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Karmafied

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Posts posted by Karmafied

  1. I want to change the file: dayz_code/Configs/CfgVehicles/Animal.hpp but as you can see, it's inside the dayz_code folder. Is there a way I can 'call' a new version located in the dayz_server folder? Would I add it to an #include somewhere?

  2. I am placing my traders at specific locations and making them deadly (similar to DayZ Origins 'Sector B' AI.  So far so good with the code I have, however, I cannot seem to make them engage the player. What am I missing here?

    CODE inside Spoiler:

    Spoiler

    private "_trader";
    {
        _trader = createAgent [_x select 0,_x select 1,[],0,"CAN_COLLIDE"]; 
        {_trader removeMagazine _x;} count magazines _trader;
        _trader switchMove "";
        _trader setDir (_x select 2);
        _trader setVehicleInit "this enableAI 'ANIM'; this enableAI 'AUTOTARGET'; this enableAI 'FSM'; this enableAI 'MOVE'; this enableAI 'TARGET'; this setBehaviour 'COMBAT'; this forceSpeed 0; this allowDamage true;";
        _trader setUnitAbility 0.6;
        _trader setcaptive false;
        _trader enableAI "ANIM";
        _trader enableAI "TARGET";
        _trader enableAI "AUTOTARGET";
        _trader enableAI "FSM";
        _trader enableAI "MOVE";
        _trader setBehaviour "COMBAT";
        _trader setCombatMode "YELLOW";
        _trader forceSpeed 0;
        _trader allowDamage true;
        _trader enableSimulation true;
        
        _trader setSkill ["aimingAccuracy",1];
        _trader setSkill ["aimingShake",1];
        _trader setSkill ["aimingSpeed",1];
        _trader setSkill ["commanding",1];
        _trader setSkill ["endurance",1];
        _trader setSkill ["spotDistance",1];
        _trader setSkill ["spotTime",1];
        _trader setSkill ["courage",1];
        _trader setSkill ["reloadSpeed",1];
        _trader setSkill ["general",1];
        
        _trader addweapon "Sa58V_EP1";
        _trader addMagazine "30Rnd_762x39_SA58";
        _trader addMagazine "30Rnd_762x39_SA58";
        _trader addMagazine "30Rnd_762x39_SA58";
        _trader addMagazine "30Rnd_762x39_SA58";
        _trader addMagazine "30Rnd_762x39_SA58";
        _trader addMagazine "30Rnd_762x39_SA58";
        _trader selectWeapon "Sa58V_EP1";
        _trader addEventHandler ["Fired", {_this call player_fired;}];
        _trader addmpeventhandler ["Killed",{_this call delete_guardia;}];
        _trader disableConversation true;
        
    } count _this;

    processInitCommands;

     

  3. 10 hours ago, kingpapawawa said:



    Waypoint settings are BI related. Check the options here.  You might could replace "MOVE" but I think its the best option.
    https://community.bistudio.com/wiki/Waypoint_types#Quick_list

    Also Heli_detectplayers.sqf has the range listed
    _detectRange = if (_unitGroup getVariable ["DetectPlayersWide",false]) then {_unitGroup setVariable ["DetectPlayersWide",false]; 375} else {250};
    250-375... you could edit those.

    I think you may be onto something here. This is what I’ve been looking for (I believe). I will try tonight and report back (for the sake of future info seekers). Thanks, @kingpapawawa!

  4. Players on my server get pinned down rarely, but I know that the AI Helis are only set to scan when they reach their waypoints. I want them to engage EVERY time they see a player regardless of where they are, how far they are, etc.

  5. I would like to make my AI Helicopters similar to the ones found in the original Origins... deadly and terrifying. I am currently using DZAI and WAI, yet neither will detect players on the ground when patrolling. My understanding through forum browsing (via Buttface's posts) is that when patrolling, DZAI won't detect players until reaching the destination/waypoint. I would like to use DZAI, WAI, or ANY other AI program you recommend (Sarge AI, etc.) to make my helis detect players ON FOOT from 1k away. I am fairly certain this is done by modifying some setting inside the AI mod; as there are coded differences between the detect distance of Man vs. Car vs. Air.

    I want the players to FEAR the sound of the helis...

    Any help is appreciated.

  6. My init.sqf looks like this, yet everyone still sees the "Karma was Killed" death message. How can I disable this?

    DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel.
    DZE_DeathMsgGlobal = false; //Enables global chat messaging of player deaths. (Also requires enableRadio true;?)   (Default: false)
    DZE_DeathMsgSide = false; //Enables side chat messaging of player deaths. (Also requires enableRadio true;?)   (Default: false)
    DZE_DeathMsgTitleText = false; //Enables global title text messaging of player deaths.  (Default: false)

  7. Currently, in dayz_server/compile/server_spawnInfectedCamps, there is this line:

    //Find a position

        for "_j" from 1 to (SEARCH_ATTEMPTS) do
        {
            _position = ((selectBestPlaces [SEARCH_CENTER, SEARCH_RADIUS, SEARCH_EXPRESSION, SEARCH_PRECISION, 1]) select 0) select 0;
            _position set [2, 0];

    I would like to set a list of coordinates in which the system can choose from (instead of randomly placing). Would I change that _position line to something like this:

       _position = ((12345,12345,0),(54321,54321,0)) call BIS_fnc_selectRandom 

    If not, and I am WAY over my head, then please disregard. It may not be worth your time explaining it to me. :) 

  8. Greetings, all!  I am really struggling here; I am trying to disable all crash sites and care packages, but to no avail.  Here is what my init.sqf reads:

    EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
    EpochEvents = []; //["any","any","any","any",60,"crash_spawner"],["any","any","any","any",60,"crash_spawner"],
     

    Yet, still two giant crashed helos with a ton of gear (and guard) around them.  Any ideas on what needs to be adjusted? Thanks to all who can help.

  9. Brilliant! And..... now which file do I modify this?  :P

    I was thinking about making a 2nd copy of A3EAI_spawnInfantryCustom.sqf and adding the _unit forceSpeed 0; to 'wherever it fits/works/belongs', and then changing the spawns that I want to be stationary from:

    call A3EAI_createCustomInfantryQueue;  to   call A3EAI_createCustomInfantryQueue2;

    Would that work?

  10. Checkout the CfgBuildingLootPos config inside the a3_epoch_code.pbo, if this class is set in the description.ext it will use those settings instead.

    Also see this tool I made to help set new positions: https://github.com/EpochModTeam/Epoch/blob/master/Tools/SQF/saveLootPositionsVector.sqf

    I am so sorry... I don't see that file. Am I looking for a CfgBuildingLootPos file in the a3_epoch_code.pbo or that code hidden inside another file? So terribly sorry for the noobishness.

  11. I am running Epoch Australia 0.3.3.0 and I am trying to add this:

    class CfgBuildings
    {
            class Land_Studstage3
        {
            table="Industrial";
            positions[]=
            {
                {-2.00391, -3.69531, 0.0121841},
                {4.56641, 6.44434, 0.0121841},
                {6.125, -1.08496, 0.0121841},
                {-8.17578, 5.98242, 0.0121822}
            };
        };

    Is there a LootConfig file that I can add it to? Or a way to create an .hpp file to call from description.ext? Does that work?

  12. Can you add one manually in game with create vehicle? 

    Axe, this I have not tried yet. Are you referring to a BE script or something different (Note: I have disabled all BE scripts and AH on my server)? If different, where would I find it? a3_epoch_code?

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