Jump to content
HollowAddiction

[Release] Custom WAI Mission - Bunny Ranch!

Recommended Posts

anybody know why my boxes spawn with 50 m240 ammo and 50 of some other ammo. No gems or anything like it says in files. Nowhere in files does it metion 50 of any ammo to be spawned. ?

Make sure you added the "bunny_Safe" sqf into the right spot.

Share this post


Link to post
Share on other sites

hey is there a way to make this work with the new wai update. I added it and changed the position of the crate file and changed the call to it to try and make it compatible with the new update but theres a lot of undefined variables that pop up in the rpt. the mission still starts and seems to work and all its just the errors that pop up in the rpt. Im sure I could maybe figure it out but if anyone knows what to do off the bat it would save me a lot of time cus im not very good with scripting. Well ill take a look at it later and see what I can find out thanks

Share this post


Link to post
Share on other sites

We are having an issue where the owner is killing all of his girls before we get to the mission, and the loot crate is empty.

 

Also, when viewing the owner's corpse, a trader menu opens and the corpse wants to sell us ammo. I am attributing that to the skin the owner has, since trader skin must be unique on map? Correct me if that is wrong.

Share this post


Link to post
Share on other sites

this is already in wai

yea I think WAI incorporated the mod, but how the heck do you get it working? I think its commented out in a lot of places and the file structures have changed a lot since the OP instructions were written.

Share this post


Link to post
Share on other sites

yea I think WAI incorporated the mod, but how the heck do you get it working? I think its commented out in a lot of places and the file structures have changed a lot since the OP instructions were written.

 

 

ya like 3 or 4 locations

move the bunnyranch sql from special to hero/bandit, then add it into the mission list in config.

I have it working on my server?

Share this post


Link to post
Share on other sites

It works on mine, but the crate is still empty and sometimes the girls are dead when I arrive, or tp to it. Any ideas?

 

I have it in bandit folder  and added it to the config. Again, it all works, but nothing in crates and girls die. 

Share this post


Link to post
Share on other sites

I was interested to see this so I uncommented the references to special mission, made the girls bandits too, so the dirtyowner wouldnt kill them. Made the contents of bunny_safe a line in   ..\WAI\conif.sqf

crate_items_dirtyowner  = ..contents changed as too high for killing one ai

 

at end of bunny_ranch.sqf after ..winorfall  added last lines from presidents mission,  if( complete...   changed president to dirtyowner

 

 

 

(from my new time to server side things I also rename last RPT file so have a small current one, not megs of text of old).

 

And, so I have an increased population on server with hookers :)

 

... - Dvorak's law

Share this post


Link to post
Share on other sites
On 7/5/2014 at 9:26 PM, Ventana said:

 

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;

Nobody responded to this question and I have the same question, so I'm resposting  it.

How to change the locations of the buildings?  Where does one get those position numbers from?
I realize that they pertain to relative distance from center of the mission and distance above/below ground, but where to get these figures from?
Also, how do the buildings orientate relative to each other without X and Y coords?

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Similar Content

    • By Grahame
      I have ported some of the Extra Wicked AI missions from ARMA2/DayZ/Epoch's Wicked AI system. They are a purely derivative product based on this work:
      Missions ported so far are: Abandoned Trader, Ambushed HMMWV, Army Base, Drone Pilot, Old MacDonald's Farm and Slaughter House. 
      I will be continuing this work with the others when I have time.
      NOTE: In order to use these missions you will require CUP Terrains Core on your server. For those running non-vanilla ARMA3 maps, for example Chernarus Redux that should not be an issue.
      Download
      https://www.dropbox.com/s/19ln1t6yhsmbldw/Extra_WAI_Missions.zip?dl=0
      Installation
      (1) Copy the files in the downloadable archive to your Wicked AI's missions/bandit folder.
      (2) Add the missions to the mission array in WAI's config.sqf, for example:
      wai_bandit_missions = [ ["abandoned_trader",5], ["ambushed_hmmwv",5], ["army_base",5], ["drone_pilot",4], ["macdonald",5], ["slaughter_house",5], ["nuke",4], ["Mi_48",6], ["MV_22",6], ["sniper_team",8], ["rebel_base",5], ["medi_camp",5], ["dropside",5], ["comm_center",10], ["C_192",11], ["destroyed_ural",11] RePBO Wicked AI and upload to @epochhive/addons and enjoy!
    • By JasonTM
      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
       
