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[Release] Wicked AI 2.2.0


f3cuk

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  On 9/25/2014 at 3:54 PM, koreaoverpoch said:

I want to make static mine field to certain area. So I made second minefield file as minefield2.sqf. 

 

after that put the minefield2.sqf. file to the compile folder and modified init.sqf file. See below

 

 

And add the minefield at the end of the default.sqf like this : [[6200.68,14159.8,0],10,400,800,1] call minefield2;

 

[ [position where you want],radious min, radious max, mine number, 1] call minefield2;

 

I don't know What this mean :  _allmines  = []; 

So, I just put the number 1.

I think you could just put [[6200.68,14159.8,0],10,400,800] call minefield; into your static spawn file, the extra 1 you had is definitively not needed.

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  On 9/25/2014 at 7:19 PM, UKCPirate said:

I think you could just put [[6200.68,14159.8,0],10,400,800] call minefield; into your static spawn file, the extra 1 you had is definitively not needed.

 

yes this works. 

 

and also I go error messages . and there's still double static Ais spawning.(Spawn duplicated group at the same spot) I used Default.sqf file.

 

anyone please give me some advice

 

Thank you

  Quote

 

8:25:30 Error in expression <ret = _this select _ret;           

};
 
_ret;>
 8:25:30   Error position: <_ret;>
 8:25:30   Error Undefined variable in expression: _ret
 8:25:30 File z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf, line 24
 8:25:30 Error in expression < call BIS_fnc_selectRandom;
_weapon = _weaponandmag select 0;
_magazine = _w>
 8:25:30   Error position: <_weaponandmag select 0;
_magazine = _w>
 8:25:30   Error Undefined variable in expression: _weaponandmag
 8:25:30 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 77
 8:25:30 Error in expression < from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapon _weapon;
_>
 8:25:30   Error position: <_magazine;
};
_unit addweapon _weapon;
_>
 8:25:30   Error Undefined variable in expression: _magazine
 8:25:30 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145
 8:25:30 Error in expression < from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapon _weapon;
_>
 8:25:30   Error position: <_magazine;
};
_unit addweapon _weapon;
_>
 8:25:30   Error Undefined variable in expression: _magazine
 8:25:30 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145
 8:25:30 Error in expression < from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapon _weapon;
_>
 8:25:30   Error position: <_magazine;
};
_unit addweapon _weapon;
_>
 8:25:30   Error Undefined variable in expression: _magazine
 8:25:30 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145
 8:25:30 Error in expression < from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapon _weapon;
_>
 8:25:30   Error position: <_magazine;
};
_unit addweapon _weapon;
_>
 8:25:30   Error Undefined variable in expression: _magazine
 8:25:30 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145
 8:25:30 Error in expression <dMagazine _magazine;
};
_unit addweapon _weapon;
_unit selectWeapon _weapon;
};
>
 8:25:30   Error position: <_weapon;
_unit selectWeapon _weapon;
};
>
 8:25:30   Error Undefined variable in expression: _weapon
 8:25:30 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 147
 8:25:30 "WAI: Spawned a group of 1 AI (Bandit) at [7138.74,9773.85,0]"
 8:25:32 "WAI: Static mission for DayZ_Overpoch_1 loaded"
 8:25:33 "WAI: AI Config File Loaded"
 8:26:09 "infiSTAR.de PlayerConnected: _uid: 76561198105115945   _name: Server"
 8:26:09 "infiSTAR.de PlayerConnected: _uid:    _name: __SERVER__"
 8:26:09 "WAI: Initialising missions"
 8:26:09 "WAI: AI Monitor Started"
 8:26:09 "WAI: Initialising static missions"
 8:26:10 "WAI: Spawned a group of 1 AI (Bandit) at [3978.54,8096.15,0]"
 8:26:10 "WAI: Spawned a group of 1 AI (Bandit) at [4217.02,8033.06,0]"
 8:26:10 "WAI: Spawned a group of 1 AI (Bandit) at [4131.25,8125.12,0]"
 8:26:10 Error in expression <ret = _this select _ret;           
};
 
