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[Release] Wicked AI 2.2.0


f3cuk

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So has anyone figured out why some missions won't complete even when the AI are killed and the players approach the box??

 

The only time I've had that happen is when AI units were spawned a ways away from the main mission area and were hiding in some trees.  They were so far away that they weren't triggered when their AI buddies were getting dropped like flies.  Just like you mentioned, we ran up to the crates and there was nothing in them.  It wasn't until another person in our group spotted them some distance away and we took them out that the mission got the all clear and then loot appeared in the crate.

 

Long story short, if you're running the current version of all files in the package, double check your area when you're on a mission and make sure that all AI are actually killed.  They may be a couple stragglers holding things up.  

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The only time I've had that happen is when AI units were spawned a ways away from the main mission area and were hiding in some trees.  They were so far away that they weren't triggered when their AI buddies were getting dropped like flies.  Just like you mentioned, we ran up to the crates and there was nothing in them.  It wasn't until another person in our group spotted them some distance away and we took them out that the mission got the all clear and then loot appeared in the crate.

 

Long story short, if you're running the current version of all files in the package, double check your area when you're on a mission and make sure that all AI are actually killed.  They may be a couple stragglers holding things up.  

 

Yep I've checked that and all of the AI were killed.  I did change the AI killed percentage to 75% maybe turn it down a bit so it won't glitch?  I guess I'll give that a try.  Thanks!

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I've been thinking about a way to expand the number of missions without having to create a whole lot of new missions.

 

A couple of key thoughts for me though:

 

1 - I would like the loot crate to be based on the difficulty level

2 - I would like the number of groups to also be based upon the difficulty level

3 - I would like a 50% chance of a vehicle patrol being included.

 

I was thinking that a simple random array statement would select the difficulty level that would be used throughout the mission.

 

I would be willing to test this, if someone would be willing to set it up.

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Ok I need help, my missions spawn just fine, however my custom spawns & Statics dont, i've played around with it lots but still no joy, can you help ?

 

My default.sqf

 

if(isServer) then {
 
 
 
 
//Custom Spawns file//
 
/*
 
Custom group spawns Eg.
 
[
[953.237,4486.48,0.001], // Position
 
4, // Number Of units
 
"Random", // Skill level of unit (easy, medium, hard, extreme, Random)
 
"Random", or ["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;
 
 
 
Place your custom group spawns below
 
*/
 
 
 
 
 
 
 
[[[4473.3506,8569.3252,9.1]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;   //Qdoba ground troops//
[[[4414.8174,8502.6533,13.4]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4372.9541,8604.3926,16.6]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4074.4199,8627.6328,0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;    //doba
[[[4057.6604,8591.5439,0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;    //doba
[[[4065.574,8607.2803,3.0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;   //doba
[[[4069.5039,8618.4619,6.1]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;   //doba
[[[4034.1091,8598.1855,0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4046.5571,8583.1963,3.0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4079.7427,8591.793,0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4102.689,8618.4141,-0.0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4164.832,8626.1973,-3.0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4182.1699,8569.6348,9.1]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4389.4707,8677.584,0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;   //doba
[[[4251.3823,8591.6045,-9.1]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;    //doba
[[[4213.0542,8436.2031,-3.0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4235.2007,8427.5283,0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4260.4355,8431.7715,-3.0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4344.1152,8348.6875,-6.1]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4390.7388,8376.7646,-6.1]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4399.1934,8519.4805,0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4406.0049,8555.9668,3.0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4445.7148,8499.3984,0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4513.373,8444.3164,0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;    //doba
[[[4524.3301,8593.1494,0]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
[[[4431.1138,8652.1104,9.1]],2,"Random","Random",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group;  //doba
 
/*
 
Custom static weapon spawns Eg. (with mutiple positions)
 
[
[ // Position(s) (can be multiple)
 
[911.21,4532.76,2.62],
 
[921.21,4542.76,2.62]
 
],
 
"M2StaticMG", // Classname of turret
 
"easy", // Skill level of unit (easy, medium, hard, extreme, Random)
 
"Bandit2_DZ", // Skin classname, use "Random" or classname here
 
"Bandit", // AI Type, "Hero" or "Bandit".
 
