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Found 93 results

  1. Thug

    LASER BATTERIES

    For some reason unknown to me, Some where in the last 3 to 4 weeks Laserbatteries are showing up on AI that are shoot down (UH1H). Players are getting banned when they pick them up. This server has been up for over a year. I am the only one that adds files to it. I did not add them. 2:55:08 "infiSTAR.de Log: [BRU-O]Brent (PUID) | BadItem: Laserdesignator" 2:55:08 "infiSTAR.de Log: SERVER kicked PUID([BRU-O]Brent) @" 2:55:08 "["PVAHR_0_t7Q8H1k7D2H0x625x5H4x2Q",["[BRU-O]Brent","PUID","BAN",[66,97,100,73,116,101,109,58,32,76,97,115,101,114,100,101,115,105,103,110,97,116,111,114]]]" 2:55:11 "PKILL: [BRU-O]Brent killed himself" 2:55:11 "PDEATH: Player Died PUID" Any help, I will buy you a 6pack of BEER ingame.....
  2. Hello Forum. After i switched my map from Chernarus to Napf. I havn't been able to see AI's from DZAI or WAI on the map, when using ESP/Map icons. I could see them on chernarus as small red circles with a line, that indicated their looking direction. (picture of it here: http://epochmod.com/forum/index.php?/topic/15671-release-wicked-ai-220/&do=findComment&comment=138625) Can anyone help me with that? It will be appreciated :) Cheers
  3. Hello Epoch Community, I do not know much about scripting besides the basics. I am trying to add music that will play when AI hunt down players. I want the music to be played global, and I don't want the music to overlap every time an additional AI patrol joins in to hunt a player. Now, I have tried using tons of scripts on the internet which show the basics of how to play sounds, but no matter what I do I cannot get them to play with AI reinforcements. I have a private server for me and just a few friends, so I want the music to be global. I have the AI as police so I was thinking something like PayDay music to play when cops start chasing the players. I have tried tons of different code but nothing happens. If anyone could help that would be great. If you could also give a step by step guide that would be incredible, because I know little to nothing about where to put the lines of code and stuff.
  4. Totally new to this. I have ai and missions running and now I want to finish it up by adding AI to particular buildings. So players can attempt to take over a bandit stronghold etc. No clue as to how to do this. Running bornholm map. I am not sure if this is done via an editor or if there are releases somewhere I am missing.
  5. Hi there. I've seen on a server I've been on a script for a Convoy and a Communications Center. Only script I can find is ZevMissions but I can't get it to work and by the looks of things the creator doesn't come on the forums anymore. Anyone know of an alternative to this or if anyone plans on making one ?
  6. Karmafied

    A3EAI Factions

    Greetings all! I have a private server for only my family to play on. We are playing on Arma 3 Epoch (Australia) and use Face's A3EAI addon. I am trying to figure out how to make the AI have 2 different factions. I don't care if they are friendly towards players or not, I just want gunfights happening randomly instead of ONLY with the players; the AI should be shooting at each other sometimes, too. I've spoken with Face and he has set me on the right direction, but he is very busy and has been more than kind in getting me started; so now I come to the family for help. First, how do I set this code in A3EAI_initserver.sqf to make two factions? I know it's only a matter of 1 and 0 switches, I am just not sure which way. Second, once that is complete, would I just change this code in A3EAI_servermonitor.sqf to match it? And finally, how do I make a case switch that makes the addon spawn either a West group or East group? I feel like it would be here (A3EAI_createUnit.sqf), but I don't know for sure. I am still very new at this. Any and all help is VERY appreciated. Arma 2 and 3 have proven wonderful for my family in terms of spending time together and enjoying each other's company. I am trying to do everything I can to keep it interesting and fun for everyone. Thanks, everybody!
  7. Thug

    AI M2 Set Dir

    Can someone tell me if I can add _this setDir in the following line so Ai are facing the right way and if so where you would put it. [6279.5522, 14059.108]],"M2StaticMG","extreme","Bandit2_DZ","Bandit",1,2,"Random","Random"] call spawn_static; Thank you
  8. I have an idea to make the military island on the northeast section of the map with permanent AI and lots of excellent loot drops. Any idea how to do this? Im going to start editing the bridge but I would like that island to be kind of an uber zone. Thanks so much.
  9. hello all, this will probably be a strange question for most or a question that shows the lack of my scripting skills. I recently came across a mod called "Alienz" aka "Zetaborn" created by Icebreakr on the Armaholic forums. The thread was 2 years old and seems abandoned but the files are still available. For those that are unfamiliar with the mod it adds hostile alien greys to the game with custom weapons and flying UFO's. My idea was trying to incorporate this mod into my EPOCH server as a bandit ai faction. However, I'm not sure what the best way to do this would be or if it is even possible. I am currently looking at the sarge ai framework because of how it handles faction relations. I can get the server up and running with no errors in the RPT but the aliens and UFOs don't spawn. Honestly, I'm not even sure if the server is even loading the mod. Having the bandit factions call for the zetaborn classnames apparently is not enough, nor adding the mod files to the mission.sqm file. I have seen videos of other servers running the mod successfully but none about how they got the mod implemented correctly and working. What exactly am I missing? The install directions for the mod are rather sparse and act like it is just a plug and play module. But simply adding the files and creating a command line launch parameter obviously wouldn't work. I found 1 mission file called "NAPF Alienized" that I thought I could dissect to see how they implemented the code but that was for a scenario setup and not exactly what I was looking for. If anyone has any ideas that could help me would be greatly appreciated. Thanks in advance to any that offer assisstance. link to mod: http://armaholic.com/page.php?id=20769 just in case someone wanted to look at the package.
  10. thegoob12

    AI phantom?

    Hi everyone, I was looking through the arma 3 epoch wiki and saw there was an ai called the phantom which is apparently invisible, although I couldn't find any reference to this enemy in the game or on any forum and such so I was just wondering if this was just some joke wiki page.
  11. Thug

    Coins on AI

    Can someone help me with how to put coins on AI at missions or point me in the right direction? I am running Zupa's coin 3.0
  12. 1. My own private server with no modifications 2. 1.4.4.130654 - 0.3.0.3 3. When I noticed a drone above me I ran back to the trader spawn safe-zone. I hid for nearly an hour, it did not leave nor seem to ever run out of fuel. So I decided to take pot shots at it. After expending 1 clip I stopped and just kept hovering there. It did not majorly react to me firing at it or moving into sight for small ammounts of time. So I took a steady aim and another two clips. Doing every possibly thing I could to hit it. Then I realised I must have hit it but its just not dieing. Therefore as an admin I took it upon myself to spawn another 6 clips and keep shooting. It did not die, a little while later another drone showed up. Same results with that one. After a while I decided to see if they were actualy still functional... I stood in plain view, they spawned two squads. I decided to log off then and come here to report this bug because an invincible drone spawning and bunch of soldiers is byond acceptable. 4. Drone keeps respawning, I have carried this out a good 10 times now shooting from the spawn. I'm certain that it is 100% repeatable on my default unmoddified server. To be certain before I post this I will see if I can spawn a target lock rpg and try to blow it up. If it survives that, I think its self-explainatory. I am assuming the "spawn trader city areas" "east" "west" and "central" are in some way "protected" towards PK and vehicular damage or somehow by default prevent players shots from actualy doing damage. Or something along those lines. But I am certain the "safety" is not supposed to make the antagonists "AI drones" "AI bandits" invincible aswell. Something must be done to eighter effectively prevent antagonists from entering safe locations or some sort of exeption must be made to allow their demise to occur. I would at current not go as far to call those area's "safe" zones because I have been forced onto the pier in cental by a sapper entering the camp before. And now invincible AI drones that for all I know continualy keep spawning new bandits. PS. Just relogged, drove to the nearest city with my motorbike and waited for the drone to spawn and apear again fired one shot with the same rifle. Succesfully destroyed the drone. I am positive it was immune to my gunfire above the tradercity.
