WLF
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WLF reacted to juandayz in 1.6.2 [Remote Lock/Unlock Veh] USING KEYBOARD.sqf
If u wanna add a Vehicle Sound Finder. then:
1-in your ui_selectslot.sqf
2-create remote_finder.sqf into remote_key folder
3-in description.ext find:
4-Now download the caralarm.ogg and paste into remote_key folder.
http://www.mediafire.com/file/ecrulbo4idm5hbi/caralarm.ogg
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WLF reacted to juandayz in [Updated] Open Churches (Epoch 1.0.6.1)
@hellraver great! this is awesome to start to play with the code a lil if u dont mine.
nothing is tested ok? but maybe in churches.sqf you can use the epoch trader objects structure
churches.sqf
now you can use some actions into the churches.
for example in a custom fn_selfactions.sqf
at bottom add:
pray.sqf (mpmissions\instance_11-chernarus\churches\ )
this is just an idea mate, nothing is tested.
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WLF reacted to Sandbird in [Release] Dayz.Epoch.3d.Editor.Live.Mission.With.Database.Interaction
Dayz.Epoch.3d.Editor.Live.Mission with Database Interaction
-=Youtube Demo=-
What is this
A custom mission file for the purpose of testing/writing scripts for DayZ Epoch without the need of a server.
It emulates the dayz_server and dayz_mission files, so you can write scripts using the 3d editor. No need to use a dayz_server for debugging anymore. We all know how time consuming that is.
Features
Full Database integration (yes thats right... :) ). I rewrote all hivext calls, so they can be used with Arma2Net. And tweak all files needed to work in the editor.
I would suggest to have a maximum of 200 objects in your object_data table for faster results. It took 5min to load 10000 obsj from my real database. Fully working GUI, zombies, hit registration, addactions, everything! Write code and execute it on the fly. No need to start a server and join with a client to test things. 100% of your scripts will work! (i've tried, selfbb, deploy veh, maintenance, gem trade, vehicle master key and even wrote all my custom scripts there) 2 setups. A default 3d editor player with a default loadout from init.sqf or a Real database character based on your UID Includes most of BIS_fnc functions, so actions like BIS_fn_invAdd will work (i've added most common ones...more included though...check details bellow.) Everything works...when i say everything i mean EVERYTHING !. (Spawning objects on mission start, traders (buy/sell), maintenance, salvage character update, stats...etc. I even broke my legs and when i hit Restart i spawned with broken legs :P ) Installation
Requirements:
A mysql server on the same machine as your Arma2 editor. Well...a remote PC would work as well...just make sure YOU ARE NOT using your original database. Make a copy of it!. This mission will interact with your database !
If you dont have a mysql server on your pc...i suggest you get WampServer. Its the easiest php/mysql server out there. 3d.live.DayzEpochTemplate.Chernarus
Head over to the GitHub where the project is. Click Download on the right sidebar, and extract the rar file. Copy the 3d.live.DayzEpochTemplate.Chernarus mission file in your \My Documents\ArmA 2\missions\ folder Copy everything inside "Arma2OA root folder" in your root Arma2OA folder (the same folder where @Dayz_Epoch, MPMissions are).
The real_date.dll...(Thanks to killzonekid) is used to get your machine's date/time to be used for live day/night cycles inside the game (...you can set a fixed day if you want...details bellow) Open ArmaOA\Arma2NETMySQLPlugin\Databases.txt and add your test database data there. Example: mysql,dayz_epoch,127.0.0.1,3306,dayz,mydbpass # dayz_epoch is the name of the database # 127.0.0.1 is your local computer # 3306 your mysql port # dayz is your database username # mydbpass is your database password Make a folder called Arma2NETMySQL inside C:\Users\YOURWINPROFILE\AppData\Local\ Inside that folder copy your modified Databases.txt you edited above (keep it also there dont move it) and also make a new folder called logs Copy the 3d.live.mission.Arma2Net.bat file (included in the .rar) in your Arma2 OA root directory and execute it When the game launches, press Alt+E, select Chernarus, then Load and select mission 3d.live.DayzEpochTemplate.Chernarus Open \My Documents\ArmA 2\missions\3d.live.DayzEpochTemplate.Chernarus\init.sqf and at the top of the file...put your database name. The one you put in Databases.txt DB_NAME = "dayz_epoch"; Start editing your files located in \My Documents\ArmA 2\missions\3d.live.DayzEpochTemplate.Chernarus with your customizations. If you want to use my default fn_selfactions.sqf...i wrote some functions in it that will unlock vehicles, give plotpole IDs etc...All you need to do to activate them is put your fake/or real UID (depending on which initialization you prefer), in the superadmins.sqf. Initialize player and customizing the mission
Default setup vs Database setup
There are 2 ways of initializing your player.
