Jump to content

[WIP/RELEASE] Bank Robbery V3.


Recommended Posts

Not really to bothered about the suv but the a.i are so retarded there's almost no point in having them. Is there some area I'm missing like on dzms where you can edit how to make them less dumb?

I mean if they are not shooting you they are shooting each other and if that's not enough, you can pretty much walk up to them, start talking shit to them and then kill em. I mean as much as its funny to watch lol

 

In the ai.sqf you can set the skills for the AI.  I have mine set to the same as the skills in the ai_suv.sqf.

 

If I'm not mistaken, to keep AI from running off, change [10] to something like 1 or 2.  If you notice in the ai_suv.sqf the AI are set to "0.6" so if they happen to eject from the vehicle, they won't travel too far.

Link to comment
Share on other sites

THEbookie, below is my ai.sqf.  Feel free to gank and use as you might find the AI to be more responsive.  Be sure to change the coords as the AI spawn in Zelenogorsk.

private ["_unit1","_unit2","_unit3","_unit4","_unit5","_unit6","_unit7","_unit8","_unit9","_unit10","_unit11","_unit12","_unit13","_unit14","_unit15","_unit16","_unit17","_unit18","_unit19","_unit20","_unit21","_unit22","_unit23","_unit24","_unit25","_unitDriver","_unitGunner"];

execVM "bank_robbery\ai_suv.sqf";

diag_log text format["Bank Robbery: Creating AI policemen"];

sleep 0.5;

//Init (create center etc)
_CENTER = createCenter EAST;
_aiGroup = createGroup EAST;
EAST setFriend [WEST,0];        
EAST setFriend [RESISTANCE,1];  
_target = [2552.49, 5041.16];  //Way point in front of bank

//Spawn 25 AI units
_unit1 = _aiGroup createUnit ["Policeman",[2562.59, 5047.53, 0.001], [], 2, "COLONEL"];
_unit2 = _aiGroup createUnit ["Policeman",[2560.52, 5057.87, 0.001], [], 2, "PRIVATE"];
_unit3 = _aiGroup createUnit ["Policeman",[2553.72, 5061.87, 0.001], [], 2, "PRIVATE"];
_unit4 = _aiGroup createUnit ["Policeman",[2547.67, 5070.35, 0.001], [], 2, "PRIVATE"];
_unit5 = _aiGroup createUnit ["Policeman",[2541.05, 5074.83, 0.001], [], 2, "PRIVATE"];
_unit6 = _aiGroup createUnit ["Policeman",[2541.51, 5068.03, 0.001], [], 2, "PRIVATE"];
_unit7 = _aiGroup createUnit ["Policeman",[2530.01, 5064.59, 0.001], [], 2, "PRIVATE"];
_unit8 = _aiGroup createUnit ["Policeman",[2525.97, 5060.32, 0.001], [], 2, "PRIVATE"];
_unit9 = _aiGroup createUnit ["Policeman",[2527.40, 5055.50, 0.001], [], 2, "PRIVATE"];
_unit10 = _aiGroup createUnit ["Policeman",[2527.13, 5047.26, 0.001], [], 2, "PRIVATE"];
_unit11 = _aiGroup createUnit ["Policeman",[2496.43, 5064.57, 0.001], [], 2, "PRIVATE"];
_unit12 = _aiGroup createUnit ["Policeman",[2503.22, 5075.69, 0.001], [], 2, "PRIVATE"];
_unit13 = _aiGroup createUnit ["Policeman",[2519.64, 5084.88, 0.001], [], 2, "PRIVATE"];
_unit14 = _aiGroup createUnit ["Policeman",[2540.08, 5088.22, 0.001], [], 2, "PRIVATE"];
_unit15 = _aiGroup createUnit ["Policeman",[2555.51, 5083.29, 0.001], [], 2, "PRIVATE"];
_unit16 = _aiGroup createUnit ["Policeman",[2562.34, 5073.59, 0.001], [], 2, "PRIVATE"];
_unit17 = _aiGroup createUnit ["Policeman",[2570.79, 5061.97, 0.001], [], 2, "PRIVATE"];
_unit18 = _aiGroup createUnit ["Policeman",[2581.36, 5051.76, 0.001], [], 2, "PRIVATE"];
_unit19 = _aiGroup createUnit ["Policeman",[2580.10, 5032.37, 0.001], [], 2, "PRIVATE"];
_unit20 = _aiGroup createUnit ["Policeman",[2550.95, 5016.08, 0.001], [], 2, "PRIVATE"];
_unit21 = _aiGroup createUnit ["Policeman",[2521.31, 5022.60, 0.001], [], 2, "PRIVATE"];
_unit22 = _aiGroup createUnit ["Policeman",[2562.59, 5047.53, 0.001], [], 2, "PRIVATE"];
_unit23 = _aiGroup createUnit ["Policeman",[2552.49, 5041.15, 0.001], [], 2, "PRIVATE"];
_unit24 = _aiGroup createUnit ["Policeman",[2552.48, 5041.16, 0.001], [], 2, "PRIVATE"];
_unit25 = _aiGroup createUnit ["Policeman",[2552.50, 5041.17, 0.001], [], 2, "PRIVATE"];