"Random", // Primary gun set number. "Random" for random weapon set
 
2, // Number of magazines
 
"Random", // Backpack classname, use "Random" or classname here
 
"Random" // Gearset classname, use "Random" or classname here
 
call spawn_static;
 
 
 
Place your custom static weapon spawns below
 
*/
 
 
 
 
 
 
 
[[[4542.5859, 8515.6406, 6.1035156e-005],[4039.5637, 8608.4941, 3.0517578e-005],[4053.4392, 8566.3545, 0],[4053.9143, 8597.1846, 3.0517578e-005],[4073.2244, 8621.1992, 0.00012207031]],"M2StaticMG","Random","Bandit2_DZ","Bandit",1,2,"","Random"] call spawn_static; //Qdoba Ai City ground weapons//
[[[4202.8267, 8563.4082, 3.0517578e-005],[4159.7104, 8632.5234, 0.049321495],[4255.5474, 8537.8438, 6.1035156e-005],[4332.4717, 8642.876, -3.0517578e-005],[4506.855, 8665.2559, 0]],"M2StaticMG","Random","Bandit2_DZ","Bandit",1,2,"","Random"] call spawn_static;   //doba
[[[4448.7974, 8509.8164, 3.0517578e-005],[4537.0313, 8442.0088, -6.1035156e-005],[4485.5308, 8432.2334, 6.1035156e-005],[4398.0488, 8366.9131, -6.1035156e-005],[4330.0146, 8399.8262, 0]],"M2StaticMG","Random","Bandit2_DZ","Bandit",1,2,"","Random"] call spawn_static;   //doba
[[[4262.062, 8466.6543, 3.0517578e-005],[4202.0386, 8411.7832, 0],[4246.3252, 8393.4336, 0.078777529],[4246.3252, 8393.4336, 0.078777529]],"M2StaticMG","Random","Bandit2_DZ","Bandit",1,2,"","Random"] call spawn_static;   //doba
 
/*
 
Custom Chopper Patrol spawn Eg.
 
[
 
[725.391,4526.06,0], // Position to patrol
 
[0,0,0], // Position to spawn chopper at
 
2000, // Radius of patrol
 
10, // Number of waypoints to give
 
"UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners)
 
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
 
"Random", // Skin classname, use "Random" or classname here
 
"Bandit" // AI Type, "Hero" or "Bandit".
 
spawn heli_patrol;
 
 
 
 
Place your heli patrols below
 
*/
 
 
 
 
 
 
 
/* 
 
Custom Vehicle patrol spawns Eg. (Watch out they are stupid)
 
[
 
[725.391,4526.06,0], // Position to patrol
 
[725.391,4526.06,0], // Position to spawn at
 
200, // Radius of patrol
 
10, // Number of waypoints to give
 
"HMMWV_Armored", // Classname of vehicle (make sure it has driver and gunner)
 
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
 
"Random", // Skin classname, use "Random" or classname here
 
"Bandit" // AI Type, "Hero" or "Bandit".
 
spawn vehicle_patrol;
 
 
 
Place your vehicle patrols below this line
 
*/
 
 
 
 
 
 
 
/*
Paradropped unit custom spawn Eg.
 
[
 
[911.21545,4532.7612,2.6292224], // Position that units will be dropped by
 
[0,0,0], // Starting position of the heli
 
400, // Radius from drop position a player has to be to spawn chopper
 
"UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!)
 
5, // Number of units to be para dropped
 
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
 
"Random", // 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
 
"Bandit2_DZ", // Skin classname, use "Random" or classname here
 
"Random", // Gearset number. "Random" for random gear set.
 
"Bandit", // AI Type, "Hero" or "Bandit".
 
true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. 
 
spawn heli_para;
 
 
 
Place your paradrop spawns under this line
 
*/
 
 
 
diag_log format["WAI: Static mission for %1 loaded", missionName];
 
 
};

 
I have tried it with only 2 [ at the front, then 3, a named skin & random - no idea!
 
This is for my AI city so kinda pointless without AI!
 
No RPT errors either

 

 

Remove all your /* *\ around the group spawns. 

 

----

 

I've been thinking about a way to expand the number of missions without having to create a whole lot of new missions.

 

A couple of key thoughts for me though:

 

1 - I would like the loot crate to be based on the difficulty level

2 - I would like the number of groups to also be based upon the difficulty level

3 - I would like a 50% chance of a vehicle patrol being included.

 

I was thinking that a simple random array statement would select the difficulty level that would be used throughout the mission.

 

I would be willing to test this, if someone would be willing to set it up.

 

before the vehicle patrol add

 

// The Dice // Selects a Number between 1-100
_dice = round (random 100);
 
then find 
spawn vehicle_patrol;
 
replace with
if (_dice < 50) then {
spawn vehicle_patrol;
};
 
Also for
I would like the number of groups to also be based upon the difficulty level
 
Each mission has the number of groups that are in it, and how hard. you can add/remove groups there.
 