_ret;>
 8:26:10   Error position: <_ret;>
 8:26:10   Error Undefined variable in expression: _ret
 8:26:10 File z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf, line 24
 8:26:10 Error in expression < call BIS_fnc_selectRandom;
_weapon = _weaponandmag select 0;
_magazine = _w>
 8:26:10   Error position: <_weaponandmag select 0;
_magazine = _w>
 8:26:10   Error Undefined variable in expression: _weaponandmag
 8:26:10 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 77
 8:26:10 Error in expression < from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapon _weapon;
_>
 8:26:10   Error position: <_magazine;
};
_unit addweapon _weapon;
_>
 8:26:10   Error Undefined variable in expression: _magazine
 8:26:10 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145
 8:26:10 Error in expression < from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapon _weapon;
_>
 8:26:10   Error position: <_magazine;
};
_unit addweapon _weapon;
_>
 8:26:10   Error Undefined variable in expression: _magazine
 8:26:10 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145
 8:26:10 Error in expression < from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapon _weapon;
_>
 8:26:10   Error position: <_magazine;
};
_unit addweapon _weapon;
_>
 8:26:10   Error Undefined variable in expression: _magazine
 8:26:10 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145
 8:26:10 Error in expression < from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapon _weapon;
_>
 8:26:10   Error position: <_magazine;
};
_unit addweapon _weapon;
_>
 8:26:10   Error Undefined variable in expression: _magazine
 8:26:10 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145
 8:26:10 Error in expression <dMagazine _magazine;
};
_unit addweapon _weapon;
_unit selectWeapon _weapon;
};
>
 8:26:10   Error position: <_weapon;
_unit selectWeapon _weapon;
};
>
 8:26:10   Error Undefined variable in expression: _weapon
 8:26:20 Error in expression <ret = _this select _ret;           
};
 
_ret;>
 8:26:20   Error position: <_ret;>
 8:26:20   Error Undefined variable in expression: _ret
 8:26:20 File z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf, line 24
 8:26:21 Error in expression < call BIS_fnc_selectRandom;
_weapon = _weaponandmag select 0;
_magazine = _w>
 8:26:21   Error position: <_weaponandmag select 0;
_magazine = _w>
 8:26:21   Error Undefined variable in expression: _weaponandmag
 8:26:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 77
 8:26:21 Error in expression < from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapon _weapon;
_>
 8:26:21   Error position: <_magazine;
};
_unit addweapon _weapon;
_>
 8:26:21   Error Undefined variable in expression: _magazine
 8:26:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145
 8:26:21 Error in expression < from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapon _weapon;
_>
 8:26:21   Error position: <_magazine;
};
_unit addweapon _weapon;
_>
 8:26:21   Error Undefined variable in expression: _magazine
 8:26:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145
 8:26:21 Error in expression < from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapon _weapon;
_>
 8:26:21   Error position: <_magazine;
};
_unit addweapon _weapon;
_>
 8:26:21   Error Undefined variable in expression: _magazine
 8:26:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145
 8:26:21 Error in expression < from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapon _weapon;
_>
 8:26:21   Error position: <_magazine;
};
_unit addweapon _weapon;
_>
 8:26:21   Error Undefined variable in expression: _magazine
 8:26:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145
 8:26:21 Error in expression <dMagazine _magazine;
};
_unit addweapon _weapon;
_unit selectWeapon _weapon;
};
>
 8:26:21   Error position: <_weapon;
_unit selectWeapon _weapon;
};
>
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  On 9/23/2014 at 10:01 PM, Moe said:

Also I have a suggestion for next update , it would be even better if you could have the mission startup message Pop up on top right of screen in a dialog box with an image of the vehicle that spawned for that mission, I seen couple of servers have that and it's so much cooler than text in middle of the screen! Would love to see that abdon , thanks

 

You might want to suggest this at our Github so we can add is as a possible feature for a future release. Right now we kinda like having the simple versions cause it works for all and doesn't interfere with any possible customization admins have done.

 

  On 9/24/2014 at 2:10 AM, jackal40 said:

Is there an easy way to add smoke to the helicopter crash? If so, is there a way to make it burn longer?

 

Thanks

 

Uhm not sure but you could try adding something like this to the LandedTouchDown addeventhandler of the _helicopter. Open heli_para.sqf and find

_helicopter addEventHandler ["GetOut",{(_this select 0) setFuel 0;(_this select 0) setDamage 1;}];

Add below

_helicopter addEventHandler ["LandedTouchDown",{
PVDZE_obj_Fire = [(_this select 0), 4, time, false, false];
publicVariable "PVDZE_obj_Fire";
}];
  On 9/24/2014 at 8:10 AM, ATRealMaster said:

Maybe you can make the AIs act more player like, eg. they will pick up loot, maybe camp inside a loot building or maybe a sniper near Cherno/Electro Sniping players that comes through.

 

No we cant, this would require us to change AI behaviour which - i think - is arma 2 core code and will be way too complex for us to tamper with.

