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[Release] Wicked AI 2.2.0


f3cuk

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Hmm Is there a way to make it so the Ai don't spawn until players come within a certain radius of the mission so if no one goes to it the server debug frames stay high? less for the server to clean up / smoother running server etc.

 

+1 My server takes a beating when the missions AI spawn in

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Hmm Is there a way to make it so the Ai don't spawn until players come within a certain radius of the mission so if no one goes to it the server debug frames stay high? less for the server to clean up / smoother running server etc.

 

We have this in the default files for 2.2.0. If you just look at the changes you might be able to replicate them for your current install.

 

+1 My server takes a beating when the missions AI spawn in

 

See above. AI is hard on any server, if yours isnt up to the task you might want to dial down the number of AI on each mission or the number of simultaneous missions.

 

i have added the files to my server but now the server wont authenticate, what could be causing this issue?

 

No Mission spawns on chernarus.

Any help?

 

Please describe your problems in more detail using the form below.

 

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

[b]Server RPT[/b]
[spoiler][code] -- paste arma2oaserver.RPT here --[/code][/spoiler]
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Hi, I found some problems while updating...
 
1. I couldn't make the AI to have RPGs, so I decided to change the Sentry Guns then to AntiTank, so I tried to delete all Machine Sentry Guns and add this one for example: "SPG9_TK_GUE_EP1", and... first, they not always spawn, even though I deleted the M2MG they keep spawning most of the time... second, when the  SPG9 spawns, they dont attack, neither soliders nor vehicles.
Of course the lines are configured well, as far as I can check
 
This is my config file:

if(isServer) then {

	/* GENERAL CONFIG */
	
		debug_mode				= false;		// enable debug
		use_blacklist				= true;			// use blacklist
		blacklist					= [
			[[5533.00,8445.00],[6911.00,7063.00]],	// Stary
			[[0,16000,0],[1000,-0,0]],				// Left
			[[0,16000,0],[16000.0,14580.3,0]]		// Top
		];

	/* END GENERAL CONFIG */

	/* AI CONFIG */

		ai_clear_body 				= false;		// instantly clear bodies
		ai_clean_dead 				= true;			// clear bodies after certain amount of time
		ai_cleanup_time 			= 7200;			// time to clear bodies in seconds
		ai_clean_roadkill			= false; 		// clean bodies that are roadkills
		ai_roadkill_damageweapon	= 0;			// percentage of chance a roadkill will destroy weapon AI is carrying

		ai_bandit_combatmode		= "YELLOW";		// combatmode of bandit AI
		ai_bandit_behaviour			= "COMBAT";		// behaviour of bandit AI

		ai_hero_combatmode			= "YELLOW";		// combatmode of hero AI
		ai_hero_behaviour			= "COMBAT";		// behaviour of hero AI

		ai_share_info				= true;			// AI share info on player position
		ai_share_distance			= 300;			// Distance from killed AI for AI to share your rough position

		ai_kills_gain				= true;			// add kill to bandit/human kill score
		ai_humanity_gain			= true;			// gain humanity for killing AI
		ai_add_humanity				= 50;			// amount of humanity gained for killing a bandit AI
		ai_remove_humanity			= 50;			// amount of humanity lost for killing a hero AI
		ai_special_humanity			= 150;			// amount of humanity gain or loss for killing a special AI dependant on player alignment
		
		ai_skill_extreme			= [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; 	// Extreme
		ai_skill_hard				= [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; 	// Hard
		ai_skill_medium				= [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];	// Medium
		ai_skill_easy				= [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];	// Easy
		ai_skill_random				= [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];

		ai_static_useweapon			= true;	// Allows AI on static guns to have a loadout 	
		ai_static_weapons			= ["SPG9_TK_GUE_EP1"];	// static guns

		ai_static_skills			= false;	// Allows you to set custom array for AI on static weapons. (true: On false: Off) 
		ai_static_array				= [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];

		ai_gear0					= [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]];
		ai_gear1					= [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]];
		ai_gear_random				= [ai_gear0,ai_gear1];	// Allows the possibility of random gear

