Jump to content

[Release] Wicked AI 2.2.0


f3cuk

Recommended Posts

  On 1/10/2015 at 10:54 PM, ElDubya said:

Also, if anyone can tell me how to totally disable bandit missions that would be fantastic. Cheers.

 If 2.1.4

  Reveal hidden contents

In config.sqf change:

to:

if 2.2.0

  Reveal hidden contents

 

inside config.sqf change:

to:

Link to comment
Share on other sites

I use a test server that spawns missions within 2 min uptime.  I havent personally used that feature. If it doesnt work the fix for 2.1.4 should also work. It just changes the spawn chance to 0% for each bandit mission. You can also just try to remove the entire bandit mission array.  Edit: now that i think about it, that last bit will likely generate an undefined variable error.  This should work 100% though

  Reveal hidden contents

 

In WAI/config.sqf remove:

THEN

 

inside WAI/Missions?init.sqf 

remove: 

&:

Link to comment
Share on other sites

  On 1/11/2015 at 12:16 AM, pudgess said:

как включить правильно wai_special_missions        = [

                                        ["bunny_ranch",100]

                                    ];

how to turn right? lol thats what google translated there. Not sure what you are looking for here with the special missions. BUUUUTTT.. Я не рекомендую использовать их, потому что они имеют основные вопросы об ошибках

Link to comment
Share on other sites

  On 1/11/2015 at 12:21 AM, oSoDirty said:

how to turn right? lol thats what google translated there. Not sure what you are looking for here with the special missions. BUUUUTTT.. Я не рекомендую использовать их, потому что они имеют основные вопросы об ошибках

Yes

3:43:57 File z\addons\dayz_server\WAI\missions\init.sqf, line 70
 3:43:58 Error in expression <then { _bresult = 1; };
if((_currTime - _s_startTime >= _s_missionTime) && (s_mi>
 3:43:58   Error position: <_s_startTime >= _s_missionTime) && (s_mi>
 3:43:58   Error Undefined variable in expression: _s_starttime
 3:43:58 File z\addons\dayz_server\WAI\missions\init.sqf, line 70
Link to comment
Share on other sites

Might be going blind from reading all the posts but I didnt see my problem.

 

 

Missions seem to spawn fine, however it is not announced to the server. It simply appers on the map. any ideas?

 

Know that I have not changed anything in the config except disabling the minefield.

Link to comment
Share on other sites

Hey guys I have a question regarding skins and static groups. I'm using WAI 2.1.4. on overpoch napf.

 

I have everything working perfectly, however, I would like to use MULTIPLE custom skins on the static groups as I do not want 15 guys all dressed the same. I can use 1 custom skin no problem, but as soon as I put in 2 or more, it breaks the static groups.  

 

These formats do not work:

"gsc_scientist1","gsc_scientist2",

["gsc_scientist1","gsc_scientist2"],

 

So what will work? Anyone know? I'm pretty close to getting things exaclty as I want with the exception of the skins. Thanks in advance.

Link to comment
Share on other sites

Hey guys having an issue getting a small test mission to work.

 

Errors as per server RPT file:

  Reveal hidden contents

 

and here is the mission SQF file:

  Reveal hidden contents

 

Can someone please help me on this? :)

Link to comment
Share on other sites

  On 1/11/2015 at 6:58 AM, Sazarac said:

Hey guys I have a question regarding skins and static groups. I'm using WAI 2.1.4. on overpoch napf.

 

I have everything working perfectly, however, I would like to use MULTIPLE custom skins on the static groups as I do not want 15 guys all dressed the same. I can use 1 custom skin no problem, but as soon as I put in 2 or more, it breaks the static groups.  

 

These formats do not work:

"gsc_scientist1","gsc_scientist2",

["gsc_scientist1","gsc_scientist2"],

 

So what will work? Anyone know? I'm pretty close to getting things exaclty as I want with the exception of the skins. Thanks in advance.