 

  On 9/24/2014 at 1:16 PM, Ghee Buttersnaps said:

I have this working on my main server and testing server.  We have somewhat of an issue though.  Our server has satchel charges for sale, but not RPG's.  RPG's and other launchers are given out as event prizes, etc.

 

Some of the missions are spawning something like 15 satchel charges, or 10-15 hotwire kits.  We had one spawn 4 RPG's and rockets for them.  Is there any way I can turn this off, or limit how much of it spawns without using a static loot table?  I love the dynamic loot, as it adds in so much more variety.

 

Any help would be great, thanks.

 

Uhm? Remove them from the config.sqf?

 

  On 9/24/2014 at 10:08 PM, HellWalker said:

Hey guys, i'm trying to make a mission, but i'm with a problem... I'd like to have the mission to run only once per server restart, i don't want them to be running from time to time. Also i want it in a static place (i don't think this is going to be a problem).

 

But i'm really having trouble trying to run it only 1 time per server restart.

 

this is the mission i'm using (custom mission based on a file a guy sent here on the forum - sorry, i can't find your post, i got it a couple of days ago) :

alien_field.sqf

  Reveal hidden contents

 

Does anyone know where do i have to change to make it happen? This file is inside "WAI-->missions-->special-->alien_field.sqf

 

Try this.

 

  Reveal hidden contents

 

 

  On 9/25/2014 at 6:29 AM, koreaoverpoch said:

Hi, I used this script for my server. But when I put static AIs at certain area, There are double AIs spawned. I mean, If I put 1 AI at grid : 110012 then 2 AIs are spawned at that point.

Also When the mission is spawned, some of AIs and static guns are duplicated other certain area. How can I fix this problem?. I used default.sqf file to put the static AIs

 

No idea what is happening, seems like you might have accidently mixed up some code. I'd reckon reinstalling and see if the problem persists.

 

  On 9/25/2014 at 7:34 AM, Wootywoop said:

 

Hi F3cuk,

 

Is this update of WAI compatible with DZMS AI? I ask this because i tried running this with DZMS and found logging into the server after installing was extremely slow. 

In my RPT logs I found messages such as:

 

NetServer::SendMsg: cannot find channel #137608413, users.card=2

 
Creation of object O 1-2-A:<Empty main subgroup> failed, state LOGGED IN
 
Client: Nonnetwork object 3337a020.
 
Client: Nonnetwork object 314f3400.
 
As soon as i reverted to my current setup these messages stopped appearing. It's a shame really, the update looks like a real improvement  :)
 
Thanks

 

 

On the current release we have not implemented anything to make different mission systems work together a bit better. However this should not result in the errors you are getting, does WAI work when it's the only AI system on your server?

 

  On 9/25/2014 at 12:38 PM, SchwEde said:

Should the NPCs stay after the Mission timed out? How can i remove them when the mission timed out?

 

Thanks and Cheers

 

No they will be removed when the mission times out.

 

  On 9/25/2014 at 6:13 PM, justchil said:

Anyone had any issues of AI not cleaning up with a mission ends/times out? A few folks on my lingor server are saying this is happening. I reduced wai_timeout_distance because one of the guys complaining says they are about 200m from his base.

 

Yes, this is due to the fact that when a player is/gets inside the predefined area, the mission timer gets reset to prevent the mission timing out whenever a player is in the area. We have changed this behaviour in the upcoming version so the timer does not get reset and the mission despawns whenever the player leaves the area.

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is anybody able to link me a way on how to use the dynamic crate in the mission folders like i see something like

 

[_crate,[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate;
 

but what exacly do the various numbers do

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  On 9/26/2014 at 1:55 AM, plaiides said:

is anybody able to link me a way on how to use the dynamic crate in the mission folders like i see something like

 

[_crate,[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate;

 

but what exacly do the various numbers do

 

https://github.com/f3cuk/WICKED-AI/wiki/The-dynamic-crate

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In the config.sqf of the WAI folder, when editing the Crate Item Buildables, some items are in brackets, like ["CinderBlocks,10"].

While "ItemCanvas" for example, isnt.

 

Do the brackets mean that the item will always be in crate? And sort to say not dynamic like the one without?

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On the current release we have not implemented anything to make different mission systems work together a bit better. However this should not result in the errors you are getting, does WAI work when it's the only AI system on your server?

 

Hi F3cuk,

 

We are currently running WAI 0.173 (and DZMS 1.1 (https://github.com/SMVampire/DZMS-DayZMissionSystem). They are currently both running on the server fine.

 

While i was trying to troubleshoot the server (with 2.1.4 WAI) i was looking in the RPT logs. It appears that DZMS, which usually detected 0.173 WAI and uses WAI's "relationships", didn't do that with this version of WAI (A snippet of that is included below).

