williamjbrown
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Posts posted by williamjbrown
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For anyone looking to add RPGs to AI units was posted on the old WAI thread. I just don't want to lose this info because it works REALLY well.
1) Open SpawnGroup.sqf in WAI/custom/ folder.
To remove RPG once AI is dead open ai_killed.sqf
All credit goes to the original author and WAI, I am merely keeping this information alive.
Next I want to find a way to give AI units NVGs, if anyone has that info please share it.
Have to apologize for the lack of involvement. I have to say I have been trying to keep up with all these wonderful Epoch updates -.- NOT anyway i have included this information of the config post on page 1.
THANK YOU SIR
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Works perfectly! One thing removed from the scroll wheel thanks to you. :)
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A quick answer to AI shooting through walls and buildings.
I once heard that calling the buildings server side will solve this issue. If you have your extra buildings in the client files this will happen. Again I have not tested this but I have read this some where.
Maybe this is the issue for AI shooting through buildings?
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I'm having troubles with my DZAI/WAI, nothing of it is working, i mean i've allowed the connection on both, but it just wont show up with the missions and i can't figure out why, but i've set Static and Dynmaic spawn on DZAI to False, but i wouldn't think that should do anything like that, can someone please help, because i can't make it work
Fuch's reply made no sense. How do you fix it?
The problem is with even WAI alone it doesn't work either, i can't figure out why
Please use the git hub files they will always be the latest ones.
In the mission config a , was missed out behind the medical mission. The second from last. this causing errors stopping the missions from starting! :(
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Unless someone can script up something original. There isn't something that I know of. :( Anyone?
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I sent a ticket how to fix the update. Apparently some of their servers where able to run the update?
basically they are working on it -.-
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Yes, mine runs fine although i'm using version..
THANK YOU :D
Hopefully once my provider updates, I will be able to provide support for the 1.0.4 update.
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The reason I love WAI is because they are kick ass difficult. I love EMS mission variety but I am starting to create custom missions for WAI and it's not to difficult. WAI was pretty unique with its Para-Dropping units which nothing can beat it. I would love to combine these two missions systems because both have bad and good parts.
I have used EMS in the past but it was just a walk in the park for me. With WAI the turrets heli drop and customizing its really a kick in the balls getting killed from 700+m.
I love EMS and its HUGE.
Only let down is people prefer DZAI over sarge for some reason? If you have DZAI on EMS anyway.
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I've had like 6 typos in the files, heh, going one by one from my rpt log i've fixed them all i think. I can upload the file if the author agrees.
Edit:
Also, william, i'll quote my self:
Would love to hear from you about this!
This is mearly a template on how to go about placing them. Don't use the template just use it to better your understanding.
As for the height adjustment. It is this factor.
[[[448.887,329.356,0.001],[460.602,427.164,0.001]],"M2StaticMG",0.5,"Bandit2_DZ",1,2,"","Random"] call spawn_static;
This is the line to call a turret in static spawns.
To edit HEIGHT:
Edit this value
448.887,329.356,0.001
This will affect the height at which they are placed at.
You need to change the original static spawn file to what you want. The reason they where floating is because on my server I had a AI base which they sat on buildings.
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This was the way mark originally developed it and tbh I like it this way. Don't have to worry about loosing it or such. You can wait till after restart to sell it. Your server won't over populate because it removes vehicles too if it is over your specified amount.
Why have vehicles when they disappear in under 3 hours. May as well just be decoration.
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I get the following error in my RPT when starting up my server with the newest patch you have. (0.173) I changed nothing in the files, so it is default like the download.
2:12:49 "WAI: AI Config File Loaded" 2:12:49 "WAI: AI Monitor Started" 2:12:49 Error in expression <9_AK, 5]; _box addMagazineCargoGlobal ["10x_303", 5]; _box addMagazineCargoGloba> 2:12:49 Error position: <10x_303", 5]; _box addMagazineCargoGloba> 2:12:49 Error Missing ] 2:12:49 File z\addons\dayz_server\WAI\missions\compile\SmallGunBox.sqf, line 25 2:12:49 Error in expression <9_AK, 5]; _box addMagazineCargoGlobal ["10x_303", 5]; _box addMagazineCargoGloba> 2:12:49 Error position: <10x_303", 5]; _box addMagazineCargoGloba> 2:12:49 Error Missing ] 2:12:49 File z\addons\dayz_server\WAI\missions\compile\SmallGunBox.sqf, line 25 2:12:49 "WAI: Mission Config File Loaded" 2:12:49 "WAI: Starting AI Missions Moniter"
I found the issue.
