f3cuk Posted August 17, 2014 Report Share Posted August 17, 2014 THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI WICKED AI 2.2.0 Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community! --- Error reporting Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report. [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] --- Release 2.2.0 Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history 06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them. Go to your mission pbo and unpack it. Open init.sqf Find: //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find: class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find: class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible. Dev team Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download Wicked AI 2.2.0 .:rmc:., NorthyPark, unrealPANDA and 25 others 28 Link to comment Share on other sites More sharing options...
Darihon Posted August 17, 2014 Report Share Posted August 17, 2014 NICE! :D Link to comment Share on other sites More sharing options...
TuBz Posted August 17, 2014 Report Share Posted August 17, 2014 Throwing it at my test server now:) won't take long as already had the older version:) Link to comment Share on other sites More sharing options...
DimitriPokki Posted August 17, 2014 Report Share Posted August 17, 2014 Oh good job :rolleyes: Link to comment Share on other sites More sharing options...
OneManGang Posted August 17, 2014 Report Share Posted August 17, 2014 I wrote a SpawnDeadGroup function for the old WAI that I use to spawn a group of dead soldiers, useful for making it look like a bad fire fight or a training accident if you'd like to check it out. Link to comment Share on other sites More sharing options...
bFe Posted August 17, 2014 Report Share Posted August 17, 2014 How do we go about replacing/adding the AIs for those that used customSpawns? Link to comment Share on other sites More sharing options...
YuriLowell Posted August 17, 2014 Report Share Posted August 17, 2014 Getting this error when runing over AI with ai_clean_roadkill = true; 13:35:49 Error in expression < getVariable["actionSet", false]; if (!_actionSet) then { s_player_holderPickup> 13:35:49 Error position: <_actionSet) then { s_player_holderPickup> 13:35:49 Error Undefined variable in expression: _actionset 13:35:49 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13 Link to comment Share on other sites More sharing options...
itsatrap Posted August 17, 2014 Report Share Posted August 17, 2014 Getting this error when runing over AI with ai_clean_roadkill = true;13:35:49 Error in expression < getVariable["actionSet", false]; if (!_actionSet) then { s_player_holderPickup> 13:35:49 Error position: <_actionSet) then { s_player_holderPickup> 13:35:49 Error Undefined variable in expression: _actionset 13:35:49 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13 Yeah it's an error in a epoch config it's fixed in 1.0.5.2 Link to comment Share on other sites More sharing options...
rgr Posted August 17, 2014 Report Share Posted August 17, 2014 Thanks again sir, updating... Link to comment Share on other sites More sharing options...
Richie Posted August 17, 2014 Report Share Posted August 17, 2014 Very nice F3cuk :) Link to comment Share on other sites More sharing options...
f3cuk Posted August 17, 2014 Author Report Share Posted August 17, 2014 Thanks guys! -- I wrote a SpawnDeadGroup function for the old WAI that I use to spawn a group of dead soldiers, useful for making it look like a bad fire fight or a training accident if you'd like to check it out. Yeah that would be awesome. Please share :) How do we go about replacing/adding the AIs for those that used customSpawns? There should be an example inside the static folder (default.sqf) bFe 1 Link to comment Share on other sites More sharing options...
artwaps Posted August 17, 2014 Report Share Posted August 17, 2014 RPG STINGER STRELA AI BOTS ??? :rolleyes: Missions BTR90 - LAW + Helli Ka52 ??? Mego Extreme :) Link to comment Share on other sites More sharing options...
Havoc302 Posted August 17, 2014 Report Share Posted August 17, 2014 RPG STINGER STRELA AI BOTS ??? :rolleyes: Missions BTR90 - LAW + Helli Ka52 ??? Mego Extreme :) A lot of servers these days are militarized mate, you can always remove them. Link to comment Share on other sites More sharing options...
itsatrap Posted August 17, 2014 Report Share Posted August 17, 2014 don't get militarized dayz servers, why not just play wastland but you can change the weapons and vehicle via the config Link to comment Share on other sites More sharing options...
