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f3cuk

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  1. Like
    f3cuk got a reaction from Thay-skill3d in [Release] Wicked AI 2.2.0   
    Ah okay, that explains. There are multiple ways of achieving what you want. This is how i would probably do it.

    1.) Create a folder called boxes inside /static
     
    2.) Add the Pck_Box.sqf file there

    3.) Add this to default.sqf

    Pck_Box = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\missions\compile\Pck_Box.sqf";   //PCK _box5 = createVehicle ["RUBasicWeaponsBox",[2655.64,2296.98,0.2], [], 0, "CAN_COLLIDE"]; [_box5] call Pck_Box; _box6 = createVehicle ["RUBasicWeaponsBox",[7551.63,3908.92,0.1], [], 0, "CAN_COLLIDE"]; [_box6] call Pck_Box; _box7 = createVehicle ["RUBasicWeaponsBox",[10943.7,3382.27,0.4], [], 0, "CAN_COLLIDE"]; [_box7] call Pck_Box; _box8 = createVehicle ["RUBasicWeaponsBox",[12988.4,5972.07,0.75], [], 0, "CAN_COLLIDE"]; [_box8] call Pck_Box;4.) Make sure you have static_missions set to true inside your config.sqf

    This way ensures you got all your custom files in one place (static).

    ----

    @Thay-skill3d: I'll look into the issue with bandits killing themselves.

    In heli_patrol.sqf find

    private ["_wpnum","_radius","_gunner2","_gunner","_skillarray","_startingpos","_heli_class","_startPos","_helicopter","_unitGroup","_pilot","_skill","_position","_wp"];Replace with
    private ["_aicskill","_wpnum","_radius","_gunner2","_gunner","_skillarray","_startingpos","_heli_class","_startPos","_helicopter","_unitGroup","_pilot","_skill","_position","_wp"];
  2. Like
    f3cuk got a reaction from RiMMON in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  3. Like
    f3cuk got a reaction from 31_D!4b10 in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  4. Like
    f3cuk got a reaction from fireplace in [Release] Wicked AI 2.2.0   
    I'm very interested to see any working solution. Not yet started on coding for 2.1.0 and only have a general idea of how to do it.
     
     
    See above. I'd like to see any code that has already achieved hero and bandit missions. I've not decided if hero and bandit missions are going in the same files or they need seperating. Although it looks like it can be done without limiting functionality.
     
     
    Sorry, I realise there is no proper documentation yet. I wanna focus on 2.1.0 first and try and get some decent Howto and explenation together after that.

    Blacklisting works with rectangle area's where the first coord is top-left and the second one is bottom right.
     
     
    No there is NO check if a file for that map exists (but this is actually a valid suggestion which i'll look at in next release). Right now if you have set custom_per_world to true it will try and load a file for that world and probably generate an error if it's not present. If set to false it will fallback on the default.sqf file.
  5. Like
    f3cuk got a reaction from DayZimKopf.de in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  6. Like
    f3cuk got a reaction from Thay-skill3d in Sometimes character stops updating after skin change   
    Lol, hardly :P But thanks ;)
    --
     
    From the top of my head
    compiles.sqf player_monitor.sqf player_humanityMorph.sqf player_switchModel.sqf If and when i'm sure this is fixing the issue i'll do a small guide on what changes i made.
  7. Like
    f3cuk got a reaction from bFe in [Release] Wicked AI 2.2.0   
    Thanks guys!
     
    --
     
     
    Yeah that would be awesome. Please share :)
     
     
    There should be an example inside the static folder (default.sqf)
  8. Like
    f3cuk got a reaction from Chong in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  9. Like
    f3cuk got a reaction from unrealPANDA in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  10. Like
    f3cuk got a reaction from mojo in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  11. Like
    f3cuk got a reaction from cen in Sometimes character stops updating after skin change   
    I finally made some progress on this today. Somehow i assumed the functions to change clothes ran server side. So i just changed the files in the dayz_code pbo and figured it would be okay. Since these files actually run client side changing them server side did not do anything.
     
    Placed them inside my mission PBO and finally start getting some input back from changing them. Hoping i can actually get somewhere with this now :)
  12. Like
    f3cuk got a reaction from hogscraper in 125548 on DayZ Commander   
    Meh couldn't disagree more.
     
    Is it BI's fault that a great many server owners and hosters are simply incompetent? Sure you can't expect them to fix any server that broke during update? Server owners should have known this was a major update and they should have anticipated better by staging a test environment (everyone can create a local test server on their own PC) for the latest patch (it has been out a while). If you fail to do so and postpone updating to the last day and then try to it with little or no knowledge on how to actually fix problems/errors might they occur, then - in my opinion - there is no one else to blame but yourself.
     
