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BigDaddy

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Posts posted by BigDaddy

  1. Add ikea mission you forgot a ; at the last line

     

     

      } else {       [[_box,_veh,_veh2,_veh3,_tanktraps,_mines],"Survivors did not secure the convoy in time!"] call mission_failure;       };       diag_log format["WAI: Mission Ikea convoy ended at %1",_position];       missionrunning = false;       }
  2. I'm seeming to have a bit of trouble, I tried putting it in, but I doesn't want to save. Every time I click save, I reopen it, it's not there, just the Infistar AntiHack script is there not ExecVM "\z\addons\dayz_server\WAI\init.sqf";'

    Please help.

    have not tested it 

    try this

     

    1.  make a folder in your mission.pbo and call it custom.

    2. copy the server_monitor.sqf in to the new custom folder.

    3 now open server_monitor.sqf and 

    • search for allowConnection = true; and add the line shown below

      [] ExecVM "\z\addons\dayz_server\WAI\init.sqf";

      allowConnection = true

    4 open your init.sqf in the mission.pbo and  

     

    • search for   _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";

    and change it to  _serverMonitor =  [] execVM "custom\server_monitor.sqf";

    pack your mission.pbo and upload it  restart the server and have fun with your missions.

     

     

    or try this

     

    1.  make a folder in your mission.pbo and call it custom.

    2. copy the server_monitor.sqf in to the new custom folder.

    3 now open server_monitor.sqf and 

    • search for allowConnection = true; and add the line shown below

      [] ExecVM "custom\WAI\init.sqf";

      allowConnection = true

    4 copy the WAI folder in the custom folder

    5 open your init.sqf in the mission.pbo and  

     

    • search for   _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";

    and change it to  _serverMonitor =  [] execVM "custom\server_monitor.sqf";

    pack your mission.pbo and upload it  restart the server and have fun with your missions.

  3. WICKED AI 2.0.4

    Since I really like (read love) the WAI missions and support for them has gone in the latest patched, I decided to dust off some of the old files and start making these properly 1.0.5+ compatible. It started with a few minor bugfixes and some custom loadouts and then turned into a proper redo with awesome help of the - very much alive - mod community (and in particular nerdalertdk)!

     

    Wicked AI was originally made by Markk311 (http://thewickedclowns.net/) and has since then been worked on by many different developers. I want to thank everyone for their efforts on this and want to stress that without them this project would never have existed.

     

    Release 2.0.0

    • Namechange to **WICKED AI**
    • Major code overhaul and folder structure change
    • Better anti vehicle abuse protection
    • Different mission types
    • Nightvision AI
    • More settings for admins to better finetune
    • And much more
    Upcoming in 2.1.0+
    • Bandit and hero missions
    • More missions
    • C130 will be back (and better then ever)
    • Multi mission support
    • Better markers
    Version history
    • 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
    • Add the WAI folder to your dayz_server directory
    • Add ExecVM "\z\addons\dayz_server\WAI\init.sqf"; to the bottom of server_functions.sqf
    Github

    This project has been published on Github and development will be ongoing there. Git(hub) helps keeping things in one place. Any issues with this mod can both be posted either there or in this topic (however we'd slightly prefer over there).

    Download

    Wicked AI 2.0.3

     

    sorry I do not understand it

    you call it    WICKED AI 2.0.4 the download say 2.0.3 and your link 

    what is true of it now?

  4. Started seeing this error in the past couple of days. No changes to anything on the server recently and I can' figure out what is happening. I checked and the wreck is spawning but there are no loot piles. Other AI missions are spawning properly with no errors reported.

    10:55:21 "WAI: Starting Mission crash_spawner"
    10:55:21 "WAI: Mission Crash_Spawner Started At [5386.83,7482.5]"
    10:55:21 UH1Wreck_DZ: MainTurret - unknown animation source MainTurret
    10:55:21 UH1Wreck_DZ: MainGun - unknown animation source mainGun
    10:55:21 UH1Wreck_DZ: Gatling - unknown animation source Gatling
    10:55:22 "_iClass isNil, exiting loot spawn!"
    10:55:22 Error in expression <s select _index;
    _itemType = _itemTypes select _index;
    [_itemType select 0, _ite>
    10:55:22   Error position: <select _index;
    [_itemType select 0, _ite>
    10:55:22   Error Zero divisor
    10:55:22 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73
    

    Thanks!

    you need a new crash_spawner.sqf who is combatible with the new loottable.

    I'll give you my version  download

  5. Hi,

     

    in the zombie_generate.sqf i missing the entry for missionconfigfile of cfgLoot.