//Add AI to a "master" group
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] joinSilent _unitGroup;

//Give everyone weapons.
_unit1 addWeapon "M60A4_EP1_DZE";
_unit1 addMagazine "100Rnd_762x51_M240";
_unit1 addMagazine "100Rnd_762x51_M240";
_unit2 addWeapon "M4A1_RCO_GL";
_unit2 addMagazine "100Rnd_556x45_BetaCMag";
_unit2 addMagazine "100Rnd_556x45_BetaCMag";
_unit2 addMagazine "1Rnd_HE_M203";
_unit2 addMagazine "1Rnd_Smoke_M203";
_unit3 addWeapon "M249_TWS_EP1";
_unit3 addMagazine "200Rnd_556x45_M249";
_unit3 addMagazine "200Rnd_556x45_M249";
_unit4 addWeapon "M249_TWS_EP1";
_unit4 addMagazine "200Rnd_556x45_M249";
_unit4 addMagazine "200Rnd_556x45_M249";
_unit5 addWeapon "M249_TWS_EP1";
_unit5 addMagazine "200Rnd_556x45_M249";
_unit5 addMagazine "200Rnd_556x45_M249";
_unit6 addWeapon "M4A1_RCO_GL";
_unit6 addMagazine "100Rnd_556x45_BetaCMag";
_unit6 addMagazine "100Rnd_556x45_BetaCMag";
_unit6 addMagazine "1Rnd_HE_M203";
_unit6 addMagazine "1Rnd_Smoke_M203";
_unit7 addWeapon "DMR_DZ";
_unit7 addMagazine "20Rnd_762x51_DMR";
_unit7 addMagazine "20Rnd_762x51_DMR";
_unit8 addWeapon "DMR_DZ";
_unit8 addMagazine "20Rnd_762x51_DMR";
_unit8 addMagazine "20Rnd_762x51_DMR";
_unit9 addWeapon "M4A1_RCO_GL";
_unit9 addMagazine "100Rnd_556x45_BetaCMag";
_unit9 addMagazine "100Rnd_556x45_BetaCMag";
_unit9 addMagazine "1Rnd_HE_M203";
_unit9 addMagazine "1Rnd_Smoke_M203";
_unit10 addWeapon "AA12_PMC";
_unit10 addMagazine "20Rnd_B_AA12_Pellets";
_unit10 addMagazine "20Rnd_B_AA12_Pellets";
_unit11 addWeapon "M4A1_RCO_GL";
_unit11 addMagazine "100Rnd_556x45_BetaCMag";
_unit11 addMagazine "100Rnd_556x45_BetaCMag";
_unit11 addMagazine "1Rnd_HE_M203";
_unit11 addMagazine "1Rnd_Smoke_M203";
_unit12 addWeapon "M4A1_RCO_GL";
_unit12 addMagazine "100Rnd_556x45_BetaCMag";
_unit12 addMagazine "100Rnd_556x45_BetaCMag";
_unit12 addMagazine "1Rnd_HE_M203";
_unit12 addMagazine "1Rnd_Smoke_M203";
_unit13 addWeapon "M249_TWS_EP1";
_unit13 addMagazine "200Rnd_556x45_M249";
_unit13 addMagazine "200Rnd_556x45_M249";
_unit14 addWeapon "M4A1_RCO_GL";
_unit14 addMagazine "100Rnd_556x45_BetaCMag";
_unit14 addMagazine "100Rnd_556x45_BetaCMag";
_unit14 addMagazine "1Rnd_HE_M203";
_unit14 addMagazine "1Rnd_Smoke_M203";
_unit15 addWeapon "M4A1_RCO_GL";
_unit15 addMagazine "100Rnd_556x45_BetaCMag";
_unit15 addMagazine "100Rnd_556x45_BetaCMag";
_unit15 addMagazine "1Rnd_HE_M203";
_unit15 addMagazine "1Rnd_Smoke_M203";
_unit16 addWeapon "M4A1_RCO_GL";
_unit16 addMagazine "100Rnd_556x45_BetaCMag";
_unit16 addMagazine "100Rnd_556x45_BetaCMag";
_unit16 addMagazine "1Rnd_HE_M203";
_unit16 addMagazine "1Rnd_Smoke_M203";
_unit17 addWeapon "M4A1_RCO_GL";
_unit17 addMagazine "100Rnd_556x45_BetaCMag";
_unit17 addMagazine "100Rnd_556x45_BetaCMag";
_unit17 addMagazine "1Rnd_HE_M203";
_unit17 addMagazine "1Rnd_Smoke_M203";
_unit18 addWeapon "AA12_PMC";
_unit18 addMagazine "20Rnd_B_AA12_Pellets";