  13. So I have been thinking of things to add to my server and I want to make a new system to show the AI missions that are newly made. Such as "Blah Blah mission is up go get the gold, Check map for location" -WAI So I want to take the infistar broadcast message and use that with WAI to message the whole server in a more good looking way. adminmsg2 = { createDialog 'RscDisplayPassword'; ctrlSetText [1001,'BroadCast Message Plugin']; ctrlSetText [101,'']; ctrlshow [1002,false]; buttonSetAction [1,'PVAH_AdminReq = [91, player, toArray(ctrlText 101), ''#FFCC00'']; publicVariableServer ''PVAH_AdminReq'';']; }; That is the colored broadcast message for infistar and I was wondering how I could use that in the WAI missions plugin that looks like this for its message system. //Condition _complete = [ [_mission,_crate], // mission number and crate ["crate"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], [_vehicle], // cleanup objects "Heroes have taken an armed vehicle from the bandits! Check your map for the location!", // mission announcement "Bandits have secured the armed vehicle!", // mission success "Bandits did not secure the armed vehicle in time" // mission fail ] call mission_winorfail; I know most styling languages so how would I go about making it look like infistars broadcast message. I know this is possible because a old server I used to play on had this. If I can get something that looks close that would be awesome thanks! -Aurora
  14. If you like my work, please consider a donation: $USD $EURO Peacefull Conrads Refugee Camp is a place where peacefull people is know to be set up after the overall contagion of the zombie virus. There is some time from the last contact with this camp, whi don't you go there and take a look? 1 - The Script: Run this on the server or in a headless client. //===================================== // KONFIGURATION //===================================== //Number of buildings, tents, buildings, on the camp _camp_vehicles = [ ["Acamp", 40], ["Land_A_tent", 25], ["TentStorage", 15], ["Land_Fire_Barrel_Burning", 15], ["Misc_Cargo1B_military", 5] ]; //Zombie Spawn Array donn_terror_zomb = [ [ [[6624-3735,14212-5342,0],'cid_salv', 450, 3], //Special line, not realated to spawn //[ // [position], // Spawn Radius, // number os zeds, // zeds view distance, // dist from player to start to walk, // special zed? 0 or 1 or 2, // zed life multiplier 1 is normal life , // time to be on the ground after explosion //] [[6660-3735,14177-5342,0], 25, 15, 60, 15, 0, 1.1, 60], [[6786-3735,14320-5342,0], 25, 15, 60, 15, 0, 1.1, 60], [[6791-3735,14091-5342,0], 25, 15, 60, 15, 0, 1.1, 60], [[6668-3735,14121-5342,0], 25, 15, 60, 15, 0, 1.1, 60], [[6599-3735,14260-5342,0], 25, 15, 60, 15, 0, 1.1, 60], [[6624-3735,14212-5342,0],100, 40,100, 15, 0, 1.1, 60], [[6624-3735,14212-5342,0],120, 14, 60, 15, 1, 1.2, 60], [[6624-3735,14212-5342,0], 10, 1, 60, 15, 2, 3.5,120] ] ]; //===================================== // SPAWN BUILDINGS //===================================== diag_log "[TERROR-Z] Buildings INIT Initialized!"; //Camp Center _bomberman = [2889, 8870]; { for "_y" from 1 to (_x select 1) do { _vehicle = createVehicle [_x select 0, _bomberman, [], 90, "NONE"]; _vehicle setDir (random 360); sleep 0.001; }; } forEach _camp_vehicles; //Parked Buses _ikarus = [ [[2890,8988,0],25 + (random 16),"UNLOCKED"], [[2898,8983,0],25 + (random 16),"UNLOCKED"], [[2905,8975,0],25 + (random 16),"LOCKED"], [[2912,8971,0],25 + (random 16),"LOCKED"], [[2921,8967,0],25 + (random 16),"UNLOCKED"] ]; { _vehicle = createVehicle ["Ikarus_TK_CIV_EP1", _x select 0, [], 0, "NONE"]; _vehicle setPosATL (_x select 0); _vehicle setDir (_x select 1); _vehicle setVariable ["ObjectID", "1", true]; _vehicle setVariable ["ObjectUID", "1", true]; _vehicle setVehicleLock (_x select 2); PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor, _vehicle]; } forEach _ikarus; //Alone Building _vehicle = createVehicle ["mbg_apartments_big_01_EO", [2753,9007,0.22], [], 0, "CAN_COLLIDE"]; _vehicle setPosATL [2753,9007,0.22]; _vehicle setDir 130; //LOOT: _lootPos = [ [6660.3984-3735, 14177.261-5342], [6786.0361-3735, 14320.882-5342], [6791.7695-3735, 14091.711-5342], [6668.1357-3735, 14121.218-5342], [6599.8535-3735, 14260.836-5342] ]; _lootPosOrder = [ [0,1,2,3,4], [4,3,2,1,0], [3,4,0,1,2], [0,4,1,3,2], [2,1,0,4,3], [3,0,4,2,1], [1,4,0,2,3], [1,2,3,0,4], [4,3,2,0,1] ]; _order = _lootPosOrder call BIS_fnc_selectRandom; //===================================== // SPAWN LOOT //===================================== //WEAPONS MAIN: _this = createVehicle ["TKVehicleBox_EP1", (_lootPos select (_order select 0)), [], 0, "CAN_COLLIDE"]; _this setDir -182.5; //Clear Cargo clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; //Add Cargo _this addWeaponCargoGlobal ["DMR_DZ",3]; _this addWeaponCargoGlobal ["M249_DZ",2]; _this addWeaponCargoGlobal ["Mk_48_DZ",2]; _this addWeaponCargoGlobal ["NVGoggles",2]; _this addWeaponCargoGlobal ["Binocular_Vector",1]; //_this addWeaponCargoGlobal ["BAF_L85A2_RIS_SUSAT",1]; //_this addWeaponCargoGlobal ["BAF_L85A2_RIS_Holo",1]; //_this addWeaponCargoGlobal ["G36K_camo",1]; //_this addWeaponCargoGlobal ["M4A1_AIM_SD_camo",1]; //_this addWeaponCargoGlobal ["FN_FAL",1]; //_this addWeaponCargoGlobal ["M14_EP1",1]; //_this addWeaponCargoGlobal ["M9SD",1]; _this addmagazineCargoGlobal ["20Rnd_762x51_DMR",5]; _this addmagazineCargoGlobal ["200Rnd_556x45_M249",3]; _this addmagazineCargoGlobal ["ItemHeatPack",5]; _this addmagazineCargoGlobal ["ItemPainkiller",5]; _this addmagazineCargoGlobal ["ItemMorphine",5]; _this addmagazineCargoGlobal ["ItemBloodBag",5]; _this addmagazineCargoGlobal ["ItemAntibiotic",5]; //_this addmagazineCargoGlobal ["30Rnd_556x45_StanagSD",5]; //_this addmagazineCargoGlobal ["20Rnd_762x51_FNFAL",5]; //_this addmagazineCargoGlobal ["100Rnd_762x51_M240",5]; //_this