A default 3d editor player with a basic loadout (like the one you set in your init.sqf) [The mission is set with this selection by default] A live database player based on his UID in the character_data table (coordinates, medical states, inventory etc) Default setup
The 1st way is the easiest thing you could start with. This setup DOES NOT initialize the character based on a database entry. Instead it uses some premade stats that you set.
The loadout of the player is set in the init.sqf.
But everything else should work fine with the database....like traders, salvaging, etc...Basically anything that doesnt require a legit UID.
Just open the dayz_code\init\setupChar.sqf and at the bottom of the file change the values to your liking.
Make sure in the init.sqf, DefaultTruePreMadeFalse is set to true; and also from there you can change the Default loadout of the player.
Database setup (Arma2Net)
The 2nd option is a bit more complicated.
I left the PlayerUID in the debug monitor...so IF you see that it is set to 0 then you know something went wrong...Just reload the mission file and you should be fine.
To setup your character with the second method open dayz_code\init\variables.sqf.
On line 8 is where the magic happens.
player setIdentity "My_Player"; //check description.ext file....There is no other way to get the name of the player in the editor. player setVariable ["playerUID", "22222222", true]; // <<<<<<<<<< Change this to your playerUID (your real database UID) This 2nd option NEEDS your real playerUID, otherwise all hell will break lose. IF you want you can use another player's UID..The mission will initialize with his details then.
As long as that playerUID exists on the character_data table...and the player is alive....it will start the mission with that player.
Everything is database based..so no need to do anything else. The mission will start with all your stats, inventory, conditions and spawn you where your world coordinates are.
Init.sqf values [important !]
DB_NAME = "dayz_epoch"; // At the top of the init.sqf....set your database name there as well. DefaultTruePreMadeFalse = true; // false: Read player's data from the database (based on UID), true: the normal player the editor has StaticDayOrDynamic = true; // A static date is set at the bottom of \dayz_server\init\server_function.sqf. Set this to false if you want real time/date inside the mission. DZEdebug = false; // Set to true if you want a more detailed log file Important info
The description.ext has your character's name in it. If you ever need to check player name...it will get it from there.
class My_Player { name="DemoPlayer"; face="Face20"; glasses="None"; speaker="Dan"; pitch=1.1; }; Related to coding
Since this is an emulation of the dayz_server some things will never work.
For example:
_playerUID = getPlayerUID player; will never work in the editor. To get the _playerUID you have to do this:
_playerUID = player getVariable ["playerUID", "0"];
This is the most important thing to remember. Lots of scripts use getPlayerUID. You have to remember to change it every time you want to use it. findDisplay 46 does not work in the editor :/ so scripts like the CCTV wont work This is because you addPublicVariableEventHandler is not working inside the editor.
The same goes for publicvariable and publicvariableServer. If you want to use addpublicvariableeventhandler you can do it with call/spawn commands. Example: PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariable "PVDZE_plr_Save"; can be written like:
PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariable "PVDZE_plr_Save"; // keeping this so when you move the code to the real server you remember to add it. [player,dayz_Magazines,false,true] spawn server_playerSync; // what to call is usually inside publicEH.sqf. Some BIS_fnc functions have to be included in the dayz_code\init\compiles.sqf for them to work.
For example i had to include:
BIS_fnc_invAdd = compile preprocessFileLineNumbers "dayz_code\system\functions\inventory\fn_invAdd.sqf"; If your code has BIS_fnc functions in it then check the folder dayz_code\system\functions for the function and include it in the compiles.sqf.