Havoc302 Posted August 17, 2014 Report Share Posted August 17, 2014 don't get militarized dayz servers, why not just play wastland but you can change the weapons and vehicle via the config Not to derail the thread, but there's plenty of reasons, feel free to PM me if you wish to discuss it. Nakama Mind 1 Link to comment Share on other sites More sharing options...
DaVIdoSS Posted August 17, 2014 Report Share Posted August 17, 2014 Hi. I am on the way to use this on my server. Clean coded, Little hard to edit mission file. And i am stack because i need StaticAmmoBoxes. How or where i can define spawn for custom blah_box.? Link to comment Share on other sites More sharing options...
itsatrap Posted August 17, 2014 Report Share Posted August 17, 2014 Dont Think there are statik boxs in ver 2.0 Link to comment Share on other sites More sharing options...
YuriLowell Posted August 17, 2014 Report Share Posted August 17, 2014 Any fix for the tank traps not de spaning after the missions gets completed? Link to comment Share on other sites More sharing options...
f3cuk Posted August 17, 2014 Author Report Share Posted August 17, 2014 RPG STINGER STRELA AI BOTS ??? :rolleyes: Missions BTR90 - LAW + Helli Ka52 ??? Mego Extreme :) Que? Hi. I am on the way to use this on my server. Clean coded, Little hard to edit mission file. And i am stack because i need StaticAmmoBoxes. How or where i can define spawn for custom blah_box.? Could you please eleborate on what you are trying to accomplish? Custom ammo boxes should work like they did in the previous version. Any fix for the tank traps not de spaning after the missions gets completed? They should do that. Which mission? Also please check for errors in your server RPT file. Link to comment Share on other sites More sharing options...
TheRedAfro Posted August 17, 2014 Report Share Posted August 17, 2014 Long time reader, first time poster. That out of the way, I have Mark's WAI installed currently and came across this post today. In regards to updating/r&r my current WAI with this, do I need to remove the []ExecVM line from server_monitor when adding the parameters for 2.0 or leave it and include ExecVM... for 2.0 to the server_functions? Much appreciate the feedback. Thanks to you folks I've been able to get Epoch up and running with self bb, logistic tow, AI missions and snap pro. Not bad for an old man learning new tricks and I thank you all for the guidance I've quietly gleamed from your posts. It has been and continues to be a blast. Red LedEnema 1 Link to comment Share on other sites More sharing options...
f3cuk Posted August 18, 2014 Author Report Share Posted August 18, 2014 Yes, if you want to update from a previous version please make sure that line gets replaced. If you have customized missions or used the custom_spawns.sqf before, please make sure you update yours accordingly. 2.0.0 is not backwards compatible. -- Update 2.0.1 Fixed some minor issues with 2.0.0 Changelog 2.0.1 Fixed issue with NVG on paratroops generating an error Fixed problem with roadflare on mission succes generating an error Please update to the latest version or do the changes yourself. Download Link to comment Share on other sites More sharing options...
Guest Posted August 18, 2014 Report Share Posted August 18, 2014 Awesome job man, seriously great work. Thanks a lot for doing it. -Silk Link to comment Share on other sites More sharing options...
Phail Posted August 18, 2014 Report Share Posted August 18, 2014 I have been running Bandit and Soldier missions with WAI for a while now. I am interested to know if you are going to make it possible to do this in one file or if you will need to have two like i do now. I would offer advise on how i did it but i am sure you guys are way better at this than I am. Everything i write seems like a jacked up version of what should be. Link to comment Share on other sites More sharing options...
Jossy Posted August 18, 2014 Report Share Posted August 18, 2014 Upcoming in 2.1.0+ Bandit and hero missions I already have the code changes in place to offer variable humanity gain based on the unit spawn call if you would like me to share it, I'm sure you already have started on this though since it's planned for next update ;) Link to comment Share on other sites More sharing options...
fireplace Posted August 18, 2014 Report Share Posted August 18, 2014 How does the blacklist work? What are the 2 set of cords for? [[cords 1],[cords 2]], Is it like a radius or something lol. The simple bits always confuse me :( Link to comment Share on other sites More sharing options...
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