 

As far as I am aware you can use the "Random" class. Correct me if I am wrong

"Random",                            // Skin classname, use "Random" or classname here
Link to comment
Share on other sites

  On 1/11/2015 at 6:58 AM, Sazarac said:

Hey guys I have a question regarding skins and static groups. I'm using WAI 2.1.4. on overpoch napf.

 

I have everything working perfectly, however, I would like to use MULTIPLE custom skins on the static groups as I do not want 15 guys all dressed the same. I can use 1 custom skin no problem, but as soon as I put in 2 or more, it breaks the static groups.  

 

These formats do not work:

"gsc_scientist1","gsc_scientist2",

["gsc_scientist1","gsc_scientist2"],

 

So what will work? Anyone know? I'm pretty close to getting things exaclty as I want with the exception of the skins. Thanks in advance.

 

These skins are notoriously buggy man, I won't even have them as player options from a skin trader.

Link to comment
Share on other sites

  On 1/11/2015 at 4:16 AM, ChickenPrism said:

Might be going blind from reading all the posts but I didnt see my problem.

 

 

Missions seem to spawn fine, however it is not announced to the server. It simply appers on the map. any ideas?

 

Know that I have not changed anything in the config except disabling the minefield.

 

Have you got this set to true?

wai_radio_announce = true; // Setting this to true will announce the missions to those that hold a radio only

If so, set it to false.

Link to comment
Share on other sites

Hi, has anyone worked out how to fix the missions not finishing when completed in v2.1.4? All AI dead, crate empty and no smoke? Have the % AI killed set to 75% and done the obvious to check for any AI that have wandered off but, there aren't any.. I have noticed though that in some cases some of the AI seem to spawn already dead.

 

Or, has everyone taken the leap to v2.2.0 v3 beta? Has that solved this issue?

 

Thanks for any help. :)

Link to comment
Share on other sites

  On 1/11/2015 at 2:24 PM, ReDBaroN said:

Hi, has anyone worked out how to fix the missions not finishing when completed in v2.1.4? All AI dead, crate empty and no smoke? Have the % AI killed set to 75% and done the obvious to check for any AI that have wandered off but, there aren't any.. I have noticed though that in some cases some of the AI seem to spawn already dead.

 

Or, has everyone taken the leap to v2.2.0 v3 beta? Has that solved this issue?

 

Thanks for any help. :)

 

I switched from 2.1.4 to 2.2.0 and haven't had a "mission doesn't complete error" yet. Got them all the time on 2.1.4.

Link to comment
Share on other sites

  On 1/11/2015 at 8:10 AM, TBDominator said:

 

As far as I am aware you can use the "Random" class. Correct me if I am wrong

"Random",                            // Skin classname, use "Random" or classname here

As I said, I want a custom skin, not random. The custom skin is working. I want more then one custom skin per group. Do you know how to make this work?

Link to comment
Share on other sites

  On 1/11/2015 at 8:25 AM, ElDubya said:

These skins are notoriously buggy man, I won't even have them as player options from a skin trader.

The skin works fine. It's not for players, only for AI. These will not be left for players and they aren't for sale. I need to know how to have more then one custom skin at time for static spawn groups, do you know how to do that?

Link to comment
Share on other sites

  On 1/11/2015 at 2:24 PM, ReDBaroN said:

Hi, has anyone worked out how to fix the missions not finishing when completed in v2.1.4? All AI dead, crate empty and no smoke? Have the % AI killed set to 75% and done the obvious to check for any AI that have wandered off but, there aren't any.. I have noticed though that in some cases some of the AI seem to spawn already dead.

 

Or, has everyone taken the leap to v2.2.0 v3 beta? Has that solved this issue?

 

Thanks for any help. :)

I have noticed when the kill % is 51 or higher it seems to cause some issues for me in both versions

Link to comment
Share on other sites

  On 1/11/2015 at 8:21 PM, oSoDirty said:

I have noticed when the kill % is 51 or higher it seems to cause some issues for me in both versions

Thanks, I have gone with the upgrade to v2.2.0 from the test branch now and will change that the % kill back to 50% if we have problems through this restart.

Link to comment
Share on other sites

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