I am sure there is a way to parse the folder and add a BIS_ infront of all the files, like epoch does it...but i didnt want to waste time and ran into problems,so manually adding the files is fine by me. You can activate a debug in the init.sqf if you are using the 2nd method. And ALWAYS check your RPT log file for debugging. Its located at : %AppData%\Local\ArmA 2 OA
To enable the debug value change this in your init.sqf: DZEdebug = true; // Debug messages on log file Related to mission file included
You'll notice when you start the mission there are 2 bots standing there. If you double click the soldier you'll see that he initiates this script scripts\BotInit.sqf.
I left that in purpose in case you want to do some scripting that requires 'another player', and you want to initialize the fake player like that.
The other bot can be deleted. I just left it there because i was testing a Tag Friendly script, and needed a 3rd 'player' that has me as a friend. (i got no friends lol).
In most of my scripts i use the playerUID to validate checks between owner and objects. Some default Epoch files use the characterID...meaning if you die...you lose ownership.
Thats why i changed most of the stuff to playerUID instead...If for some reason you are using scripts that check CharacterID instead of playerUID, i would suggest you change that, because some things (with the 2nd method) might not work...due to the fact that my files are checking playerUID for validation. Worst case scenario if you cant edit the files....just use the same CharacterID and playerUID...so its always the same :)
Example on how to use the superadmins.sqf (for actions restricted to admins only, just add your fake UID in the array)
(In your fn_self_actions.sqf)
//_adminList = call compile preProcessFileLineNumbers "superadmins.sqf"; // This line is already at the top of the file. _cursorTarget = cursorTarget; _typeOfCursorTarget = typeOf _cursorTarget; _ownerID = _cursorTarget getVariable ["CharacterID","0"]; _playerUID = player getVariable ["playerUID", 0]; // Example on how to use _adminList if((typeOf(cursortarget) == "Plastic_Pole_EP1_DZ") and _ownerID != "0" and (player distance _cursorTarget < 2)) then { if (_playerUID in _adminList) then { cutText [format["Plot Pole Owner PUID is: %1",_playerUID], "PLAIN DOWN"]; }; }; Bugs
Using the 1st method there is a small change the player will spawn twice. That's because when you Preview the map you are also the Server and the Player. The code runs twice....hence the bugs with the 2nd method with the fake database. There are no .fsm files so dont try to include them. 3d editor will not work with them, thats why i broke the player_monitor.fsm into 2 .sqf files...One emulates 'login to the server', and one 'setup of player'. Final Notes
These are heavily modified files...Dont overwrite them with your own files. Add to them instead of replacing them.
These files took me alot of time to make. It wasnt easy, and i am sure you'll find bugs or some things could have been writen a better way.
The whole purpose of this project was to not waste any more time trying to code on this god forsaken Arma engine. I cant believe that there isnt an option to write code 'on the fly'. With a proper debugger...
Sure there are little tricks and hacks you can add to diag_log variables, but to write an actual script that requires interaction with the environment or beta testing custom script ??? Forget it.
I've included the Deploy bike and Self bloodbag scripts in the pack...just to see how easy it is to add/run/debug them. (Check the youtube video).
And a personal note....You will NEVER find an easier way to code stuff for Dayz....period.
This is the fastest way to write code and see it in action.
Hope this code will help you write code faster and easier !
ps: If you use this, hit 'Like This'. Curious to see how many people use this :)
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WLF got a reaction from heroesandbandits in custom splash screen
Make sure that you are using the correct size of the picture. It should be 2:1, i.e. 2048x1024 or 1200x600...
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WLF reacted to JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]
That is the version that I updated. The updates that I did are mostly to include the weapon selection in Overwatch, but I also did some other updates including the ai_hasMoney option.
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WLF reacted to Bricktop in [Release] Wicked AI 2.2.3 [1.0.6+]
Not sure how it happened but I had the same issue and downloaded an older version first time.
- try this -
https://github.com/worldwidesorrow/Wicked-Ai-Overpoch
You want to download
(worldwidesorrow/Wicked-Ai-Overpoch)
NOT
(ebayShopper/WICKED-AI)
Latest commit was 20 hours ago
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WLF got a reaction from Bricktop in [Release] Wicked AI 2.2.3 [1.0.6+]
What a version you have???
I have WAI last updated on Mar 3, 2017 (https://github.com/ebayShopper/WICKED-AI), but it have not "ai_hasMoney" option!