_unit18 addMagazine "20Rnd_B_AA12_Pellets";
_unit19 addWeapon "AA12_PMC";
_unit19 addMagazine "20Rnd_B_AA12_Pellets";
_unit19 addMagazine "20Rnd_B_AA12_Pellets";
_unit20 addWeapon "AA12_PMC";
_unit20 addMagazine "20Rnd_B_AA12_Pellets";
_unit20 addMagazine "20Rnd_B_AA12_Pellets";
_unit21 addWeapon "M4A1_RCO_GL";
_unit21 addMagazine "100Rnd_556x45_BetaCMag";
_unit21 addMagazine "100Rnd_556x45_BetaCMag";
_unit21 addMagazine "1Rnd_HE_M203";
_unit21 addMagazine "1Rnd_Smoke_M203";
_unit22 addWeapon "M4A1_RCO_GL";
_unit22 addMagazine "100Rnd_556x45_BetaCMag";
_unit22 addMagazine "100Rnd_556x45_BetaCMag";
_unit22 addMagazine "1Rnd_HE_M203";
_unit22 addMagazine "1Rnd_Smoke_M203";
_unit23 addWeapon "M249_TWS_EP1";
_unit23 addMagazine "200Rnd_556x45_M249";
_unit23 addMagazine "200Rnd_556x45_M249";
_unit24 addWeapon "M249_TWS_EP1";
_unit24 addMagazine "200Rnd_556x45_M249";
_unit24 addMagazine "200Rnd_556x45_M249";
_unit25 addWeapon "M249_TWS_EP1";
_unit25 addMagazine "200Rnd_556x45_M249";
_unit25 addMagazine "200Rnd_556x45_M249";

//Set AI Skills
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["aimingaccuracy", 0.8];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["aimingshake", 1.0];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["aimingspeed", 1.0];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["endurance", 1.0];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["spotdistance", 0.4];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["spottime", 1.0];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["courage", 1.0];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["reloadspeed", 1.0];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["commanding", 1.0];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["general", 1.0];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] enableAI "TARGET";
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] enableAI "AUTOTARGET";
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] enableAI "MOVE";
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] enableAI "ANIM";
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] enableAI "FSM";
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setCombatMode "RED";
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setBehaviour "COMBAT";

//Move AI units area in front of bank
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] moveTo _target;
[_unitGroup,_aiGroup] moveTo _target;

diag_log text format["Bank Robbery: AI policemen spawned in"];
Link to comment
Share on other sites

Well by reading your coding, I just realized why I had the same issue of never getting the SUV to spawn and that was due to me not realizing I had to actually set the spawn points for the SUV myself, the files I got came in with default settings at "0,0,0". But yeah, hopefully a fix comes soon to help prevent that kick from the server from happening that is followed by a white screen.

