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[Release] Wicked AI 2.2.0


f3cuk

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  On 11/24/2014 at 11:30 PM, UKCPirate said:

The new config has guns only, NO AMMO!

 

so:

ai_wep_assault = [
["RH_hk416","30Rnd_556x45_Stanag"]
,["RH_hk416s","30Rnd_556x45_Stanag"]
,["RH_hk416saim","30Rnd_556x45_Stanag"]
,["RH_hk416seotech","30Rnd_556x45_Stanag"]

becomes:

ai_wep_assault = [
"RH_hk416"
,"RH_hk416s"
,"RH_hk416saim"
,"RH_hk416seotech"

Share it when your done, others would appreciate it

 

 

will give it a try, here is the ammo's taken out.

 

  Reveal hidden contents

 

Here is the full config.sqf with ammo taken out.

 

  Reveal hidden contents

 

*EDIT didnt work :(

  Reveal hidden contents

functions.sqf line 7

Will i have to add all the ammos to this list loop?

 

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working defauit.sqf (just change coords/remove what you dont want)

  Reveal hidden contents

 

These are my weapon configs with overpoch weapons

  Reveal hidden contents

and 

Not all overpoch weapons are in but this will give you a good example of what to do.

 

You dont need to add the ammo classnames, the mission system will add the ammo by it's self. Hope this helps. 

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I'm also seeing this error, not all the time.

17:07:01 Error select: Type Number, expected Array,Config entry 17:07:01 File z\addons\dayz_server\WAI\compile\hero_behaviour.sqf, line 14

Is anyone else having issues with Missions spawning when moving ai behavior from yellow to red? I can have 4-10 missions spawn on yellow behavior but only 0-1 spawns(# of missions set to 4/4) if I switch behavior to red.

Also how do I adjust time of mission spawn. I can have 8 missions spawn.. all time out and 8 more missions spawn. When those time out they stop spawning. Just asking...

Nice job on the project.....

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I have a question concerning the AI's use of flashlights at night. I noticed this evening, while doing a mission, that I was not seeing flashlight use by the AI (i.e. no flashlight beams as they moved around). Upon completing the mission, there were some AI with had flash lights as equipment and no NVGs - other had NVGs. I was used to seeing AI use flashlights when I used Sarge AI and was wondering if this is something new.

 

While I've made some adjustments to my ai_gear arrays, I'm curious if anyone else has seen (or failed to see) AI using flashlights? If you have, could you share your ai_gear lists?

 

Thanks!

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  On 11/26/2014 at 2:08 AM, jackal40 said:

I have a question concerning the AI's use of flashlights at night. I noticed this evening, while doing a mission, that I was not seeing flashlight use by the AI (i.e. no flashlight beams as they moved around). Upon completing the mission, there were some AI with had flash lights as equipment and no NVGs - other had NVGs. I was used to seeing AI use flashlights when I used Sarge AI and was wondering if this is something new.

 

While I've made some adjustments to my ai_gear arrays, I'm curious if anyone else has seen (or failed to see) AI using flashlights? If you have, could you share your ai_gear lists?

 

Thanks!

I have never noticed any AI using flashlights, i also have never used sarge's AI. I have been using WAI since the original single mission release. Along with DZMS for quite a while.

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  On 11/25/2014 at 2:37 AM, oSoDirty said:

working defauit.sqf (just change coords/remove what you dont want)

  Reveal hidden contents

 

These are my weapon configs with overpoch weapons

  Reveal hidden contents

and 

Not all overpoch weapons are in but this will give you a good example of what to do.

 

You dont need to add the ammo classnames, the mission system will add the ammo by it's self. Hope this helps. 

 

Thanks for your gun config, you are right that it works but is there a way to add all the guns? 

 

Did you make the list from trial and error? is there an issue with some guns now?

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  On 11/26/2014 at 3:40 PM, ALKINDA said:

Thanks for your gun config, you are right that it works but is there a way to add all the guns? 

 

Did you make the list from trial and error? is there an issue with some guns now?

When i made my overpoch server, it was still kinda new so i had to take my loot table and filter it down to just classnames of weapons and make it into an sql to add them to my data base so i just picked a couple at random.

Just be careful of typos, and the xm2010 is buggy as hell for me so i dont use it at all. Ill try to get a list of classnames and post it here or in a link. Im using a new rig so it make take a few to find the files.

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  On 11/26/2014 at 4:56 PM, monkeebhoy said:

i tried adding those weapons to the config.sqf but for whatever reason the missions don't seem to work. Would really love the overwatch weapons to work

The ones in the spoiler from above work. Check for typos, a missing " [ ] , or ; will get you every time.

