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  1. Hollow's www.CraftDoge.com On my server The missions range from expert to insane, so i wanted to make a mission that's lightweight and just fun. Thus The Bunny Ranch was born ^^ Mission spawns a whorehouse and several roaming prostitutes. The theme is the ranch owner has been beating his girls again and its up to you to teach him a lesson, He is armed with a golden AK and two bodyguards. in the building is a large "safe" filled with currency items for my server so you might want to edit to fit yours. Also this will have a custom map marker. You will already need to have WAI installed on your server you can find it here: INSTALL: Download BunnyRanch.zip here: [Download] Open your dayz_server.pbo open the folder "WAI" open the file AIconfig.sqf and below this /// 4 /// ai_gear4 = [ ["ItemBandage","ItemBandage","ItemPainkiller"], ["ItemKnife","ItemRadio","ItemFlashlight"] ]; add this /// 5 /// ai_gear5 = [ ["ItemBandage","ItemBandage","ItemPainkiller"], ["ItemKnife","ItemRadio","ItemFlashlight"] ]; /// 6 /// ai_gear6 = []; and below this /// 4 /// ai_wep4 = [ ["RPK_74","75Rnd_545x39_RPK"], ["MK_48_DZ","100Rnd_762x51_M240"], ["M249_DZ","200Rnd_556x45_M249"], ["Pecheneg_DZ","100Rnd_762x54_PK"], ["M240_DZ","100Rnd_762x51_M240"] ]; add this /// 5 /// ai_wep5 = [ ["AKS_GOLD","30Rnd_762x39_AK47"] ]; /// 6 /// ai_wep6 = []; open up your missionini.sqf found at WAI\missions\missionini.sqf and below this Small_Gun_Box = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\missions\compile\SmallGunBox.sqf"; Add this Bunny_Safe = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\missions\compile\Bunny_Safe.sqf"; in the same folder open your missionCfg.sqf and add this "Bunny_Ranch" to your missions list, remember each mission should be separated with a , except the last one. Next open your SpawnGroup.sqf can be found at WAI\compile\SpawnGroup.sqf Below this case 4 : {_aiweapon = ai_wep4;}; add this case 5 : {_aiweapon = ai_wep5;}; and below this case 4 : {_aigear = ai_gear4;}; add this case 5 : {_aigear = ai_gear5;}; Finally open the BunnyRanch.zip you downloaded and move markers2.sqf & Bunny_Safe.sqf to WAI\missions\compile and move Bunny_Ranch.sqf to WAI\missions\missions repack your pbo, and upload. Enjoy! Credits: This is a rewrite of the Mayor's Mansion Mission, created by williamjbrown Credit to Matt L for help
  2. Hey guys, (@salival hoping you can assist here buddy) I will preface this by saying that I am using Epoch and server files provided by @Ultima_weapon I am getting this error in my console from WAI: I found something related here on page 7 here: https://epochmod.com/forum/topic/43666-release-wicked-ai-223-106/page/7/ But this did not fix my issue. Here is the spawn_group.sqf: and the spawn_static.sqf: Anyone know what could cause this?
  3. Made a quick static ai mission that spawns on restart. 12 ai patrol the compound 4 Static m2's 1 Heli Patrolling the compound Crate for who ever clears all the ai. Some screenshots of the compound https://github.com/Trapxxgods/Wai-Static-Mission
  4. I sure this is possible, I've seen it on He-Man's server, but where are the options to enable these? 1. How to you get missions to be announced over the epoch radio 2. How to claim missions - currently no claiming required 3. Extend safe zones around protected traders 4. Add more missions beyond the default 12 bandit missions. I know this is a lot to ask. I'm new at this and the sea of forum posts are extremely elusive for the specific questions above. Links and comments would be greatly appreciated!
  5. Downlod https://ln.sync.com/dl/043e1b3c0/wkrywtzv-idjkp722-wzfqg9g6-53b7xfyj
  6. oSoDirty

    Static ammo crate

    As some of you know the newest WAI update no longer supports static ammo crates. I was wondering if anyone knew of a way to pull certain scripts/files from the older version to make a system made to just spawn in a few static crates throughout the map? or a way to merge and edit some files from old to new to make it work again? i tried the 1st but i dont really know what im doing so it was a fail lol. I need this to work for my Bandit/Hero ai camps. without the crates its really not worth people risking heli/vehicle patrols and a 12 man paradrop to raid the camps. Im ok with editing out the missions from the original as well if there is a way to make them work alonside one and other. ANY help is appreciated, thank you in advance!
