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Found 3 results

  1. How do I set up the Wicked AI static mission system to cleanup and respawn, say 1 hour, after a player enters the zone around the mission or a player completes it. As it sits, only 1 mission spawns at the static areas per restart but i'd like for these to be an ongoing thing that players can do at any time. Any help is appreciated
  2. mrbendiksen

    Wicked AI help!

    Hi! I am setting up my own server at home, just for me and a coupple of friends to play on, but I have run in to a problem with the wicked AI... I got the server up and running with missions and loot locations with ai in, but I want to set up heli patrols, paradrops and such. How do I activate theese? This is how it looks now: //Custom Spawns file// /* Custom group spawns Eg. [[953.237,4486.48,0.001], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; Place your custom group spawns below */ /* Custom static weapon spawns Eg. (with one position) [[[911.21545,4532.7612,2.6292224]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 0.5, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 2, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; Custom static weapon spawns Eg. (with mutiple positions) [[[911.21545,4532.7612,2.6292224],[921.21545,4532.7612,2.6292224]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 0.5, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 2, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; Place your custom static weapon spawns below */ /* 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 */ /* Custom Vehicle patrol spawns Eg. (Watch out they are stupid) [[725.391,4526.06,0], //Position to patrol [725.391,4526.06,0], // 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) 1 //Skill level of units ] spawn vehicle_patrol; Place your vehicle patrols below this line */ /* Paradropped unit custom spawn Eg. [[911.21545,4532.7612,2.6292224], //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!) 8, //Number of units to be para dropped 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. False //True: Heli will stay at position and fight. False: Heli will leave if not under fire. ] spawn heli_para; Place your paradrop spawns under this line */ Can anyone help a scripting novice?
  3. The method by which player_spawnCheck (from @DayZ_Epoch in dayz.pbo\addons\compile) determines what entity is a zed and what is a player within a certain radius is likely to get things wrong if a server is also running other AI packages. It needs to discriminate between entities that are not zeds, but are still "CAManBase" starting at line 28 (the BB code box evidently didn't like it when I entered the starting line number for reference): The variable "dayz_CurrentZombies" will count anything that is not a player and not local, which could be server controlled AI that is not zombie. _players = _position nearEntities ["CAManBase",_radius+200]; dayz_maxGlobalZombies = dayz_maxGlobalZombiesInit; { if(isPlayer _x) then { dayz_maxGlobalZombies = dayz_maxGlobalZombies + dayz_maxGlobalZombiesIncrease; } else { if (local _x) then { dayz_spawnZombies = dayz_spawnZombies + 1; }; dayz_CurrentZombies = dayz_CurrentZombies + 1; }; } foreach _players; This is probably not an Epoch-only issue, but community base code on github has gathered more dust than Epoch has, so I am reporting/complaining here.
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