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Posts posted by Gooober
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Is anyone else getting ai in the water to the SW? Just curious if that's normal or I have too many ai assigned to vehicles. Ai do not seem to appear until the ai leave vehicles.
*****Never Mind.. too many ai assigned to vehicle.
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I'm curious. I had a little problem(backpack) with the original convoy.
Get some errors with 1.7(listed on main post) and V2a(which wasn't linked on front page, but in a post).
I see another post about Humanity but don't see any code for it in the files I downloaded... Just curious if its a donation thing or I'm blind....
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because its a video game
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Is there a place to adjust the mission spawns when a player is close?
Reason for asking..
If a player is within say 500 meters. The vehicles, crate(no loot), static(dead) and ai(all dead) will spawn. Is there a setting I can adjust to allow everything to live or not spawn?
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Is there any script out there to despawn a mission if certain # of corpuses within so many meters? I have players that just run in with a pistol shot an ai. die.... repeat repeat and repeat.... until completion.
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:angry: :( :D :P ;) :)
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Any update on the
bandit_behavior.sqf error on line 14
same with hero-behavior.sqf error line 14. ??
once this trips no more missions spawn :(
Thanks for your time................
Settings:
Bandit - Red - Safe
Hero - Yellow - Combat.
If either is set to Red Combat, missions don't spawn.
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I'm also seeing this error, not all the time.
17:07:01 Error select: Type Number, expected Array,Config entry 17:07:01 File z\addons\dayz_server\WAI\compile\hero_behaviour.sqf, line 14
Is anyone else having issues with Missions spawning when moving ai behavior from yellow to red? I can have 4-10 missions spawn on yellow behavior but only 0-1 spawns(# of missions set to 4/4) if I switch behavior to red.
Also how do I adjust time of mission spawn. I can have 8 missions spawn.. all time out and 8 more missions spawn. When those time out they stop spawning. Just asking...
Nice job on the project.....
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I found it :P
Was still running older version....
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What do I need to adjust for missions to spawn in the woods? I have played with location settings but no luck.....
Thanks....
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Any updates on this. Would love to add to my military base on Skalisty Island. WAI ai on the outside of the walls and Bloodsuckers inside....
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Grenade + door = booby trap hehe
I would like booby trap option. I've watched players sit there for hours just figuring out codes. I wouldn't even tell the server I added it... The shock would be funny as hell. BOOOOOOOM wtf?
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I wish.... :)
but that's only because I want to fly them around for a minute...............
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I would at least make a donation if running more than one server :P
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Anyone modify this to protect vehicles inside the trader also?
Players can damage vehicles and mounted vehicle weapons blow them up quickly.... Just asking............
I feel there needs to be some danger at trader but players are crying................
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I have received a similiar detection. The player detected has been on my server for months and keeps a low profile. I just paid more attention to him/her.....
I've only seen it once so far out of 150 players, so kinda weird.
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That is very nice......
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I can... PM me your email address....... I'll send you my island.sqf and customspawns......
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Let them find another back door. Will just be another door locked shut..........
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I noticed in the changelog tow was added, but where is the flag or code for it?
I'm hosted by Dayz.st, so maybe they edited the file. Kinda confused :wacko:
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Are you patroling or paradrops?
Just change the type of heli you are using. Can change the heli to one without guns. I've noticed that ai seem to react better with an airplane or heli patroling over them, but it could also be in my head :P
I tried to use the pooh transport but received a content download error :wacko:
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i love the missions, but if it is possible, can there be a mission like bandit HQ , with alot of bandits, snipers and vehicles, and maybe a chopper patrol, but i want it to spawn at server restart, and last until the next server restart.
CustomSpawns.sqf allows you too.. I have Skalisty Island setup as bandit HQ...
20 ai on the ground patroling
7 kords/Dskm
1 stinger pod
4 heli paradrops (Mi17sh rockets, players have learned not to shot at them)
GN-185T on patrol
3 GPK Patrols
4 RHIB patrols
3 milt barracks
and a random lot crate with almost every possible item/weapon..(every restart new items/weapons)
I had another setup at NWAF and NEAF, but players started to rage :)
I also had to remove the L39 on patrol over NWAF :( would hunt players until dead....
I liked the C130 paradrops but the planes wouldn't despawn after returning to spawn location...
I also edited to allow Ai to keep magizines(nvgs/painkillers/gold bar/etc) on death. Gun would just disappear...
- psychosis and williamjbrown
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Is there a way to turn on nameplates(even if player selects "no") in god/safetrader zones?
Just curious....
Thanks for your time.........
[Release] Wicked AI 2.2.0
in A2: Epoch Mods (1.0.5.1)
Posted · Edited by Gooober
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My experience with the
No Mission at All or Mission quit spawning half way thru a restart
If no errors in the log, I found it to be a broken mission.
To find which file. I used a test server. I set [wai_hero/bandit_missions] 2 missions to a 50% spawn chance (CONFIG.sqf) and changed the others to 0%. Started the server and if the Missions spawned [wai_mission_timer = [40,70]; save time waiting], I moved on to the next set of missions. If they didn't spawn, I changed 1 of 2 mission to 100% until I found which one was broken. If your unable to fix the mission, set it to a 0% chance of spawn and add points to the other missions.
No Loot In Crate
I have my AI kill percentage at 30%.
That's my experience and sorry if not clear enough. I'm sure there are better ways, but this is the method I used.
I have created close to 20 missions for the server below. so if curious try them out.