    Obviously the community is here to help, but if you do not know how to fix stuff yourself, the least you can do is be patient when you ask others to fix it for you. In the meanwhile search the forums and actually try reading the numerous threads about the update. Cause 9 out of 10 questions asked have already been answered.
  13. Like
    f3cuk got a reaction from Munkeskov in Re-Worked WAI 0.173 - Supported System   
    We are actually working on something that uses your loot tables instead of you having to manually add them yourself. We intend to make loot on each mission dynamic - with the possibility of setting certain rules - e.g. "put 100 random buildable items in this box" or "give me a crate with 6 different sniper rifles and some sniper items and while you are at it, throw in one sniper tool". We might add a combination of both static (user-defined) content and dynamic content.
  14. Like
    f3cuk got a reaction from raymix in [1.4.1] Snap Building PRO   
    Okay i hope i'm not misinforming here, but this is what i understand.
     
    --
     
    In layman terms. The position of objects that are not on ground level are sometimes saved to the database with rounded coordinates when they are longer then 6 digits total, meaning they'll get imprecise.

    For instance.

    Object A -> Coordinate X = 10005.25 will be saved as 10005.3
    Object B -> Coordinate X = 10005.24 will be saved as 10005.2

    When placing they can only be a millimeter apart, after saving the space inbetween the object can easily be 10x bigger.
    The reason it does this only when saving object that are not on ground level is because it needs to add height in the coordinate column aswell and the ARMA 2 engine somehow cannot handle strings being that long. Reason being the arma engine can only save 6 digits total.
     
    A fix might be that height always gets added in a separate query which seems be doable.
  15. Like
    f3cuk got a reaction from cen in Re-Worked WAI 0.173 - Supported System   
    Update on progress

    Hey guys, wanted to give you a heads up for the incoming update. It will be pretty big, me and nerdalertdk have been working on some cool features and enhancements. Chances are we are going to start a fresh topic for this. I'm hopefull we can do a proper release with the first new stuff before the weekend.
     
    For anyone interested what is happening, check out the github Testbranch.
  16. Like
    f3cuk got a reaction from Thay-skill3d in Re-Worked WAI 0.173 - Supported System   
    I know, blame it on rushed testing. Fixed in on github now.
     
     
    Yeah the custom_spawns are intended for just that. Enable it, fill the custom_spawns.sqf with whatever you like (examples are given) and they should spawn on server start.
  17. Like
    f3cuk reacted to RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    v2.3 - Available for Alpha testing - This is the version to be included in the Epoch core build and can be turned on and off.
     
    See the first post for details.
     
    Post here or PM me if you want to take part in testing.
  18. Like
    f3cuk got a reaction from ARcoolJ in Re-Worked WAI 0.173 - Supported System   
    I know, blame it on rushed testing. Fixed in on github now.
     
     
    Yeah the custom_spawns are intended for just that. Enable it, fill the custom_spawns.sqf with whatever you like (examples are given) and they should spawn on server start.
  19. Like
    f3cuk reacted to MGT in 1.0.5 rpt bug with mission loot table   
    Epoch and OverPoch 1.0.5 loot tables
     
    http://www.sendspace.com/filegroup/QLQrbnKvPqnGW86Zq2jjug
     
    Note, if using OverPoch loot, edit the nsw_er7a and nsw_er7s on line 27 if you're not using Namalsk map to spawn in Gauss at A2
  20. Like
    f3cuk got a reaction from ReDBaroN in Re-Worked WAI 0.173 - Supported System   
    Okay updated the github to included custom spawns.

    https://github.com/f3cuk/WAI-ZOMBIELAND
  21. Like
    f3cuk got a reaction from ReDBaroN in Re-Worked WAI 0.173 - Supported System   
    Update
     
    So i did quite a bit of work on this yesterday. I've started using proper version control and have decided to continue enhancing it. I'll try to get in contact with the original author to get his approval so that we can use the original name and possibly start a new topic. I'm not the most creative of minds so if you got any ideas on what would be cool to add, please let me know.
     
