Jump to content

[Release] Wicked AI 2.2.0


f3cuk

Recommended Posts

I ended up doing it myself :)

 

For anyone else running Napf, here are waypoints for the patrol missions. Just copy them over to the bandit and hero patrol.sqf files.

                ["Awol's Airfield",[15169.4,15993.1,0]],
		["Meggen",[16495.6,15184.5,0]],
		["Luzern",[14644.8,13925.9,0]],
		["Liestal",[12686.7,9690.67,0]],
		["Schangen",[9095,5463.93,0]],
		["Lausen",[12383.3,15544.1,0]],
		["Nordsten",[10225.5,18324.3,0]],
		["Olten",[10103.6,16452.9,0]],
		["Freidorf",[8444.87,17092.6,0]],
		["Lenzburg",[8856.77,16227.9,0]],
		["Neue Welt",[5896.81,13498.5,0]],
		["Hutwill",[4562.94,12273.5,0]],
		["Bubendorf",[3816.99,14328.9,0]],
		["Hindelbank",[3163.71,12157.5,0]],
		["Ittingen",[2071.93,9789.94,0]],
		["Munsingen",[3765.5,7873.42,0]],
		["Munchenstein",[6453.07,9588.99,0]],
		["Signau",[5990.02,9022.92,0]],
		["Worb",[2109.19,7652.99,0]],
		["Hero Airfield",[5222.55,4472.25,0]],
		["Homberg",[3110.12,7455.2,0]],
		["Buckten",[6119.85,5075.97,0]],
		["Goldwil",[10990.7,1977.74,0]],
		["Brienz",[14443.9,2952.2,0]],
		["South Airfield",[18088.3,2563.68,0]],
		["Giswil",[16784.9,5161.39,0]],
		["Rorenpass",[14801.5,5282.07,0]],
		["Sorenberg",[13528.8,5302.98,0]],
		["Ramisbode",[8332.47,7782.21,0]],
		["Milan",[10313.5,7983.55,0]],
		["Farnen",[13072.8,6947.73,0]],
		["Alpnach",[18694.9,9420.17,0]],
		["Emmen",[15859,13286.5,0]],
		["Wolhusen",[14274,12636.1,0]]

All tested working.

Link to comment
Share on other sites

So how does the roving patrol work?  It looks like foot soldiers that go from city to city until taken out.  So all we need to do is enter a waypoint for each city?  If so, I'll undertake the Tavi2.0 map.  It'll be interesting to see if they'll cross the bridge without a specific waypoint at either end of the bridge.

 

Bob

Link to comment
Share on other sites

I noticed in the original file for Chernarus that all they had were waypoints for cities. I just made my own for Napf and they work flawlessly. AI spawn in, get assigned a vehicle and drive from one waypoint to the other with a message displaying down the bottom left corner saying where they started an where they are headed. Take them out, check the gear of the vehicle and profit.

Link to comment
Share on other sites

  On 1/5/2015 at 12:55 AM, Dominopi said:

How can I remove night vision after kill AI from their body?

I don't believe you can without removing them all together. Well you could with some coding knowledge.... but it's not in the config ATM. And to remove them all together  

 

find and remove

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

from spawn_group.sqf  

 

If you do this, the AI are pretty much walking free targets at night.

 

 

EDIT:  in on_kill.sqf found in compiles folder change

	if(_unit hasWeapon "NVGoggles" && floor(random 100) < 20) then {
		_unit removeWeapon "NVGoggles";
	};

to:

	if(_unit hasWeapon "NVGoggles") then {
		_unit removeWeapon "NVGoggles";
	};

Not tested, but no reason it shouldn't work.

Link to comment
Share on other sites

Is there anything we can do to make them compatible with DZAI? I didn't have problem with the previous version, now with this one they shoot each other and for some reason I can not make spawn the AI on a ZU23 at my aifield, soon server restart they spawn but die instantly and zu23 gone. I do not have problem with the vehicle they stay there.

 

Anything I can do?

Link to comment
Share on other sites

  On 1/4/2015 at 6:33 AM, ElDubya said:

I ended up doing it myself :)

 

For anyone else running Napf, here are waypoints for the patrol missions. Just copy them over to the bandit and hero patrol.sqf files.

