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[Release] Wicked AI 2.2.0


f3cuk

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THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI

 

WICKED AI 2.2.0

Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!

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Error reporting

Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.

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

[b]Server RPT[/b]
[spoiler] -- paste arma2oaserver.RPT here --[/spoiler]

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Release 2.2.0

  • Native Linux server support
  • Multiple mission support
  • Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf)
  • Option: Locked vehicles with keys randomly on AI
  • Option: Friendly AI
  • Added: Bandit Patrol mission
  • And much more

Version history

  • 06-06-2015 : Release 2.2.0
  • 11-11-2014 : BETA release v3 (2.2.0)
  • 11-11-2014 : BETA release v2 (2.2.0)
  • 16-10-2014 : BETA release (2.2.0)
  • 03-09-2014 : Minor bugfixes (2.1.4)
  • 03-09-2014 : Minor bugfixes (2.1.3)
  • 02-09-2014 : Minor bugfixes and improvements (2.1.2)
  • 01-09-2014 : Minor bugfixes (2.1.1)
  • 31-08-2014 : Release (2.1.0)
  • 26-08-2014 : BETA release (2.1.0)
  • 24-08-2014 : Minor bugfixes (2.0.5)
  • 20-08-2014 : Minor bugfixes (2.0.4)
  • 20-08-2014 : Minor bugfixes (2.0.3)
  • 19-08-2014 : Minor bugfixes (2.0.2)
  • 17-08-2014 : Minor bugfixes (2.0.1)
  • 17-08-2014 : Major update to (2.0.0)
  • 13-08-2014 : Added anti abuse options (1.9.3)
  • 12-08-2014 : Normalization update (1.9.2)
  • 12-08-2014 : Bugfix medi camp (1.9.1)
  • 09-08-2014 : Major dynamic update (1.9.0)
  • 03-08-2014 : Bugfix MV22 mission (1.8.2)
  • 02-08-2014 : Restructured and code cleaned (1.8.1)

Installation Instructions

  • Download the latest release.
  • Extract the downloaded folder to your desktop and open it
  • Go to your server pbo and unpack it.
  • Navigate to the new dayz_server folder and copy the WAI folder into this folder.
  • Navigate to the system folder and open server_monitor.sqf
  • Find this code at the bottom of the file:
    allowConnection = true;
    And past the following code above it:
    [] ExecVM "\z\addons\dayz_server\WAI\init.sqf";
  • Repack your server pbo.

Optional Radio messages

Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.

  • Go to your mission pbo and unpack it.
  • Open init.sqf

    Find:

    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
    Add below:
    _nil = [] execVM "custom\remote\remote.sqf";
  • Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it.
  • If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder.
  • Open extra_hc.hpp

    Find:

    class ExtraRc {
    Add below:
        class ItemRadio {
    	        class switchOnOff {
    	            text = "Switch ON/OFF";
    	            script = "execVM 'custom\remote\switch_on_off.sqf'";
    	        };
    	    };
  • Open description.ext

    Find:

    class DayZ_loadingScreen
    Add above
    class CfgSounds
    	{
    	    sounds[] =
    	    {
    	        Radio_Message_Sound
    	    };
    	    class Radio_Message_Sound
    	    {
    	        name = "Radio_Message_Sound";
    	        sound[] = {custom\remote\radio.ogg,0.4,1};
    	        titles[] = {};
    	    };
    	};
  • Repack your mission pbo.

Versioning

For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.

Dev team

  • Developer f3cuk
  • Developer Jossy
  • Linux support BangL
  • Helping hand nerdalertdk

Download

Wicked AI 2.2.0

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Getting this error when runing over AI with ai_clean_roadkill            = true;

13:35:49 Error in expression < getVariable["actionSet", false];

if (!_actionSet) then {
s_player_holderPickup>
13:35:49   Error position: <_actionSet) then {
s_player_holderPickup>
13:35:49   Error Undefined variable in expression: _actionset
13:35:49 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13
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Getting this error when runing over AI with ai_clean_roadkill            = true;

13:35:49 Error in expression < getVariable["actionSet", false];

if (!_actionSet) then {
s_player_holderPickup>
13:35:49   Error position: <_actionSet) then {
s_player_holderPickup>
13:35:49   Error Undefined variable in expression: _actionset
13:35:49 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13

Yeah it's an error in a epoch config it's fixed in 1.0.5.2

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Thanks guys!

 

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I wrote a SpawnDeadGroup function for the old WAI that I use to spawn a group of dead soldiers, useful for making it look like a bad fire fight or a training accident if you'd like to check it out.

 

Yeah that would be awesome. Please share :)

 

How do we go about replacing/adding the AIs for those that used customSpawns?

 

There should be an example inside the static folder (default.sqf)

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RPG STINGER STRELA AI BOTS ???  :rolleyes: Missions BTR90 - LAW + Helli Ka52  ??? Mego Extreme  :)

 

Que?

 

Hi. I am on the way to use this on my server.

Clean coded, Little hard to edit mission file.

And i am stack because i need  StaticAmmoBoxes.

How or where i can define spawn for custom blah_box.?

 

Could you please eleborate on what you are trying to accomplish? Custom ammo boxes should work like they did in the previous version.

 

Any fix for the tank traps not de spaning after the missions gets completed?

 

They should do that. Which mission? Also please check for errors in your server RPT file.

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Long time reader, first time poster. 

 

That out of the way, I have Mark's WAI installed currently and came across this post today. In regards to updating/r&r my current WAI with this, do I need to remove the []ExecVM line from server_monitor when adding the parameters for 2.0 or leave it and include ExecVM... for 2.0 to the server_functions? Much appreciate the feedback.

 

Thanks to you folks I've been able to get Epoch up and running with self bb, logistic tow, AI missions and snap pro. Not bad for an old man learning new tricks and I thank you all for the guidance I've quietly gleamed from your posts. It has been and continues to be a blast.

 

Red

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Yes, if you want to update from a previous version please make sure that line gets replaced. If you have customized missions or used the custom_spawns.sqf before, please make sure you update yours accordingly. 2.0.0 is not backwards compatible.

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Update 2.0.1

Fixed some minor issues with 2.0.0

 

Changelog

 

2.0.1

  • Fixed issue with NVG on paratroops generating an error
  • Fixed problem with roadflare on mission succes generating an error

 

Please update to the latest version or do the changes yourself.

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I have been running Bandit and Soldier missions with WAI for a while now. I am interested to know if you are going to make it possible to do this in one file or if you will need to have two like i do now. I would offer advise on how i did it but i am sure you guys are way better at this than I am. Everything i write seems like a jacked  up version of what should be.

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Upcoming in 2.1.0+

  • Bandit and hero missions

 

I already have the code changes in place to offer variable humanity gain based on the unit spawn call if you would like me to share it, I'm sure you already have started on this though since it's planned for next update ;)

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