Wondering when the next update will be coming with static crate loot.

 

Open your WAI\missions and make a folder called loot

in that make a mission that spawns all your crates over the map where ever you want them

then in your WAI init

Under

 

wai_special_missions = [

["bunny_ranch",80],

["salvation_city",20]

];

 

Add

wai_crates = [

["cratemissionname",100],

];

 

You'll then need to find all the mission timers and add wai_crates to them.

 

In your mission make sure its not able to be complete. That's how its set up on my server.

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I'm not sure if I misinterpreted what you said by "Multi Mission Support" but only 1 mission pops up for me until I clear it and then another one will spawn. I've looked through the files and can't find anything that says anything about multiple missions as once. Sorry if this is a stupid question but I couldn't find an answer after searching it up numerous times.
 

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This is my custom spawn and it works.

if(isServer) then {

//Custom Spawns file//
/*
Custom group spawns Eg.
[
  [953.237,4486.48,0.001],   // Position
  4,         // Number Of units
  "Random",       // Skill level of unit (easy, medium, hard, extreme, Random)
  "Random", or ["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;
Place your custom group spawns below
*/

[
  [16563.9,18256.5,0.001],   // Position
  10,         // Number Of units
  "Random",       // 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
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Random",       // Gearset number. "Random" for random gear set
  "Bandit"       // AI Type, "Hero" or "Bandit".
] call spawn_group;
  [
  [16607.8,18510.3,0.001],   // Position
  10,         // Number Of units
  "Random",       // 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
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Random",       // Gearset number. "Random" for random gear set
  "Bandit"       // AI Type, "Hero" or "Bandit".
] call spawn_group;

  [
  [16563.2,18309.2,0.001],   // Position
  10,         // Number Of units
  "Random",       // 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
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Random",       // Gearset number. "Random" for random gear set
  "Bandit"       // AI Type, "Hero" or "Bandit".
] call spawn_group;

  [
  [16538.2,18201.6,0.125],   // Position
  10,         // Number Of units
  "Random",       // 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
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Random",       // Gearset number. "Random" for random gear set
  "Bandit"       // AI Type, "Hero" or "Bandit".
] call spawn_group;

  [
  [16465.9,18785.1,0.001],   // Position
  10,         // Number Of units
  "Random",       // 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
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Random",       // Gearset number. "Random" for random gear set
  "Bandit"       // AI Type, "Hero" or "Bandit".
] call spawn_group;

   [
  [16338.1,18299.0,0.001],   // Position
  10,         // Number Of units
  "Random",       // 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
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Random",       // Gearset number. "Random" for random gear set
  "Bandit"       // AI Type, "Hero" or "Bandit".
] call spawn_group;

   [
  [16202.2,18590.8,0.001],   // Position
  10,         // Number Of units
  "Random",       // 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
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Random",       // Gearset number. "Random" for random gear set
  "Bandit"       // AI Type, "Hero" or "Bandit".
] call spawn_group;

   [
  [16814.9,18013.2,0.002],   // Position
  10,         // Number Of units
  "Random",       // 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
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Random",       // Gearset number. "Random" for random gear set
  "Bandit"       // AI Type, "Hero" or "Bandit".
] call spawn_group;

   [
  [16548.7,18463.3,0.001],   // Position
  10,         // Number Of units
  "Random",       // 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
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Random",       // Gearset number. "Random" for random gear set
  "Bandit"       // AI Type, "Hero" or "Bandit".
] call spawn_group;
/*
Custom static weapon spawns Eg. (with mutiple positions)
[
  [         // Position(s) (can be multiple)
   [911.21,4532.76,2.62],
   [921.21,4542.76,2.62]
  ],
  "M2StaticMG",      // Classname of turret
  "easy",        // Skill level of unit (easy, medium, hard, extreme, Random)
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Bandit",       // AI Type, "Hero" or "Bandit".
  "Random",       // Primary gun set number. "Random" for random weapon set
  2,         // Number of magazines
  "Random",       // Backpack classname, use "Random" or classname here
  "Random"       // Gearset classname, use "Random" or classname here
] call spawn_static;
Place your custom static weapon spawns below
*/

