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JasonTM

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JasonTM last won the day on June 7

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  1. JasonTM

    [RELEASE] WAI 2.2.5

    Does your heli_para.sqf have this line? https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/heli_para.sqf It needs to be _this select 13 Also, did you swap out the mission files I had listed above? They also need to use the new format.
  2. JasonTM

    [RELEASE] WAI 2.2.5

    Are there any errors in your server rpt?
  3. JasonTM

    [RELEASE] WAI 2.2.5

    @SchalldampferI appreciate you reporting these issues. I added the solution for paratrooper groups to have rocket launchers and fixed weapons. The file heli_para.sqf should be replaced. There were several changes. This is the line I used to test the President's mission: [[(_position select 0),(_position select 1),0],400,"UH60M_EP1_DZE","East",[3000,4000],150,1.0,200,10,"Random",["AKS_GOLD","AT"],4,"Random","Hero","Random","Hero",false,_mission] spawn heli_para; I also added a solution so you can have the objects at your road block mission deleted when the mission is cleared. In config.sqf add this line: https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L95 Any mission name can be added to this array to override the mission cleanup time. In missionwinorfail.sqf replace your line with this one: https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/mission_winorfail.sqf#L321 Killzone Kid's in string function is used to check the mission names for a match to override the mission clean time. Add your objects array to the passed variable array like this one: https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/missions/hero/abandoned_trader.sqf#L67 I also noticed there is a missing semicolon on this line, but it doesn't seem to affect anything. I'll change it later. https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/spawn_group.sqf#L81
  4. JasonTM

    [RELEASE] WAI 2.2.5

    I'm curious as to how you turned the init file into a loop. Just download the new files and swap them out.
  5. JasonTM

    [RELEASE] WAI 2.2.5

    A server owner was having trouble with para dropped AI ending up in the water on his custom Skalisty Island mission, so I made the paradrops more configurable. Affected Files WAI\compile\heli_para.sqf WAI\static\default.sqf WAI\static\chernarus.sqf WAI\missions\bandit\hero_base.sqf WAI\missions\bandit\ikea_convoy.sqf WAI\missions\bandit\presidents_mansion.sqf WAI\missions\bandit\crop_raider.sqf WAI\missions\hero\bandit_base.sqf WAI\missions\hero\mayors_mansion.sqf WAI\missions\hero\ikea_convoy.sqf WAI\missions\hero\crop_raider.sqf I have already adjusted for the new formats in all of these files. Since the hero side did not have an "extreme" mission, I converted the Mayor's Mansion. For ease of update, just download the new files from github and swap the above files out. The new format for the paradrops in missions is like this: [position of mission, player check radius, heli classname, direction of approach, distance from mission for heli spawn, fly in height, time between each para drop, distance from mission to start drop,number of paratroopers, mission type, AI skill, weapon selection, number of magazines, skin type, AI gear, AI type, patrol or not, optional mission variable] spawn heli_para; //Example [[(_position select 0), (_position select 1), 0],200,"UH1H_DZ","North",[3000,4000],150,1.0,200,10,"Hard","Random",4,"Random","Bandit","Random","Bandit",true,_mission] spawn heli_para; This is the new format in default.sqf and chernarus.sqf /* Paradropped unit custom spawn Eg. [ [911.21545,4532.7612,2.6292224], // Position that units will be dropped by 400, // Radius from drop position a player has to be to spawn chopper "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) "North", // Direction of approach for the helicopter. Options: "North","South","East","West" [3000,4000], // Random distance from the mission the helicopter should start. [min distance, max distance]. 150, // Fly in height of the helicopter. Be careful that the height is not too low or the AI might die when they hit the ground 1.0, // Time in seconds between each deployed paratrooper. Higher number means paradropped AI will be more spread apart. Time of 0 means they all jump out rapidly. 200, // Distance from the mission the helicopter should start dropping paratroopers 5, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; Place your paradrop spawns under this line */
  6. JasonTM

    [RELEASE] WAI 2.2.5

    OK, I see this error now. I have updated the github. Add this line to get rid of the undefined variable error. https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/init.sqf#L53 Even though it's not being used for regular missions, it needs to be defined.
  7. JasonTM

    [RELEASE] WAI 2.2.5

    Nice catch. I forgot to adjust the parameters there. I updated the github. Thanks!
  8. JasonTM