  7. Wicked AI 2.2.3 This release is updated for DayZ Epoch/Overpoch >>>Download Here<<< The install instructions are in the github readme file for each version. Updates for DayZ Epoch (Release 2.2.3) Streatman's new attachment system L85 and SVD models. Optional dynamic text mission announcements. ZSC compatible remote message system using a modified version of Salival's remote_message.sqf iBen's mission auto claim addon. Two new options for mission vehicle keys: key in crate & key in vehicle gear. Minor bug fixes with missions. Updates for DayZ Epoch1.0.6.1 (Release 2.2.2) Integrated Caveman's mission pack. Optional AI counter in mission marker loops. ZSC check wallet option. Optional mission static spawn points. Updated with 1.0.6+ classnames in weapon arrays and vehicles. Pistol spawning in crates. Credits @f3cuk - WAI version 2.2.0 @ebayShopper - 1.0.6+ updates (release 2.2.1), right click solution for ItemRadio, mod detection method. @Caveman - extended mission pack @salival - ZSC remote messaging (for dynamic text option), many additional fixes - too numerous to list @Zupa - ZSC check wallet @theduke - testing and class name updates @DAmNRelentless - additional configurable variable and check for ZSC option, dynamic text coding examples @iben Auto-claim addon @BigEgg Vehicle key in crate solution For complete instructions on how to use iben's autoclaim addon see the following topic
  8. Is there anyway to add a disable footsteps for admins? Also I would love to be able to spawn a mission in from the admin menu, I tried some code but it just breaks Infistar, it would seem it is executing it automatically. Thank you!
  9. Hey,guys. Closed sorry So, I wrote this mission based on the the example mission from WAI This is fairly easy to install, but you need to have WAI installed in server.pbo. Mission Plot: It's Benlate, OMG, guys, we gotta take him down. -Two optional ending of the mission: 1.This is not the real Benlate, we just killed a group of Middle East bandits. 2.Yes! We did it, Benlate is now died. Screenshots: - Screenshots of Benlate mission and real benlatemission: https://www.dropbox.com/sh/zt19qpgi8hm4byf/AAA7NohKmvzq51WgxQiUyMRQa?dl=0 Requirement: -PBO to pack mission file -WAI Installation: ---Download and install WAI to your server.pbo Link : ---Create file named benlate.sqf and real_benlate.sqf dayz_server\WAI\missions\hero In benlate.sqf, copy and paste: In real_benlate.sqf, Copy and paste ---Edit the config.sqf : find // Missions wai_hero_missions = [ // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages ["black_hawk_crash",12], ["armed_vehicle",10], ["bandit_base",10], ["captured_mv22",10], ["ikea_convoy",12], ["destroyed_ural",12], ["disabled_milchopper",12], ["mayors_mansion",10], ["weapon_cache",12] ]; 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 benlate and real_benlate so it would look like this // Missions wai_hero_missions = [ // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages ["black_hawk_crash",10], ["armed_vehicle",10], ["bandit_base",10], ["captured_mv22",10], ["ikea_convoy",10], ["destroyed_ural",10], ["disabled_milchopper",10], ["mayors_mansion",10], ["weapon_cache",12], ["benlate",4], ["real_benlate",4] ]; Make sure the number add up to 100. 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.