[
  [         // Position(s) (can be multiple)first 4 Surenfield 2nd 2 at AI fortress
  [16543.9,18219.301,0.125],[16566,18202.199,0.125],[16541.5,18222.5,7.812],[16593.9,18205.199,0.125],[16557.5,18199.1,15.516],[16607.9,18209.9,15.516],[1496.91,8920.82,0.125],[1350.38,8948.39,0.125]
  ],
  "M2StaticMG",      // Classname of turret
  "medium",        // Skill level of unit (easy, medium, hard, extreme, Random)
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Bandit",       // AI Type, "Hero" or "Bandit".
  "Random",       // Primary gun set number. "Random" for random weapon set
  2,         // Number of magazines
  "Random",       // Backpack classname, use "Random" or classname here
  "Random"       // Gearset classname, use "Random" or classname here
] call spawn_static;
 
[
  [
  [16406.2,18402.9,0.001],[16575.9,18225.8,0.001],[16717.7,18400.9,0.002],[16541.8,18222.9,17.516]
  ],
  "SPG9_TK_INS_EP1",      // Classname of turret
  "medium",        // Skill level of unit (easy, medium, hard, extreme, Random)
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Bandit",       // AI Type, "Hero" or "Bandit".
  "Random",       // Primary gun set number. "Random" for random weapon set
  4,         // Number of magazines
  "Random",       // Backpack classname, use "Random" or classname here
  "Random"       // Gearset classname, use "Random" or classname here
] call spawn_static;

/*
Custom Chopper Patrol spawn Eg.
[
  [725.391,4526.06,0],    // Position to patrol
  [0,0,0],       // Position to spawn chopper at
  2000,        // Radius of patrol
  10,         // Number of waypoints to give
  "UH1H_DZ",       // Classname of vehicle (make sure it has driver and two gunners)
  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)
  "Random",       // Skin classname, use "Random" or classname here
  "Bandit"       // AI Type, "Hero" or "Bandit".
] spawn heli_patrol;
Place your heli patrols below
*/

[
  [16394.3,18450.3,0.001],    // Position to patrol
  [16394.3,18450.3,0.001],       // Position to spawn chopper at
  1500,        // Radius of patrol
  10,         // Number of waypoints to give
  "UH60M_EP1",       // Classname of vehicle (make sure it has driver and two gunners)
  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)
  "Bandit2_DZ",       // Skin classname, use "Random" or classname here
  "Bandit"       // AI Type, "Hero" or "Bandit".
] spawn heli_patrol;

[
  [16025.3,18891.0,0.001],    // Position to patrol
  [16025.3,18891.0,0.001],       // Position to spawn chopper at
  1500,        // Radius of patrol
  10,         // Number of waypoints to give
  "UH60M_EP1",       // Classname of vehicle (make sure it has driver and two gunners)
  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)
  "Bandit2_DZ",       // Skin classname, use "Random" or classname here
  "Bandit"       // AI Type, "Hero" or "Bandit".
] spawn heli_patrol;
 
/*
Custom Vehicle patrol spawns Eg. (Watch out they are stupid)
[
  [725.391,4526.06,0],    // Position to patrol
  [725.391,4526.06,0],    // Position to spawn at
  200,        // Radius of patrol
  10,         // Number of waypoints to give
  "HMMWV_Armored",     // Classname of vehicle (make sure it has driver and gunner)
  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)
  "Random",       // Skin classname, use "Random" or classname here
  "Bandit"       // AI Type, "Hero" or "Bandit".
] spawn vehicle_patrol;
Place your vehicle patrols below this line
*/
[
  [16563.9,18256.5,0.001],    // Position to patrol
  [16563.9,18256.5,0.001],    // Position to spawn at
  300,        // Radius of patrol
  10,         // Number of waypoints to give
  "HMMWV_Armored",     // Classname of vehicle (make sure it has driver and gunner)
  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)
  "Random",       // Skin classname, use "Random" or classname here
  "Bandit"       // AI Type, "Hero" or "Bandit".
] spawn vehicle_patrol;