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WLF reacted to kingpapawawa in setCaptive true; for safezones and spawntraders
I've edited server_spawnTraders to
_trader allowDamage false; //find this
_trader setCaptive true; //add this
And my safezone script entering a safezone...
player allowDamage false; //find this
player setCaptive true; //add this
reverse these when exiting a safezone..
player allowDamage true; //find this
player setCaptive false; //add this
This seems to have the desired effect. ai do not shoot traders or me when in the safezone, once i leave they do shoot at me.
Can anyone think of a reason why this is a bad idea?
All of my gear was removed once when i restarted the server but i hadnt logged out my player before i killed the server. Have not replicated if i log first.
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WLF reacted to icomrade in Epoch, GitHub, Translations
Make a fork of the repository, download the github app, download your forked repo, make changes on your PC in your local repository, make commits and sync them, then on the github site you can submit a pull request back to the main epoch Repo.
https://guides.github.com/activities/forking/
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WLF reacted to salival in Finding Mods for 1.0.6.1
I have heavily modified my logistic to be smarter, faster and fix bugs, I shall release it over the weekend
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WLF reacted to theduke in [Outdated][RELEASE] Virtual Garage update for 1061
Alright so here is the virtual garage.
ALL CREDITS go to the original authors.
GZA David for the Virtual Garage script
Torndeco for the EXT Database
All i did was change a few variables to update it for 1.0.6.1
DOWNLOAD
https://github.com/theduke77/Virtual-Garage
I use the script a little different than intended.
The only difference, i use vehicle and air traders to access the virtual garage, intended for use with garages, but requires gem crafting...
The original instructions are in the download in case someone wants to do it that way
so on with the instructions..
Tools Required
Notepad ++
PBO Tool
SQL tool such as HeidiSQL
First we start with the mission folder.
copy the scripts folder from the downloads into your mission folder.
1. Open your init.sqf
look for
dayz_randomMaxFuelAmount add this bellow
DZE_garagist = ["Profiteer4","Worker3","RU_Profiteer4","Hooker1","Worker2"]; save and close
2. Open your description.ext
add this at the bottom
#include "scripts\garage\common.hpp" #include "scripts\garage\vehicle_garage.hpp" save and close
4. Open your fn_selfactions.sqf
look for
//Player Deaths add this above
//Garage if((_typeOfCursorTarget in DZE_garagist) && (player distance _cursorTarget < 5)) then { if (s_garage_dialog2 < 0) then { s_garage_dialog2 = player addAction ["Vehicle Garage", "scripts\garage\vehicle_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; if (s_garage_dialog < 0) then { s_garage_dialog = player addAction ["Store Vehicle in Garage", "scripts\garage\vehicle_store_list.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_garage_dialog2; s_garage_dialog2 = -1; player removeAction s_garage_dialog; s_garage_dialog = -1; }; still in the fn_selfactions.sqf
look for
player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; player removeAction s_player_manageDoor; s_player_manageDoor = -1; add this bellow
player removeAction s_garage_dialog2; s_garage_dialog2 = -1; player removeAction s_garage_dialog; s_garage_dialog = -1; save and close.