Link to comment
Share on other sites

Well by reading your coding, I just realized why I had the same issue of never getting the SUV to spawn and that was due to me not realizing I had to actually set the spawn points for the SUV myself, the files I got came in with default settings at "0,0,0". But yeah, hopefully a fix comes soon to help prevent that kick from the server from happening that is followed by a white screen.

 

I consider this a "group" effort so all good JB666, it's a fun project for me.  For whatever reason, I could not get the default one to run even with adding the proper coords and such.  Maybe I had some syntax off somewhere or whatever???

 

I was able to add a .ogg that plays when the SUV shows up...too fun.

Link to comment
Share on other sites

 

THEbookie, below is my ai.sqf.  Feel free to gank and use as you might find the AI to be more responsive.  Be sure to change the coords as the AI spawn in Zelenogorsk.

private ["_unit1","_unit2","_unit3","_unit4","_unit5","_unit6","_unit7","_unit8","_unit9","_unit10","_unit11","_unit12","_unit13","_unit14","_unit15","_unit16","_unit17","_unit18","_unit19","_unit20","_unit21","_unit22","_unit23","_unit24","_unit25","_unitDriver","_unitGunner"];

execVM "bank_robbery\ai_suv.sqf";

diag_log text format["Bank Robbery: Creating AI policemen"];

sleep 0.5;

//Init (create center etc)
_CENTER = createCenter EAST;
_aiGroup = createGroup EAST;
EAST setFriend [WEST,0];        
EAST setFriend [RESISTANCE,1];  
_target = [2552.49, 5041.16];  //Way point in front of bank

//Spawn 25 AI units
_unit1 = _aiGroup createUnit ["Policeman",[2562.59, 5047.53, 0.001], [], 2, "COLONEL"];
_unit2 = _aiGroup createUnit ["Policeman",[2560.52, 5057.87, 0.001], [], 2, "PRIVATE"];
_unit3 = _aiGroup createUnit ["Policeman",[2553.72, 5061.87, 0.001], [], 2, "PRIVATE"];
_unit4 = _aiGroup createUnit ["Policeman",[2547.67, 5070.35, 0.001], [], 2, "PRIVATE"];
_unit5 = _aiGroup createUnit ["Policeman",[2541.05, 5074.83, 0.001], [], 2, "PRIVATE"];
_unit6 = _aiGroup createUnit ["Policeman",[2541.51, 5068.03, 0.001], [], 2, "PRIVATE"];
_unit7 = _aiGroup createUnit ["Policeman",[2530.01, 5064.59, 0.001], [], 2, "PRIVATE"];
_unit8 = _aiGroup createUnit ["Policeman",[2525.97, 5060.32, 0.001], [], 2, "PRIVATE"];
_unit9 = _aiGroup createUnit ["Policeman",[2527.40, 5055.50, 0.001], [], 2, "PRIVATE"];
_unit10 = _aiGroup createUnit ["Policeman",[2527.13, 5047.26, 0.001], [], 2, "PRIVATE"];
_unit11 = _aiGroup createUnit ["Policeman",[2496.43, 5064.57, 0.001], [], 2, "PRIVATE"];
_unit12 = _aiGroup createUnit ["Policeman",[2503.22, 5075.69, 0.001], [], 2, "PRIVATE"];
_unit13 = _aiGroup createUnit ["Policeman",[2519.64, 5084.88, 0.001], [], 2, "PRIVATE"];
_unit14 = _aiGroup createUnit ["Policeman",[2540.08, 5088.22, 0.001], [], 2, "PRIVATE"];
_unit15 = _aiGroup createUnit ["Policeman",[2555.51, 5083.29, 0.001], [], 2, "PRIVATE"];
_unit16 = _aiGroup createUnit ["Policeman",[2562.34, 5073.59, 0.001], [], 2, "PRIVATE"];
_unit17 = _aiGroup createUnit ["Policeman",[2570.79, 5061.97, 0.001], [], 2, "PRIVATE"];
_unit18 = _aiGroup createUnit ["Policeman",[2581.36, 5051.76, 0.001], [], 2, "PRIVATE"];
_unit19 = _aiGroup createUnit ["Policeman",[2580.10, 5032.37, 0.001], [], 2, "PRIVATE"];
_unit20 = _aiGroup createUnit ["Policeman",[2550.95, 5016.08, 0.001], [], 2, "PRIVATE"];
_unit21 = _aiGroup createUnit ["Policeman",[2521.31, 5022.60, 0.001], [], 2, "PRIVATE"];
_unit22 = _aiGroup createUnit ["Policeman",[2562.59, 5047.53, 0.001], [], 2, "PRIVATE"];
_unit23 = _aiGroup createUnit ["Policeman",[2552.49, 5041.15, 0.001], [], 2, "PRIVATE"];
_unit24 = _aiGroup createUnit ["Policeman",[2552.48, 5041.16, 0.001], [], 2, "PRIVATE"];
_unit25 = _aiGroup createUnit ["Policeman",[2552.50, 5041.17, 0.001], [], 2, "PRIVATE"];