  10. I have ported some of the Extra Wicked AI missions from ARMA2/DayZ/Epoch's Wicked AI system. They are a purely derivative product based on this work: Missions ported so far are: Abandoned Trader, Ambushed HMMWV, Army Base, Drone Pilot, Old MacDonald's Farm and Slaughter House. I will be continuing this work with the others when I have time. NOTE: In order to use these missions you will require CUP Terrains Core on your server. For those running non-vanilla ARMA3 maps, for example Chernarus Redux that should not be an issue. Download https://www.dropbox.com/s/19ln1t6yhsmbldw/Extra_WAI_Missions.zip?dl=0 Installation (1) Copy the files in the downloadable archive to your Wicked AI's missions/bandit folder. (2) Add the missions to the mission array in WAI's config.sqf, for example: wai_bandit_missions = [ ["abandoned_trader",5], ["ambushed_hmmwv",5], ["army_base",5], ["drone_pilot",4], ["macdonald",5], ["slaughter_house",5], ["nuke",4], ["Mi_48",6], ["MV_22",6], ["sniper_team",8], ["rebel_base",5], ["medi_camp",5], ["dropside",5], ["comm_center",10], ["C_192",11], ["destroyed_ural",11] RePBO Wicked AI and upload to @epochhive/addons and enjoy!
  11. if(_complete) then { [_crate,10,10,[100,crate_items_president],10,10] call dynamic_crate; }; How to make the above script catch only the president's loot line? if(_complete) then { [_crate,crate_items_president] call dynamic_crate; }; Is that correct? When I do it seems that the mission does not start. Sorry for my english I'm using google translator.
  12. === Credits: All credit belongs to all authors of used source files: DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) @Markk311, @f3cuk, @Jossy, @BangL, @nerdalertdk, @Caveman - creators of this system @JasonTM, @salival, @ebayShopper - for keeping system alive, further developing and fantastic support Special Thanks goes to: @_Lance_ for deep addon testing and most usefull feedback. Thanks to him we know, how IWAC works under heavy load on populated server (12 concurrent missions :)) @totis, who brings great ideas into this script and did a great tester job! @DAmNRelentless for offering German translation and taking care of addon Github repo. @salival for his ZSC remote msg script which we are using ... all great guys helping make WAI better (I'm pretty sure I forgot a lot of people...). Thank you all for your great job! === Download v1.3.1 [Last update: 2018-01-16] === Introduction: ... once upon a time, *mr. yeahBUT* and *mr. no_name* chatting: --- Q: mr. yeahBUT IWAC? OMG, what is it? A: mr. no_name Well, it's Autoclaim addon for WAI mission system. --- Q: mr. yeahBUT ...yeah, but is it usefull? What it can do? A: mr. no_name Not sure about the first question part... but it could be. If one of your server rules says somenthing like: "Player has to claim mission in sidechat and mark mission on map with name", well, this addon is just for you. It's fully automatic, which means - no more sentences like: "I forgot...", "Who is doing mission xy?", "Could you please remove your marker once mission is finished?" etc. This little addon will make all the job for you and your players. --- Q: mr. yeahBUT pffff... I have PVP server. Totally useless! A: mr. no_name Probably yes... Do you wanna hear more? --- Q: mr. yeahBUT hmmm.. not really, but I have nothing to do right now, so continue... A: mr. no_name ...OK my friend. I have certainly nothing to do either, so I will... :) What's your question? --- Q: mr. yeahBUT ok.. let's start with somenthing I can picture in my mind. Do you have any screenshot so I can see it in action? A: mr. no_name yeah, sure... --- Q: mr. yeahBUT What is that red circle around mission? A: mr. no_name This is somenthing I call it "claiming zone". You can configure it using these variables: iben_wai_ACzoneActivate = true; // Turn claiming border ON/OFF iben_wai_ACzoneMarkerColor = "ColorRed"; // Border color iben_wai_ACdistance = 1300; // Distance from mission center to claiming border --- Q: mr. yeahBUT hm.. 1300m? It's a little bit too much. Should be much shorter distance. A: mr. no_name It's completely up to you. If you want to be loved by your snipers, set it to 400m and set AI skills to max - no kidding, I experienced this setup already :)) Also remember - there is somenthing called timeout distance in WAI - you can search variable `wai_timeout_distance` in WAI config. If `wai_timeout_distance` < `iben_wai_ACdistance`, mission can dissapear in front of player's face (which doesn't mean it's a bad thing...) --- Q: mr. yeahBUT Well, it's too bad. Can you imagine what happen if two or three missions spawns close to each other? You think it's not a problem player could claim multiple missions? A: mr. no_name How should I answer this question...? Let's start with this: When you try to setup any system, you should think about it. I mean - there are variables `wai_avoid_missions` and `wai_avoid_traders` in WAI config for example. Just use bellow formulas and you should prevent mission (mission claim