  [
  [17203.9,18562.6,0.001],    // Position to patrol
  [17203.9,18562.6,0.001],    // Position to spawn at
  300,        // Radius of patrol
  10,         // Number of waypoints to give
  "HMMWV_Armored",     // Classname of vehicle (make sure it has driver and gunner)
  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)
  "Random",       // Skin classname, use "Random" or classname here
  "Bandit"       // AI Type, "Hero" or "Bandit".
] spawn vehicle_patrol;
/*
Paradropped unit custom spawn Eg.
[
  [911.21545,4532.7612,2.6292224], // Position that units will be dropped by
  [0,0,0],       // Starting position of the heli
  400,        // Radius from drop position a player has to be to spawn chopper
  "UH1H_DZ",       // Classname of chopper (Make sure it has 2 gunner seats!)
  5,         // Number of units to be para dropped
  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)
  "Random", or ["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
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Random",       // Gearset number. "Random" for random gear set.
  "Bandit",       // AI Type, "Hero" or "Bandit".
  true        // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire.
] spawn heli_para;
Place your paradrop spawns under this line
*/
[
  [16563.9,18256.5,0.001], // Position that units will be dropped by
  [17203.9,3524.62,15.812],       // Starting position of the heli
  400,        // Radius from drop position a player has to be to spawn chopper
  "UH1H_DZ",       // Classname of chopper (Make sure it has 2 gunner seats!)
  8,         // Number of units to be para dropped
  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)
  "Random",       // 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
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Random",       // Gearset number. "Random" for random gear set.
  "Bandit",       // AI Type, "Hero" or "Bandit".
  true        // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire.
] spawn heli_para;

  [
  [16025.3,18891.0,0.001], // Position that units will be dropped by
  [118679.2,17741.6,0.001],       // Starting position of the heli
  400,        // Radius from drop position a player has to be to spawn chopper
  "UH1H_DZ",       // Classname of chopper (Make sure it has 2 gunner seats!)
  8,         // Number of units to be para dropped
  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)
  "Random",       // 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
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Random",       // Gearset number. "Random" for random gear set.
  "Bandit",       // AI Type, "Hero" or "Bandit".
  true        // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire.
] spawn heli_para;


diag_log "WAI: Static mission loaded";
};

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This is my custom spawn and it works.

 

[if(isServer) then {

//Custom Spawns file//

/*

Custom group spawns Eg.

[

  [953.237,4486.48,0.001],   // Position

  4,         // Number Of units

  "Random",       // Skill level of unit (easy, medium, hard, extreme, Random)

  "Random", or ["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;

Place your custom group spawns below

*/

[

  [16563.9,18256.5,0.001],   // Position

  10,         // Number Of units

  "Random",       // 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

  "Bandit2_DZ",      // Skin classname, use "Random" or classname here

  "Random",       // Gearset number. "Random" for random gear set

  "Bandit"       // AI Type, "Hero" or "Bandit".

] call spawn_group;

  [

  [16607.8,18510.3,0.001],   // Position

  10,         // Number Of units

  "Random",       // 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

  "Bandit2_DZ",      // Skin classname, use "Random" or classname here

  "Random",       // Gearset number. "Random" for random gear set

  "Bandit"       // AI Type, "Hero" or "Bandit".

] call spawn_group;

  [

  [16563.2,18309.2,0.001],   // Position

  10,         // Number Of units

  "Random",       // 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

  "Bandit2_DZ",      // Skin classname, use "Random" or classname here

  "Random",       // Gearset number. "Random" for random gear set

  "Bandit"       // AI Type, "Hero" or "Bandit".

] call spawn_group;

  [

  [16538.2,18201.6,0.125],   // Position

  10,         // Number Of units

  "Random",       // 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

  "Bandit2_DZ",      // Skin classname, use "Random" or classname here

  "Random",       // Gearset number. "Random" for random gear set

  "Bandit"       // AI Type, "Hero" or "Bandit".

] call spawn_group;

  [

  [16465.9,18785.1,0.001],   // Position

  10,         // Number Of units

  "Random",       // 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

  "Bandit2_DZ",      // Skin classname, use "Random" or classname here

  "Random",       // Gearset number. "Random" for random gear set

  "Bandit"       // AI Type, "Hero" or "Bandit".

] call spawn_group;

   [

  [16338.1,18299.0,0.001],   // Position

  10,         // Number Of units

  "Random",       // 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

  "Bandit2_DZ",      // Skin classname, use "Random" or classname here

  "Random",       // Gearset number. "Random" for random gear set

  "Bandit"       // AI Type, "Hero" or "Bandit".

] call spawn_group;

   [

  [16202.2,18590.8,0.001],   // Position

  10,         // Number Of units

  "Random",       // 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

  "Bandit2_DZ",      // Skin classname, use "Random" or classname here

  "Random",       // Gearset number. "Random" for random gear set

  "Bandit"       // AI Type, "Hero" or "Bandit".

] call spawn_group;

   [

  [16814.9,18013.2,0.002],   // Position

  10,         // Number Of units

  "Random",       // 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

  "Bandit2_DZ",      // Skin classname, use "Random" or classname here

  "Random",       // Gearset number. "Random" for random gear set

  "Bandit"       // AI Type, "Hero" or "Bandit".