//Add AI to a "master" group
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] joinSilent _unitGroup;

//Give everyone weapons.
_unit1 addWeapon "M60A4_EP1_DZE";
_unit1 addMagazine "100Rnd_762x51_M240";
_unit1 addMagazine "100Rnd_762x51_M240";
_unit2 addWeapon "M4A1_RCO_GL";
_unit2 addMagazine "100Rnd_556x45_BetaCMag";
_unit2 addMagazine "100Rnd_556x45_BetaCMag";
_unit2 addMagazine "1Rnd_HE_M203";
_unit2 addMagazine "1Rnd_Smoke_M203";
_unit3 addWeapon "M249_TWS_EP1";
_unit3 addMagazine "200Rnd_556x45_M249";
_unit3 addMagazine "200Rnd_556x45_M249";
_unit4 addWeapon "M249_TWS_EP1";
_unit4 addMagazine "200Rnd_556x45_M249";
_unit4 addMagazine "200Rnd_556x45_M249";
_unit5 addWeapon "M249_TWS_EP1";
_unit5 addMagazine "200Rnd_556x45_M249";
_unit5 addMagazine "200Rnd_556x45_M249";
_unit6 addWeapon "M4A1_RCO_GL";
_unit6 addMagazine "100Rnd_556x45_BetaCMag";
_unit6 addMagazine "100Rnd_556x45_BetaCMag";
_unit6 addMagazine "1Rnd_HE_M203";
_unit6 addMagazine "1Rnd_Smoke_M203";
_unit7 addWeapon "DMR_DZ";
_unit7 addMagazine "20Rnd_762x51_DMR";
_unit7 addMagazine "20Rnd_762x51_DMR";
_unit8 addWeapon "DMR_DZ";
_unit8 addMagazine "20Rnd_762x51_DMR";
_unit8 addMagazine "20Rnd_762x51_DMR";
_unit9 addWeapon "M4A1_RCO_GL";
_unit9 addMagazine "100Rnd_556x45_BetaCMag";
_unit9 addMagazine "100Rnd_556x45_BetaCMag";
_unit9 addMagazine "1Rnd_HE_M203";
_unit9 addMagazine "1Rnd_Smoke_M203";
_unit10 addWeapon "AA12_PMC";
_unit10 addMagazine "20Rnd_B_AA12_Pellets";
_unit10 addMagazine "20Rnd_B_AA12_Pellets";
_unit11 addWeapon "M4A1_RCO_GL";
_unit11 addMagazine "100Rnd_556x45_BetaCMag";
_unit11 addMagazine "100Rnd_556x45_BetaCMag";
_unit11 addMagazine "1Rnd_HE_M203";
_unit11 addMagazine "1Rnd_Smoke_M203";
_unit12 addWeapon "M4A1_RCO_GL";
_unit12 addMagazine "100Rnd_556x45_BetaCMag";
_unit12 addMagazine "100Rnd_556x45_BetaCMag";
_unit12 addMagazine "1Rnd_HE_M203";
_unit12 addMagazine "1Rnd_Smoke_M203";
_unit13 addWeapon "M249_TWS_EP1";
_unit13 addMagazine "200Rnd_556x45_M249";
_unit13 addMagazine "200Rnd_556x45_M249";
_unit14 addWeapon "M4A1_RCO_GL";
_unit14 addMagazine "100Rnd_556x45_BetaCMag";
_unit14 addMagazine "100Rnd_556x45_BetaCMag";
_unit14 addMagazine "1Rnd_HE_M203";
_unit14 addMagazine "1Rnd_Smoke_M203";
_unit15 addWeapon "M4A1_RCO_GL";
_unit15 addMagazine "100Rnd_556x45_BetaCMag";
_unit15 addMagazine "100Rnd_556x45_BetaCMag";
_unit15 addMagazine "1Rnd_HE_M203";
_unit15 addMagazine "1Rnd_Smoke_M203";
_unit16 addWeapon "M4A1_RCO_GL";
_unit16 addMagazine "100Rnd_556x45_BetaCMag";
_unit16 addMagazine "100Rnd_556x45_BetaCMag";
_unit16 addMagazine "1Rnd_HE_M203";