    [RELEASE] WAI 2.2.5

    Replace these two lines. https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/custom_publish_vehicle.sqf#L150 https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/custom_publish_vehicle.sqf#L160 I didn't have "loc" in there. I read through the MP framework documentation and it said that it was an "arbitrary setting." I guess it is not so arbitrary. I updated the file in github, just copy the new lines over. That has nothing to do with autoclaim.
  9. JasonTM

    [RELEASE] WAI 2.2.5

    I have updated the auto-claim feature to account for player death. The affected files are missionwinorfail.sqf, functions.sqf, and position_functions.sqf. I also added nil variable checks to sched_corpses.sqf so it doesn't post undefined variable errors if a server owner disables WAI. You can download the new files and replace them, or replace the following sections: https://github.com/worldwidesorrow/WICKED-AI/blob/master/dayz_server/system/scheduler/sched_corpses.sqf#L3-L4 https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/functions.sqf#L77-L107 https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/mission_winorfail.sqf#L139-L214 New function added to the bottom of the file to check for returning dead player. https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/position_functions.sqf#L204-L221
  10. JasonTM

    [RELEASE] WAI 2.2.5

    You must be using mixed files because that variable is defined here: https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/init.sqf#L2 Install this version and test it, then merge your other files checking for the updated formatting. Loot boxes always spawn with the mission buildings. The loot in missions does not spawn until the mission is finished. The loot in static spawn boxes spawns right away because there is no completion criteria for static spawns.
  11. JasonTM

    [RELEASE] WAI 2.2.5

    I never did test the autoclaim if the player dies. It says Error: no unit on the claim after dying, so I need to come up with a solution for that. I'm guessing that player UID is probably the key since that doesn't change.
  12. JasonTM

    [RELEASE] WAI 2.2.5

    @Vladickand anyone else using autoclaim. I forgot a player distance check on line 175 in file missionwinorfail.sqf. I have corrected this in github. Line 175 should look like this: https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/mission_winorfail.sqf#L175
  13. JasonTM

    [RELEASE] WAI 2.2.5

    Thanks for the feedback. I'll look into the autoclaim issue tonight. For now, just disable it. The crate format has changed a little bit in this version. So to convert yours, you do this: This is fine. You have each crate object saved to a unique variable. _crate = createVehicle ["USVehicleBox",[13697.3,2937.91,0.001],[],0,"CAN_COLLIDE"]; _crate1 = createVehicle ["USVehicleBox",[13711.3,2943.25,0.001],[],0,"CAN_COLLIDE"]; _crate2 = createVehicle ["USVehicleBox",[3891.1,7888.03,0.00140381],[],0,"CAN_COLLIDE"]; _crate3 = createVehicle ["USVehicleBox",[3907.08,7886.69,0.00140381],[],0,"CAN_COLLIDE"]; _crate4 = createVehicle ["USVehicleBox",[6881.97,11463.4,0.00149536],[],0,"CAN_COLLIDE"]; Here you just need to remove the brackets around the crate variable. Since only the singular crate variable is sent to the setup function and not an array of objects, I removed the need for the brackets. _crate call wai_crate_setup; _crate1 call wai_crate_setup; _crate2 call wai_crate_setup; _crate3 call wai_crate_setup; _crate4 call wai_crate_setup; Here, the dynamic crate function is asking for two arguments, the crate object and the dynamic array. You just need to put an extra set of brackets around the array so it is one argument as a whole. [_crate,[[2,crate_weapons_buildables],[4,crate_tools_buildable],[30,crate_items_buildables],4]] call dynamic_crate; [_crate1,[[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]]] call dynamic_crate; [_crate2,[[2,crate_weapons_buildables],[4,crate_tools_buildable],[30,crate_items_buildables],4]] call dynamic_crate; [_crate3,[[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]]] call dynamic_crate; [_crate4,[[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]]] call dynamic_crate; So you can see that the loot array is an array with nested arrays inside [[1],[2],[3],[4],[5]] or just numbers [1,2,3,4,5] or a mix.
  14. @VoltanI posted the new update to my github. I ended up adding a couple of new options: mission vehicle keys and remove damage handlers on mission vehicles until the mission is complete and players enter them. https://github.com/worldwidesorrow/DZMS-DayZMissionSystem-Overpoch/blob/master/DZMS/DZMSConfig.sqf#L69-L73 This update works on both Overpoch and Epoch without doing anything. The mods are detected and DZMS adjusts itself. I will probably work on this some more later and get with Vampire about pushing some updates to his repo if he wants them.
  15. I haven't taken the time to update this in a long time. The only thing that really needs adjusting is the weapon selection. I'll be back later today with an update.
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