addmagazineCargoGlobal ["30Rnd_556x45_G36",5]; //_this addmagazineCargoGlobal ["30Rnd_556x45_Stanag",5]; //_this addmagazineCargoGlobal ["15Rnd_9x19_M9SD",5]; _this addbackpackCargoGlobal ["DZ_Backpack_EP1",2]; _this setPos (_lootPos select (_order select 0)); _this setVariable ["permaLoot",true,true]; //*DONN* //VEHICLE PARTS: _this = createVehicle ["TKVehicleBox_EP1", (_lootPos select (_order select 1)), [], 0, "CAN_COLLIDE"]; //Clear Cargo clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; //Add Cargo _this addWeaponCargoGlobal ["NVGoggles",3]; _this addWeaponCargoGlobal ["ItemToolbox",5]; _this addmagazineCargoGlobal ["PartEngine",5]; _this addmagazineCargoGlobal ["PartGeneric",5]; _this addmagazineCargoGlobal ["PartVRotor",5]; _this addmagazineCargoGlobal ["PartWheel",6]; _this addmagazineCargoGlobal ["PartFueltank",7]; _this addmagazineCargoGlobal ["PartGlass",10]; _this addmagazineCargoGlobal ["ItemJerrycan",15]; _this addbackpackCargoGlobal ["DZ_Backpack_EP1",2]; _this setPos (_lootPos select (_order select 1)); _this setVariable ["permaLoot",true,true]; //*DONN* //FOOD: _this = createVehicle ["TKVehicleBox_EP1", (_lootPos select (_order select 2)), [], 0, "CAN_COLLIDE"]; _this setDir -178.83; //Clear Cargo clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; //Add Cargo _this addWeaponCargoGlobal ["NVGoggles",3]; _this addWeaponCargoGlobal ["ItemGPS",4]; _this addmagazineCargoGlobal ["FoodCanBadguy",6]; _this addmagazineCargoGlobal ["FoodCanBoneboy",5]; _this addmagazineCargoGlobal ["FoodCanCorn",5]; _this addmagazineCargoGlobal ["FoodCanCurgon",5]; _this addmagazineCargoGlobal ["FoodCanDemon",5]; _this addmagazineCargoGlobal ["FoodCanFraggleos",5]; _this addmagazineCargoGlobal ["FoodCanHerpy",5]; _this addmagazineCargoGlobal ["FoodCanDerpy",5]; _this addmagazineCargoGlobal ["FoodCanTylers",5]; _this addmagazineCargoGlobal ["ItemSodaMtngreen",7]; _this addmagazineCargoGlobal ["ItemSodaR4z0r",5]; _this addmagazineCargoGlobal ["ItemSodaClays",5]; _this addmagazineCargoGlobal ["ItemSodaSmasht",5]; _this addmagazineCargoGlobal ["ItemSodaDrwaste",5]; _this addmagazineCargoGlobal ["ItemSodaLemonade",5]; _this addmagazineCargoGlobal ["ItemSodaLvg",7]; _this addmagazineCargoGlobal ["ItemSodaMzly",5]; _this addmagazineCargoGlobal ["ItemSodaRabbit",5]; _this addbackpackCargoGlobal ["DZ_Backpack_EP1",1]; _this setPos (_lootPos select (_order select 2)); _this setVariable ["permaLoot",true,true]; //*DONN* //MEDICAL: _this = createVehicle ["TKVehicleBox_EP1", (_lootPos select (_order select 3)), [], 0, "CAN_COLLIDE"]; _this setDir 90.560677; //Clear Cargo clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; //Add Cargo _this addWeaponCargoGlobal ["NVGoggles",1]; _this addWeaponCargoGlobal ["ItemGPS",1]; _this addmagazineCargoGlobal ["ItemBandage",50]; _this addmagazineCargoGlobal ["ItemPainkiller",15]; _this addmagazineCargoGlobal ["ItemMorphine",12]; _this addmagazineCargoGlobal ["ItemBloodBag",12]; _this addmagazineCargoGlobal ["ItemEpinephrine",10]; _this addmagazineCargoGlobal ["ItemAntibiotic",12]; _this addbackpackCargoGlobal ["DZ_Backpack_EP1",2]; _this setPos (_lootPos select (_order select 3)); _this setVariable ["permaLoot",true,true]; //*DONN* //BUILDING MATERIAL AND SOME WEAPONS: _this = createVehicle ["TKVehicleBox_EP1", (_lootPos select (_order select 4)), [], 0, "CAN_COLLIDE"]; //Clear Cargo clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; //Add Cargo _this addWeaponCargoGlobal ["ItemEtool",10]; _this addWeaponCargoGlobal ["ItemToolbox",5]; _this addWeaponCargoGlobal ["NVGoggles",2]; _this addmagazineCargoGlobal ["HandGrenade_West",10]; _this addmagazineCargoGlobal ["ItemSandbag",10]; _this addmagazineCargoGlobal ["ItemTankTrap",5]; _this addmagazineCargoGlobal ["ItemWire",10]; _this addmagazineCargoGlobal ["ItemTent",4]; _this addmagazineCargoGlobal ["PartGeneric",5]; _this addmagazineCargoGlobal ["TrapBear",8]; //*DONN* Jon Weapon Loot _this addWeaponCargoGlobal ["NVGoggles",2]; _this addWeaponCargoGlobal ["KSVK_DZE",3]; _this addWeaponCargoGlobal ["VSS_vintorez",2]; _this addWeaponCargoGlobal ["SCAR_H_CQC_CCO_SD",1]; _this addWeaponCargoGlobal ["FN_FAL_ANPVS4",1]; //*DONN* Jon Magazine Loot _this addmagazineCargoGlobal ["150Rnd_127x107_DSHKM",3]; _this addmagazineCargoGlobal ["5Rnd_127x108_KSVK",7]; _this addmagazineCargoGlobal ["5Rnd_127x108_KSVK",3]; _this addmagazineCargoGlobal ["20Rnd_9x39_SP5_VSS",3]; _this addmagazineCargoGlobal ["20Rnd_762x51_FNFAL",3]; _this addbackpackCargoGlobal ["DZ_Backpack_EP1",1]; _this setPos (_lootPos select (_order select 4)); _this setVariable ["permaLoot",true,true]; //*DONN* diag_log "[TERROR-Z] Buildings Finalized!"; //===================================== // SPAWN EXPLODING ZOMBIES //===================================== diag_log "[HC_ON] Terrozon script init!"; donn_terror_deadZombies = []; donn_terror_mult = 1; donn_terror_zombDamage = { private ['_zombie','_damage','_projectile','_zombie_explodeTrigered','_zombie_actDam','_source']; _zombie = _this select 0; _zombie_actDam = damage _zombie; _damage = _this select 2; _healt = _zombie getVariable ['donn_hp',1]; _damage = _damage * (0.5/_healt); _source = _this select 3; _projectile = _this select 4; if (isPlayer _source && !(_projectile in ['SmallSecondary','G_Camel_HE','Bo_GBU12_LGB',''])) then { if (_zombie_actDam + _damage > 0.5) then { _damage = 0; if !