_unit16 addMagazine "1Rnd_Smoke_M203";
_unit17 addWeapon "M4A1_RCO_GL";
_unit17 addMagazine "100Rnd_556x45_BetaCMag";
_unit17 addMagazine "100Rnd_556x45_BetaCMag";
_unit17 addMagazine "1Rnd_HE_M203";
_unit17 addMagazine "1Rnd_Smoke_M203";
_unit18 addWeapon "AA12_PMC";
_unit18 addMagazine "20Rnd_B_AA12_Pellets";
_unit18 addMagazine "20Rnd_B_AA12_Pellets";
_unit19 addWeapon "AA12_PMC";
_unit19 addMagazine "20Rnd_B_AA12_Pellets";
_unit19 addMagazine "20Rnd_B_AA12_Pellets";
_unit20 addWeapon "AA12_PMC";
_unit20 addMagazine "20Rnd_B_AA12_Pellets";
_unit20 addMagazine "20Rnd_B_AA12_Pellets";
_unit21 addWeapon "M4A1_RCO_GL";
_unit21 addMagazine "100Rnd_556x45_BetaCMag";
_unit21 addMagazine "100Rnd_556x45_BetaCMag";
_unit21 addMagazine "1Rnd_HE_M203";
_unit21 addMagazine "1Rnd_Smoke_M203";
_unit22 addWeapon "M4A1_RCO_GL";
_unit22 addMagazine "100Rnd_556x45_BetaCMag";
_unit22 addMagazine "100Rnd_556x45_BetaCMag";
_unit22 addMagazine "1Rnd_HE_M203";
_unit22 addMagazine "1Rnd_Smoke_M203";
_unit23 addWeapon "M249_TWS_EP1";
_unit23 addMagazine "200Rnd_556x45_M249";
_unit23 addMagazine "200Rnd_556x45_M249";
_unit24 addWeapon "M249_TWS_EP1";
_unit24 addMagazine "200Rnd_556x45_M249";
_unit24 addMagazine "200Rnd_556x45_M249";
_unit25 addWeapon "M249_TWS_EP1";
_unit25 addMagazine "200Rnd_556x45_M249";
_unit25 addMagazine "200Rnd_556x45_M249";

//Set AI Skills
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["aimingaccuracy", 0.8];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["aimingshake", 1.0];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["aimingspeed", 1.0];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["endurance", 1.0];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["spotdistance", 0.4];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["spottime", 1.0];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["courage", 1.0];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["reloadspeed", 1.0];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["commanding", 1.0];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setSkill ["general", 1.0];
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] enableAI "TARGET";
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] enableAI "AUTOTARGET";
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] enableAI "MOVE";
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] enableAI "ANIM";
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] enableAI "FSM";
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setCombatMode "RED";
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] setBehaviour "COMBAT";