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  On 11/25/2014 at 12:59 AM, ALKINDA said:

will give it a try, here is the ammo's taken out.

 

  Reveal hidden contents

 

Remove the [ and ] on each line as per my example. e.g.

 

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Any update on the

 

bandit_behavior.sqf  error on line 14

same with hero-behavior.sqf error line 14.  ??

 

once this trips no more missions spawn :(

 

Thanks for your time................

 

 

 

 

Settings:

Bandit - Red - Safe

Hero - Yellow - Combat.

If either is set to Red Combat, missions don't spawn.

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A little trick for mission crate randomization.

  Reveal hidden contents

 

In the missions themselves you will see something like this towards the bottom

You can change it too

This will make the crate loadouts even more random so players wont know what to expect each time they see the mission come up. Pick different load outs from the missions mix them up and keep it interesting!

 

I also add the new variables to the end of the private array at the top of the mission files.    

Enjoy!

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Check  server rpt, what is usually happening, is there is an error in a missions code, and when it selects the mission with an error, it stops the timer.

The rpt will tell you which mission it is, i'm willing to bet its disabled mil chopper =] It did it to me too.

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I also use 2.2.0 beta & yes, but the rpt should help you fix it.

I more or less changed it than took it out really.

 

I made a cargo plane mission. (I posted and explained it a few pages back) You can try that if you would like. (takes a small and easy edit in the config.sqf)

What i did is lose the disabled mil chopper, converted and added the medi camp to the hero missions, and added a hero and bandit cargo plane mission. It evened it out and they run flawless every restart.

I can give you the converted medi_camp.sqf if you would like.

But if you post your error and the mission in a code box / spoiler, i may be able to help you.

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I dont suppose anyone can shed some light on this for me ?

 

21:14:39 "WAI: [Mission:[bandit] Presidents in Town]: Starting... [9805.42,13263.4,0]"
21:14:40 "WAI: Spawned a group of 4 AI (Hero) at [9805.42,13263.4,0]"
21:14:41 "WAI: Spawned a group of 4 AI (Hero) at [9805.42,13263.4,0]"
21:14:41 Error in expression <n {
for "_i" from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapo>
21:14:41   Error position: <addMagazine _magazine;
};
_unit addweapo>
21:14:41   Error addmagazine: Type Bool, expected Array,String
21:14:41 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 141
 
 
 
What can i do to fix it?  on line 141 
 
if (!_unarmed) then {
for "_i" from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapon _weapon;
_unit selectWeapon _weapon;
};
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  On 11/11/2014 at 4:22 AM, f3cuk said:

WICKED AI BETA 2.2.0 v3

 

Updated Beta release for 2.2.0

  • Added decent radio support
  • Better vehicle damager
  • Some perfomance tuning
  • Finetuned missions / settings

Note: Installation instructions have been changed, please read them carefully.

 

Download

Wicked AI BETA 2.2.0 v3

 

Can you add back TankTraps, was so good, and also how to make Ai more harder to kill, same as zombie, almost only headshoots. Try missions today and thay die if i shoot them only in legs. i use also DZAI so they use bandage, stand up afer i shoot them, but there they are too much easy.

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Guys I have asked before, But no one had an answer so I just thought I would ask again as I would rearly like to put the Wiked AI back in my AI island  (Using DZAI at the moment) I need a de-spawn trigger once AI have been spawned. 

This is what f3cuk gave me for spawning the AI (which works) but I just want them to despawn:

 

_position     = [0,0,0]; // coords center of the mission
_start         = false;
waitUntil{
    {
        if((isPlayer _x) && (_x distance _position <= 1500)) then {
            _start = true
        };
    } count playableUnits;
    (_start)
};

 

 

I am not a scripter but try a few things but not managed to get anything to work  not sure if something like this would work (this example does not work  :(  )

 

_position     = [0,0,0]; // coords center of the mission
_start         = true;
waitUntil{
    {
        if((isPlayer _x) && (_x distance _position <= 1500)) then {
            _start = false
        };
    } count playableUnits;
    (_end)
};

 

thanks for any help 

 

MegaZ

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  On 11/29/2014 at 10:34 AM, DimitriPokki said:

how to add zu23 and m252 to misson

config.sqf

		ai_static_weapons 			= ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG","ZU23_CDF","DSHKM_CDF","Igla_AA_pod_East","M252"]; // static guns

in mission files

	[[[(_position select 0) - 10, (_position select 1) + 10, 0]],"ZU23_CDF","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;
	[[[(_position select 0) + 10, (_position select 1) - 10, 0]],"M252","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static; 

b_560_95_1.png

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