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[Release] Wicked AI 2.2.0


f3cuk

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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? 

 

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;}];

 

Can someone please clearfy for me where this goes ? I tryed adding it at the very bottom, but did not work.

 

Only got this warning in the RPT

 

7:59:47 Error in expression < + str(_uid)); };

}];

};

_vehicle

};

_vehicle addEventHandler ["GetIn",{_nil >

7:59:47 Error position: <_vehicle addEventHandler ["GetIn",{_nil >

7:59:47 Error Undefined variable in expression: _vehicle

7:59:47 File z\addons\dayz_server\WAI\compile\custom_publish_vehicle.sqf, line 196

7:59:47 Error in expression < + str(_uid)); };

}];

};

_vehicle

};

_vehicle addEventHandler ["GetIn",{_nil >

7:59:47 Error position: <_vehicle addEventHandler ["GetIn",{_nil >

7:59:47 Error addeventhandler: Undefined variable in expression: _vehicle

7:59:47 File z\addons\dayz_server\WAI\compile\custom_publish_vehicle.sqf, line 196

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ai_friendly_behaviour        = true;            // make ai friendly towards comrades

        player_bandit                = -5000;        // this is the amount you declare someone to be a bandit on your server, bandit AI will not attack you if ai_friendly_behaviour is true
        player_hero                    = 5000;            // this is the amount you declare someone to be a hero on your server, hero AI will not attack you if ai_friendly_behaviour is true

 

I have 7000 humanity and roll up to the Heroes mission and they still shoot at me, same if i was bandit and go to bandit mission.

Any ideas?

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  On 1/23/2015 at 7:09 PM, h3po said:

Relaxing the filters is the easy part, the problem is then to get the hackers kicked that use createUnit to run their exploits.

Hi h3po, any news on a release for an HC version yet? I think that if you guys can get that working it will very quickly become the most downloaded release.. :)

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I'm sorry, but from my end there will be no further development. I have lots of other things taking up my time and the server I was implementing the HC stuff for has since gone offline.

That's why I pitched the Idea and relased my code as-is, I strongly suggest you guys make yourself familiar with the scripting language and do the same. If and when f3cuk finds the time he can then build upon our combined efforts, instead of everybody relying on him to implement and test the HC stuff himself.

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I've been working with WAI old one and this for longer time, reworked them for my server purposes, adding new missions, broadcast informations etc etc, and from my experience WAI 2.1.4 ++ is very heavy and causing massive lags for server. 
 
As im not 100% sure what is causing that, I was focused on external usage of mission system and changing how does it look for players, however in my opinion problem lies within timers for missions. Hero and Bandit missions have seperate timers with start, stop (timeout) and bit of randomizer while old WAI system got only start "time between missions" and timeout, with one mission type.
 
If you enabled special mission types then you have 3 clocks working all the time in the background for mission system. I wont go further and explain how it is affecting server.
 
Solution is simple, and yet not simple. Rework mission init system.
 
I always wanted to have hero and bandit missions with cap of 2 missions for each side, So i have two options now:
- I can go back to old WAI, and create 2 different mission systems, one bandit one hero with all improvements i've created.
- Rework WAI 2+ init and timers.
 
HINT for you coders:
What I was thinking about and what i will do is to call missions from Epoch Events, so all timers will be gone (except of timeout, which will be built in mission itself), and there will be check and the beggining if there are allready missions on map (max 2)
 
Before you will jump on me - RETHINK 5 TIMES  case "I KNOW WHAT IM TALKING ABOUT", coz I've read a lot off let say gentle "not smart" opinions.
 
Big thanks for creators of rewritten WAI system, you did hell of a job. Check what I could achieve with new system:


Click on Gallery picture:

Adv%20Gallery_zpsc5vdsug7.jpg

 

missions_zpslt7gqrfg.png

 

randommissionmarkers_zpsvuha7mye.jpg

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Hey Guys how can i define my own crate loot in config.sqf?

 

When i usw the standard syntax like :

crate_items_sniper			= [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"];

i can define the loot.

 

But when i usw my own like :

crate_items_c130			= [["ItemKiloHemp",50]];

it doesent work...why??

 

 

I found my mistake :rolleyes:

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  On 2/26/2015 at 3:20 PM, EPD said:

I've been working with WAI old one and this for longer time, reworked them for my server purposes, adding new missions, broadcast informations etc etc, and from my experience WAI 2.1.4 ++ is very heavy and causing massive lags for server. 

 

As im not 100% sure what is causing that, I was focused on external usage of mission system and changing how does it look for players, however in my opinion problem lies within timers for missions. Hero and Bandit missions have seperate timers with start, stop (timeout) and bit of randomizer while old WAI system got only start "time between missions" and timeout, with one mission type.

 

If you enabled special mission types then you have 3 clocks working all the time in the background for mission system. I wont go further and explain how it is affecting server.

 

Solution is simple, and yet not simple. Rework mission init system.

 

I always wanted to have hero and bandit missions with cap of 2 missions for each side, So i have two options now:

- I can go back to old WAI, and create 2 different mission systems, one bandit one hero with all improvements i've created.

- Rework WAI 2+ init and timers.

 

HINT for you coders:

What I was thinking about and what i will do is to call missions from Epoch Events, so all timers will be gone (except of timeout, which will be built in mission itself), and there will be check and the beggining if there are allready missions on map (max 2)

 

Before you will jump on me - RETHINK 5 TIMES  case "I KNOW WHAT IM TALKING ABOUT", coz I've read a lot off let say gentle "not smart" opinions.

 

Big thanks for creators of rewritten WAI system, you did hell of a job. Check what I could achieve with new system:

Click on Gallery picture:

Adv%20Gallery_zpsc5vdsug7.jpg

 

missions_zpslt7gqrfg.png

 

randommissionmarkers_zpsvuha7mye.jpg

Are you releasing this ? if you are any chance of making an animated/moving Convoy mission ? Not a Disabled Convoy

F-Missions use the epoch Events i have tested them works good but only 2 missions released needs more missions...

This looks great, and if you are releasing this, eta on release date ? i been waiting so long for ZFM dont know when that will be either

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  On 2/28/2015 at 6:07 PM, Dodgyuk said:

anyway way to up the amount of each mission spawning at 1 time?

in the config.sqf

 

look for

        // Missions

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

        wai_hero_limit                = 1;                                // define how many hero missions can run at once

        wai_bandit_limit            = 1;                                // define how many bandit missions can run at once

        /* wai_special_limit            = 1;                                // define how many special missions can run at once */

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thats wot i remember seeing before but not in this config

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I have 2 questions and google isn't helping and there are 94 pages here, many of them dealing with outdated versions...

 

First and most important question for me, how do I set it up so that bandit missions and hero missions use different colors? It seems silly that they're both the same color. Especially Extreme missions which are black text on black markers and its a bit hard to notice that B or H.

 

Second and still fairly important to me, I'd love to ditch the old title text and use hints. I had hints working on DZMS, and when I saw WICKED ai, advertised as "wasteland" styled missions, I was a bit disappointed when they still use the annoying title text across the center of the screen.

 

Any help on these issues would be much appreciated. Im going to keep googling in the mean time

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[b][size=6]Missions won't despawn[/size][/b]

[b]WAI Version:[/b]Version  2.2.0
[b]World:[/b] Chernarus
[b]Mods:[/b]  Epoch 1051
[b]Installed add-ons:[/b] WAI 2.2.0, Infistar Admin tool/Anti hack, TOW/LIFT, WPD's Action Menu and other
[b]Custom loot files[/b] No

[b]Problem description[/b]
Missions won't despawn after killing all of the bots and go to the mission center,crate is empty, bots are dead, marker still on the map..

[b]What i tried so far[/b]
Nothing, I don't know how to repair it

[b]Config file[/b]
http://pastebin.com/TjkvwQ8F

[b]Server RPT[/b]
 http://pastebin.com/cRV2RydJ

 

First lines are strange :/

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  On 2/26/2015 at 3:20 PM, EPD said:

I've been working with WAI old one and this for longer time, reworked them for my server purposes, adding new missions, broadcast informations etc etc, and from my experience WAI 2.1.4 ++ is very heavy and causing massive lags for server. 

 

As im not 100% sure what is causing that, I was focused on external usage of mission system and changing how does it look for players, however in my opinion problem lies within timers for missions. Hero and Bandit missions have seperate timers with start, stop (timeout) and bit of randomizer while old WAI system got only start "time between missions" and timeout, with one mission type.

 

If you enabled special mission types then you have 3 clocks working all the time in the background for mission system. I wont go further and explain how it is affecting server.

 

Solution is simple, and yet not simple. Rework mission init system.

 

I always wanted to have hero and bandit missions with cap of 2 missions for each side, So i have two options now:

- I can go back to old WAI, and create 2 different mission systems, one bandit one hero with all improvements i've created.

- Rework WAI 2+ init and timers.

 

HINT for you coders:

What I was thinking about and what i will do is to call missions from Epoch Events, so all timers will be gone (except of timeout, which will be built in mission itself), and there will be check and the beggining if there are allready missions on map (max 2)

 

Before you will jump on me - RETHINK 5 TIMES  case "I KNOW WHAT IM TALKING ABOUT", coz I've read a lot off let say gentle "not smart" opinions.

 

Big thanks for creators of rewritten WAI system, you did hell of a job. Check what I could achieve with new system:

Click on Gallery picture:

Adv%20Gallery_zpsc5vdsug7.jpg

 

missions_zpslt7gqrfg.png

 

randommissionmarkers_zpsvuha7mye.jpg

i wants it!

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