zones) overlapping: wai_avoid_missions = ((iben_wai_ACdistance * 2) + 500); wai_avoid_traders = (iben_wai_ACdistance + 200 + 500); // ... also see picture bellow: --- Q: mr. yeahBUT That's nice, but I've already experienced mission placement is not perfect... there is a chance player will claim two missions! A: mr. no_name In fact, it's not possible. If player is already 'claimer', he is registered and system doesn't allow him to claim multiple times (you can see it in the video at the bottom). --- Q: mr. yeahBUT Alright... what's that flag with name? I don't want to expose player name! A: mr. no_name It's up to you again. You can configure all about player marker using these variables: iben_wai_ACshowNames = true; // If false, text = "Claimed by a player [realtime status info]" iben_wai_ACmarkerType = "hd_flag"; iben_wai_ACmarkerColor = "ColorBlack"; --- Q: mr. yeahBUT ok... yeah, but it's too bad to expose player by setting marker on his position... A: mr. no_name You are not exposing his position. Marker is created in random spot within given range. You can adjust it by setting variable: iben_wai_ACmarkerRange = 400; --- Q: mr. yeahBUT cool... so why not create flag object to be visible close mission? Cool idea, huh? A: mr. no_name yeah, sure it is :) You can use these variables: iben_wai_ACcreateFlagOjb = true; iben_wai_ACmarkerFlagClass = "FlagCarrierINDFOR_EP1"; // ... see the picture bellow: --- Q: mr. yeahBUT How will player know about claiming is happening? A: mr. no_name You can enable message system and let player know. Just use bellow variable and install client side files: iben_wai_ACplayerMsg = true; --- Q: mr. yeahBUT Yeah, but... still. Why should all players force to read useless msg that are not about them? Also... that's server resources waste to broadcoast so many msgs...! A: mr. no_name Actually msg is private. Only player involved is informed and can see the msg. --- Q: mr. yeahBUT Yeah... but there is couple more troubles. For example: Mission just spawn close to my position or I'm just passing by location. I don't want to be a part of mission fight, but still... I'm in zone... That's not good. A: mr. no_name You can use bellow variable and set it to some reasonable value in seconds. That gives passing by players enough time to decide to stay or leave claiming area. iben_wai_ACsafeClaimDelay = 60; --- Q: mr. yeahBUT Too many troubles... what about players in bases? A: mr. no_name Just make your decision if you want to allow players fight missions from base or not. You can use following variables. This way you can force autoclaim system to ignore these players. iben_wai_ACplotRestriction = true; iben_wai_ACplotRange = 30; // If 'iben_wai_ACplotRestriction' is true, what distance from plotpole is not allowed? --- Q: mr. yeahBUT Hm, but what if player claimed the mission and dies, loses connection etc. What then, ha...? A: mr. no_name As you can see at the above picture, there is marker with player name (or anonymous name) and so called `realtime status`. If player is alive and fighting inside claiming zone, status is `Active`. If player is gone - timeout is fired. That means, system will wait given time for claimer return. If timeout runs off, mission is free for claiming. You can set some reasonable time for timeout in seconds: iben_wai_ACtimeout = 300; --- Q: mr. yeahBUT What about my admins? I don't want them to claim missions just because they are helping inside zone... A: mr. no_name Yeah, got it. You can exclude your admins from system: iben_wai_ACexcludeAdmins = true; iben_wai_ACadmins = ["0","0"]; // List your admins UID's --- Q: mr. yeahBUT Wait! I'm using moving missions like 'patrol'. It's a nonsense to use autoclaim for that kind of missions! A: mr. no_name Agree. If you have any kind of moving missions, or custom missions you want to be free for all, just exclude them: iben_wai_ACexcludedTypes = ["patrol"]; --- Q: mr. yeahBUT Ok then. So... I have couple more minutes before my favourite movie starts. So last a few questions: I believe you will face problems in such scenarios like: multiple players in the same time in the zone - who will be first? What about other players? And what about player or better players in vehicle? You will not be able to sort them out and it's gonna be chaos! A: mr. no_name Well, I made the best I could in given time and space. I don't want to go too deep, but imagin autoclaim system as somenthing like simple `memory buffer`. This buffer is **(a)** able to recognize all players in area (including all players inside vehicles); **(b)** is able to sort them out by distance. It's very small probability two players will reach the same distance in the same time - the only exception crossed my mind are players n the same vehicle - they share the same distance. But system is able to recognize them and sort them from driver to cargo. But anyway, system is able to handle these scenarios pretty well (at least I hope so according to test results); **(c)** System works in layers - from