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Posts posted by Markk311
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Something that would be really cool for the next update, would be some more missions. At the moment there's around 7 different ones, what would be really cool if there were around 20 and it ran up to 2-3 missions at once!
Also loving the AI in this more and more, they're 100x better than Sarge AI!!!!!
I need some more mission ideas. The reason other mission systems seem like they have more missions is because they have separate missions for each vehicle. WAI uses random vehicles for each mission so each missions could have 5-10 different vehicles that it chooses from.
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This may be a dumb question but when it says "ONLY WORKS FOR DAYZ EPOCH CURRENTLY" does that mean just the Chenarus map or for all Dayz Epoch maps?
It can work for all DayZ mods if you know how the database and objectmonitor work for each one. It should work for all maps that the function BIS_fnc_findSafePos works with. There are posts on earlier pages that says how to make them spawn at random set locations where BIS_fnc_findSafePos won't work correctly.
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Must say, this looks realy nice ! Have some questions. I read the scripts and need ask :
1. can i use with this epoch events - like loot events?
2. where can i see the time of starting and how long will this missions take?
sorry, i am not so experinced like you, but great job !
1. You can set-up your loot events to spawn AI by putting the calls you want in the loot event. Just use the same format as in customSpawns.sqf
2. Look near the top of missionCfg.sqf. Time is in seconds
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Hello and thank you for the awesome work! We implemented it and it's working like a charm, but I got a couple of questions
1) I tried setting up a specific weapons loadout for a specific static AI group. I edited the AIconfig file adding this section:
/// 5 - chedaki /// ai_wep5 = [ ["RPK_74","75Rnd_545x39_RPK"], ["Sa58V_RCO_EP1","30Rnd_762x39_AK47"], ["Pecheneg_DZ","100Rnd_762x54_PK"], ["AKS_74_GOSHAWK","30Rnd_545x39_AK"], ["Sa58V_RCO_EP1","30Rnd_762x39_AK47"], ["VSS_Vintorez","20Rnd_9x39_SP5_VSS"] ];
and I tried assigning it to the static AI group:
// GREEN MOUNTAIN CHDKZ BASE [[3707.3,5994.57,0.001], //position 10, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. 5, //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Ins_Soldier_GL_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group;
If I leave it on "Random" they will have random loadouts, but if I set it to either 5, or ai_wep5 they will spawn with no weapons! What's the syntax to use there?
2) Mission vehicles are not deleted at server restart. Is there a way to do this?
Thank you again and keep it up since the script is awesome!
You will have to add a case to all the scripts you want to use the loadout on. It would be better to just edit one of the four that is default.
It would look like this
for "_x" from 1 to _unitnumber do { switch (_gun) do { case 0 : {_aiweapon = ai_wep0;}; case 1 : {_aiweapon = ai_wep1;}; case 2 : {_aiweapon = ai_wep2;}; case 3 : {_aiweapon = ai_wep3;}; case 4 : {_aiweapon = ai_wep4;}; case 5 : [_aiweapon = ai_wep5;}; case "Random" : {_aiweapon = ai_wep_random call BIS_fnc_selectRandom;};
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server_spawnCleanLoot = {private ["_created","_delQty","_nearby","_age","_keep","_qty","_missionObjs","_dateNow"];_missionObjs = allMissionObjects "USBasicAmmunitionBox_EP1";_delQty = 0;_dateNow = (DateToNumber date);{_keep = _x getVariable ["permaLoot",false];if (!_keep) then {_created = _x getVariable ["created",-0.1];if (_created == -0.1) then {_x setVariable ["created",_dateNow,false];_created = _dateNow;} else {_age = (_dateNow - _created) * 525948;if (_age > 20) then {_nearby = {(isPlayer _x) and (alive _x)} count (_x nearEntities [["CAManBase","AllVehicles"], 130]);if (_nearby==0) then {deleteVehicle _x;sleep 0.025;_delQty = _delQty + 1;};};};};sleep 0.001;} forEach _missionObjs;if (_delQty > 0) then {_qty = count _missionObjs;diag_log (format["CLEANUP: Deleted %1 Loot Piles out of %2",_delQty,_qty]);};};The above line in read use to read "reammobox". ReammoBox is the classname that covers all ammo boxes I believe. I changed it to USBasicAmmunitionBox to test it ant the AI Missions boxes seemed to have stopped disapearing. So If you take all names out of there, it should leave the ammo crates and boxes alone.
Just set the variable "permaloot" on the box. Does the same thing.
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It thinks you are spawning it in as a hacker. Look up "killing a hacker" on the forums. There are tons of posts about it.
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Yeah one finally spawned at server uptime 2hr 48min. Which file has it where i can change the time it loads up
This might be because your server is running at low FPS. Someone else might know about this better, but when the server goes below 5 FPS or so the time moves drastically slower than it should.