(_zombie in donn_terror_deadZombies) then { donn_terror_deadZombies = donn_terror_deadZombies + [_zombie]; [_zombie] call donn_terror_explode; }; }; } else { _damage = 0; }; _damage }; donn_terror_explode = { private ['_zombie','_special','_radSearch','_blowMult','_nearZombies','_nearToBlow','_randExtra','_rand','_blowWait']; _zombie = _this select 0; _special = _zombie getVariable ['donn_spe',0]; if (_special == 0) then {_radSearch = 10; _blowMult = 1; _blowWait = 0.25;}; if (_special == 1) then {_radSearch = 25; _blowMult = 5; _blowWait = 0.25;}; if (_special == 2) then {_radSearch = 120; _blowMult = 100; _blowWait = 0.25;}; _nearZombies = (nearestObjects [_zombie, ['zZombie_Base'], _radSearch]) - [_zombie]; _nearToBlow = []; _rand = random 100; _randExtra = 1; if (_rand < 80) then {_randExtra = 2;}; if (_rand < 60) then {_randExtra = 3;}; if (_rand < 40) then {_randExtra = 4;}; if (_rand < 20) then {_randExtra = 5;}; if (_rand < 10) then {_randExtra = 10;}; _randExtra = _randExtra * _blowMult; { if (count _nearToBlow < _randExtra) then { if (_x getVariable ['donn_spe',0] == 0) then { _nearToBlow = _nearToBlow + [_x]; }; }; } forEach _nearZombies; _zombie setDamage 0.6; _nearToBlow spawn { { _x setDamage 0.6; if (((_forEachIndex + 1) mod 5) == 0) then {sleep 0.15;}; } forEach _this; }; }; donn_terror_getTarget = { private ['_zombie','_viewDistance','_zTarget','_nearTargets','_playerPos','_playerPosZ']; _zombie = _this select 0; _viewDistance = _this select 1; _nearTargets = []; { _playerPos = _x getVariable ['donn_pos',getPosATL _x]; _playerPosZ = _playerPos select 2; if ((_zombie distance _playerPos) < _viewDistance && _playerPosZ < 4.5) then { _nearTargets = _nearTargets + [_x]; }; } forEach playableUnits; if (count _nearTargets > 0) then { _zTarget = _nearTargets call BIS_fnc_selectRandom; } else { _zTarget = ObjNull; }; _zTarget }; sleep 10; { { if (_forEachIndex == 0) then { donn_terror_check_var = _x select 1; _x spawn { private ['_center','_var','_rad','_cycle','_result']; _center = _this select 0; _var = _this select 1; _rad = _this select 2; _cycle = _this select 3; call compile format['donn_terror_trigger_%1 = false;', _var]; while {true} do { _result = false; { if (_x distance _center < _rad) exitWith { _result = true; }; } forEach playableUnits; call compile format['donn_terror_trigger_%1 = _result;', _var]; }; sleep _cycle; }; } else { private ['_qtyZomb','_deployRad', '_insertPoint','_viewDistance','_unitTypes','_sphere']; _insertPoint = _x select 0; _deployRad = _x select 1; _qtyZomb = _x select 2; _qtyZomb = round (_qtyZomb * donn_terror_mult); _viewDistance = _x select 3; _distToWalk = _x select 4; _special = _x select 5; _health = _x select 6; _inconTime = _x select 7; _unitTypes = []+ getArray (configFile >> 'CfgBuildingLoot' >> 'Default' >> 'zombieClass'); for '_k' from 1 to _qtyZomb do { private ['_agent','_type']; _type = _unitTypes call BIS_fnc_selectRandom; _agent = createAgent [_type,_insertPoint,[],_deployRad,'NONE']; sleep 0.01; if (_special > 0) then { for '_x' from 1 to _special do { _sphere = createVehicle ['Sign_sphere100cm_EP1', getPosATL _agent, [], 0, 'CAN_COLLIDE']; _sphere attachTo [_agent, [0,0,2.25 + (_x - 1) * 1]]; }; _agent setVariable ['donn_spe',_special,true]; } else { _agent setVariable ['donn_spe',0,true]; }; _agent removeAllEventHandlers 'handleDamage'; _agent addEventHandler ['handleDamage',{_this call donn_terror_zombDamage}]; _agent setVariable ['donn_terrorZombie',true,true]; _agent setVariable ['donn_hp',_health,false]; _agent setDir (random 360); [_viewDistance,_agent,donn_terror_check_var,_distToWalk,_special,_inconTime] execFSM 'terror_zombies\zombie_agent_terror.fsm'; }; }; } forEach _x; } forEach donn_terror_zomb; diag_log 'TERROR ZOMBIES RODOU (HC/SERVER)!'; //===================================== // SHOW ICONS ON THE MAP //===================================== [] spawn { while {true} do { _don_marker_put = createMarker ["Conrads Refugee Camp",[2889, 8870]]; _don_marker_put setMarkerShape "Icon"; _don_marker_put setMarkerText "Conrads Refugee Camp"; _don_marker_put setMarkerType "Flag1"; _don_marker_put setMarkerColor "ColorBlack"; sleep 5; deleteMarker "Conrads Refugee Camp"; }; }; 2 - Run on the Client, init.sqf for example. This makes the zombies explode when players are near then. if (!isServer) then { donn_playerInTerror = false; [] spawn { private ["_nearZombies","_isTerrorZ","_Zdamage"]; while {true} do { if (vehicle player == player) then { _nearZombies = (getPosATL player) nearEntities ["zZombie_Base",2.5]; _Zdamage = 0.6; } else { _nearZombies = (getPosATL vehicle player) nearEntities ["zZombie_Base",5]; _Zdamage = 0.8; }; { _isTerrorZ = _x getVariable ["donn_terrorZombie",false]; if !(isNil "_isTerrorZ") then { if (_x getVariable ["donn_spe",0] == 0) then { _x setDamage _Zdamage; }; }; } forEach _nearZombies; sleep 0.25; }; }; [] spawn { while {true} do { player setVariable ["donn_pos",getPosATL player,true]; uiSleep 2; }; }; diag_log "TERROR ZOMBIES OK (CLIENT)!"; donn_noZombieAreas = [ [[2889,8870,0],400] ]; { _x spawn { private ["_playerPos","_areaPos","_distCheck"]; _areaPos = _this select 0; _distCheck = _this select 1; while {true} do { waitUntil { sleep 5; _playerPos = getPosATL player; (_areaPos distance _playerPos) < _distCheck }; diag_log "ZOMBOFF!"; player_zombieCheck = {}; waitUntil { sleep 5; _playerPos = getPosATL player; (_areaPos distance _playerPos) > _distCheck }; diag_log "ZOMBON!"; player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; }; }; } forEach donn_noZombieAreas; }; 3 - FSM file (zombie behavior): put that code in a text file, in the mission folder, with this folder and name \terror_zombies\zombie_agent_terror.fsm. See that the extension of this file is not sqm, but fsm. /*%FSM<COMPILE "e:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DayZ Zombie Agent">*/ /*%FSM<HEAD>*/ /* item0[] = {"Inicia",0,250,-250.000000,-425.000000,-150.000000,-375.000000,0.000000,"Inicia"}; item1[] = {"Achou_Perto",4,218,-25.000000,-350.000000,75.000000,-300.000000,0.000000,"Achou" \n "Perto"}; item2[] = {"Verdadeiro",4,218,-250.000000,-325.000000,-150.000000,-275.000000,0.000000,"Verdadeiro"}; item3[] = {"Procura_um_Human",2,4346,-150.000000,-250.000000,-50.000000,-200.000000,0.000000,"Procura" \n "um Humano"}; item4[] = {"Procura_de_novo",4,218,-250.000000,-175.000000,-150.000000,-125.000000,0.000000,"Procura" \n "de novo?"