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[Release] Wicked AI 2.2.0


f3cuk

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  On 12/10/2014 at 2:29 PM, Draftkid said:

Hmm Is there a way to make it so the Ai don't spawn until players come within a certain radius of the mission so if no one goes to it the server debug frames stay high? less for the server to clean up / smoother running server etc.

 

+1 My server takes a beating when the missions AI spawn in

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  On 12/10/2014 at 2:29 PM, Draftkid said:

Hmm Is there a way to make it so the Ai don't spawn until players come within a certain radius of the mission so if no one goes to it the server debug frames stay high? less for the server to clean up / smoother running server etc.

 

We have this in the default files for 2.2.0. If you just look at the changes you might be able to replicate them for your current install.

 

  On 12/10/2014 at 2:49 PM, zipper said:

+1 My server takes a beating when the missions AI spawn in

 

See above. AI is hard on any server, if yours isnt up to the task you might want to dial down the number of AI on each mission or the number of simultaneous missions.

 

  On 12/11/2014 at 8:22 AM, S3M4J said:

i have added the files to my server but now the server wont authenticate, what could be causing this issue?

 

  On 12/10/2014 at 1:52 PM, kleinerOpa said:

No Mission spawns on chernarus.

Any help?

 

Please describe your problems in more detail using the form below.

 

[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][code] -- paste config.sqf here --[/code][/spoiler]

[b]Server RPT[/b]
[spoiler][code] -- paste arma2oaserver.RPT here --[/code][/spoiler]
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Hi, I found some problems while updating...
 
1. I couldn't make the AI to have RPGs, so I decided to change the Sentry Guns then to AntiTank, so I tried to delete all Machine Sentry Guns and add this one for example: "SPG9_TK_GUE_EP1", and... first, they not always spawn, even though I deleted the M2MG they keep spawning most of the time... second, when the  SPG9 spawns, they dont attack, neither soliders nor vehicles.
Of course the lines are configured well, as far as I can check
 
This is my config file:

  Reveal hidden contents

 

 

2. I couldn't use the static spawns.
Im using the same sintaxis that I had from previous versions of WAI , and it worked fine by then. But after the update they just wont spawn.
First, I tried to add a "napf.sqf" file to the "static" folder, since the sintax for the static "init.sqf" is:

ExecVM format["\z\addons\dayz_server\WAI\static\%1.sqf",toLower(worldName)];

But it didn't work, so I just used the "default.sqf" file, because I thought it should work everywhere. But it didn't work either.
 
These are my static spawns:

  Reveal hidden contents


 
 

This is my RPT file, just in case:

  Reveal hidden contents

 

Any ideas why are these happening?
 
Thanks a lot.

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  On 12/11/2014 at 2:27 PM, Draftkid said:

 

Hmm so I would need to alter this code for each mission?

 

waitUntil
{
sleep 10;
 
_player_present = false;
 
{
if((isPlayer _x) && (_x distance [_pos_x,_pos_y,0] <= _triggerdis)) then {
_player_present = true;
};
} count playableUnits;
 
(_player_present)
};

 

 

This will spawn AI when players get near but once spawned they will not despawn till either killed or mission (if on timer ) Finishes. I used it for static AI but removed the Static AI as once they are spawned they are there until restart. Went back to using DZAI for my static spawns as triggers are so simple on that system.

 

_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)

};

 

MegaZ

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No Mission spawns/size]

WAI Version 2.1.4
World: Chernarus
Mods: @Overpoch, @Epoch1051
Installed add-ons no one
Custom loot files Yes (Overpoch )

Problem description
No Mission spawns, no vehicle spawn, no map markers etc

What i tried so far
I trying to find out, what the problem is, and then ill fix it, so far i found no mistakes.

