BetterDeadThanZed Posted July 11, 2014 Report Share Posted July 11, 2014 Is there a way to make the AI at the missions shoot at zedz like they do in DZAI? Link to comment Share on other sites More sharing options...
Darihon Posted July 11, 2014 Report Share Posted July 11, 2014 Make them hostile to the civilian side too. EAST setFriend [civilian, 0]; This could cause problems with the gear tho (had this problem before) (http://forums.bistudio.com/showthread.php?177858-Ammo-Box-not-Accesible&p=2692082#post2692082) Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted July 11, 2014 Author Report Share Posted July 11, 2014 Make them hostile to the civilian side too. EAST setFriend [civilian, 0]; This could cause problems with the gear tho (had this problem before) (http://forums.bistudio.com/showthread.php?177858-Ammo-Box-not-Accesible&p=2692082#post2692082) What file would that go into? Link to comment Share on other sites More sharing options...
Darihon Posted July 11, 2014 Report Share Posted July 11, 2014 DZMSAISpawn.sqf I guess? Make a backup of it! I'm not sure if it will work. add EAST setFriend [civilian, 0]; under _unitGroup = createGroup east; Link to comment Share on other sites More sharing options...
TheVampire Posted July 11, 2014 Report Share Posted July 11, 2014 If you have DZMS using its own relations, it already does this, otherwise you need to turn it on for your own AI system like DZAI if you are using their relations. // Make AI Hostile to Zeds EAST setFriend [CIVILIAN,0]; CIVILIAN setFriend [EAST,0]; Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted July 11, 2014 Author Report Share Posted July 11, 2014 If you have DZMS using its own relations, it already does this, otherwise you need to turn it on for your own AI system like DZAI if you are using their relations. // Make AI Hostile to Zeds EAST setFriend [CIVILIAN,0]; CIVILIAN setFriend [EAST,0]; I have DZMS, as per my original post, but the AI in DZAI seem to be killing each other since I turned on free for all in DZAI. I'm not really sure what you mean about the "relations". Link to comment Share on other sites More sharing options...
TheVampire Posted July 11, 2014 Report Share Posted July 11, 2014 I have DZMS, as per my original post, but the AI in DZAI seem to be killing each other since I turned on free for all in DZAI. I'm not really sure what you mean about the "relations". DZMS spawns in its own AI, but it uses the relations from other AI mods if you have them. Relations are how each side likes the other side. There are 4 sides. Blufor (WEST), Opfor (EAST), Independent (Guerrilla), and Civilian. If your DZAI are set to FreeForAll, it changes the relations, and therefor DZMS is set to FreeForAll. If this case if you have DZAI installed, DZMS is using DZAI relations. This means if you turn on the setting to make DZAI shoot zombies, DZMS AI will also be hostile to zombies. If you don't have DZAI, SargeAI, or WickedAI installed, DZMS uses its own relations from the DZMSInit.sqf Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted July 11, 2014 Author Report Share Posted July 11, 2014 DZMS spawns in its own AI, but it uses the relations from other AI mods if you have them. Relations are how each side likes the other side. There are 4 sides. Blufor (WEST), Opfor (EAST), Independent (Guerrilla), and Civilian. If your DZAI are set to FreeForAll, it changes the relations, and therefor DZMS is set to FreeForAll. If this case if you have DZAI installed, DZMS is using DZAI relations. This means if you turn on the setting to make DZAI shoot zombies, DZMS AI will also be hostile to zombies. If you don't have DZAI, SargeAI, or WickedAI installed, DZMS uses its own relations from the DZMSInit.sqf Ok, so at the missions I found a few AI still alive. Obviously they are all part of the same group since they didn't kill each other. What is the limitation on the group sizes with DZMS? Is there a way to get all AI in DZMS to spawn in the same group? Link to comment Share on other sites More sharing options...
TheVampire Posted July 11, 2014 Report Share Posted July 11, 2014 Ok, so at the missions I found a few AI still alive. Obviously they are all part of the same group since they didn't kill each other. What is the limitation on the group sizes with DZMS? Is there a way to get all AI in DZMS to spawn in the same group? Each spawn line in DZMS puts all the AI in one group, this is why there are normally multiple spawn lines in each file. If you only had one spawn line, they all spawned in the same group. for "_x" from 1 to _unitcount do { Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted July 11, 2014 Author Report Share Posted July 11, 2014 I got confused with two threads going on. Thought I was in the other thread about AI killing each other. I kinda went the wrong way a couple replies back. :) So, since I'm using DZAI, I don't need to do anything special to make the mission AI from DZMS attack zedz? Link to comment Share on other sites More sharing options...
TheVampire Posted July 11, 2014 Report Share Posted July 11, 2014 I got confused with two threads going on. Thought I was in the other thread about AI killing each other. I kinda went the wrong way a couple replies back. :) So, since I'm using DZAI, I don't need to do anything special to make the mission AI from DZMS attack zedz? Nope, as long as you have the option turned on for DZAI to attack zeds, then DZMS should be set to do the same. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted July 12, 2014 Author Report Share Posted July 12, 2014 It seems the AI in DZMS won't attack zeds. The AI in DZAI are set to attack them. DZAI is enabled. Zeds walk right up to the AI and they don't shoot. Since that didn't work, under _unitGroup = createGroup east; in DZMSAISpawn.sqf, I addded this: EAST setFriend [civilian, 0]; and it made no difference. I'm trying to make a mission where bandits are on a mission to clear out the zeds in an area, but if they don't shoot, it'll ruin it. Link to comment Share on other sites More sharing options...
redcloud78 Posted July 12, 2014 Report Share Posted July 12, 2014 could be like how the ai companions are made to attack the zombies Now if you want the zeds to be killed by the survivors you will need to create a custom zombie_generate.sqf file andadd a single line to it near the very end of the script, there are plenty of examples of how to edit your compiles script to point to a new fileThis is the compiles.sqf line you need to make point to your new file zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; At the bottom of zombie_generate.sqf right above//Start behavior_id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm"; add this_agent addRating -1000000; and another version zombie_generate.sqf taken from pbo and put into custom folder in root of mission //Add some loot _rnd = random 1; if (_rnd > 0.3) then { _lootType = configFile >> "CfgVehicles" >> _type >> "zombieLoot"; if (isText _lootType) then { _array = []; if (DZE_MissionLootTable) then { _array = getArray (missionConfigFile >> "cfgLoot" >> getText(_lootType)); } else { _array = getArray (configFile >> "cfgLoot" >> getText(_lootType)); }; if (count _array > 0) then { _loot = _array call BIS_fnc_selectRandomWeighted; if(!isNil "_array") then { _agent addMagazine _loot; }; }; }; };_agent addRating -1000000; //Start behavior _id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm"; Called zombie_generate.sqf file from the bottom of my init.sqf: call compile preprocessFileLineNumbers "custom\zombie_generate.sqf"; Jossy 1 Link to comment Share on other sites More sharing options...
lucho Posted May 29, 2016 Report Share Posted May 29, 2016 How i can make that Zeds will be not attacked by Bots Link to comment Share on other sites More sharing options...
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