		ai_wep_assault				= [["M16A4_ACG","30Rnd_556x45_Stanag"],["Sa58V_RCO_EP1","30Rnd_762x39_AK47"],["SCAR_L_STD_Mk4CQT","30Rnd_556x45_Stanag"],["M8_sharpshooter","30Rnd_556x45_Stanag"],["M4A1_HWS_GL_camo","30Rnd_556x45_Stanag"],["SCAR_L_STD_HOLO","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"],["M16A4","30Rnd_556x45_Stanag"],["m8_carbine","30Rnd_556x45_Stanag"],["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"],["Sa58V_CCO_EP1","30Rnd_762x39_AK47"]];	// Assault
		ai_wep_machine				= [["RPK_74","75Rnd_545x39_RPK"],["MK_48_DZ","100Rnd_762x51_M240"],["M249_EP1_DZ","200Rnd_556x45_M249"],["Pecheneg_DZ","100Rnd_762x54_PK"],["M240_DZ","100Rnd_762x51_M240"]];	// Light machine guns
		ai_wep_sniper				= [["M14_EP1","20Rnd_762x51_DMR"],["SCAR_H_LNG_Sniper_SD","20Rnd_762x51_SB_SCAR"],["M110_NVG_EP1","20rnd_762x51_B_SCAR"],["SVD_CAMO","10Rnd_762x54_SVD"],["VSS_Vintorez","20Rnd_9x39_SP5_VSS"],["DMR","20Rnd_762x51_DMR"],["M40A3","5Rnd_762x51_M24"]];	// Sniper rifles
		ai_wep_random				= [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine];	// random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle
		ai_wep_launchers_AT			= ["M136","RPG18","JAVELIN"];
		ai_wep_launchers_AA			= ["Strela","Igla","STINGER"];
		
		ai_packs					= ["DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
		ai_hero_skin				= ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"];
		ai_bandit_skin				= ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"];
		ai_special_skin				= ["Functionary1_EP1_DZ"];
		ai_all_skin					= [ai_hero_skin,ai_bandit_skin,ai_special_skin];

		ai_add_skin					= true;			// adds unit skin to inventory on death
		
	/* END AI CONFIG */

	/* WAI MISSIONS CONFIG */
		wai_mission_system			= true;	// use built in mission system

		wai_mission_markers			= ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"];

		wai_avoid_missions			= true;								// avoid spawning near other missions, these are defined in wai_mission_markers
		wai_avoid_traders			= true;								// avoid spawning missions near traders
		wai_mission_spread			= 200;								// make missions spawn this far apart from one another and other markers
		wai_near_town				= 0;								// make missions check for towns around this radius
		wai_near_road				= 0;								// make missions check for roads around this radius
		wai_near_water				= 50;								// nearest water allowed near missions
		
		wai_mission_timer			= [60,120];						// time between missions 5-15 minutes
		wai_mission_timeout			= [900,1800]; 						// time each missions takes to despawn if inactive 15-30 minutes
		wai_timeout_distance		= 1000;								// if a player is this close to a mission then it won't time-out
		
		wai_clean_mission			= true;								// clean all mission buildings after a certain period
		wai_clean_mission_time		= 1800;								// time after a mission is complete to clean mission buildings

		wai_mission_fuel			= [10,20];							// fuel inside mission spawned vehicles [min%,max%]
		wai_vehicle_damage			= [20,80];							// damages to spawn vehicles with [min%,max%]
		wai_keep_vehicles			= true;								// save vehicles to database and keep them after restart

		wai_crates_smoke			= true;								// pop smoke on crate when mission is finished during daytime
		wai_crates_flares			= true;								// pop flare on crate when mission is finished during nighttime
		
		wai_players_online			= 1; 								// number of players online before mission starts
		wai_server_fps				= 5; 								// missions only starts if server FPS is over wai_server_fps
		
		wai_kill_percent			= 30;								// percentage of AI players that must be killed at "crate" missions to be able to trigger completion

		wai_high_value				= true;								// enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate
		wai_high_value_chance		= 1;								// chance in percent you find above mentioned item

		wai_enable_minefield		= true;								// enable minefields to better defend missions
		wai_use_launchers			= true;							// add a rocket launcher to each spawned AI group
		wai_remove_launcher			= false;							// remove rocket launcher from AI on death