register list, wait list to claim list. Each layer is equiped by self-cleaning mechanism, so each list is real image of status in claiming zone. (self-cleaning means, once player leave area etc., he is kicked from list and next player in list takes his place - there are no `dead souls in list`). --- Q: mr. yeahBUT OK... here we go. So another loop for WAI. It's already server performace killer as it is...! A: mr. no_name Hm... good point! And no, we are not creating any extra loop (not single one...). We are using already existing loops - and we are using these loops only and only if it's reasonable and exiting them immediately if condition isn't met. According to couple weeks testing on populated server with cca 20 players, no FPS drop was recognized. BTW: you can add some debug logs to loop critical points and see the result. --- Q: mr. yeahBUT ...yeah, but I can imagine how installation is gonna be difficult... A: mr. no_name Actually, it's not. Visit this github repo and clone or download files. Follow repo structure and merge it with your server/client files. --- Q: mr. yeahBUT That's all you can say about installation??? Are you serious?? A: mr. no_name No and yes. One more thing - addon is designed the way so you don't need to touch any of WAI core files (except a few lines in init). If you will follow repo structure, you can quickly switch between default WAI files and addon files by setting bellow variable to true/false. iben_wai_ACuseAddon = true; // :: WARNING > If you don't know what I mean by "merge files" at this momment, // :: you should probably wait a little bit and learn, before you start to play with (especially) server-side files. --- Q: mr. yeahBUT Hmmm... my movie has just started... have to go now. And BTW... your English sucks... and this addon too... bye... A: mr. no_name :( ... I know... bye... === Later in time... === Q: mr. yeahBUT Hey! IWAC is now part of WAI by default? A: mr. no_name Yes, it is. Since v1.2. It's updated for Epoch --- Q: mr. yeahBUT I don't get it... Seems v1.3.1 is out and it's not the same version as WAI has inside the package. What does it mean? A: mr. no_name Well, it's just a little improvement. Couple days ago several people made a fix for "mission overlapping". We decided to stick with our approach. If you update to v1.3.1, you will get 2 new options in your 'customsettings.sqf' file (see bellow + detailed info in 'customsettings.sqf'_). Now, what is important: 'iben_wai_ACcoordProtectorTimer' gvar means: "If you give me any value > 0 in seconds, I'm gonna protect your just finished mission area against new mission spawn for given time." Protection is processed only if: valid spot for new mission was already found; there is at least 1 item in 'iben_wai_ACprotectedCoord' array (that means, at least one mission was completed and coordinates has to be protected agains new mission spawn). If you decide to update and you don't want use this fix, just set 'iben_wai_ACcoordProtectorTimer' value to 0. Default position fnc will be used with default WAI fix (note: if you've already updated your WAI core files). iben_wai_ACcoordProtectorTimer = 300; // @since v1.3 if (iben_wai_ACdevmode) then { iben_waiACfindPosLimiter = 999; // @since v1.3 }; // :: If iben_wai_ACcoordProtectorTimer > 0 && iben_wai_ACdevmode is true, // :: you will see in your server RPT somenthing like that: // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> 'iben_wai_ACcoordProtectorTimer' active (300s) >> Initialising custom position FNC for mission coord protection..." // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [IBEN_fnc_AC.sqf] >> Currently protected missions coordinates (iben_wai_ACprotectedCoord) >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Spot found. Checking if spot is in protected coordinates >> iben_wai_ACprotectedCoord >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Loop complete valid position >> [6129.23,8784.35,0] >> in 1/999 attempts" --- The end. === Showcase: === IWAC - private server msgs, map markers, status, respawn: === === IWAC - multiple claiming protection, exclude plotpole area option: === === That's all I've got... enjoy, have fun... Cheers... ===
  13. totis

    wai static

    Hi, Im using wai missions on my server but i wanna set some statics. I see that wai support static missions. Can someone points me with an example or maybe a ready static mission which i coukld edit to my needs? Tnx
  14. totis

    some rpt errors

    Hi. Im a newby server owner and i want some help with some rpt errors i see. Basically my missions start and after 2-3 hours stop spawning new ones Any help would be appreciated here is an error i see often: 13:41:10 Error in expression <; _activatingPlayer = _this select 4; if(_donotusekey) then { _isOK = true; } > 13:41:10 Error position: <if(_donotusekey) then { _isOK = true; } > 13:41:10 Error if: Type String, expected Bool 13:41:10 File z\addons\dayz_server\compile\server_publishVehicle2.sqf, line 11 Can someone help me out?
