DZ",[10167.308,19075.475,0.26185527],-116.41749] ] call server_spawnTraders;
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Confirm you are using this version or WAI?
https://github.com/ebayShopper/WICKED-AI -
WAI hasnt changed that much, just a few fixes. This should work.
I just tested it and it works fine. -
I just tested this with the vehicles you have here. The only DZE4 i can sell is the ArmoredSUV_PMC_DZE4. all of the others i can buy but not sell. Wonder if @salival @icomrade or @ebayShopper have tried this and have any ideas. Might need to post this to the github?
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ok... so try this..
Just go in trader menu and click sell. Dont browse to the vehicle and select it. If you just open trader and select sell it does not show up in green. click sell, select the suv and move it with the arrow to the sell list then try.
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hello Petite good to see you around again. I just added ArmoredSUV_PMC_DZE1 ArmoredSUV_PMC_DZE2 ArmoredSUV_PMC_DZE3 ArmoredSUV_PMC_DZE4 and have no issues buying or selling any of them.
class ArmoredSUV_PMC_DZE4 {
type = "trade_any_vehicle";
buy[] = {500000,"worth"};
sell[] = {50000,"worth"};
};
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build a pier?
Thug, you the same Thug some of my guys had a pvp battle with on your server? Didn't put 2 and 2 together before now. In game I abbreviate to kpw. -
if you use infistar this has been addressed in a couple of other threads. need to update it.
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["Assassin","Sniper1_DZ","SurvivorW2_DZ",["5Rnd_762x51_M24",6,"15Rnd_9x19_M9SD",4,VIP_ITEMS],["M24_DZ","M9_SD_DZ",VIP_TOOLS],"DZ_Backpack_EP1",[],[],2,-20000,0,"MeleeHatchet"],
VIP_TOOLS goes in the section with the guns VIP_ITEMS with the ammo. -
Ill ask some players to document this
@129059 is one i checked
@Schrattendamm -
My files are pretty much identical on cherno and napf. cant fill water on napf is this a known issue or error on my part? just get the error that you need to be close to a pond/well/etc
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46 minutes ago, NateDaBeast said:
Do you think if I tried using the spawn_config.sqf, It could work?
Like I would enter in the humanity needed on the actual class code, then add that in the UID also?
https://github.com/ebayShopper/ESSV3/blob/master/DOCUMENTATION.md#regular-class-format looks like you can do it just check this
[Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]
in A2: Epoch Mods
Posted
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