5. Open your variables.sqf
look for dayz_resetSelfActions = {
add this before the closing bracket };
s_garage_dialog = -1; s_garage_dialog2 = -1; save and close
6. Open your compiles.sqf
look for
fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf"; add this above
player_getVehicle = compile preprocessFileLineNumbers "scripts\garage\getvehicle.sqf"; player_storeVehicle = compile preprocessFileLineNumbers "scripts\garage\player_storeVehicle.sqf"; vehicle_info = compile preprocessFileLineNumbers "scripts\garage\vehicle_info.sqf"; Still in the compiles, add this at the bottom
SC_fnc_removeCoins= { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable[Z_MoneyVariable,0]; if(_amount > 0)then{ if (_wealth < _amount) then { _result = false; } else { _newwealth = _wealth - _amount; _player setVariable[Z_MoneyVariable,_newwealth, true]; _player setVariable ["moneychanged",1,true]; _result = true; call player_forceSave; }; }else{ _result = true; }; _result }; SC_fnc_addCoins = { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable[Z_MoneyVariable,0]; _player setVariable[Z_MoneyVariable,_wealth + _amount, true]; call player_forceSave; _player setVariable ["moneychanged",1,true]; _newwealth = _player getVariable[Z_MoneyVariable,0]; if (_newwealth >= _wealth) then { _result = true; }; _result }; vehicle_gear_count = { private["_counter"]; _counter = 0; { _counter = _counter + _x; } count _this; _counter }; save and close
7A. Open your publicEH.sqf
If you don't have a custom publicEH.sqf already, go to step 7B
look for
if (dayz_groupSystem) then { "PVDZ_Server_UpdateGroup" addPublicVariableEventHandler {(_this select 1) spawn server_updateGroup}; }; add this bellow
"PVDZE_queryGarageVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_queryGarageVehicle};
"PVDZE_spawnVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_spawnVehicle};
"PVDZE_storeVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_storeVehicle};
7B. Only do this step if you DON'T have a custom publicEH.sqf
Open your init.sqf again
look for
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; replace it with this
call compile preprocessFileLineNumbers "scripts\garage\publicEH.sqf"; Thats it for the mission file
Now for the server
Copy the garage folder from the download, into the compiles folder in your dayz_server folder
1. Open your server_functions.sqf
look for this
spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf"; add this bellow
"extDB" callExtension "9:DATABASE:Database2"; "extDB" callExtension format["9:ADD:DB_RAW_V2:%1",1]; "extDB" callExtension "9:LOCK"; server_queryGarageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_queryGarageVehicle.sqf"; server_spawnVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_spawnVehicle.sqf"; server_storeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_storeVehicle.sqf"; fn_asyncCall = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\fn_async.sqf"; Save and close
Thats it for the server PBO
BattlEye
Add to publicvariable.txt:
!="PVDZE_queryGarageVehicle" !="PVDZE_storeVehicle" !="PVDZE_spawnVehicle"
Infistar
Infistar:
Add to _ALLOWED_Dialogs:
2800,3800
Now for the database
Using heidi (or your favorite sql tool)
Open SQL.txt and copy everything in there and run a query on your database.
This will create a database called extdb
Copy the @extdb folder to the root of your server.
In your server launch BAT. add @extdb; before @dayz_epoch_server
Open the @extdb folder, edit the extdb-conf.ini and change the username and password to suit your needs.
(you might need to give all permissions for that user for the new database in heidi)
All done. Log in and go visit your vehicle traders!
Cheers Enjoy!
EDIT: updated the instructions for the fix of ANY/gear and it not taking coins. Please refer to step 6
EDIT 22/03/2017 : Added a fix for client RPT error (Step 5) Also changed the variable for the currency
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WLF reacted to Airwaves Man in [Release] Casca Vehicles Convoy for any Map
@WLFand @Runewulv
In the andre_convoy_functions.sqf add in die function :
If you are using coins:
donn_cleanUnitCoins { Search for:
if (random 100 > 60) then {
{_unit removeWeapon _x;} forEach weapons _unit;
{_unit removeMagazine _x;} forEach magazines _unit;
};
Place that under the line from above:
_unit setVariable ["bodyName","unknown",false];
If you are using gold:
donn_cleanUnitGold { Search for:
if (random 100 > 60) then {
{_unit removeWeapon _x;} forEach weapons _unit;
{_unit removeMagazine _x;} forEach magazines _unit;
};
Place that under the line from above:
_unit setVariable ["bodyName","unknown",false];
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WLF reacted to Airwaves Man in Ai Convoy Problem
@WLF Ive answered your question in the other topic already
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WLF reacted to icomrade in Arma 2: DayZ Epoch 1.0.6.1
Hello all,
We are pleased to announce the release of ArmA 2 DayZ Epoch 1.0.6.1, available for download at: http://epochmod.com/a2dayzepoch.php
or use the direct links.