 

  Reveal hidden contents

18:05:15 "TIME SYNC: Local Time set to [2013,8,3,17,5]"

18:05:15 "WAI: AI Config File Loaded"

18:05:17 "WAI: AI Monitor Started"

18:05:20 "WAI: Mission Config File Loaded"

18:05:22 "WAI: Starting AI Missions Moniter"

18:05:35 "WAI: Spawned a group of 8 Bandits at [4600,9660,0]"

18:05:36 "WAI: Spawned a group of 8 Bandits at [4200,10460,0]"

18:05:36 "WAI: Spawned a group of 6 Bandits at [4500,10860,0]"

18:05:37 "WAI: Spawned a group of 6 Bandits at [4800,10160,0]"

18:05:37 "WAI: Sapwned in 1 M2StaticMG"

18:05:37 "WAI: Sapwned in 1 M2StaticMG"

18:05:37 "WAI: Sapwned in 1 M2StaticMG"

18:05:38 "WAI: Sapwned in 1 M2StaticMG"

18:05:38 "WAI: Sapwned in 1 M2StaticMG"

18:05:38 "WAI: Paradrop Waiting for player"

18:05:38 "WAI: Paradrop Waiting for player"

18:06:07 [DZMS]: Starting DayZ Mission System.

18:06:07 [DZMS]: WickedAI Found! Using WickedAI's Relations!

18:06:07 [DZMS]: Currently Running Version: 1.1FIN

18:06:07 [DZMS]: Mission and Extended Configuration Loaded!

18:06:07 [DZMS]: chernarus Detected. Map Specific Settings Adjusted!

18:06:07 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!

18:06:07 [DZMS]: Loading ExecVM Functions.

18:06:07 [DZMS]: Loading Compiled Functions.

18:06:07 [DZMS]: Loading All Other Functions.

18:06:07 [DZMS]: Mission Functions Script Loaded!

18:06:07 [DZMS]: Major Mission Clock Starting!

18:06:07 [DZMS]: Minor Mission Clock Starting!

18:06:07 [DZMS]: Mission Marker Loop for JIPs Starting!

 

 

First thing i'm going to try and do i remove any customization's i made to 2.1.4 (static AI/loadouts etc) and see if I've broken something. Failing that I shall try what you've suggested (removing DZMS altogether) and get back to you.

 

Cheers

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Hi again,

Just loaded 2.1.4 onto my server and checked the RPT logs again. It appears that DZMS isn't detecting v2.1.4 of WAI.

 

  Reveal hidden contents

9:33:08 "WAI: AI Config File Loaded"

9:33:09 "WAI: Initialising missions"

9:33:09 "WAI: AI Monitor Started"

9:33:40 "TIME SYNC: Local Time set to [2013,8,3,8,33]"

9:34:01 [DZMS]: Starting DayZ Mission System.

9:34:01 [DZMS]: Relations not found! Using DZMS Relations.

9:34:01 [DZMS]: Currently Running Version: 1.1FIN

9:34:01 [DZMS]: Mission and Extended Configuration Loaded!

9:34:01 [DZMS]: chernarus Detected. Map Specific Settings Adjusted!

9:34:01 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!

9:34:01 [DZMS]: Loading ExecVM Functions.

9:34:01 [DZMS]: Loading Compiled Functions.

9:34:01 [DZMS]: Loading All Other Functions.

9:34:01 [DZMS]: Mission Functions Script Loaded!

9:34:01 [DZMS]: Major Mission Clock Starting!

9:34:01 [DZMS]: Minor Mission Clock Starting!

9:34:01 [DZMS]: Mission Marker Loop for JIPs Starting!

 

Going to run 2.1.4 anyway and see how the server performs without editing the WAI config as mentioned. Assuming the server performs ok i'll start to drop in some of the changes (eventually including the static groups).

Cheers

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Hi Wootywoop,

We actually fixed the relationship detector for the upcoming version.

 

open config.sqf

 

change

configloaded = true;

to

WAIconfigloaded = true;

open init.sqf

 

change

configloaded = false;

to

WAIconfigloaded = false;
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  On 9/26/2014 at 2:04 AM, plaiides said:

thank you , but were is the file were you get to pick which weapons would be picked, i must be blind sorry

 

config.sqf in the main directory

 

  On 9/26/2014 at 5:46 AM, AWulle said:

In the config.sqf of the WAI folder, when editing the Crate Item Buildables, some items are in brackets, like ["CinderBlocks,10"].