}; item5[] = {"Andar_at__Humano",2,250,100.000000,-300.000000,200.000000,-250.000000,0.000000,"Andar até" \n "Humano!"}; item6[] = {"Update_posi__o_",4,218,225.000000,-350.000000,325.000000,-300.000000,0.000000,"Update" \n "posição?"}; item7[] = {"Perdeu_de_Vista",4,218,-25.000000,25.000000,75.000000,75.000000,0.000000,"Perdeu" \n "de Vista?"}; item8[] = {"Humano_Morto_",4,218,-25.000000,-75.000000,75.000000,-25.000000,0.000000,"Humano" \n "Morto?"}; item9[] = {"",7,210,-104.000000,-4.000001,-95.999992,4.000001,0.000000,""}; item10[] = {"",7,210,-104.000000,96.000000,-96.000000,104.000008,0.000000,""}; item11[] = {"Explodir_",2,250,400.000000,-425.000000,500.000000,-375.000000,0.000000,"Explodir!"}; item12[] = {"Recuperado_",4,218,400.000000,75.000000,500.000000,125.000000,0.000000,"Recuperado?"}; item13[] = {"Perto_Humano_",4,218,100.000000,-425.000000,200.000000,-375.000000,0.000000,"Perto" \n "Humano?"}; item14[] = {"",7,210,-104.000000,-404.000000,-96.000000,-396.000000,0.000000,""}; item15[] = {"Achou_Longe",4,218,-25.000000,-150.000000,75.000000,-100.000000,0.000000,"Achou" \n "Longe"}; item16[] = {"Correr_para_mais",2,250,100.000000,-200.000000,200.000000,-150.000000,0.000000,"Correr para" \n "mais perto"}; item17[] = {"Update_posi__o_",4,218,225.000000,-150.000000,325.000000,-100.000000,0.000000,"Update" \n "posição?"}; item18[] = {"Chegou_Perto_",4,218,225.000000,-250.000000,325.000000,-200.000000,0.000000,"Chegou" \n "Perto?"}; item19[] = {"",7,210,371.000000,-279.000000,379.000000,-271.000000,0.000000,""}; item20[] = {"",7,210,371.000000,-179.000000,379.000000,-171.000000,0.000000,""}; item21[] = {"",7,210,371.000000,46.000000,379.000000,54.000004,0.000000,""}; item22[] = {"",7,210,371.000000,-54.000000,379.000000,-46.000000,0.000000,""}; item23[] = {"Humano_Longe_",4,218,-25.000000,-250.000000,75.000000,-200.000000,0.000000,"Humano" \n "Longe?"}; link0[] = {0,2}; link1[] = {1,5}; link2[] = {2,3}; link3[] = {3,1}; link4[] = {3,4}; link5[] = {3,14}; link6[] = {3,15}; link7[] = {4,3}; link8[] = {5,6}; link9[] = {5,13}; link10[] = {5,19}; link11[] = {5,23}; link12[] = {6,5}; link13[] = {7,9}; link14[] = {8,9}; link15[] = {9,3}; link16[] = {10,9}; link17[] = {11,12}; link18[] = {12,10}; link19[] = {13,11}; link20[] = {14,13}; link21[] = {15,16}; link22[] = {16,13}; link23[] = {16,17}; link24[] = {16,18}; link25[] = {16,20}; link26[] = {17,16}; link27[] = {18,5}; link28[] = {19,20}; link29[] = {20,22}; link30[] = {21,7}; link31[] = {22,8}; link32[] = {22,21}; link33[] = {23,16}; globals[] = {25.000000,1,0,0,0,640,480,1,174,6316128,1,-488.040009,633.607056,150.522751,-478.192963,983,551,1}; window[] = {2,-1,-1,-1,-1,805,125,1333,125,3,1001}; *//*%FSM</HEAD>*/ class FSM { fsmName = "DayZ Zombie Agent"; class States { /*%FSM<STATE "Inicia">*/ class Inicia { name = "Inicia"; init = /*%FSM<STATEINIT""">*/"private [""_choosenEyePos"",""_agentOriPos"",""_timeLost"",""_choosenDead"",""_viewDistance"",""_grenade"",""_playersCanSee"",""_agent"",""_found"",""_choosen"",""_players"",""_start"",""_newPos""];" \n "" \n "_viewDistance = _this select 0;" \n "_agent = _this select 1;" \n "_varString = _this select 2;" \n "_ZdistToWalk = _this select 3;" \n "_Zspecial = _this select 4;" \n "_ZinconTime = _this select 5;" \n "" \n "_agentOriPos = getPosATL _agent;" \n "" \n "_agent disableAI ""FSM"";" \n "_agent setBehaviour ""CARELESS"";" \n "_agent setCombatMode ""RED"";" \n "_agent setSkill 0;" \n "" \n "_agentFugitiveQty = 0;"/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "Verdadeiro">*/ class Verdadeiro { priority = 0.000000; to="Procura_um_Human"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/"_found = false;" \n "_away = false;" \n "_newPos = getPosATL _agent;"/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Procura_um_Human">*/ class Procura_um_Human { name = "Procura_um_Human"; init = /*%FSM<STATEINIT""">*/"_start = diag_tickTime;" \n "if (call compile format[""donn_terror_trigger_%1"",_varString]) then {" \n " _choosen = [_agent,_viewDistance] call donn_terror_getTarget;" \n " if !(isNull _choosen) then {" \n " _found = true;" \n " " \n " _choosenPos = _choosen getVariable [""donn_pos"",getPosATL _agent];" \n " if (isNil ""_choosenPos"") then {_choosenPos = getPosATL _agent;};" \n " " \n " if ((_agent distance _newPos) + (_newPos distance _choosenPos) > 20) then {" \n " _away = true;" \n " } else {" \n " _away = false;" \n " };" \n " };" \n "};"/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "Procura_de_novo">*/ class Procura_de_novo { priority = 0.000000; to="Procura_um_Human"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _start) > 5"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Achou_Longe">*/ class Achou_Longe { priority = 0.000000; to="Correr_para_mais"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"_found && _away"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/"_choosenDead = false;" \n "_distance_ZP_ok = true;"/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Perto_Humano_">*/ class Perto_Humano_ { priority = 0.000000; to="Explodir_"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"damage _agent >= 0.5"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Achou_Perto">*/ class Achou_Perto { priority = 0.000000; to="Andar_at__Humano"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"_found && !