] call spawn_group;

   [

  [16548.7,18463.3,0.001],   // Position

  10,         // Number Of units

  "Random",       // 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

  "Bandit2_DZ",      // Skin classname, use "Random" or classname here

  "Random",       // Gearset number. "Random" for random gear set

  "Bandit"       // AI Type, "Hero" or "Bandit".

] call spawn_group;

/*

Custom static weapon spawns Eg. (with mutiple positions)

[

  [         // Position(s) (can be multiple)

   [911.21,4532.76,2.62],

   [921.21,4542.76,2.62]

  ],

  "M2StaticMG",      // Classname of turret

  "easy",        // Skill level of unit (easy, medium, hard, extreme, Random)

  "Bandit2_DZ",      // Skin classname, use "Random" or classname here

  "Bandit",       // AI Type, "Hero" or "Bandit".

  "Random",       // Primary gun set number. "Random" for random weapon set

  2,         // Number of magazines

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

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

] call spawn_static;

Place your custom static weapon spawns below

*/

[

  [         // Position(s) (can be multiple)first 4 Surenfield 2nd 2 at AI fortress

  [16543.9,18219.301,0.125],[16566,18202.199,0.125],[16541.5,18222.5,7.812],[16593.9,18205.199,0.125],[16557.5,18199.1,15.516],[16607.9,18209.9,15.516],[1496.91,8920.82,0.125],[1350.38,8948.39,0.125]

  ],

  "M2StaticMG",      // Classname of turret

  "medium",        // Skill level of unit (easy, medium, hard, extreme, Random)

  "Bandit2_DZ",      // Skin classname, use "Random" or classname here

  "Bandit",       // AI Type, "Hero" or "Bandit".

  "Random",       // Primary gun set number. "Random" for random weapon set

  2,         // Number of magazines

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

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

] call spawn_static;

 

[

  [

  [16406.2,18402.9,0.001],[16575.9,18225.8,0.001],[16717.7,18400.9,0.002],[16541.8,18222.9,17.516]

  ],

  "SPG9_TK_INS_EP1",      // Classname of turret

  "medium",        // Skill level of unit (easy, medium, hard, extreme, Random)

  "Bandit2_DZ",      // Skin classname, use "Random" or classname here

  "Bandit",       // AI Type, "Hero" or "Bandit".

  "Random",       // Primary gun set number. "Random" for random weapon set

  4,         // Number of magazines

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

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

] call spawn_static;

/*

Custom Chopper Patrol spawn Eg.

[

  [725.391,4526.06,0],    // Position to patrol

  [0,0,0],       // Position to spawn chopper at

  2000,        // Radius of patrol

  10,         // Number of waypoints to give

  "UH1H_DZ",       // Classname of vehicle (make sure it has driver and two gunners)

  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)

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

  "Bandit"       // AI Type, "Hero" or "Bandit".

] spawn heli_patrol;

Place your heli patrols below

*/

[

  [16394.3,18450.3,0.001],    // Position to patrol

  [16394.3,18450.3,0.001],       // Position to spawn chopper at

  1500,        // Radius of patrol

  10,         // Number of waypoints to give

  "UH60M_EP1",       // Classname of vehicle (make sure it has driver and two gunners)

  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)

  "Bandit2_DZ",       // Skin classname, use "Random" or classname here

  "Bandit"       // AI Type, "Hero" or "Bandit".

] spawn heli_patrol;

[

  [16025.3,18891.0,0.001],    // Position to patrol

  [16025.3,18891.0,0.001],       // Position to spawn chopper at

  1500,        // Radius of patrol

  10,         // Number of waypoints to give

  "UH60M_EP1",       // Classname of vehicle (make sure it has driver and two gunners)

  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)

  "Bandit2_DZ",       // Skin classname, use "Random" or classname here

  "Bandit"       // AI Type, "Hero" or "Bandit".

] spawn heli_patrol;

 

/*

Custom Vehicle patrol spawns Eg. (Watch out they are stupid)

[

  [725.391,4526.06,0],    // Position to patrol

  [725.391,4526.06,0],    // Position to spawn at

  200,        // Radius of patrol

  10,         // Number of waypoints to give

  "HMMWV_Armored",     // Classname of vehicle (make sure it has driver and gunner)

  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)

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

  "Bandit"       // AI Type, "Hero" or "Bandit".