                ["Awol's Airfield",[15169.4,15993.1,0]],
		["Meggen",[16495.6,15184.5,0]],
		["Luzern",[14644.8,13925.9,0]],
		["Liestal",[12686.7,9690.67,0]],
		["Schangen",[9095,5463.93,0]],
		["Lausen",[12383.3,15544.1,0]],
		["Nordsten",[10225.5,18324.3,0]],
		["Olten",[10103.6,16452.9,0]],
		["Freidorf",[8444.87,17092.6,0]],
		["Lenzburg",[8856.77,16227.9,0]],
		["Neue Welt",[5896.81,13498.5,0]],
		["Hutwill",[4562.94,12273.5,0]],
		["Bubendorf",[3816.99,14328.9,0]],
		["Hindelbank",[3163.71,12157.5,0]],
		["Ittingen",[2071.93,9789.94,0]],
		["Munsingen",[3765.5,7873.42,0]],
		["Munchenstein",[6453.07,9588.99,0]],
		["Signau",[5990.02,9022.92,0]],
		["Worb",[2109.19,7652.99,0]],
		["Hero Airfield",[5222.55,4472.25,0]],
		["Homberg",[3110.12,7455.2,0]],
		["Buckten",[6119.85,5075.97,0]],
		["Goldwil",[10990.7,1977.74,0]],
		["Brienz",[14443.9,2952.2,0]],
		["South Airfield",[18088.3,2563.68,0]],
		["Giswil",[16784.9,5161.39,0]],
		["Rorenpass",[14801.5,5282.07,0]],
		["Sorenberg",[13528.8,5302.98,0]],
		["Ramisbode",[8332.47,7782.21,0]],
		["Milan",[10313.5,7983.55,0]],
		["Farnen",[13072.8,6947.73,0]],
		["Alpnach",[18694.9,9420.17,0]],
		["Emmen",[15859,13286.5,0]],
		["Wolhusen",[14274,12636.1,0]]

All tested working.

 

How to paste that in ? i think im did it wrong can someone explain it to me ?

Link to comment
Share on other sites

In your WAI folder, find a folder called Missions. Open that and you'll see hero and bandit folders. Open the hero folder, and you'll see a file called patrol.sqf. Paste my code over the existing waypoint co-ordinates. Then open the bandit folder, open patrol.sqf in there and do the same. 

Link to comment
Share on other sites

  On 1/6/2015 at 11:44 PM, ElDubya said:

In your WAI folder, find a folder called Missions. Open that and you'll see hero and bandit folders. Open the hero folder, and you'll see a file called patrol.sqf. Paste my code over the existing waypoint co-ordinates. Then open the bandit folder, open patrol.sqf in there and do the same. 

Thanks for this - I'd not thought of giving them waypoints. Will work these up for my Chernarus map and then post once it's working.

 

Edit: Looking at my files, I do not have a patrol.sqf - could you post your complete file?

 

Thanks!

Link to comment
Share on other sites

  On 1/8/2015 at 4:31 PM, jackal40 said:

Thanks for this - I'd not thought of giving them waypoints. Will work these up for my Chernarus map and then post once it's working.

 

Edit: Looking at my files, I do not have a patrol.sqf - could you post your complete file?

 

Thanks!

You will have to download and install the latest test branch (2.2.0 v3) in order to use them. And they will already be in there. They depend on a few other added/edited files in the compiles folder.

Link to comment
Share on other sites

  On 1/8/2015 at 8:06 PM, oSoDirty said:

You will have to download and install the latest test branch (2.2.0 v3) in order to use them. And they will already be in there. They depend on a few other added/edited files in the compiles folder.

Ah, thank you. I didn't know that was part of the test branch.

Link to comment
Share on other sites

When I load the WAI 2.2.0 Testbranch from GitHub into my server. and then one of the new Patrol missions tries to load I get this error in my .RPT file

  Reveal hidden contents

Any ideas?

 

 

Also just got this in my RPT file, no idea what this is, any help would be greatly appreciated

 

  Reveal hidden contents

Link to comment
Share on other sites

I am currently trying to write some missions to add to my server for WAI 2.2.0 Testbranch. When the mission loads, everything loads perfectly fine, it does its fuel and damage calculation like it should, as per below:

  Reveal hidden contents

 

however when I then unlock the vehicle and then get into the vehicle, my vehicle has No damage at all and I get this in my RPT file:

  Reveal hidden contents

 

Here is the mission SQF file:

  Reveal hidden contents

 

I can't see what is wrong in the mission file. Any ideas would be super fantastic?

Link to comment
Share on other sites

So I wanted to give some AI groups in my Sector B rocketlaunchers but.. Seems like it doesn't really work?`I can see no errors in my .rpt and running out of ideas.

Do I still have to enable the launchers in the config? But that would give every AI a rocketlauncher right?

I'm on WAI 2.1.4 btw
Anyways heres an example:
 

[
[22981.844, 19531.957,0.001], // Position
10, // Number Of units
"hard", // Skill level of unit (easy, medium, hard, extreme, Random)
["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
4, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"Random", // Skin classname, use "Random" or classname here
"Random", // Gearset number. "Random" for random gear set
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
Link to comment
Share on other sites

  On 1/9/2015 at 11:34 AM, TBDominator said:

I am currently trying to write some missions to add to my server for WAI 2.2.0 Testbranch. When the mission loads, everything loads perfectly fine, it does its fuel and damage calculation like it should, as per below:

  Reveal hidden contents

 

however when I then unlock the vehicle and then get into the vehicle, my vehicle has No damage at all and I get this in my RPT file over and over again:

  Reveal hidden contents

 

Here is the mission SQF file:

  Reveal hidden contents

 

I can't see what is wrong in the mission file. Any ideas would be super fantastic?

 

Any help would be great please :)

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
  • Advertisement
×
×
  • Create New...