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[Release] Custom WAI Mission - Bunny Ranch!

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Hollow's

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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

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Thx dude,

i wwill test it but right before i v got a question if i can.

I have more AI_gear settled ( 19 so far)

I wonder if i can edit your:

[[_position select 0, _position select 1, 0],2,1,6,0,"","RU_Hooker2","6",true] call spawn_group; 

in the bunny ranch sqf like this:

[[_position select 0, _position select 1, 0],2,1,6,0,"","RU_Hooker2","21",true] call spawn_group;

Is this 21 is supposed to be your ai_gear6?

Or is it the first 6 to modify?

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Thx dude,

i wwill test it but right before i v got a question if i can.

I have more AI_gear settled ( 19 so far)

I wonder if i can edit your:

[[_position select 0, _position select 1, 0],2,1,6,0,"","RU_Hooker2","6",true] call spawn_group; 

in the bunny ranch sqf like this:

[[_position select 0, _position select 1, 0],2,1,6,0,"","RU_Hooker2","21",true] call spawn_group;

Is this 21 is supposed to be your ai_gear6?

Or is it the first 6 to modify?

Correct, ill break it down for others as well who might run into this.

 

So you have:
[[_position select 0, _position select 1, 0],2,1,6,0,"","RU_Hooker2","6",true] call spawn_group; 

here is what you may want to configure:

 

the 2= Number of A.I.

the 1= Skill level of the A.I.

the 6= Weaponset

the 0= Number of Mags the A.I. spawns with

the ""= the backpack used

the "RU_Hooker2"= the skin obviously

the "6"= the gearset

 

Hope this helps

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I may be wrong, but didn't you forget to add

 

case 6 : {_aigear = ai_gear6;};

case 6 : {_aiweapon = ai_wep6;};

 

And wouldn't the new gear and weapon loadouts has to be added also here in the spawn_group.sqf?

 

for "_x" from 1 to _unitnumber do {
            switch (_gun) do {
                    case 0 : {_aiweapon = ai_wep0;};
                    case 1 : {_aiweapon = ai_wep1;};
                    case 2 : {_aiweapon = ai_wep2;};
                    case 3 : {_aiweapon = ai_wep3;};
                    case 4 : {_aiweapon = ai_wep4;};
                    case "Random" : {_aiweapon = ai_wep_random call BIS_fnc_selectRandom;};
            };
            _weaponandmag = _aiweapon call BIS_fnc_selectRandom;
            _weapon = _weaponandmag select 0;
            _magazine = _weaponandmag select 1;
                    switch (_gear) do {
                    case 0 : {_aigear = ai_gear0;};
                    case 1 : {_aigear = ai_gear1;};
                    case 2 : {_aigear = ai_gear2;};
                    case 3 : {_aigear = ai_gear3;};
                    case 4 : {_aigear = ai_gear4;};
                    case "Random" : {_aigear = ai_gear_random call BIS_fnc_selectRandom;};

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My rpt spams this when bunny ranch starts now:
 

17:55:48   Error position: <_ret
>
17:55:48   Error Undefined variable in expression: _ret
17:55:48 File z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf, line 23
17:55:48 Error in expression <on call BIS_fnc_selectRandom;
_weapon = _weaponandmag select 0;
_magazine = _wea>
17:55:48   Error position: <_weaponandmag select 0;
_magazine = _wea>
17:55:48   Error Undefined variable in expression: _weaponandmag
17:55:48 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 39

The mission seems to be working fine though 

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My rpt spams this when bunny ranch starts now:

 

17:55:48   Error position: <_ret
>
17:55:48   Error Undefined variable in expression: _ret
17:55:48 File z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf, line 23
17:55:48 Error in expression <on call BIS_fnc_selectRandom;
_weapon = _weaponandmag select 0;
_magazine = _wea>
17:55:48   Error position: <_weaponandmag select 0;
_magazine = _wea>
17:55:48   Error Undefined variable in expression: _weaponandmag
17:55:48 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 39

The mission seems to be working fine though 

 

Thats caused by arma2 update 112555, it doesnt effect the server but it spams your report, as epoch 1.0.5 wont work with 112555 i suggest downgrading to 103718

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I may be wrong, but didn't you forget to add

 

case 6 : {_aigear = ai_gear6;};

case 6 : {_aiweapon = ai_wep6;};

 

And wouldn't the new gear and weapon loadouts has to be added also here in the spawn_group.sqf?

 

for "_x" from 1 to _unitnumber do {

            switch (_gun) do {

                    case 0 : {_aiweapon = ai_wep0;};

                    case 1 : {_aiweapon = ai_wep1;};

                    case 2 : {_aiweapon = ai_wep2;};

                    case 3 : {_aiweapon = ai_wep3;};

                    case 4 : {_aiweapon = ai_wep4;};

                    case "Random" : {_aiweapon = ai_wep_random call BIS_fnc_selectRandom;};

            };

            _weaponandmag = _aiweapon call BIS_fnc_selectRandom;

            _weapon = _weaponandmag select 0;

            _magazine = _weaponandmag select 1;

                    switch (_gear) do {

                    case 0 : {_aigear = ai_gear0;};

                    case 1 : {_aigear = ai_gear1;};

                    case 2 : {_aigear = ai_gear2;};

                    case 3 : {_aigear = ai_gear3;};

                    case 4 : {_aigear = ai_gear4;};

                    case "Random" : {_aigear = ai_gear_random call BIS_fnc_selectRandom;};

no

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Will this work in Napf, I tried it in Taviana. the only problem in that on, a lot of times it spawns on the side of the large mountains. still doable

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Will this work in Napf, I tried it in Taviana. the only problem in that on, a lot of times it spawns on the side of the large mountains. still doable

it would in theory, but the spawn locations are for chernarus, so you would need to select new ones to fit for napf

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it would in theory, but the spawn locations are for chernarus, so you would need to select new ones to fit for napf

 

Where are the spawn locations located... in what file? 

 

Doesn't this line pick a random safe position?

_position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos;

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