Config file

  Reveal hidden contents



Server RPT

  Reveal hidden contents

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  On 12/11/2014 at 3:28 PM, kleinerOpa said:

 

Server RPT

  Reveal hidden contents

best thing to do for your rpt so its not so big, just open it, delete its contents, save it, rerun the server so its only reading for one session. Then find the errors associated with WAI and post the errors vs the entire rpt

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Soo per say would I alter them like this?...
 
if(isServer) then {
 
private ["isPlayer _x","_x distance","_start","_complete","_crate","_mission","_static_gun","_crate_type","_rndnum","_playerPresent","_vehname","_vehicle","_position","_vehclass];
 
// Get mission number, important we do this early
_mission = count wai_mission_data -1;
 
//Armed Land Vehicle
_vehclass = armed_vehicle call BIS_fnc_selectRandom;
_vehname = getText (configFile >> "CfgVehicles" >> _vehclass >> "displayName");
 
_position = [30] call find_position;
[_mission,_position,"Medium",format["Disabled %1",_vehname],"MainBandit",true] call mission_init;
 
diag_log format["WAI: [Mission:[bandit] Armed Vehicle]: Starting... %1",_position];
 
_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)
};
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  On 12/11/2014 at 5:59 PM, jackal40 said:

Is there a way to prevent the AI from getting equipped with NVGs at night? I have removed all NVGs from the gear lists and substituted flashlights, but the AI is getting NVGs in addition to the flashlights.

At one point there was an option in the config to do so. Not sure why it was removed, They still got them but the deleted once the ai was killed. I would guess you would have to dig around a bit in the compile folder to find a way around them getting them at night by default

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@Netshark: You are using an old template for static spawns, try this.

 

  Reveal hidden contents

 

--

 

@KleinerOpa: That is your client RPT file, please post your server RPT file.

 

--

 

@Mig: Use _DZE classnames instead

 

--

 

@jackal40: What oSoDirty suggested is the proper solution. They are useless without them though.

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  On 12/12/2014 at 1:04 AM, oSoDirty said:

At your own risk, remove 

		if (sunOrMoon != 1) then {
			_unit addweapon "NVGoggles";
		};

from spawn_group.sqf

 

Make sure to have only one space between what was above and below it. Make a backup. Should be fine though.

Thanks will try this.

 

@F3cuk - you say they are useless without this, will they not use flashlights if provided in the aigear they get?

 

Anyways, I'll try it and see what happens.

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Hello!

 

I get an error and don't know what to do.. the mission is cleared, but helicopters are not deleted.. please tell me what to fix

 

Error:

17:24:08 Error in expression <eteVehicle _x;
};

} forEach _baseclean + ((wai_mission_data select _mission) se>
17:24:08 Error position: <+ ((wai_mission_data select _mission) se>
17:24:08 Error +: Type Bool, expected Number,Array,String
17:24:08 File z\addons\dayz_server\WAI\compile\mission_winorfail.sqf, line 223
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  On 12/12/2014 at 10:33 AM, f3cuk said:

@Netshark: You are using an old template for static spawns, try this.

 

  Reveal hidden contents

 

Thanks a lot… I'll give it a try. . :)

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Shouldn't there be a message warning the user that the vehicle will despawn after server restart, if the option to NOT save vehicles to database is selected? 

 

Edit: For now i've added this to the end of: custom_publish_vehicle.sqf , so far it works fine. 

_vehicle addEventHandler ["GetIn",{_nil = [nil,(_this select 2),"loc",rTITLETEXT,"Warning: This vehicle will disappear on server restart!","PLAIN DOWN",5] call RE;}];
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  On 12/14/2014 at 1:29 AM, MatthewK said:

Shouldn't there be a message warning the user that the vehicle will despawn after server restart, if the option to NOT save vehicles to database is selected? 

 

It definitely wouldn't hurt. Are you asking on behalf of your own server? Or just a server you play on? If it's yours i don't have a problem helping you put it in. Should be pretty easy. But if not, me testing a few things and telling you how to fix it wont help much xD

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Not sure if it's been mentioned or noticed even, but after a mission is completed the buildings and remaining AI don't get cleaned up after the timer exceeds. I've set it to clean up after 1200 seconds... 45 minutes later and AI are still roaming the area and the crate etc are still there... The mission was completed 45 minutes ago :(

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  On 12/14/2014 at 2:00 AM, oSoDirty said:

It definitely wouldn't hurt. Are you asking on behalf of your own server? Or just a server you play on? If it's yours i don't have a problem helping you put it in. Should be pretty easy. But if not, me testing a few things and telling you how to fix it wont help much xD

 

If you read my post, you'll see that I solved it and have modified the file. I still think this should be in the final release as standard. Nothing worse for an admin than having to explain to a crying baby player why his vehicle has despawned after restart.. Over and over again lol .. 

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