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can i run only the convoy mission?
Yes just take all the rest of the missions out of the array in the missionCfg.sqf
wai_missions = [ "convoy" ];
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Hey everybody...
Nice work, but i've a Problem with the WAI System... the AI don't shoot a vehile.... so you could only drive with a SUV to the spawn area and kill one by one without a gunshot. So that's really freeloot for all Players.
What's going wrong there and how could i fix it?
I use the script without a modification at a custom Epoch 1.0.3 Server without any other AI script.
You might need to give them better guns, and clear the bodies on death. Sounds like your server is at low FPS causing the AI to be stupid.
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i think your passing something incorrectly inside the crash_spawner to spawn_loot
3:40:27 Error in expression <t 2; _radius = _this select 3; switch (_iClass) do { default { _item = createV> 3:40:27 Error position: <_iClass) do { default { _item = createV> 3:40:27 Error Undefined variable in expression: _iclass 3:40:27 File z\addons\dayz_code\compile\spawn_loot.sqf, line 10 3:40:27 Error in expression < _itemType = _itemTypes select _index; [_itemType select 0, _itemType select 1, > 3:40:27 Error position: <_itemType select 0, _itemType select 1, > 3:40:27 Error Undefined variable in expression: _itemtype 3:40:27 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 74
Nice catch. Accidentally put a custom loot table line in there
find
missionconfigFile
and change to
configFile
in crash_spawner
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With the update, was there a fix so they respawn? I walled off a town and made it an ai town with vehicles, ai spawns and paradrops.. problem is once someone clears it, that area is dead until the next server restart and with 6hr restarts, that can take a long time.
Will be in next update
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All of them will work. You just have to set static positions instead of using find safe position.
http://dayzepoch.com/forum/index.php?/topic/4427-wicked-aimission-system/?p=28050
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in my server is not working
vehicles still disappear
after changes have ceased to disappear scenery
if you don't want vehicles to disappear you can set a fake id and add it to the objectmonitor. If you want them to save to the database just publish vehicle and it will do all that stuff for you.
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Is there a way to have it run two missions at once in different areas?
with the current mission time out it would clean both up if one mission times out.
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I put WAI in folder dayz_server. I added [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; over row allowConnection = true; in server_monitor.sqf. But after the launch does not appear anything from "Wicked AI feature list".
Maybe I did something wrong?
You have to set the config files to how you want it.
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What about the paradrops? and thank you for your help...
It stopped at static spawns with an error. Try it with the fixed static spawns and check your RPT for errors.
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[[[12426.7,12540.2,0.001],[4706.14,2531.7,0.001]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 0.5, //Skill level 0-1. Has no effecme here. 1, //Primary gun set number. "Rat if using custom skills "Bandit2_DZ", //Skin "" for random or classnandom" for random weapon set. (not needed if ai_static_useweapon = False) 2, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static;
needs to be this
[[[12426.7,12540.2,0.001],[4706.14,2531.7,0.001]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 0.5, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 2, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static;
Was an error on my part in the customspawns file. I didn't change the comment from the old format.
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_box setVariable ["permaLoot",true];
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Update to 0.16! Check for changes in OP
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can anyone confirm that this works fine on 1.0.3
Uploading update right now to fix a few issues with 1.0.3 and a couple more features.
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Error in expression <With {}; {_position2 = _x; if (_skin == "") then { _aiskin = ai_skin call BIS> 0:11:14 Error position: <== "") then { _aiskin = ai_skin call BIS> 0:11:14 Error Generic error in expression 0:11:14 File z\addons\dayz_server\WAI\compile\SpawnStatic.sqf, line 26
Any idea?
[[[911.21545,4532.7612,2.6292224],[921.21545,4532.7612,2.6292224]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 0.5, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 2, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static
My fault. Custom spawns is wrong
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Place your custom static weapon spawns below
*/[[[4002.7345,8116.1475,0],[3998.2585,8119.2454,0]],"M2StaticMG",0.5,1,"Bandit2_DZ",2,"","Random"] call spawn_static;/*I used this and nothing is popping up? tried a few variations. Could you elaborate on the system to call custom spawnws?Btw my ammo boxes are staying...I even added the boxes from the EMS mission system to spawn in your missions as they are wayyyyyyy better.looks like every thing is fine errors in your RPT?
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It is set to 0.01 in the loot table. I turned it up to .1 and it's still rare.
Re-Worked WAI 0.173 - Supported System
in A2: Epoch Mods (1.0.5.1)
Posted
Good work! Sorry I haven't been around to support the AI script. Got caught up in doing a few crazy projects and moving. Glad to see someone has continued to update and support this script.