    • By victorks
      my first work in editin :) https://uploaddeimagens.com.br/imagens/20180307202515_1-jpg https://uploaddeimagens.com.br/imagens/20180307202245_1-jpg DOWNLOAD: https://www.dropbox.com/s/oq97j7x59362kqe/CASTLEai.sqf?dl=0 AI M2 NEED WAI: https://pastebin.com/GJMnPvZP ON THE MAP: https://pastebin.com/cyqH9rNV  
       
      https://www.dropbox.com/s/oq97j7x59362kqe/CASTLEai.sqf?dl=0
       
       
       
       
       
       
       
       
       
    • By Ghostrider-GRG
      V 6.80 build 118
      Added: The server now sets simulation on/off and damage on/off for all objects listed in _missionLandscape and spawned at dynamic missions. Default missions updated.
      Added: lists of armed vehicles from which you can choose those you wish to spawn at vehicles broken down by category (wheeled, traced APC, Tank, etc)
      Added: Three constants that define how far away missions are from certain ingame bases, players and towns when they spawn. These were previously embedded in the code but not configurable.
          blck_minDistanceToBases = 900; Minimum distance from any freq jammer or flag
          blck_minDistanceToPlayer = 900; Minimum distance from any player
          blck_minDistanceFromTowns = 300; Minimum distance from cites or towns.
      Fixed: Alive AI counts were not disabled by blck_showCountAliveAI = false.
      Fixed: The number of dynamically spawned underwater missions was not correctly set by blck_numberUnderwaterDynamicMissions.
        
      V 6.79 BUILD 116
      Added: optional count of alive AI at missions (blck_showCountAliveAI = true;_
      Added map-specific information for Lythium.
      Added optional definitions of AI Patrol Vehicles based on AI Difficulty (blue, red, green, orange).
      Added ability for players to enter and fly mission helis.
      Fixed issues with AI vehicles not being unlocked when all AI were killed.
      Please note: several useless files were removed from the debug folder that goes in your mission.pbo.
      DESCRIPTION
      This update represents an almost complete re-write from the ground up of the original blckeagls mission system 2.02,  to which a link is shown below.
      https://epochmod.com/forum/topic/30063-blckeagls-ai-mission-version-202-release-122015/
      Most of the mission system has been redone or extensively revised.
      Features:
      Built-in support for Epoch and Exile mods.
      Toggle between default and fully militarized missions with a single parameter.
      Dynamically spawning missions; support for multiple missions of a particular type (e.g., 3 Red, 2 Blue, 1 Orange, 1 Green).
      Dynamically spawning underwater missions at which surface vessels, SDV patrols, helis, and nearby land units such as vehicles, static HMGs, and infantry can be spawned.
      Support for static AI vehicle, air, emplaced or infantry, each of which can be customized for skill, position, and respawn timer.
      Support for static Missions described by a mission template.
      Addon modules include:
      Time acceleration.
      Map Addons spawner (useful for running scripts to add objects to the map at server startup)
      Static Loot Spawner (used to spawn loot crates at specific locations at server startup; useful for static missions or AI strongholds).
      Credits:
          Epoch Mod developer team.
          blckeagls - Original developer of mission system 2.0.2
          Narines - bug fixes and improvements.
          Bill (DBD Clan) example compositions.
          cyncrwler for help with troubleshooting and testing
          Brian Soanes for helpful changes and performance tweaks.
          Grahame for many rounds of testing and feedback.
          zxbutchxz for extensive testing of AI behavior.
      * Additional Credits include authors of other missions systems who's work influenced this release:
          Face (A3EAI)
          KiloSwiss (SEM)
          Hogscrapper (HC missions for A3)
          the Vampire (DZMS and VEMF)
          The FUCHS (EMS)
          lazylink (early A2 Epoch mission system)
          Matt11 (Wicked AI) Updates:
      DOWNLOAD
      Mission system
      https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC
      Modified IgiLoad to load crates on SDV
      https://github.com/Ghostrider-DbD-/IgiLoad
      Installation:
      Please see Installation.txt in the download for details.
      License
      This Mission System is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
      http://creativecommons.org/licenses/by-nc-sa/4.0/
       
       

       
    • By Thug
      UPDATED 2/20/2018
      Click here for files from Github
      Hello all
      I have been asked to post this so here goes. The island is surrounded by 20m high walls. Only 4 ways in, well you could try and land a heli,  There is two weapon creates and a lottery box behind the palace.
      M2s waiting to greet you.
      If you would like the files, please PM me and I will send them to you.  Don't forget to leave email in PM. I am looking to find a new way to post links since DropBox changed the way they share.
      You have to update the items in the crates to the new class names in Epoch 1.0.6.2  DONE
  • Advertisement
  • Donation Box

    Please donate to support the community.
    We appreciate all donations!
  • Advertisement
  • Supporters
  • Latest Donations

  • Advertisement
  • Discord

×