  15. Hello I am a new server owner and I have been having issues with my server non stop. After fixing most issues and problems I decided to add a custom mission to the WAI missions. I wanted specific vehicles to spawn like rocket helicopters and tanks etc. I managed to add them after a day of messing around with the config files and what not. Before and after getting inside of the WAI mission vehicles I would get killed after 1 minute of driving off. I looked into the RPT file and found that it said this. 16:30:47 ["z\addons\dayz_server\system\scheduler\sched_safetyVehicle.sqf","KILLING A HACKER","Billy"," IN ","AH64D_EP1"]I also think this killing the AI that mount the machine guns at the missions also 16:30:47 ["z\addons\dayz_server\system\scheduler\sched_safetyVehicle.sqf","KILLING A HACKER","Morgan Hirasaki"," IN ","DSHKM_Ins"] On a old forum thread someone said to add the vehicles to the ZE_safevehicles array in variables.sqf. I added all of the vehicles from WAI to the line of text and uploaded it to the server. When loading into the server It would get stuck with "server responded creating character" I reverted the server back to before I made the changes and now it gets stuck at requesting authentication and the RPT file gets spammed with this line of text. 23:25:11 Error position: <DZE_MoneyStorageClasses})then{_object s>23:25:11 Error Undefined variable in expression: dze_moneystorageclasses23:25:11 File z\addons\dayz_server\system\server_monitor.sqf, line 22323:25:11 Error in expression <rue];if (Z_SingleCurrency && {_type in DZE_MoneyStorageClasses})then{_object s> As I am new to Arma 2 server I have ZERO clue what this means and how to fix this. If anyone knows how to fix this and also fix the "KILLING A HACKER" error too that would be mostly helpful. I will upload my RPT file to google drive as its over 0.50MB
  16. How to cut a random box and make a custom BOX WAI?
  17. Hi. why is not working? Napf map. (Test coordinated) WAI 2.2.0 wai/static/default.sqf config if(isServer) then { //Custom Spawns file// /* Custom group spawns Eg. [ [18707,17069.5,0.00152969], // Position 4, // Number Of units "Random", // Skill level of unit (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 "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; Place your custom group spawns below */ /* Custom static weapon spawns Eg. (with mutiple positions) [ [ // Position(s) (can be multiple) [18703.4,17068.6,0.0014534], [18707,17069.5,0.00152969] ], "M2StaticMG", // Classname of turret "easy", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Bandit", // AI Type, "Hero" or "Bandit". "Random", // Primary gun set number. "Random" for random weapon set 2, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random" // Gearset classname, use "Random" or classname here ] call spawn_static; Place your custom static weapon spawns below */ /* Custom Chopper Patrol spawn Eg. [ [18707,17069.5,0.00152969], // Position to patrol [0,0,0], // Position to spawn chopper at 2000, // Radius of patrol 10, // Number of waypoints to give "UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; Place your heli patrols below */ /* Custom Vehicle patrol spawns Eg. (Watch out they are stupid) [ [18707,17069.5,0.00152969], // Position to patrol [18707,17069.5,0.00152969], // Position to spawn at 200, // Radius of patrol 10, // Number of waypoints to give "HMMWV_Armored", // Classname of vehicle (make sure it has driver and gunner) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; Place your vehicle patrols below this line */ /* Paradropped unit custom spawn Eg. [ [18707,17069.5,0.00152969], // Position that units will be dropped by [0,0,0], // Starting position of the heli 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!) 5, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // 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 */ //Sector 1 [ [18707,17069.5,0.00152969], // Position 4, // Number Of units "Random", // Skill level of unit (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 "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; diag_log format["WAI: Static mission for %1 loaded", missionName]; };