_away" \n ""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/"_choosenDead = false;" \n "_distance_ZP_ok = true;"/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Andar_at__Humano">*/ class Andar_at__Humano { name = "Andar_at__Humano"; init = /*%FSM<STATEINIT""">*/"_start = diag_tickTime;" \n "" \n "_choosenPos = _choosen getVariable [""donn_pos"",getPosATL _agent];" \n "if (isNil ""_choosenPos"") then {_choosenPos = getPosATL _agent;};" \n "" \n "_distance_ZP_ok = _agent distance _choosenPos < _viewDistance && (_choosenPos select 2) < 4.5;" \n "" \n "if (_distance_ZP_ok) then {" \n " if (alive _choosen) then {" \n " _newPos = _choosenPos;" \n " _agent moveTo _newPos;" \n " _agent forceSpeed 2;" \n " } else {" \n " _choosenDead = true;" \n " };" \n "};"/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "Perto_Humano_">*/ class Perto_Humano_ { priority = 0.000000; to="Explodir_"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"damage _agent >= 0.5"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Humano_Longe_">*/ class Humano_Longe_ { priority = 0.000000; to="Correr_para_mais"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"(_agent distance _newPos) + (_newPos distance (_choosen getVariable [""donn_pos"",getPosATL _agent])) > _ZdistToWalk"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Humano_Morto_">*/ class Humano_Morto_ { priority = 0.000000; to="Procura_um_Human"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"_choosenDead"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/"_newPos = _agentOriPos;" \n "_agent moveTo _newPos;" \n "_agent forceSpeed 10;" \n "_found = false;" \n "_away = false;"/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Perdeu_de_Vista">*/ class Perdeu_de_Vista { priority = 0.000000; to="Procura_um_Human"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"!_distance_ZP_ok"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/"_newPos = _agentOriPos;" \n "_agent moveTo _newPos;" \n "_agent forceSpeed 10;" \n "_found = false;" \n "_away = false;"/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Update_posi__o_">*/ class Update_posi__o_ { priority = 0.000000; to="Andar_at__Humano"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"moveToCompleted _agent || moveToFailed _agent"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Explodir_">*/ class Explodir_ { name = "Explodir_"; init = /*%FSM<STATEINIT""">*/"_agent forceSpeed 0;" \n "_agent setUnitPos ""DOWN"";" \n "_start = diag_tickTime;" \n """SmallSecondary"" createVehicle (getPosATL _agent);" \n "if (_Zspecial == 1) then {" \n " ""G_Camel_HE"" createVehicle (getPosATL _agent);" \n "};" \n "if (_Zspecial == 2) then {" \n " ""Bo_GBU12_LGB"" createVehicle (getPosATL _agent);" \n "};" \n "if (damage _agent > 0.7) then {" \n " ""G_Camel_HE"" createVehicle (getPosATL _agent);" \n " _agent setDamage 0.6;" \n "};"/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "Recuperado_">*/ class Recuperado_ { priority = 0.000000; to="Procura_um_Human"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"diag_tickTime-_start > _ZinconTime"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/"_agent setDamage 0;" \n "_agent setUnitPos ""UP"";" \n "" \n "_newPos = _agentOriPos;" \n "_agent moveTo _newPos;" \n "_agent forceSpeed 10;" \n "" \n "donn_terror_deadZombies = donn_terror_deadZombies - [_agent];" \n "" \n "_found = false;" \n "_away = false;"/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Correr_para_mais">*/ class Correr_para_mais { name = "Correr_para_mais"; init = /*%FSM<STATEINIT""">*/"_start = diag_tickTime;" \n "" \n "_agP = getPosATL _agent;" \n "_agPX =_agP select 0;" \n "_agPY =_agP select 1;" \n "" \n "_choosenPos = _choosen getVariable [""donn_pos"",getPosATL _agent];" \n "if (isNil ""_choosenPos"") then {_choosenPos = getPosATL _agent;};" \n "" \n "_distance_ZP_ok = _agent distance _choosenPos < _viewDistance && (_choosenPos select 2) < 4.5;" \n "" \n "if (_distance_ZP_ok) then {" \n " if (alive _choosen) then {" \n " _cP = _choosenPos;" \n " _cPX = _cP select 0;" \n " _cPY = _cP select 1;" \n "" \n " _nPX = (_agPX+_cPX)/2;" \n " _nPY = (_agPY+_cPY)/2;" \n " _newPos = [_nPX,_nPY,0];" \n " " \n " _agent moveTo _newPos;" \n " _agent forceSpeed 8;" \n " } else {" \n " _choosenDead = true;" \n " };" \n "};"/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "Update_posi__o_">*/ class Update_posi__o_ { priority = 0.000000; to="Correr_para_mais"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"moveToCompleted _agent || moveToFailed _agent"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Chegou_Perto_">*/ class Chegou_Perto_ { priority = 0.000000; to="Andar_at__Humano"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"(_agent distance _newPos) + (_newPos distance (_choosen getVariable [""donn_pos"",getPosATL _agent])) < _ZdistToWalk"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Humano_Morto_">*/ class Humano_Morto_ { priority = 0.000000; to="Procura_um_Human"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"_choosenDead"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/"_newPos = _agentOriPos;" \n "_agent moveTo _newPos;" \n "_agent forceSpeed 10;" \n "_found = false;" \n "_away = false;"/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Perdeu_de_Vista">*/ class Perdeu_de_Vista { priority = 0.000000; to="Procura_um_Human"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"!_distance_ZP_ok"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/"_newPos = _agentOriPos;" \n "_agent moveTo _newPos;" \n "_agent forceSpeed 10;" \n "_found = false;" \n "_away = false;"/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Perto_Humano_">*/ class Perto_Humano_ { priority = 0.000000; to="Explodir_"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"damage _agent >= 0.5"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ }; initState="Inicia"; finalStates[] = { }; }; /*%FSM</COMPILE>*/ OBS: fsm files are created by FSM Creator, but since they are text files, they can be provided like above. More help: Where to put the files? - Script 1 runs on server (i run it at the end of the file server_functions.sqf). - Script 2 runs on client (i run it in init.sqf). - Script 3 does not need to run, but you need to put it in the correct place in the mission file: \terror_zombies\zombie_agent_terror.fsm.