In the SmallGunBox.sqf file you are missing a "
_box addMagazineCargoGlobal ["30Rnd_545x39_AK, 5];should be_box addMagazineCargoGlobal ["30Rnd_545x39_AK", 5];Another one with7:03:40 "WAI: Starting Mission disabled_civchopper"7:03:40 "WAI: Mission Civilian Aircraft Started At [1788.5,7690.73]"7:03:40 Warning Message: No entry 'bin\config.bin/CfgWeapons.Ak_74_kobra'.7:03:40 Warning Message: No entry '.scope'.7:03:40 Warning Message: '/' is not a value7:03:40 Warning Message: Error: creating weapon Ak_74_kobra with scope=private7:03:40 Warning Message: No entry '.displayName'.7:03:40 Warning Message: '/' is not a value7:03:40 Warning Message: No entry '.nameSound'.7:03:40 Warning Message: '/' is not a value7:03:40 Warning Message: No entry '.type'.7:03:40 Warning Message: '/' is not a value7:03:40 Warning Message: No entry '.picture'.7:03:40 Warning Message: '/' is not a value7:03:40 Warning Message: No entry '.Library'.7:03:40 Warning Message: No entry '.libTextDesc'.7:03:40 Warning Message: '/' is not a value7:03:40 Warning Message: No entry '.model'.7:03:40 Warning Message: '/' is not a value7:03:40 Warning Message: No entry '.simulation'.7:03:40 Warning Message: '/' is not a value7:03:40 Warning Message: No entry '.fireLightDuration'.7:03:40 Warning Message: '/' is not a value7:03:40 Warning Message: No entry '.fireLightIntensity'.7:03:40 Warning Message: '/' is not a value7:03:40 Warning Message: No entry '.weaponLockDelay'.7:03:40 Warning Message: '/' is not a value7:03:40 Warning Message: No entry '.weaponLockSystem'.7:03:40 Warning Message: '/' is not a value7:03:40 Warning Message: No entry '.cmImmunity'.7:03:40 Warning Message: '/' is not a value7:03:40 Warning Message: No entry '.lockingTargetSound'.7:03:40 Warning Message: Size: '/' not an array7:03:40 Warning Message: No entry '.lockedTargetSound'.7:03:40 Warning Message: Size: '/' not an array7:03:40 Warning Message: No entry '.muzzles'.7:03:40 Warning Message: Size: '/' not an array7:03:40 "WAI: Mission Civilian Aircraft spawned a Mi-17 (Civilian)"SmallGunBox.sqf_box addWeaponCargoGlobal ["Ak_74_kobra", 1];should be_box addWeaponCargoGlobal ["AKS_74_kobra", 1];UPDATED AGAIN REDOWNLOAD FILES AGAIN PLEASE
All because of a simple " -.-
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0.173 updated. Re-download for fixed files...Hopefully.
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adrianna beat me to it :D
also weapon cache mission has few typos. has wepaon instead of weapon in few places (cant remember where since i fixed them before. and mayor mansion
"The rouge mayor has been taken out, who will be the next Mayor of Cherno?", "PLAIN",10] call RE;
should be
"The rogue mayor has been taken out, who will be the next Mayor of Cherno?", "PLAIN",10] call RE;
typos can be found
smallgunbox: 8Rnd_B_Beneli_Pellet, ItemCompas, 30Rnd_545x35_AK, 20Rnd_556x45_Stannag
mediumgunbox: ItemCompas
largegunbox: Rocket
extralargegunbox: Drake, GPS
should be:
smallgunbox: 8Rnd_B_Beneli_Pellets, ItemCompass, 30Rnd_545x39_AK, 20Rnd_556x45_Stanag
mediumgunbox: ItemCompass
largegunbox: Skin_Rocker_DZ
extralargegunbox: Skin_Drake_Light_DZ, ItemGPS
THANK YOU - Update soon
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This is simple enough. All you need to do is add an entry to the mission.sqm in the sensors section (reference safe trader zones for a tutoria) then just copy the helidrop code from customspawns to a new file, cal it ParaDrop1.sqf and just call your new file from the sensor.
This is assuming that you can spawn AI from other scripts which I think you can. I'll test this out this week and send some info to William, maybe he can add it for you guys.
Very interested to see if you can produce something like this. a lot of people would want this. I don't think any other mission systems can do this either.
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Want a box at your base aye?
Anyway the way to do this is like so:
Go to your StaticAmmoBoxes.sqf file located in WAI\missions\StaticAmmoBoxes.sqf
If you want to add a ExtraLargeGunBox simply like so.
/* Add ammmo boxes to static locations on map and fills it with loot from missionCfg.sqf creates a ammo box at [0,0,0] then fills it _box = createVehicle ["BAF_VehicleBox",[0,0,0], [], 0, "CAN_COLLIDE"]; [_box] call spawn_ammo_box; creates a 2nd ammo box at [1,1,1] then fills it _box2 = createVehicle ["BAF_VehicleBox",[1,1,1], [], 0, "CAN_COLLIDE"]; [_box2] call spawn_ammo_box; add custom ammo boxes below this line */ _box = createVehicle ["BAF_VehicleBox",[0,0,0], [], 0, "CAN_COLLIDE"]; [_box] call Extra_Large_Gun_Box;
So this will spawn a Extra Large Gun Box at [0,0,0]. Change this number to what ever you want. There you go! Simple as that.
