sonikot
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Posts posted by sonikot
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so how exactly do non-mission AI work? do they roam or just static spots. i.e. I have just gone to server/wai/ init and entered the number of groups that spawn..... what does that do?
I want to use this as a replacement for sarge AI
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ok, so it is working, -_- it doesn't work with sspawned in helicopters with infinistar AH.. im not sure why. thanks though mathew.
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hey mathew, where did you put it in your init? i had mine like and it doesn't seem to execute.
// Anti Hack if (true) then { }; //Lights if (true) then { //[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; }; if (dayz_REsec == 1) then { }; sleep 1; _fast_rope = [] execVM "Addons\BTC_fast_roping_init.sqf"; [] execVM "AGN\agn_SafeZoneCommander.sqf"; [] ExecVM "Scripts\neafbravo.sqf"; // NEAF With Runways [] ExecVM "Scripts\balotar1.sqf"; // Balota With Runways [] execVM "buildings\excbridge.sqf"; [] execVM "addons\R3F_ARTY_AND_LOG\init.sqf"; //Start Dynamic Weather if(true) then { execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf"; }; #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf" DefaultMagazines = ["FoodSteakCooked","ItemMorphine","ItemBandage","ItemBandage","ItemPainkiller","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD"]; DefaultWeapons = ["M9SD","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemFlashlightRed","ItemToolbox"]; DefaultBackpack = "DZ_Patrol_Pack_EP1"; DefaultBackpackWeapon = "";
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oh, can you give me some insight on how you got it working and which one you used. cause i cannot get it to work at all. and its not showing in rpt logs at all either, so i can't see any errors. i've put it every where around my init file too.
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Helllo, anyone got a working fast rope for 1.3.1 or did anyone get btc fast roping to work?
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Sonikot have a look at AIconfig.sqf for
Have a play about with the amounts just don't go higher than 1.0
Also have a look at this section
Here are the different ai_beahaviour you can use.
- SAFE, CARELESS - Units will stay upright
- AWARE, COMBAT - Units will stay upright most of the time, kneeling down occasionally
- STEALTH - Units will be prone most of the time
thank you mate, trying to make them work for their phat lootz. cheers!
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hello, great mission system! anyway to make the missions harder? i.e. the range they notice players, how they communicate better aim and ambush.
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Hello,
Firstly, Thank you for the script, its brilliant.
For some reason, it all works well, execpt it isn;t charging players for the rearm/repair. I've changed the prices in the service_point.sqf but i didnt alter the format.
// Vehicle Service Point by Axe Cop private ["_folder","_servicePointClasses","_maxDistance","_actionTitleFormat","_actionCostsFormat","_costsFree","_message","_messageShown","_refuel_enable","_refuel_costs","_refuel_updateInterval","_refuel_amount","_repair_enable","_repair_costs","_repair_repairTime","_rearm_enable","_rearm_costs","_rearm_magazineCount","_lastVehicle","_lastRole","_refuel_action","_repair_action","_rearm_actions","_fnc_removeActions","_fnc_getCosts","_fnc_actionTitle","_fnc_isArmed","_fnc_getWeapons"]; // ---------------- CONFIG START ---------------- // general settings _folder = "service_point\"; // folder where the service point scripts are saved, relative to the mission file _servicePointClasses = ["Land_A_FuelStation_Feed"]; // service point classes (add "FuelPump_DZ" to use the dynamic Epoch fuel pumps) _maxDistance = 15; // 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 = "free"; // text for no costs _message = "Vehicle Service Point nearby Rearm,Repair,Refuel"; // 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 = []; // free for all vehicles (equal to [["AllVehicles",[]]]) _refuel_updateInterval = 0.5; // update interval (in seconds) _refuel_amount = 0.02; // amount of fuel to add with every update (in percent) // repair settings _repair_enable = true; // enable or disable the repair option _repair_costs = [ ["Air",["ItemGoldBar",5]], // 5 Gold for helicopters and planes ["AllVehicles",["ItemGoldBar",1]] // 1 Gold for all other vehicles ]; _repair_repairTime = 2; // time needed to repair each damaged part (in seconds) // rearm settings _rearm_enable = true; // enable or disable the rearm option _rearm_costs = [ ["HMMWV_M1151_M2_CZ_DES_EP1","ArmoredSUV_PMC_DZE",["ItemGoldBar10oz",3]], // 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 ----------------- call compile preprocessFileLineNumbers (_folder + "ac_functions.sqf"); _lastVehicle = objNull; _lastRole = []; _refuel_action = -1; _repair_action = -1; _rearm_actions = []; _messageShown = false; _fnc_removeActions = { if (isNull _lastVehicle) exitWith {}; _lastVehicle removeAction _refuel_action; _refuel_action = -1; _lastVehicle removeAction _repair_action; _repair_action = -1; { _lastVehicle removeAction _x; } forEach _rearm_actions; _rearm_actions = []; _lastVehicle = objNull; _lastRole = []; }; _fnc_getCosts = { private ["_vehicle","_costs","_cost"]; _vehicle = _this select 0; _costs = _this select 1; _cost = []; { private "_typeName"; _typeName = _x select 0; if (_vehicle isKindOf _typeName) exitWith { _cost = _x select 1; }; } forEach _costs; _cost }; _fnc_actionTitle = { private ["_actionName","_costs","_costsText","_actionTitle"]; _actionName = _this select 0; _costs = _this select 1; _costsText = _costsFree; if (count _costs == 2) then { private ["_itemName","_itemCount","_displayName"]; _itemName = _costs select 0; _itemCount = _costs select 1; _displayName = getText (configFile >> "CfgMagazines" >> _itemName >> "displayName"); _costsText = format [_actionCostsFormat, _displayName, _itemCount]; }; _actionTitle = format [_actionTitleFormat, _actionName, _costsText]; _actionTitle }; _fnc_isArmed = { private ["_role","_armed"]; _role = _this; _armed = count _role > 1; _armed }; _fnc_getWeapons = { private ["_vehicle","_role","_weapons"]; _vehicle = _this select 0; _role = _this select 1; _weapons = []; if (count _role > 1) then { private ["_turret","_weaponsTurret"]; _turret = _role select 1; _weaponsTurret = _vehicle weaponsTurret _turret; { private "_weaponName"; _weaponName = getText (configFile >> "CfgWeapons" >> _x >> "displayName"); _weapons set [count _weapons, [_x, _weaponName, _turret]]; } forEach _weaponsTurret; }; _weapons }; while {true} do { private ["_vehicle","_inVehicle"]; _vehicle = vehicle player; _inVehicle = _vehicle != player; if (local _vehicle && _inVehicle) then { private ["_pos","_objects","_inRange"]; _pos = position _vehicle; _objects = nearestObjects [_pos, _servicePointClasses, _maxDistance]; _inRange = count _objects > 0; if (_inRange) then { private ["_role","_actionCondition","_costs","_actionTitle"]; _role = assignedVehicleRole player; if (((str _role) != (str _lastRole)) || (_vehicle != _lastVehicle)) then { // vehicle or seat changed call _fnc_removeActions; }; _lastVehicle = _vehicle; _lastRole = _role; _actionCondition = "vehicle _this == _target && local _target"; if (_refuel_action < 0 && _refuel_enable) then { _costs = [_vehicle, _refuel_costs] call _fnc_getCosts; _actionTitle = ["Refuel", _costs] call _fnc_actionTitle; _refuel_action = _vehicle addAction [_actionTitle, _folder + "service_point_refuel.sqf", [_costs, _refuel_updateInterval, _refuel_amount], -1, false, true, "", _actionCondition]; }; if (_repair_action < 0 && _repair_enable) then { _costs = [_vehicle, _repair_costs] call _fnc_getCosts; _actionTitle = ["Repair", _costs] call _fnc_actionTitle; _repair_action = _vehicle addAction [_actionTitle, _folder + "service_point_repair.sqf", [_costs, _repair_repairTime], -1, false, true, "", _actionCondition]; }; if ((_role call _fnc_isArmed) && (count _rearm_actions == 0) && _rearm_enable) then { private ["_weapons"]; _costs = [_vehicle, _rearm_costs] call _fnc_getCosts; _weapons = [_vehicle, _role] call _fnc_getWeapons; { private ["_weaponName","_rearm_action"]; _weaponName = _x select 1; _actionTitle = [format["Rearm %1", _weaponName], _costs] call _fnc_actionTitle; _rearm_action = _vehicle addAction [_actionTitle, _folder + "service_point_rearm.sqf", [_costs, _rearm_magazineCount, _x], -1, false, true, "", _actionCondition]; _rearm_actions set [count _rearm_actions, _rearm_action]; } forEach _weapons; }; if (!_messageShown && _message != "") then { _messageShown = true; _vehicle vehicleChat _message; }; } else { call _fnc_removeActions; _messageShown = false; }; } else { call _fnc_removeActions; _messageShown = false; }; sleep 2; };
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does that mean the link on the first page has been updated? which version is this?
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Yes i have sarge AI too
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hey thanks! so it partly worked only uav's do not blow up humvee's are still blowing for some reason.
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Hello, anyone having a problem with the dayz missions cars blowing up when people get into them?
any help would be appreciated.
http://opendayz.net/threads/release-dayzchernarus-mission-system.12169/
im sure it;s something to do with this code i dont know how to change it though
" if(vehicle _x != _x && (vehicle _x getVariable [""Mission"",0] != 1) && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n
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ok found a fix that worked..
[solved]
In mission.sqm
Removed "sigisolda", from addOns[]=
and changed "Addvault" to "canbuild" in class Sensors
credit:stenchdofdeth
http://dayzepoch.com/forum/index.php?/topic/1595-new-version-of-chernarus-updated-v11/page-3
I did not have to change the "addvault" part but some of you may. it works on 1.0.2.5 for me now with custom safe zones. I used the files found in the op of the link above and only edited mission.sqm
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i have tried to move over the 1.0.2.4 stock mission.sqf/sqm and server traders and my customized ones. i just get stuck at waiting for host. where can i find the chernarus 17 files for the traders?
anyone done it successfully?
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Hey guys, just finished moving all my mods over to 1.0.2.5. and i tele'd up to trader to check out some stuff, and i've got the castle back and klen and stary is wide open again. all the traders have reverted back to the normal state... is that 1.0.2.5 or... have i broken something.
If you have any idea what i've broken please give a heads up. thanks
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thanks! where are we adding these new files? i.e. mpmission>>debug_monitor, and what about "extras" file?
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Hello,
Im updating to 1.0.2.5
and when i try to use this auto refuel script. i go black screen after character login(i.e. after authorization)
anyoone have the problem?
http://opendayz.net/threads/dayz-chenarus-auto-refuel-all-stations.7056/page-11#post-36013
i had it working on 1.2.4.
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ok, thank you very much just got it working!....
one question? how does one clear the mission? or does the marker stay until restart?
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well i connected it to the private msql database (one from the mod page) i set up for the dayz epoch
It lets me lock and unlock
But cant see players ingame, teleport em or spawn vehicle also live map is empty
Im having the exact same problem, no vehicle or human information loading in, its connected to the server because i can shutdown, lock and unlock etc.
Need help with installing scripts in DayZ Epoch 1.3.0.1
in Scripting
Posted
what exactly are you trying to install? and what are your problems?