HellWalker Posted May 26, 2014 Report Share Posted May 26, 2014 hey guys, i have a NAPF server running a Wicked AI system, everything is working fine! This is the system i'm running: But i'm with some problems here.. I built a big wall around the north island, with the military base.. Just like Origins sector B. But the AI keep running through the wall, and i'd like them to stay inside the wall. I built those walls using Arma Editor and used the 2 Containers on top of each others. The wall was add trhough a custom scrip in my init.sqf file (custommap.sqf) Does anyone knows what can i do to prevent them to go outside thewall? Thanks! Link to comment Share on other sites More sharing options...
Zupa Posted May 27, 2014 Report Share Posted May 27, 2014 you should add the wall on your server side. Then the ai knows there are walls. example for my cherno in your server_functions.sqf build_ChernoRoadblock = compile preprocessFileLineNumbers "\z\addons\dayz_server\objects\ChernoRoadblock.sqf"; If you do it in the init.sqf ( which is client sided) the ai is loaded before the buildings, and they will walk through it inside the roadblock.sqf are only blocks of this, nothing else, so no IF cases except for the object itself. _vehicle_0204 = objNull; if (true) then { _this = createVehicle ["BRDMWreck", [5839.4014, 2179.9563, 9.5367432e-007], [], 0, "CAN_COLLIDE"]; _vehicle_0204 = _this; _this setDir -102.62053; _this setPos [5839.4014, 2179.9563, 9.5367432e-007]; }; Link to comment Share on other sites More sharing options...
HellWalker Posted May 27, 2014 Author Report Share Posted May 27, 2014 you should add the wall on your server side. Then the ai knows there are walls. example for my cherno in your server_functions.sqf build_ChernoRoadblock = compile preprocessFileLineNumbers "\z\addons\dayz_server\objects\ChernoRoadblock.sqf"; If you do it in the init.sqf ( which is client sided) the ai is loaded before the buildings, and they will walk through it inside the roadblock.sqf are only blocks of this, nothing else, so no IF cases except for the object itself. _vehicle_0204 = objNull; if (true) then { _this = createVehicle ["BRDMWreck", [5839.4014, 2179.9563, 9.5367432e-007], [], 0, "CAN_COLLIDE"]; _vehicle_0204 = _this; _this setDir -102.62053; _this setPos [5839.4014, 2179.9563, 9.5367432e-007]; }; Ok, so.. Is it necessary to call the script of my custom buildings from the server_functions.sqf? Because i was calling it from my init.sqf file. My custombuilding.sqf file is inside my dayz_server\scripts\custombuilding.sqf Link to comment Share on other sites More sharing options...
Zupa Posted May 27, 2014 Report Share Posted May 27, 2014 Ok, so.. Is it necessary to call the script of my custom buildings from the server_functions.sqf? Because i was calling it from my init.sqf file. My custombuilding.sqf file is inside my dayz_server\scripts\custombuilding.sqf Indeed ^^ Quick note, then your call should look like this: compile preprocessFileLineNumbers "\z\addons\dayz_server\scripts\custombuilding.sqf"; Link to comment Share on other sites More sharing options...
HellWalker Posted May 27, 2014 Author Report Share Posted May 27, 2014 Indeed ^^ Quick note, then your call should look like this: compile preprocessFileLineNumbers "\z\addons\dayz_server\scripts\custombuilding.sqf"; Ok! Thanks =D btw, same thing can be applied to a ammoxbox static spawn with custom itens i made to put inside the island? Just o confirm, as i'm new to scripting... Link to comment Share on other sites More sharing options...
Zupa Posted May 28, 2014 Report Share Posted May 28, 2014 Ok! Thanks =D btw, same thing can be applied to a ammoxbox static spawn with custom itens i made to put inside the island? Just o confirm, as i'm new to scripting... Am, i never tried that tbh, i supose you could make the create server sided if u want it to be there always. Personnaly i keep that client sided. Link to comment Share on other sites More sharing options...
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