1.0.6.1 Client Package
1.0.6.1 Server Package
We've further refined Epoch 1.0.6, fixing and expanding many of the features that were added. Please see the change-log below for a list of new features, fixes, and changes. Throughout the update process we have kept up to date with changes from DayZ mod 1.8.9
Addons from 1.0.5.1 and older are not guaranteed to be compatible with 1.0.6 releases and greater. Please see the updated resources forum for mods which are guaranteed to be compatible, otherwise please be thorough when testing older mods on your 1.0.6 server. A list of variables that have change is available as part of the 1.0.6 changelog txt file included in the client package.
https://epochmod.com/forum/forum/122-resources/
Single currency has been updated for 1.0.6 and newer, please see the following thread for DL and info:
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WLF reacted to [email protected] in simple custom loadouts for 106
so i used to have this custom loadouts script for 1051 and as far as i can tell seems to work just fine with 106 in case anyone was in need of something like this...
i honestly dont remember where it came from or who wrote it.... but enjoy none the less :)
add the following to mpMission init.sqf inside the "if (!isDedicated) then { }" loop
[] execVM "custom\scripts\loadouts.sqf";
create file and add into "custom\scripts" folder:
loadouts.sqf -
waitUntil {(getPlayerUID player) != ""}; /* Names and UIDs of donors/special people. #####userid#### // username */ // Populate this list with all UIDs of people who receive the loadouts from either group _loadList = ["#####userid####","#####userid####","#####userid####","0","0"]; _lpID = getPlayerUID player; // group1 if ((_lpID in ["#####userid####","0","0","0"]) && (_lpID in _loadList)) then { DefaultMagazines = ["5Rnd_762x51_M24","5Rnd_762x51_M24","5Rnd_762x51_M24","Skin_Soldier_Sniper_PMC_DZ","ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","FoodSteakCooked"]; DefaultWeapons = ["M40A3","M9SD","ItemRadio","NVGoggles","ItemCrowbar","ItemMap","ItemCompass","ItemKnife","ItemToolbox","ItemHatchet_DZE","Binocular"]; DefaultBackpack = "DZ_LargeGunBag_EP1"; }; // group2 if ((_lpID in ["#####userid####","#####userid####","#####userid####","0","0","0"]) && (_lpID in _loadList)) then { DefaultMagazines = ["10Rnd_127x99_m107","Skin_Sniper1_DZ","ItemBandage","ItemBandage","30Rnd_9x19_UZI_SD","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","FoodSteakCooked","PartGeneric","PartGeneric","PartVRotor","PartEngine","PartWheel","PartWheel"]; DefaultWeapons = ["m107_SKN","UZI_SD_EP1","ItemRadio","ItemEtool","ItemGPS","NVGoggles","ItemCrowbar","ItemMap","ItemCompass","ItemKnife","ItemToolbox","ItemHatchet_DZE","Binocular_Vector"]; DefaultBackpack = "DZ_LargeGunBag_EP1"; };
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WLF reacted to lwbuk in Epoch 1.0.6
It's infistar. You need to rename all calls for logic to rabbit in ah.sqf. No kidding.
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WLF got a reaction from lwbuk in Epoch 1.0.6
My arma2oaserver.RPT filled with lines like this:
18:51:08 UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,0.366782.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'! 18:51:33 UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,0.368059.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'! 18:51:58 UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,0.370160.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'! 18:52:23 UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,0.371518.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'! What is this??? I switched off dzai/wai/dzms/flyby but this lines stays...
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WLF reacted to Phail in [Release] Wicked AI 2.2.0
The only real way to ever get rid of that is to remove the AI friendly behavior.
Step 1. Wai\Config.sqf
Comment out this or delete it.
player_bandit = -5000; // this is the amount you declare someone to be a bandit on your server, bandit AI will not attack you if ai_friendly_behaviour is true
player_hero = 5000; // this is the amount you declare someone to be a hero on your server, hero AI will not attack you if ai_friendly_behaviour is true
Step 2-6. Wai\Compile\Spawngroup.sqf, Wai\Compile\SpawnStatic.sqf, Wai\Compile\Heli_Para.sqf, Wai\Compile\Heli_Patrol.sqf, Wai\Compile\Vehicle_Patrol.sqf
Delete this section.
if(_aitype == "Hero") then {
if (!isNil "_mission") then {
[_unitGroup, _mission] spawn hero_behaviour;
} else {
[_unitGroup] spawn hero_behaviour;
};
} else {
if (!isNil "_mission") then {
[_unitGroup, _mission] spawn bandit_behaviour;
} else {
[_unitGroup] spawn bandit_behaviour;
};
};
Step 7. Wai\Init.sqf
Delete this section
hero_behaviour = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\hero_behaviour.sqf";
bandit_behaviour = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf";
Done, your AI will not be friendly to anyone, but you will be free from errors.
If you want them to be friendly, I can't help you. It never worked for me.