While "ItemCanvas" for example, isnt.

 

Do the brackets mean that the item will always be in crate? And sort to say not dynamic like the one without?

 

Nope they mean that when those items are randomly picked, they spawn the amount of times defined by the second variable. This means when you hit cinderblocks, you don't get 1 cinderblock, but you get 10.

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  On 9/26/2014 at 9:09 AM, f3cuk said:

 

Hi Wootywoop,

We actually fixed the relationship detector for the upcoming version.

 

open config.sqf

 

change

configloaded = true;

to

WAIconfigloaded = true;

open init.sqf

 

change

configloaded = false;

to

WAIconfigloaded = false;

 

I'll put those alterations into the configs now. Thanks  :) 

Question - How easy would it be to include an attack chopper (AH64/AH-1Z) into the static config? Say in the heli patrol section? I ask this because the static file states that the heli must include a pilot and 2 gunners (attack heli's only have 1 gunner).

 

Cheers

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Strange, just put a clean copy on my Server and set

		wai_mission_timer			= [30,60];						// time between missions 5-15 minutes
		wai_mission_timeout			= [30,60]; 						// time each missions takes to despawn if inactive 15-30 minutes
		wai_timeout_distance		= 1000;								// if a player is this close to a mission then it won't time-out
		
		wai_clean_mission			= true;								// clean all mission buildings after a certain period
		wai_clean_mission_time		= 120;								// time after a mission is complete to clean mission buildings

for testing. 

 

Everything is disappearing except for the NPCs even after half an hour of waiting. Can someone else confirm this or I'm the only one with this problem

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  On 9/26/2014 at 10:30 AM, SchwEde said:

Strange, just put a clean copy on my Server and set

		wai_mission_timer			= [30,60];						// time between missions 5-15 minutes
		wai_mission_timeout			= [30,60]; 						// time each missions takes to despawn if inactive 15-30 minutes
		wai_timeout_distance		= 1000;								// if a player is this close to a mission then it won't time-out
		
		wai_clean_mission			= true;								// clean all mission buildings after a certain period
		wai_clean_mission_time		= 120;								// time after a mission is complete to clean mission buildings

for testing. 

 

Everything is disappearing except for the NPCs even after half an hour of waiting. Can someone else confirm this or I'm the only one with this problem

 

Not that i claim to know what i'm talking about - i thought those values represented seconds rather than minutes. So you're spawning a mission in 30 seconds and then in 30 more seconds the mission will end ;-/

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So I found a fix (for my server) with the issue that some missions would not complete even after all of the AI are killed.  I reduced the wai_timeout_distance to 300m and the AI kill percentage to 30.  All my players are saying that there are no problems with successfully completing a mission now!

 

Just wanted to share this if anyone else has this issue.

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  On 9/26/2014 at 9:09 AM, f3cuk said:

 

Hi Wootywoop,

We actually fixed the relationship detector for the upcoming version.

 

open config.sqf

 

change

configloaded = true;

to

WAIconfigloaded = true;

open init.sqf

 

change

configloaded = false;

to

WAIconfigloaded = false;

Also in init change

waitUntil {configloaded};

to

waitUntil {WAIconfigloaded};
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  On 9/26/2014 at 2:00 AM, f3cuk said:

So lets say instead of using this:

[_crate,16,[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate;

i could use something like this:

[_crate,16,[8,crate_low_snipers],[8,crate_tools_sniper],[4,crate_backpacks_large]] call dynamic_crate;

if i have defined "crate_low_snipers" in my config likely so:

crate_low_snipers   = [["M14_EP1","20Rnd_762x51_DMR"],["SCAR_H_LNG_Sniper_SD","20Rnd_762x51_SB_SCAR"],["SVD_CAMO","10Rnd_762x54_SVD"],["SVD_des_EP1","10Rnd_762x54_SVD"],["SVD","10Rnd_762x54_SVD"],["VSS_Vintorez","20Rnd_9x39_SP5_VSS"],["M40A3","5Rnd_762x51_M24"],["M24","5Rnd_762x51_M24"],["M24_des_EP1","5Rnd_762x51_M24"],["M4SPR","30Rnd_556x45_Stanag"]];

 

the reason i will doing this is that i wand that the AI could use some snipers but some not, those they cant use will be found in da crate

am i right?

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  On 9/27/2014 at 10:30 AM, R4id3n84 said:

Awesome mission system btw

 

However i've noticed that when the mission times out the ai stay ?

 

Any quick solution to fix this or wait for next update ?

 

Great additions, thanks very much my player base love these missions

 

I am however getting this also that AI stay if mission times out

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