] spawn vehicle_patrol;

Place your vehicle patrols below this line

*/

[

  [16563.9,18256.5,0.001],    // Position to patrol

  [16563.9,18256.5,0.001],    // Position to spawn at

  300,        // Radius of patrol

  10,         // Number of waypoints to give

  "HMMWV_Armored",     // Classname of vehicle (make sure it has driver and gunner)

  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)

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

  "Bandit"       // AI Type, "Hero" or "Bandit".

] spawn vehicle_patrol;

  [

  [17203.9,18562.6,0.001],    // Position to patrol

  [17203.9,18562.6,0.001],    // Position to spawn at

  300,        // Radius of patrol

  10,         // Number of waypoints to give

  "HMMWV_Armored",     // Classname of vehicle (make sure it has driver and gunner)

  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)

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

  "Bandit"       // AI Type, "Hero" or "Bandit".

] spawn vehicle_patrol;

/*

Paradropped unit custom spawn Eg.

[

  [911.21545,4532.7612,2.6292224], // Position that units will be dropped by

  [0,0,0],       // Starting position of the heli

  400,        // Radius from drop position a player has to be to spawn chopper

  "UH1H_DZ",       // Classname of chopper (Make sure it has 2 gunner seats!)

  5,         // Number of units to be para dropped

  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)

  "Random", or ["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

  "Bandit2_DZ",      // Skin classname, use "Random" or classname here

  "Random",       // Gearset number. "Random" for random gear set.

  "Bandit",       // AI Type, "Hero" or "Bandit".

  true        // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire.

] spawn heli_para;

Place your paradrop spawns under this line

*/

[

  [16563.9,18256.5,0.001], // Position that units will be dropped by

  [17203.9,3524.62,15.812],       // Starting position of the heli

  400,        // Radius from drop position a player has to be to spawn chopper

  "UH1H_DZ",       // Classname of chopper (Make sure it has 2 gunner seats!)

  8,         // Number of units to be para dropped

  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)

  "Random",       // 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

  "Bandit2_DZ",      // Skin classname, use "Random" or classname here

  "Random",       // Gearset number. "Random" for random gear set.

  "Bandit",       // AI Type, "Hero" or "Bandit".

  true        // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire.

] spawn heli_para;

  [

  [16025.3,18891.0,0.001], // Position that units will be dropped by

  [118679.2,17741.6,0.001],       // Starting position of the heli

  400,        // Radius from drop position a player has to be to spawn chopper

  "UH1H_DZ",       // Classname of chopper (Make sure it has 2 gunner seats!)

  8,         // Number of units to be para dropped

  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)

  "Random",       // 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

  "Bandit2_DZ",      // Skin classname, use "Random" or classname here

  "Random",       // Gearset number. "Random" for random gear set.

  "Bandit",       // AI Type, "Hero" or "Bandit".

  true        // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire.

] spawn heli_para;

diag_log "WAI: Static mission loaded";

};

]

 

Except for your last one.. That starting position is about 120K's to the East of the map.

[16025.3,18891.0,0.001], // Position that units will be dropped by
  [118679.2,17741.6,0.001],       // Starting position of the heli
  400,        // Radius from drop position a player has to be to spawn chopper
  "UH1H_DZ",       // Classname of chopper (Make sure it has 2 gunner seats!)
  8,         // Number of units to be para dropped
  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)
  "Random",       // 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
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Random",       // Gearset number. "Random" for random gear set.
  "Bandit",       // AI Type, "Hero" or "Bandit".
  true        // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire.
] spawn heli_para;


diag_log "WAI: Static mission loaded";
};

Oh and btw

Use the spoilers!

[ spoiler]

[ /spoiler]

 

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Except for your last one.. That starting position is about 120K's to the East of the map.

[16025.3,18891.0,0.001], // Position that units will be dropped by
  [118679.2,17741.6,0.001],       // Starting position of the heli
  400,        // Radius from drop position a player has to be to spawn chopper
  "UH1H_DZ",       // Classname of chopper (Make sure it has 2 gunner seats!)
  8,         // Number of units to be para dropped
  "Random",       // Skill level of units (easy, medium, hard, extreme, Random)
  "Random",       // 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
  "Bandit2_DZ",      // Skin classname, use "Random" or classname here
  "Random",       // Gearset number. "Random" for random gear set.
  "Bandit",       // AI Type, "Hero" or "Bandit".
  true        // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire.
] spawn heli_para;


diag_log "WAI: Static mission loaded";
};

Oh and btw

Use the spoilers!