  15. axeman

    Read Me First

    Welcome to the AI Mission forum. Yes, we all want to make missions and put our mark on the game, give our players what they ask for and add our own ideas to the mod. Well, we welcome it and here is the place. Here we talk about .sqf and .fsm, configs, init.sqf, whatever is involved in creating a mission. Ask it, Code it, Post it ! Rules: 1) No Politics, long debates - Talking about how something, somewhere on the internet is not fair, or who said what ! Debate the merits of coding methods by all means. 2) No Breaking Epoch Code - Do not break our code, leave it be please until we release the final version. For a good reason, do you want to support changes in your mission every time we update the mod ? 3) Work with us, not against us. If it is in the Mod, we have done it that way for a reason, that reason is usually performance or for a better player experience. For example, don't try to 'find ways around' our server clean-up.The next update will almost certainly break your fix. We are always striving to improve and are open to suggestions. 4) All are welcome, respect others please. 5) Mission files etc. - Give credit for sources of your work. Guidelines: 1) DO NOT pander to your players - This is a survival experience ! Before giving in and making it easy for them, think how you can make them earn it and want it, and please make it painful, maybe a sea of sappers, just a suggestion. 2) Keep it clientside as much as you can. Not sure ? See Rule 3
  16. Hello All, I really hope that some one can help me with the issues that I am having. I have scoured numerous forums looking for answers that I could not find, and the users at OpenDayZ seem unwilling to help. My EPOCH server, Arma 2, and BE are all up to date with the latest stable release. I have other mods installed and enabled on the server that seem to run correctly with no errors being logged in the RPT. However, once I installed Sarg AI, my RPT becomes flooded with error spams. Remove Sarge, and errors stop. So, I know the issue resides within the Sarge AI framework. Even though this has become a major headache for me, my gaming group and I strongly desire to get this working correctly. The main reason is because of the survivor AI. We have grown tired of shooting everything that moves without seeing other "friendlies" within the world (not counting the mannequin traders). It breaks the immersion factor for us. So, if anyone can help us out with this or perhaps can point me in the direction of a "Survivor" AI package that works, we would be grateful. Below is a snipit of the RPT showing the error spam. Did not post entire log for obvious reasons. I know that the RPT post was a terrible hack job, I was just trying to cut out different sections to show the extense of the error spam. Also of note, I followed the install instructions from Swiss-Sarge's github page until I reached the part about editing the "server_cleanup.fsm" and below. My server_cleanup was completely different from his and saw through other posts on forums that this version of EPOCH supposedly didn't need those lines added since cleanup had been relocated elsewhere. Not sure if that is true or not, but I left it alone until instructed otherwise. Not sure why I would get errors from the "dayz_serverobjectmonitor" file but "SAR_vehicle_fix.sqf" and "upsmon.sqf" are definitely wrecking havoc from what I can tell. I tried to contact Swiss-Sarge directly, but all questions have been ignored. If you would like me to post any of my configs for troubleshooting just let me know and I will post them ASAP. Thanks in advance for any who can help resolve this issue.
  17. Hi guys and girls! I am looking for a spawn select for lingor island. Well, really i just need the coords for the spawns tbh. I am also looking for some pre-made AI sites for lingor. Looking to liven up the place a bit :) Would be superhappy if someone would share :)
  18. AI don`t try kill traders && weapon lowered Everyone knows about the problem when AI try kill traders. AI stay and shoot in traders long long time, or heli only fly over the traders. Its easy to fix! Standart spawn AI trader: _unit_32 = objNull; if (true) then { _this = createAgent ["Soldier_GL_PMC", [8266.668, 15482.221, 0.10264076], [], 0, "CAN_COLLIDE"]; _unit_32 = _this; _this setDir -141.76392; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this enableAI 'ANIM'; "; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation true; }; Change to: _unit = createAgent ["Soldier_GL_PMC", [8266.668, 15482.221, 0.10264076], [], 0, "CAN_COLLIDE"]; _unit setDir -141.76392; _unit setcaptive true; //make frendly for AI _unit switchMove 'AmovPercMstpSlowWrflDnon'; //lower weapon (only if unit have weapon) _unit setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; "; _unit allowDammage false; _unit disableAI 'FSM'; _unit disableAI 'MOVE'; _unit disableAI 'AUTOTARGET'; _unit disableAI 'TARGET'; _unit setBehaviour 'CARELESS'; _unit forceSpeed 0;_unit enableSimulation false; add on top script: private ["_unit"]; sleep 60; //add sleep 60, it`s wait load all traders. Use _unit, not _unit_32, its good for server FPS. if server (in server_functions.sqf) spawn AI traders, 50% unstable!!! use 1 file wich all units, and add path in init.sqf in if (isServer) then: if (isServer) then { call compile preprocessFileLineNumbers "\z\addons\dayz_server\scripts\dynamic_vehicle.sqf"; _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; _nil = [] execVM "\z\addons\dayz_server\scripts\units.sqf"; //this }; . Thx for help: Halvhjearne BetterDeadThanZed SchwEde -- I will be happy if I helped someone! Sorry for my bad english! :P with: Losing connection, drop loot, Esc, exit yes and Esc + G, losing connection, drop loot, exit yes.
  19. TRUCKA: AI COAST TRANSPORT This is based in axeman bus routes! RESUME: - A truck that goes from Kamemka to Berezino and then from Berezino to Kamenka. - Junk removed from the coast road. - Truck driver humam behavior. - Horn comunication. - Smart Driver, no abuse from players. - The truck is show on map as a red arrow, for everyone. Example of driver humam behavior: Inside the truck, if you ask too much to the driver stop the truck or ask for stop and don't leave the truck, the driver will ignore next asks from you. If the truck stoped to get a player, and you ask, right after that, for the truck to stop, the driver will not stop. If you take long to embark, the truck will leave you at the street. If there is shot activity on the area, the truck will not stop for players on the street or for players in the truck that ask for stop. HOW TO USE: If you is on the street, go in the direction of the truck and it will know you want to go in, the driver will sign the horn tree times. If you is on the truck, press space bar to ask for the driver to stop, the driver will sign the horn two times. BADIES: infiSTAR remove vehicles custom binds even if you set Remove Custom Binds to false, some work arround is needed. INSTALLATION: 1) Unpack this file inside your mission folder: http://s000.tinyupload.com/index.php?file_id=37025560196997886183 2) Add those lines at the end of your init.sqf: if (isServer) then { [true] execVM "trucka\init_bus.sqf"; }; if (!isDedicated) then { [] execVM "trucka\player_axeBus.sqf"; };3) You also need one custom sound, the horn: Add this code to your description.ext file. If you already have a class CfgSounds, add just the class donnBus_horn to your class CfgSounds: class CfgSounds { class donnBus_horn { name="donnBus_horn"; sound[]={trucka\horn.ogg,1,1}; titles[] = {}; }; }; 4) Remove junk on the coast street: Some code need to be changed on the server file server_functions.sqf: Find that: _position = RoadList call BIS_fnc_selectRandom; _position = _position modelToWorld [0,0,0]; waitUntil{!isNil "BIS_fnc_findSafePos"}; _position = [_position,0,10,5,0,2000,0] call BIS_fnc_findSafePos; And change it to that: //DONN - AX BUS while {true} do { _position = RoadList call BIS_fnc_selectRandom; _position = _position modelToWorld [0,0,0]; waitUntil{!isNil "BIS_fnc_findSafePos"}; _position = [_position,0,10,5,0,2000,0] call BIS_fnc_findSafePos; if ((ATLToASL [_position select 0, _position select 1, 0]) select 2 > 10) exitWith {}; diag_log format ["[DONN JUNK] Position %1 not OK!", ATLToASL [_position select 0, _position select 1, 0]]; }; //DONN - AX BUSThis will avoid spawn of junk (if you have then set to > 0) on the coast.