    Changelog
     
    1.9.x
    Added possibility to blacklist certain area's (default left, top and stary are blacklisted, check heatmap below for results); Overhaul making missions more dynamic; Equipped more missions with dynamic loot; Updated the dynamic loot arrays with more items; Fixed armed military mission with M2 spawning inside eachoter; Fixed crashed blackhawk with loot crate spawning inside helicopter; Added difficulty levels to mission titles; Re-added custom spawns as per request; General code cleanup including removal of unused private vars; Fixed spawn_group.sqf generating errors. 1.8.x
    Customized loot; Tried to nerve the 50 cals a bit, making them less accurate; Improved weapons (removed all the non-sellable); Improved vehicles; Changed skill settings; Randomized clothes; Fixed some missions; Removed the C130 mission cause i cant seem to fix the glitching; Removed EMS cache cause its the same as Weapon cache; Dynamic loot on Weapon cache missions; Fixed the heli para backpack issue; Fixed the heli para spawning in after the mission has already been done.  
    Mission heatmap
     
    As you can see from the below image the blacklisting is working properly. No missions spawn on either the left, top or area near stary. Missions spawn all over the map where the ground is not too steep and there is actually some open area to spawn in.
     

     
     
    Download
  22. Like
    f3cuk got a reaction from ReDBaroN in Re-Worked WAI 0.173 - Supported System   
    Wow thanks for taking the time to really look into it.
     
    I like the NVG and making them optional (or maybe even check if it's night and add them if true). Will add in a feature release; I'll look into optionally adding the RPG's. I was thinking of spawning tank traps around major missions to prevent the vehicle abuse, but an option to use RPG is not half bad :P The nerfing of 50 cals has been done by changing the static skill array, you can easily revert this to suit your needs; Nice one. This is definately something that we should do. When i was adding stuff to the dynamic item array i was already thinking of splitting it up in Food / Clothes / Medical / Building / etc. so the Ural mission could be made more dynamic in terms of "Bandits have destroyed a _type Ural and are securing the loot, go ambush them and make it yours!".
  23. Like
    f3cuk got a reaction from ReDBaroN in Re-Worked WAI 0.173 - Supported System   
    Hmm that would fit the new (which i already added) skillsets already in place. I added 4 types (easy, medium, hard, extreme). On selecting "Random" I think easy and extreme should have difference percentage of chance, so i'll change it to something like this: (which can easily be customized by adjusting the ai_skill_random var).
    Easy 10% Medium 40% Hard 40% Extreme 10% This will allow admins to define their own settings for each of those skillsets.
     
    --
     
    I think you are right about the opportunity we have. Think we just aswell could get rid of the different ways of using the skills and normalize this throughout the different files.
  24. Like
    f3cuk got a reaction from ReDBaroN in Re-Worked WAI 0.173 - Supported System   
    Update
    Started with the normalization / standardisation of WAI.
     
    Changelog
     
    1.9.3
    Normalized the use of Random throughout, when you want something random, use "Random" and not "Random" or "" Implemented custom_ai_skill throughout. In the future use either "easy", "medium", "hard", "extreme" or "Random" to define a skillset. Numeric skillsets will fallback on "Random" Added IsServer checks on all files that could possibly be used in a harmfull matter (will probably roll this out on more files) Updated the custom_spawns.sqf file with some new descriptions Updated the missions to make proper use of "Random" Updated weapon array names Update heli and vehicle patrol with possibility of random skill Download
  25. Like
    f3cuk got a reaction from Anarior in Sometimes character stops updating after skin change   
    To clarify. This did fix the safezone issue we were having. But did not fix the issue altogether. Still searching for a fix, kano5003 suggested the issue does not appear for the first player to change clothes, but only for those who follow after that. I can not confirm this, but it might be the reason why im having such a hard time reproducing this on our test environment :P IF this is the root of all evil, then a fix shouldn't be too hard to find with some proper debugging.

    Meanwhile I've been trying to get it sorted with some changes to the files ebaydayz referred to earlier in this thread. I haven't had the chance to test these properly, but with these changes it was the first time I wasn't able to get a single no characterID error in my .rpt. So I'm hopeful, I've installed them on our main server but it will take some hours before the casual players will start joining again and I can start testing with them.
     
    For anyone interested in the changes: (make sure you backup your original files and please let me know your results). I've done a number of changes in these files, but the one which i think might have done the trick is changing the spawn to a call inside player_wearClothes.sqf. This file is actually called first when you click to change clothes and sets the var DZE_ActionInProgress, which i hope prevents the hive from updating the player until it is switched to false again it does not. I changed the spawn reference to player_humanitymorph to a call  which - unlike spawn - should wait for the called script to finish before it goes any further in the current file. Hopefully making it so DZE_ActionInProgress will not get set to false before the complete skinchange has been done, which might prevent the server from trying to update a player that isn't finished changing clothes yet (xD). Furthermore I've changed some counts to foreach loops (i am really desperate lol) and tried to force updating the player by setting a public variable at the end of player_humanitymorph that should ask the server for a character update.
     
    [code REMOVED]
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