     

     

    //Add some loot
    _loot = "";
    _array = [];
    _rnd = random 1;
    if (_rnd < 0.2) then {
    _lootType = configFile >> "CfgVehicles" >> _type >> "zombieLoot";
    if (isText _lootType) then {
    _array = [];
    {
    _array set [count _array, _x select 0]
    } count getArray (configFile >> "cfgLoot" >> getText(_lootType));
    if (count _array > 0) then {
    _index = dayz_CLBase find getText(_lootType);
    _weights = dayz_CLChances select _index;
    _loot = _array select (_weights select (floor(random (count _weights))));
    if(!isNil "_array") then {
    _loot_count = getNumber(configFile >> "CfgMagazines" >> _loot >> "count");
    if(_loot_count>1) then {
    _agent addMagazine [_loot, ceil(random _loot_count)];
    } else {
    _agent addMagazine _loot;
    };
    };
    };
    };
    };
  6. hi das script hat ein paar  Fehler. Ich kann an einer Tankstelle reparieren und es ist gleich alles repariert obwohl ich angegeben habe 10 sec für jedes teil und wenn ich dann wegfahre und die reifen und scheiben zerstöre kann ich über das Mausrad repair machen und es wird alles gleich repariert obwohl ich nicht mehr an der Tankstelle stehe und diese Reparatur ist dann kostenlos oder ist das so gewollt?

     

    hier meine Configeinstellungen

     

    // ---------------- CONFIG START ----------------

     
    // general settings
    _folder = "service_point\"; // folder where the service point scripts are saved, relative to the mission file
    _servicePointClasses = dayz_fuelpumparray; // service point classes (can be house, vehicle and unit classes)
    _maxDistance = 10; // maximum distance from a service point for the options to be shown
    _actionTitleFormat = "%1 (%2)"; // text of the vehicle menu, %1 = action name (Refuel, Repair, Rearm), %2 = costs (see format below)
    _actionCostsFormat = "%2 %1"; // %1 = item name, %2 = item count
    _costsFree = "Car 5 Gold Heli 10 Gold"; // text for no costs
    _message = "Vehicle Service Point nearby"; // message to be shown when in range of a service point (set to "" to disable)
     
    // refuel settings
    _refuel_enable = true; // enable or disable the refuel option
    _refuel_costs = [
    ["Air",["ItemGoldBar10oz",1]], // 5 Gold for helicopters and planes
    ["AllVehicles",["ItemGoldBar5oz",1]] // 2 Gold for all other vehicles
    ]; // free for all vehicles (equal to [["AllVehicles",[]]])
    _refuel_updateInterval = 1; // update interval (in seconds)
    _refuel_amount = 0.05; // amount of fuel to add with every update (in percent)
     
    // repair settings
    _repair_enable = true; // enable or disable the repair option
    _repair_costs = [
    ["Air",["ItemGoldBar10oz",3]], // 5 Gold for helicopters and planes
    ["AllVehicles",["ItemGoldBar10oz",1]] // 2 Gold for all other vehicles
    ];
    _repair_repairTime = 10; // time needed to repair each damaged part (in seconds)
     
    // rearm settings
    _rearm_enable = false; // enable or disable the rearm option
    _rearm_costs = [
    ["ArmoredSUV_PMC_DZE",["ItemGoldBar10oz",2]], // special costs for a single vehicle type
    ["Air",["ItemGoldBar10oz",2]], // 2 10oz Gold for helicopters and planes
    ["AllVehicles",["ItemGoldBar10oz",1]] // 1 10oz Gold for all other vehicles
    ];
    _rearm_magazineCount = 3; // amount of magazines to be added to the vehicle weapon
     
    // ----------------- CONFIG END -----------------
  7. hmm this starts me thinking again. I like the concept.  

     

    if you want you can help me. write me a pm

     

    private ["_hasweapon","_hastool","_hastool2","_haspart","_haspart2"];
    
    
    _hasweapon = "bizon" in weapons player;
    _hastool = "ItemToolbox" in items player;
    _hastool2 = "ItemKeyKit" in items Player;
    _haspart = "PartGeneric" in magazines player;
    _haspart2 = "ItemPole" in magazines player;
    
    
        if [_hasweapon && _hastool) then {
        sleep 1;
       if (_hasweapon && _hastool2) then {
            sleep 1;
           if (_hasweapon && _haspart) then {
           sleep 1;
    if (_hasweapon && _haspart2) then {
                   player playActionNow "Medic";
                   [player,"repair",0,false] call dayz_zombieSpeak;
                   player removeWeapon "bizon";
                   player removeMagazine "PartGeneric";
                   sleep 2;
                   player addWeapon "bizon_silenced";
                   titleText ["You have attatched a suppressor!","PLAIN DOWN"]; titleFadeOut 5;
               } else  { titleText ["dir fehlt metal pole","PLAIN DOWN"]; titleFadeOut 5;
               };
                } else { titleText ["dir fehlt scrap metal","PLAIN DOWN"]; titleFadeOut 5;
           }; 
            } else  { titleText ["dir fehlt ein keymakerkit","PLAIN DOWN"]; titleFadeOut 5;
            };
        } else  { titleText ["dir fehlt eine toolbox","PLAIN DOWN"]; titleFadeOut 5;
        };

    this is not working but when i use it without _hastool2 and _haspart2 it will work,  anybody know why?

     

    sorry for my bad english and the bad script but it´s my first script

     

    cheers

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