  20. The AI (in my case Bandits) can shoot you from outside of the protected trader zones while you're standing inside of it. I dont know if its intended to be like this but incase its not, it should be fixed.
  21. Hey guys! The question is simple and already included in the title. Can I somehow make the WAI AIs attack armoured vehicles like the BTR-90? Also, how does that rocket launcher stuff work? I enabled the rocket launchers for the missions in the config but there are no NPCs with AT launchers and if I manually add NPCs to spawn with AT launchers for each mission, the launchers don't disappear at death even though I enabled that option in the config, too.
  22. I've been playing Arma3 Epochmod since it came out and have tried to make some challenging missions with AI but they just don't fight like they should. I tried many servers with missions but most of them the AI are way too easy to kill and have a predictable pattern. I came across a clan server [GS96] Epoch that has some pretty sweet things they've done with the server and have mission AI's that are pretty amazing to fight. After a few days playing on it here is a list of what i've noticed they have and dying to know how. 1. Multi-level missions from easy to very difficult, some that are very hard to complete without a coordinated group playing with you, if not impossible alone. Colored mission location circles on map show up from Green (easy) to Black (very difficult) with reward crates varying in loot according to mission difficulty. Status window that keeps you knowing the mission status like how many AI are left, targets in area by distance and such. 2. Incredibly intelligent AI that learn and react dynamically in missions. They hunt you down in coordinated groups from unknown directions so camping and shooting fish in a barrel like other servers i've played on is not so easy. You'd think you're playing against a group of real players. Was not aware that computer AI could actually be programmed to change play style on the fly like that. They change their tactics with each player that enters their mission areas, pretty cool to watch them and try to outsmart them. 3. I noticed they did something really cool with the extremely loud helicopters. Instead of using that Ctrl +/- to control sound the system is all automatic and when you get near a helicopter thats running or one is landing near you the sound levels go down the closer you get to the heli so you're not blasted with that high sound. When you get in a heli it automatically drops sound level and returns to normal shortly after you get out of it. Same happens in any kind of vehicle we tried but sound isnt dropped as much because not as loud as the helis. A message briefly pops up telling you sound level activations and what vehicle you're near or in. Kinda like that earplugs addon but fully automatic and the auto near helicopter levels is a pretty slick feature. 4. My friends and I are in our own group and noticed they have player name tags that show up when you're looking at one of your group people. It also shows how far away they are from you below their name. I don't know the maximum distance it works but saw my friend over 1500m away. It didn't work with another guy that we ran into at the airfield that wasn't in our group which is good so other players cant spot you. I'd love to know how they coded some of the things they are doing. Anyone have sample code or ideas of things like this I could try? None of the missions or addons I have tried that are posted here or armaholic come close to what they have.
  23. 2 Bandit WAI customized missions --- Denny's Farm --- Troop's Supply Mission Plot: --- Denny is giving out some supplies at his farm. --- The local troop just received their supply. Screenshots: https://www.dropbox.com/sh/k9txqxw6q4qx71t/AADTvplz45CXdSrW8Pyo5W8Fa?dl=0 Requirement: -PBO to pack mission file -WAI Installation: ---Download and install WAI to your server.pbo Link : ---Create farmer_give.sqf and troop_supply.sqf files in dayz_server\WAI\missions\bandits In farmer_give.sqf Copy and paste In troop_supply.sqf, copy and paste: ---Edit the config.sqf : find wai_bandit_missions = [ ["armed_vehicle",10], ["black_hawk_crash",10], ["captured_mv22",10], ["broken_down_ural",10], ["hero_base",10], ["ikea_convoy",10], ["medi_camp",10], ["presidents_mansion",10], ["sniper_extraction",10], ["weapon_cache",10], ]; the missions you have may be different from me, and the number after the mission name is the chance of the mission will happen Example: ["mission_name",chance in %] ---Add in farmer_give and troop_supply so it would look like this wai_bandit_missions = [ ["armed_vehicle",10], ["black_hawk_crash",10], ["captured_mv22",10], ["broken_down_ural",10], ["hero_base",10], ["ikea_convoy",10], ["medi_camp",4], ["presidents_mansion",10], ["sniper_extraction",10], ["weapon_cache",4], ["farmer_give",6], ["troop_supply",6] ]; Make sure the number add up to 100. You can change the chance of the mission happen by change the number in % to whatever you want. Now you are done! Repack your server.pbo to try out the missions :D Let me know if there is any problem with the mission.
  24. So I've looked around the forums and haven't seen this asked yet and I feel that it's screaming to be mentioned: Has anyone from the A3 Epoch team, Breaking Point team, Origins team, or any other modding team looked at the possibility of sharing resources to make a more definitive mod? It seems silly to me, as a fan of many of these mods, to see each team with a fantastic game in which they create one or several elements that seem to fit the bill perfectly, and then have another create a different element better. Yet each modding community team seems to operate independently and siloed from the other. Couldn't there be a skype meeting or email shared between the Epoch team, and Breaking Point team? Couldn't each discuss intelectual property that they are willing to colaborate with in the spirit that sharing your creations and ideas is what modding is all about? It seems crazy to me to even bother waiting for Dayz Standalone or another mod to build the game I and many other fans are looking for, while there are all the elements of a great game already out there. Is pride in what you've made too important to colaborate to create something that will really srike the proper cord? In my own opinion, and most of you may differ, I believe that the original breaking point zombies (earlier generation) would be a fantastic fit for Epoch and if the Breaking Point team would be willing to share the animations and pathfinding from a system they don't even use any more, we could have a much more dynamic and intense PVE element to Epoch. I know that this is ultimatly the Epoch team's baby and that it's also their creative freedom to choose what they want to do, but maybe they want to hear from their community in a way that I feel Bohemia Interactive and the orignal Dayz team has totally lost sight of. I guess what I was hoping is, here, on the Epoch forums (the game that I feel has the best core mechanics) we might make it known that seeing colaboration between the teams would help move each project forward. Am I alone?
  25. Hi all. Sorry, I am a noob admin with some experience. But I am confused.... I want to add more ai to this script. Do I also need to add coords or is it as simple as adding more numbers? This is my script. Any help is really appreciated. ............................ // Construction wai 2 [[1472, 12537,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group; [[1331, 12485,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group; [[1424, 12472,0.001],4,"hard","Random",3,"none","GUE_Soldier_Sab","Random","Bandit"] call spawn_group; [[[1356.66,12494.9,3.65],[1359.9459, 12532.396, 4.35043],[1366.6877, 12517.218, -0.055966262],[1380.8385, 12553.244, 7.7632465],[1386.1068, 12497.722, 11.530006],[1421.0057, 12525.689, 13.765746]], "KORD_high_TK_EP1","hard","GUE_Soldier_Sab","Bandit","Random",2,"","Random"] call spawn_static; ............................................................
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