[ spoiler]

[ /spoiler]

 

I wanted it to take a long time to reach the island ;)

There is always 1 isnt there  :P

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Sorry it was really early for me when i replied to you.

 

Skellyy - Surely if I remove the /* & */ either side of my group spawns then the spawn groups I have added are effectively commented out as otherwise the example group spawns would be on my server ??

 

[[[4473.3506,8569.3252,9.1]]

Each of these has an extra [] Should be

[[4473.3506,8569.3252,9.1] I think. I've got spawn everything but groups lol

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Megaz, I copied yours & simply changed the co-ordinates but still nothing, would it be due to me only calling groups of 2?

 

I don't see that being a problem as this is what I had on my old WAI & worked fine....

 

I did however remove the -- at the start of yours as I didn't see the necessity of it along with the f here -- at the end

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Megaz, I copied yours & simply changed the co-ordinates but still nothing, would it be due to me only calling groups of 2?

 

I don't see that being a problem as this is what I had on my old WAI & worked fine....

 

I did however remove the -- at the start of yours as I didn't see the necessity of it along with the f here -- at the end

Sorry was a bad copy past (I had something else pasted in there and changed it last min and didnt remove the -- & f here)

 

Have you changed this in the config:

and I have added my custom spawns in the static folder in default .sqf

 

static_missions    = true;  // use static mission file

custom_per_world   = false;  // use a custom mission file per world

 

MegaZ

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do I add crates like this?

 

    // Hill behind Sector 6
    [
        [14270,15135,2.67],    // Position that units will be dropped by
        [15195,15433,35],                            // Starting position of the heli
        600,                                // Radius from drop position a player has to be to spawn chopper
        "UH1H_DZ",                            // Classname of chopper (Make sure it has 2 gunner seats!)
        10,                                    // Number of units to be para dropped
        "extreme",                            // Skill level of units (easy, medium, hard, extreme, Random)
        "Random",                            // 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
        "Bandit2_DZ",                        // Skin classname, use "Random" or classname here
        "Random",                            // Gearset number. "Random" for random gear set.
        "Bandit",                            // AI Type, "Hero" or "Bandit".
        true                                // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire.
    ] spawn heli_para;
    
    //Setup the crate
    _crate1 = createVehicle ["USVehicleBox",[6883.49,11440.7,0.001],[],0,"CAN_COLLIDE"];
    _crate2 = createVehicle ["USVehicleBox",[6878.31,11443.5,0.002],[],0,"CAN_COLLIDE"];
    [_crate1,[2,crate_weapons_buildables],[4,crate_tools_buildable],[30,crate_items_buildables],4] call dynamic_crate;
    [_crate2,[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate;
    
    diag_log "WAI: Static mission loaded";

};

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This is a great version of the WAI! I am loving it I actually had that 8 year old new bike time feel when the missions started!

 

You said, "mission addon suggestions?"

 

MBG_Warehouse_InEditor

and a DZE fire because you can store gear in it. Put high end loot calls within.

Food Box filled will Meat and fish.

 

Fenced inside

Cows

Chickens

Pigs

and Sheep.

So, a bandit mission?

Line pops on the screen: Heroes found an old animal processing plant abandon since the epoch they are starting it back up for the good people.

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I got them working, but the server is cleaning them up after 30 minutes ;/

Maybe they are getting cleaned up with Missions?

Easiest way to find out is to set mission timeout to say 300 (5 Min)

and see if your crates de-spawn after 5 min

 

Or, and I have no idea if this will work, add

_crate1 setVariable ["permaLoot",true];

_crate2 setVariable ["permaLoot",true];

 

You may also need to add 

 

_crate1 = _this select 0;
_crate2 = _this select 0;
_crate1 setVariable ["ObjectID","1",true];
_crate2 setVariable ["ObjectID","1",true];
 
I pulled these lines from DZMS I think.
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Megaz,

I have

static_missions = true; // use static mission file

custom_per_world = false; // use a custom mission file per world

My custom spawns are in the default.sqf file, I also tried custom per world true & put them in the chernarus.sqf file, still nothing. At this rate I may just have to remove my AI City :(

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Megaz,

I have

static_missions = true; // use static mission file

custom_per_world = false; // use a custom mission file per world

My custom spawns are in the default.sqf file, I also tried custom per world true & put them in the chernarus.sqf file, still nothing. At this rate I may just have to remove my AI City :(

Can you zip up your whole WAI folder, upload it to Google Drive or Dropbox or something and send me the link, I'll take a look at it for you.

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