//Move AI units area in front of bank
[_unit1,_unit2,_unit3,_unit4,_unit5,_unit6,_unit7,_unit8,_unit9,_unit10,_unit11,_unit12,_unit13,_unit14,_unit15,_unit16,_unit17,_unit18,_unit19,_unit20,_unit21,_unit22,_unit23,_unit24,_unit25] moveTo _target;
[_unitGroup,_aiGroup] moveTo _target;

diag_log text format["Bank Robbery: AI policemen spawned in"];

Alright Awesome I'm currently  reinstalling scripts on the server so when this is readded I'll be sure to try this out thanks alot man :)

Link to comment
Share on other sites

  • 2 weeks later...

Hi everyone,

 

First, I'm sorry for being so inactive for the last months. I have been very busy with school and I'm going to be a bit more active. Anyway, I'm going to work on the script again, but I need your feedback. What can be better and what can be added?

 

Thanks.

Link to comment
Share on other sites

I got it working on my server but I never get any loot, why? How can I have the bank reset 2-3 time on a restart instead one rob each restart? very nice script btw I love it.

 

Nice to hear that you got it working! Are you sure that you have completed the bank robbery? 

 

Reminder: I'm going to work on a new version of the bank robbery script that will fix all the errors and the bugs, but I could use some feedback. What can be added and what can be improved? Thanks.

Link to comment
Share on other sites

18:03:11 "infiSTAR.de Log: Byu - Owner (removed) | remExField TitleText: The Bank is getting robbed!"
18:03:11 "["PVAHR_0_shivnrf_662178",["Byu - Owner","removed","HLOG",[114,101,109,69,120,70,105,101,108,100,32,84,105,116,108,101,84,101,120,116,58,32,84,104,101,32,66,97,110,107,32,105,115,32,103,101,116,116,105,110,103,32,114,111,98,98,101,100,33]]]"

Defiantely can't wait to see the new version .. had the orginal working but wasn't getting any loot like Petite when completed it so I tried out Coco-Nuts version and now I get kicked with this :

Link to comment
Share on other sites

18:03:11 "infiSTAR.de Log: Byu - Owner (removed) | remExField TitleText: The Bank is getting robbed!"
18:03:11 "["PVAHR_0_shivnrf_662178",["Byu - Owner","removed","HLOG",[114,101,109,69,120,70,105,101,108,100,32,84,105,116,108,101,84,101,120,116,58,32,84,104,101,32,66,97,110,107,32,105,115,32,103,101,116,116,105,110,103,32,114,111,98,98,101,100,33]]]"

Defiantely can't wait to see the new version .. had the orginal working but wasn't getting any loot like Petite when completed it so I tried out Coco-Nuts version and now I get kicked with this :

 

 

I'm sorry to hear that. Does BattlEye or does InfiSTAR kick you? If BattlEye kicks you, then check the logs and add an exception.

 

Reminder: I'm going to work on a new version of the bank robbery script that will fix all the errors and the bugs, but I could use some feedback. What can be added and what can be improved? Thanks.

Link to comment
Share on other sites

18:03:11 "infiSTAR.de Log: Byu - Owner (removed) | remExField TitleText: The Bank is getting robbed!"
18:03:11 "["PVAHR_0_shivnrf_662178",["Byu - Owner","removed","HLOG",[114,101,109,69,120,70,105,101,108,100,32,84,105,116,108,101,84,101,120,116,58,32,84,104,101,32,66,97,110,107,32,105,115,32,103,101,116,116,105,110,103,32,114,111,98,98,101,100,33]]]"

Defiantely can't wait to see the new version .. had the orginal working but wasn't getting any loot like Petite when completed it so I tried out Coco-Nuts version and now I get kicked with this :

 

 

A few updates ago infiSTAR added a new "Close Dialogs" feature that may be causing your kicks.
Try setting  _CUD to false. The stock setup has it set to True.  Let us know it this works for you.
 
/*  Close Dialogs ?       */ _CUD =  false; /* true or false */ /* Closes custom Dialogs (Menus) that are not in _ALLOWED_Dialogs */
Link to comment
Share on other sites

 Ok ,, that didn't work same effect and same kick to this screen

http://gyazo.com/d16db1f12109aed5dc429fec74464a4e

 and stays there till you close it out an rejoin server just like before.

