Jump to content

Gooober

Member
  • Posts

    54
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Gooober got a reaction from bFe in [Release] Wicked AI 2.2.0   
    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.
  2. Like
    Gooober got a reaction from insertcoins in Combolock Brute Force Fix   
    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?  
  3. Like
    Gooober got a reaction from psychosis in Re-Worked WAI 0.173 - Supported System   
    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...
  4. Like
    Gooober got a reaction from williamjbrown in Re-Worked WAI 0.173 - Supported System   
    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...
  5. Like
    Gooober got a reaction from williamjbrown in Re-Worked WAI 0.173 - Supported System   
    I'm sure its on here somewhere but must be missing it....
    When the mission times out, how do i make the Ai disappear too? Players are complaining about bases being attacked 2000meters from mission spot....
     
     
     
    I'm also sure this is on here some where too... RHIB patrols and paradrops with MV22/C130's look awesome too. Planes don't despawn, but oh well...
     
    Players don't like the stinger pods at missions.....
×
×
  • Create New...