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Found 6 results

  1. Wicked AI 2.2.3 This release is updated for DayZ Epoch/Overpoch 1.0.6.2. >>>Download Here<<< The install instructions are in the github readme file for each version. Updates for DayZ Epoch 1.0.6.2 (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
  2. I created a mission with the WAI Example. this is the result: i placed some other buildings on that location in another file (which works fine), which are standing there all the time (i wanted that so) my question is how can i make this mission spawn always on restart and then not again? also that the fiberplants don't despawn after mission cleared? also no timeout for the mission? and is there any other mistake in that script? Here is my WAI config.sqf because of the loadouts:
  3. 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.
  4. On my server some of the missions for the Wicked AI system are spawning with no guns in the actually crates only frag grenades! If any one can help just reply to this thread thanks!
  5. Hi i am running the wicked ai mission syestem on my overpoch taviana server. The ai are spawning with cheytecs and cheytecsds i was wondering if there was any way to prevent them from spawing with these guns that are normally a rarity. Thanks!
  6. Hi, I am trying to set up a heli patrol in Wicked AI and I have to be honest, its like reading Dutch to me, This the default the code /* Custom Chopper Patrol spawn Eg. [[725.391,4526.06,0], //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) 1 //Skill level of units ] spawn heli_patrol; Place your heli patrols below */ This is the start point for the heli I want, [15172.339, 13559.793, -6.3399401]; And these are the cords I need the heli to fly to do a lap of the map [13090.89, 10346.834, -5.9899998] [13490.192, 6317.8848, -6] [13575.15, 4022.9141, -19.492546] [10151.378, 2161.4382, -7.4330006] [8919.502, 2229.4382, -5.9953737] [7984.9731, 3181.4263, -6.5279236] [5249.3535, 2016.9407, -5.4690151] [2709.1372, 5391.3994, -208.22134] [4884.0396, 9615.8516, -339] [4145.0723, 10919.914, -339.00989] [6150, 10338.798, -274.31018] [9888.3857, 8852.4531, -281.72604] [11568.834, 12604.863, -177.74866] [13845.961, 13969.376, -55.096813] pic attached (I used cars placed in the editor to get the cords) Anyone help with this? :rolleyes:
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