 

sorry not sure how to link things or use the spoilers yet..:(

Link to comment
Share on other sites

Error in expression <"",""];
};
} else {
player removeAction s_player_bankrob;
s_player_bankrob = -1;>
  Error position: <s_player_bankrob;
s_player_bankrob = -1;>
  Error Undefined variable in expression: s_player_bankrob

This is the Error code I'm getting in my client side now.. finally got it to show

Link to comment
Share on other sites

Error in expression <"",""];
};
} else {
player removeAction s_player_bankrob;
s_player_bankrob = -1;>
  Error position: <s_player_bankrob;
s_player_bankrob = -1;>
  Error Undefined variable in expression: s_player_bankrob

This is the Error code I'm getting in my client side now.. finally got it to show

 

Hmm, that seems to be an error in your fn_selfactions.sqf. Can you provide the fn_selfactions.sqf?

 

 Ok ,, that didn't work same effect and same kick to this screen

http://gyazo.com/d16db1f12109aed5dc429fec74464a4e

 and stays there till you close it out an rejoin server just like before.

 

sorry not sure how to link things or use the spoilers yet.. :(

 

Really strange. That seems to be a problem with InfiSTAR. I'll take a look into it. 

Link to comment
Share on other sites

InfaSTAR started kicking for this back when I switched from 139E to 141D. I tried going back to 139E to confirm that the problem went away, and it did. Newer updates are also kicking. I would suggest that the Bank Robbery program be modified and not try to make an exception in infaSTAR.

Link to comment
Share on other sites

the problem with the undefined variable should be easy to fix. it has to be defined in your variables.sqf where all the other variables get defined with -1.

so it looks like s_player_bankrob -1;

Pretty sure it's defined inside of the fn_selfactions. Dubble check the installation guide, Byu ^^.

 

yea I think its something to do with infistar too .. because I do have the variables but it still kicks to the white screen and you have to shut down the client and reopen game

Weird stuff. I'll take a look into it this weekend.

 

InfaSTAR started kicking for this back when I switched from 139E to 141D. I tried going back to 139E to confirm that the problem went away, and it did. Newer updates are also kicking. I would suggest that the Bank Robbery program be modified and not try to make an exception in infaSTAR.

Weird. I'll see if I can fix it later this week. Thanks for reporting!

Link to comment
Share on other sites

  • 1 month later...
  • 3 weeks later...
  • 2 weeks later...

Hi, 

 

I have the following questions: 

 

1. Where is the v3 download

2. Can you please give us a proper install guide (e.g. "around line 100" - this could be anywhere depending on what we have added/removed - try using Above this line "xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx" for example)

3. Where do we place the rob.zip once extracted? 

4. Can you add this to github or some such so we can see where changes have been made? This could also allow other people to fork and contribute - e.g. with script kicks.

 

Thanks

Link to comment
Share on other sites

Hi, 

 

I have the following questions: 

 

1. Where is the v3 download

2. Can you please give us a proper install guide (e.g. "around line 100" - this could be anywhere depending on what we have added/removed - try using Above this line "xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx" for example)

3. Where do we place the rob.zip once extracted? 

4. Can you add this to github or some such so we can see where changes have been made? This could also allow other people to fork and contribute - e.g. with script kicks.

 

Thanks

 

1. Currently I disabled the download of version 3, since that version isn't fully working with the latest Epoch.

2. I'll redo the whole script whenever I have some time. That will include a new installation guide.

3. In your scripts folder.

4. Thanks for the tip. I'll take a look at it.

Link to comment
Share on other sites

  • 5 weeks later...

I have a question. So i have started a Panthera Epoch Server and I wanted to import the bank robbery mission on it.

I imagined that only the bank.sqf should be modified to spawn the building the table and the laptop, right ?

 

I chose a location and I got the worldmap coordinates and used them where to position the stuff.

However It deosn't look like it starts the script at all.

 

Can this script be added on a different map like Panthera for example?

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
  • Advertisement
×
×
  • Create New...