Let me know how it goes.
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ExtraLargeGunBox.sqf
_box addWeaponCargoGlobal ["M4A3_RCO_GL_EPq", 1];
is wrong
The dredded typo ghost gets me again.
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I meant giving launchers to the mission AI so they are not steamrolled by APCs/Tanks. But the info about adding different types of static weapons you posted is also useful so thank you.
I believe every mission has at least one turret. Change the turrets to a missile launcher.
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I was with Dayz Priv and nothing but problems. Lag bad anti hack and just overall poor quality.
HFB have had me since day one. Great performance access to a lot more material and ticket response is outstanding. Only issue ever was that my test server had a hardware failure for two days and had to install a new server for me. Lucky it was the test server. They game me a free month for the downtime and hassle.
No I do not work for them...
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does this release include RPGs?
I have not had many problems with vehicles and missions. You can change the turrents to a missile turret! Like so:
[[[(_position select 0) + 10, (_position select 1) -15, 0]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 0.7, //Skill level 0-1. Has no effect if using custom skills "USMC_LHD_Crew_Yellow", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 2, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random", //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) true // mission true ] call spawn_static;
Change this line:
"SPG9_TK_INS_EP1", //Classname of turret
This is a missile launcher turret
It does not lock on so it won't be too OP. But bare in mind that people driving by the missions might get killed.
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Just going to throw this out there as my optomizer for added buildings!
Replace = _vehicle_(\d+) = objNull; WITH _bldObj = objNull; Delete = _vehicle_(\d+) = _this; Replace = _vehicle_(\d+) WITH _bldObj Replace = _this WITH _bldObj
Works a wonder for me and a few people have posted this but this is a collective optomizer including all the steps.
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The only differences that I can find between the other events is the definer if that has anything to do with it?
This is the definer for the other events:
[email protected]
This is the definer for the edited SetDamageOnAge:
user-2723@%
Will that change anything regarding events having access or something along those lines?
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Are your certain that the MYSQL event scheduler is enabled?
add to my.cnf file.event_scheduler=on
restart your mysql server.Run MYSQL to check status.select @@GLOBAL.event_scheduler;
All is working well. Event's are on. Just doesn't seem to change the values. Running a manual SQL function seems to be the only way. I have just set a personal reminder to run a edited SQL every 12 days so players can maintain.
Ah well not a huge deal.
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So here is the situation I will try to explain this as best as possible in order for SOMEONE to help me
Ok here we go.
So simply. Our database is not running our SetDamageOnAge event to damage all objects to 0.1 damage. Thus meaning no one can maintain there objects because technically they are all still 100% health. Not as simple as this. Stay with me...
So once we figured out the event wasn't running and people couldn't maintain we said okay. Lets do some trouble shooting to get to the bottom of this and find the problem. Here we ran a query. As follows:
UPDATE `object_data` SET `Damage`=0.1 WHERE `Inventory` = '[]'
So basically we wanted to quickly update all the objects to .1 to see if running a query would have an effect on the objects within the database. This script did work. It set every object to 0.1. So we said great its just the event not running.
We jump in game and try to maintain some bases and nada. 0 objects can be maintained. Strange okay we had a look at the maintain_area.sqf file and found this:
if (damage _x >= 0.1) then {
So we said okay technically nothing is greater than 0.1 right now. So again we go ahead and run another query but just set it to 0.2.
UPDATE `object_data` SET `Damage`=0.2 WHERE `Inventory` = '[]'
But you guessed it still nothing.
The thing is, if you shoot a wall a bunch to damage it manually it eventually comes up as maintainable. So we find that object in the database. The damage is not being updated from what the in-game damage is displaying.
Okay so we go ahead and maintain the object.
We set that one object to 0.5 damage. Still not maintainable.
But if we then shoot it and make it maintainable and then maintainable it sets the 0.5 damage back to 0.0. So the script is working as it should it sets the damage back to 0.0.
For some reason our database won't update the damage to in-game. The maintain area script does set the damage back to 0.0 though
For the love of god I can't figure this out and I really don't want to set never to de-spawn objects as the server would build up lag really quick. Any help will be useful!!
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As for blacklisting there is nothing of this nature in Wicked AI. It's a shame because AI don't get affected by the Safe Zone scripts out there. Sadly I'm not much of a scripter my self and I'm sure there is a solution but the way it works is that it just find a random point on the map. I am just trying to solve bugs and fixes and if I can add more.
Another option to try is maybe the epoch mod setting in the AHconfig.sqf.
make sure that is at true?
Under constant hack attack
in Off Topic
Posted
^^ there is your hacker :/