		// Missions
		wai_hero_missions			= [ 								// ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages
										["black_hawk_crash",12],
										["armed_vehicle",13],
										["bandit_base",8],
										["captured_mv22",8],
										["ikea_convoy",8],
										["destroyed_ural",18],
										["disabled_milchopper",10],
										["mayors_mansion",10],
										["weapon_cache",13]
									];
		wai_bandit_missions			= [
										["armed_vehicle",12],
										["black_hawk_crash",14],
										["captured_mv22",6],
										["broken_down_ural",14],
										["hero_base",6],
										["ikea_convoy",8],
										["medi_camp",16],
										["presidents_mansion",6],
										["sniper_extraction",8],
										["weapon_cache",10]
									];
		/*
		wai_special_missions		= [
										["bunny_ranch",100]
									];
		*/
		
		// Vehicle arrays
		armed_vehicle 				= ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Offroad_DSHKM_Gue_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"];
		armed_chopper 				= ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"];
		civil_chopper 				= ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"];
		military_unarmed 			= ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"];
		cargo_trucks 				= ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"];
		refuel_trucks				= ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"];
		civil_vehicles 				= ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"];

		// Dynamic box array
		crates_large				= ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"];
		crates_medium				= ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"];
		crates_small				= ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"];

		crate_weapons_buildables	= [["ChainSaw","ItemJerryMixed"],["ChainSawB","ItemJerryMixed"],["ChainSawG","ItemJerryMixed"],["ChainSawP","ItemJerryMixed"],["ChainSawR","ItemJerryMixed"]];
		
		crate_tools					= ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"];
		crate_tools_buildable		= ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"];
		crate_tools_sniper			= ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"];

		crate_items					= ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"];
		crate_items_high_value		= ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit"];
		crate_items_food			= ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"];
		crate_items_buildables		= ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"];
		crate_items_vehicle_repair	= ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"];
		crate_items_medical			= ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"];
		crate_items_chainbullets	= ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"];
		crate_items_sniper			= [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"];
		crate_items_president		= ["ItemDocument","ItemGoldBar10oz"];

		crate_backpacks_all			= ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
		crate_backpacks_large		= ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"];

		crate_random				= [crate_items,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets];

	/* END WAI MISSIONS CONFIG */

	/* STATIC MISSIONS CONFIG */

		static_missions				= true;		// use static mission file
		custom_per_world			= true;		// use a custom mission file per world

	/* END STATIC MISSIONS CONFIG */

	configloaded = true;

};

 

 

2. I couldn't use the static spawns.
Im using the same sintaxis that I had from previous versions of WAI , and it worked fine by then. But after the update they just wont spawn.
First, I tried to add a "napf.sqf" file to the "static" folder, since the sintax for the static "init.sqf" is:

ExecVM format["\z\addons\dayz_server\WAI\static\%1.sqf",toLower(worldName)];

But it didn't work, so I just used the "default.sqf" file, because I thought it should work everywhere. But it didn't work either.
 
These are my static spawns:

if(isServer) then {

// ---------- Inicio Torrestas AI ---------------------
[[[16376.9,18406.4,0.00143814],[16618.8,18206,19.3614],[16542.6,18198.9,19.3614],[16283.3,18578.2,0.00146484],[16220,18516.1,0.00177002],[16057.8,18772.1,0.00117493],[16123.4,18739.6,0.00131989]], //position(s) (can be multiple).
"ZU23_TK_EP1",            //Classname of turret
1,                      //Skill level 0-1. Has no effect if using custom skills
"US_Delta_Force_Marksman_EP1",  //Skin "" for random or classname here.
1,                          //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False)
2,                          //Number of magazines. (not needed if ai_static_useweapon = False)
"DZ_Patrol_Pack_EP1",      //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False)
"Random"                  //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False)
] call spawn_static;
// ---------- Fin Torrestas AI ---------------------


// ---------- Inicio AI desde Choppers ---------------------
// Chopper 1
[[16459.6,18340.1,2],                    //Position that units will be dropped by
[18285.2,18808.9,10],              //Starting position of the heli
800,                               //Radius from drop position a player has to be to spawn chopper
"CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"",                                //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

// Chopper 2
[[16411.3,18379.2,2],         //Position that units will be dropped by
[18285.2,18808.9,10],               //Starting position of the heli
200,                               //Radius from drop position a player has to be to spawn chopper
"CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

// