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[Release] Wicked AI 2.2.0


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  On 2/8/2016 at 10:13 PM, R4id3n84 said:

Heyho

So i installed latest release on my Namalsk Overpoch server which is in Testing

The missions are taking ages to spawn and the bandit missions don't always shoot at players which i've never seen before

 

Any idea what could be causing this ?

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Have you looked at the settings in your config?

You can change the timing of mission spawns in your config and it might also have to do with server fps.

Are you maybe using skins that might look friendly to your mission AI?

 

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  On 2/8/2016 at 10:13 PM, R4id3n84 said:

Heyho

So i installed latest release on my Namalsk Overpoch server which is in Testing

The missions are taking ages to spawn and the bandit missions don't always shoot at players which i've never seen before

 

Any idea what could be causing this ?

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Do you have bloodsuckers on this server? 

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I seem to remember having to mess around with bloodsucker and AI factions in order to get bloodsuckers attacking players and not AI, and players to be attacked by AI. In the end, my server kept displaying friendly fire messages whenever bloodsuckers were shot, but it all worked so I coped with it because I was sick of messing around with it :)

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  • 3 weeks later...

Problem:  Radio sound queue is being repeated.

WAI Version: 2.2.0

World: Chernarus (Instance 11)

Mods: @Epoch1051, @Overwatch     <--- (or overpoch like everyone calls it)

Installed Addons: WAI 2.2.0, DZAI and DZMS

Custom loot:  None

 

Problem Description:

I'm using the client radio addon for WAI. I've noticed that for some reasons the radio sound queue when a mission spawns repeats more than once. The problem seems to occur when another player is near myself. I can hear the sound queue my radio makes when a mission spawn, but it gets repeated for every player close to me. (and it has the distance fade thing and all) Is this normal, or is there a way to just make it so only I can hear it and not have it repeat upon another player on my proximity?

 

What I tried so far:

Changing the audio file and the volume for it in game..... nothing seems to work.

 

Config file:

config.sqf

  Reveal hidden contents

 

Server RTP

  Reveal hidden contents

 

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  • 2 weeks later...

Anyone know why since I added this version 2.2.0 to my servers lots of the time missions doesn't work. I have DZAI + WAI worked together for  hmmmm about 3 years I never had any problem but in November 2015 when I noticed there was a update with both made couple months ago (not looking often for that) so  I changed it.

One restart missions are working and the other maybe not, or one mission will start but no more mission after. I disable DZAI to see and mission was working perfectly. Soon as I put it back on my It start to not work again.

I have no error in my RTP.

Don't know what to do, any help please.

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Ok, I am trying to add a couple of vehicle patrols to a static mission on my Chernarus map. I have a feeling I am just missing a [ or something, but here is how I have it set up:

[[7331.96, 9708.09, 0.001],[7226.45, 9714.11, 0.001],[7331.96, 9708.09, 0.001],[7226.45, 9714.11, 0.001],200,10,"HMMWV_Armored","Random","Random","Bandit"] spawn vehicle_patrol;

Does anyone know what I am missing to have them patrolling?

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  On 3/11/2016 at 4:46 AM, lonewolfgaming said:

Ok, I am trying to add a couple of vehicle patrols to a static mission on my Chernarus map. I have a feeling I am just missing a [ or something, but here is how I have it set up:

[[7331.96, 9708.09, 0.001],[7226.45, 9714.11, 0.001],[7331.96, 9708.09, 0.001],[7226.45, 9714.11, 0.001],200,10,"HMMWV_Armored","Random","Random","Bandit"] spawn vehicle_patrol;

Does anyone know what I am missing to have them patrolling?

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you are missing 2 brackets [], the open and close like so

[[[7331.96, 9708.09, 0.001],[7226.45, 9714.11, 0.001],[7331.96, 9708.09, 0.001],[7226.45, 9714.11, 0.001]],200,10,"HMMWV_Armored","Random","Random","Bandit"] spawn vehicle_patrol;

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  On 3/11/2016 at 11:49 AM, theduke said:

you are missing 2 brackets [], the open and close like so

[[[7331.96, 9708.09, 0.001],[7226.45, 9714.11, 0.001],[7331.96, 9708.09, 0.001],[7226.45, 9714.11, 0.001]],200,10,"HMMWV_Armored","Random","Random","Bandit"] spawn vehicle_patrol;

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Thanks, I knew it was probably at least one missing somewhere

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  • 2 weeks later...

Hello!

I'm installed WAI and had some errors:

20:35:27 "ERROR: Cannot Sync Character Justin Eady as no characterID"
20:35:29 "ERROR: Cannot Sync Character Michael Allen as no characterID"
20:35:50 Error in expression <tion = wai_mission_data select _mission select 3;
};

{
_x setVariable ["Aggress>
20:35:50   Error position: <select 3;
};

{
_x setVariable ["Aggress>
20:35:50   Error select: Type Number, expected Array,Config entry
20:35:50 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14
20:35:50 Error in expression <tion = wai_mission_data select _mission select 3;
};

{
_x setVariable ["Aggress>
20:35:50   Error position: <select 3;
};

{
_x setVariable ["Aggress>
20:35:50   Error select: Type Number, expected Array,Config entry
20:35:50 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14

Somebody knows how fix it?

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  On 3/20/2016 at 5:55 PM, WLF said:

Hello!

I'm installed WAI and had some errors:

20:35:27 "ERROR: Cannot Sync Character Justin Eady as no characterID"
20:35:29 "ERROR: Cannot Sync Character Michael Allen as no characterID"
20:35:50 Error in expression <tion = wai_mission_data select _mission select 3;
};

{
_x setVariable ["Aggress>
20:35:50   Error position: <select 3;
};

{
_x setVariable ["Aggress>
20:35:50   Error select: Type Number, expected Array,Config entry
20:35:50 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14
20:35:50 Error in expression <tion = wai_mission_data select _mission select 3;
};

{
_x setVariable ["Aggress>
20:35:50   Error position: <select 3;
};

{
_x setVariable ["Aggress>
20:35:50   Error select: Type Number, expected Array,Config entry
20:35:50 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14

Somebody knows how fix it?

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The only real way to ever get rid of that is to remove the AI friendly behavior.

 

Step 1. Wai\Config.sqf

Comment out this or delete it.

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

 

Step 2-6. Wai\Compile\Spawngroup.sqf,  Wai\Compile\SpawnStatic.sqf,  Wai\Compile\Heli_Para.sqf,  Wai\Compile\Heli_Patrol.sqf,  Wai\Compile\Vehicle_Patrol.sqf

Delete this section.

if(_aitype == "Hero") then {
        if (!isNil "_mission") then {
            [_unitGroup, _mission] spawn hero_behaviour;
        } else {
            [_unitGroup] spawn hero_behaviour;
        };
    } else {
        if (!isNil "_mission") then {
            [_unitGroup, _mission] spawn bandit_behaviour;
        } else {
            [_unitGroup] spawn bandit_behaviour;
        };
    };

Step 7. Wai\Init.sqf

Delete this section

hero_behaviour            = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\hero_behaviour.sqf";
bandit_behaviour        = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf";

 

Done, your AI will not be friendly to anyone, but you will be free from errors.

If you want them to be friendly, I can't help you. It never worked for me.

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  • 1 month later...

Thank you for the work, it is a great script!!

It ran perfect on my Chernarus map and now I ve switched to Namalsk.

The script runs fine but cause of the dimensions of the map and the little hills everywere the spawnpoints are very limited.

There is all the time a mission up south Norinsk, the first mission is ended and the new one spawns on top of it.

So my question, is it possible to customise the mission spawnpoints? I think now there are only 3 areas where the missions spawn. None spawns on the little island.

 

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  On 5/9/2016 at 4:17 PM, skiron said:

Thank you for the work, it is a great script!!

It ran perfect on my Chernarus map and now I ve switched to Namalsk.

The script runs fine but cause of the dimensions of the map and the little hills everywere the spawnpoints are very limited.

There is all the time a mission up south Norinsk, the first mission is ended and the new one spawns on top of it.

So my question, is it possible to customise the mission spawnpoints? I think now there are only 3 areas where the missions spawn. None spawns on the little island.

 

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I bet it can be customized by changing the code in "find_position.sqf".

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  On 5/9/2016 at 5:52 PM, mgm said:

I bet it can be customized by changing the code in "find_position.sqf".

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All the  missions have the line as this:   _position        = [30] call find_position;    --->line 8

So if I change " [30] call find_position; " with a fix position on the map should this work?

Result is that this mission will only spawn at this place but that is not an issue, there are plenty of missions.

 

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  On 5/9/2016 at 8:27 PM, skiron said:

All the  missions have the line as this:   _position        = [30] call find_position;    --->line 8

So if I change " [30] call find_position; " with a fix position on the map should this work?

Result is that this mission will only spawn at this place but that is not an issue, there are plenty of missions.

 

Expand  

30 is the minimum distance from nearest object.
in its current from the only parameter you can pass to the function is that one above. in other words you cannot pass a 2D or 3D position to the "find_position" function because it doesn't expect one...

what you can do is, set the nearest distance to a predetermined value (let's say 99) and modify the find_position function so as the first thing it checks IS THE only passed on parameter exactly 99?
add an IF..ELSE block at the top of that function file and process the paramater at the very top of function:
if the answer is NO, proceed as normal.
if the answer is YES, (do some extra stuff here) and then (jump to a specific location in the function), carry on from there.

good luck

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  On 3/11/2016 at 2:27 PM, lonewolfgaming said:

Thanks, I knew it was probably at least one missing somewhere

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make sure you download the syntax highlighting for notepad++  

When you click your mouse cursor next to a bracket, it should highlight in deep bold red and so should its corresponding closing/opening bracket. If there is no corresponding bracket, it will appear as a very thin light red bracket. That is how you'll know you're missing a bracket.

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  On 5/22/2016 at 12:42 PM, DangerRuss said:

make sure you download the syntax highlighting for notepad++  

When you click your mouse cursor next to a bracket, it should highlight in deep bold red and so should its corresponding closing/opening bracket. If there is no corresponding bracket, it will appear as a very thin light red bracket. That is how you'll know you're missing a bracket.

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Thanks for the info

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  • 3 months later...

Where do all the mission crates and ai items pull from? Weapons spawn in the boxes after missions complete but i dont see where to edit those boxes so i can add/remove weapons. Also i want to edit the ai, for example, when i switch the president mission to extreme, i am assuming it also changes the ai loadout cause players are looting laser designator from ai and getting kicked for it but everything seems fine when it is on hard.

 

[_crate,5,5,[5,crate_items_gem_tower],2] call dynamic_crate;

where is the first _crate,5,5 pulling from? what do the numbers mean?

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  • 2 weeks later...
  On 8/27/2016 at 12:20 PM, Jestertriks said:

Where do all the mission crates and ai items pull from? Weapons spawn in the boxes after missions complete but i dont see where to edit those boxes so i can add/remove weapons. Also i want to edit the ai, for example, when i switch the president mission to extreme, i am assuming it also changes the ai loadout cause players are looting laser designator from ai and getting kicked for it but everything seems fine when it is on hard.

 

[_crate,5,5,[5,crate_items_gem_tower],2] call dynamic_crate;

where is the first _crate,5,5 pulling from? what do the numbers mean?

Expand  

- Mission crates and AI load outs can be found in the config.sqf file in the WAI folder. You can either edit the existing ones or make new ones and then put them in the separate mission files.

- Editing the AI can also be found in the config.sqf. Editing the AI extremity should not have any effect on the AI load out.

- Most of the WAI mission documentation can be found in MISSION_EXAMPLE.sqf in the /missions/ directory.

- Here is the sepecifc documentation for the dynamic_crate call.

    //Setup the crate
    _crate_type     = crates_large call BIS_fnc_selectrandom; // Choose between crates_large, crates_medium and crates_small
    _crate             = createVehicle [_crate_type,[(_position select 0),(_position select 1),0],[],0,"CAN_COLLIDE"];

    // Crate Spawn Example
    // Parameters:    0: _crate
    //                1: Max number of guns OR [MAX number of guns,gun_array]
    //                2: Max number of tools OR [MAX number of tools,tool_array]
    //                3: Max number of items OR [MAX number of items,item_array]
    //                4: Max number of backpacks OR [MAX number of backpacks,backpack_array]
    [_crate,16,[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate;

- Param 0 - _crate is creating the vehicle, as you can see in the _crate line above.

- Param 1 - The first number is the max number of guns, and an optional gun_array, which would be what you find in the config.sqf

- Param 2 - Tools

- Param 3 - Items

- Param 4 - Backpacks.

Edited by SmithyJenkins
Changed code paste to a code snippet.
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