  18. I have a base that is near a road but not near a City or safe zone. WAI missions keep popping up near my base and I would like to be able to create a buffer zone. I have done searches but have not been able to find a final answer. What is the proper format for coordinates in the code? Here is what is in the latest version and there's not much in the way of explanation ( I am in no way trying to disparage the author, I love this script I think it is meant for someone more learned in coding to figure out.) : use_blacklist = false; // use blacklist blacklist = [ [[0,16000,0],[1000,-0,0]], // Left [[0,16000,0],[16000.0,14580.3,0]] // Top This doesn't match up with the database coordinates and doesn't make sense (to me) for creating a squared off area either, unless it is supposed to be //top left, // bottom right. I know if i search for fourteen hours I will still come up with nothing and someone else who has the knowledge is probably here. Please just explain the format and I will be on my way to Epoch happiness. =o) Thank You, Birgitte
  19. I am wanting to edit what spawns in the mission crates for DZMS and WAI, Im just wondering if anyone has some already modified configs i could look at for ideas.
  20. In Epoch 106 both WAI and DZAI, anytime certain boxes are used they dump there contents on the ground. Other boxes are working normally. I am running the 106 updated versions of WAI and DZAI. So far I've seen it happen with these 3 boxes. Can anyone tell my why this is happening? "RULaunchersBox","RUOrdnanceBox","RUBasicWeaponsBox"
  21. Assomnia

    RPT Spam WAI

    Hello all !!! I have serious issues with WAI Mission I followed the steps from here : https://github.com/f3cuk/WICKED-AI and took the files from there as well, but it looks like its a serious fiesta in my RPT because of those lines : "Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:885) in slots Single and Single" "Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:885) in slots Single and Burst" "Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:885) in slots Single and FullAuto" I have like 10000 lines from that everytime AI spawn on the map. I suspect the function.sqf where you can find that : if (count _ammoArray > 0) then { _result = _ammoArray select 0; call { if(_result == "20Rnd_556x45_Stanag") exitWith { _result = "30Rnd_556x45_Stanag"; }; if(_result == "30Rnd_556x45_G36") exitWith { _result = "30Rnd_556x45_Stanag"; }; if(_result == "30Rnd_556x45_G36SD") exitWith { _result = "30Rnd_556x45_StanagSD"; }; }; }; _result Can someone help me to fix that ? Any idea ?
  22. Hey guys so super super weird question, but what controls the Ai's ability to move? Im having a problem where about 50-70% of the Ai are kind of "stickied" to the ground. Their legs will NOT move no matter what. They still do all the other actions, including shooting and awareness, but do not move around at all. The others run and do all the normal Ai things. I had the same problem with zombies... and then I defaulted compiles and was able to fix it that way :) (meaning I had bad code in my slow zombies scripts). With Wai though I've actually downloaded the absolute vanilla 2.2.0 and still they DO not move, the majority. This issue happens with both Wai and Dzai. And like I said it's only half of them, which is the weird part. I'd be happy to post any type of log that would help, but I don't know where to start :)!
  23. Giving out my custom ai alert sound to all the hard working server owners out there! I can't upload ogg sound so email me at ambientwaves and I'll send it to you. To use it with WAI Radio announcements, just replace radio.ogg with mine. See pic for it's location in my setup (GTX server). Please let me know if you like and use it! If you would like some other kind of custom voice-over like this let me know and I can probably do it for you :)
  24. Hello Community, I would like to know how to create custom missions with either WAI or DAI. I know there is a template for this in the missions systems but I am not sure how to use them, I can see where objects and buildings are placed and the positions they are in but how do you make buildings and objects be setup where you want them, is it done on the 3D editor? A video tutorial would be most helpful, if there are any people out there with experience in creating custom missions for dayzmod Epoch then I would be willing to pay you for a tutorial. Lasombra.
  25. I am trying to install WAI on my server but it does nothing, no missions pop up and there is nothing in the RPT about WAI.
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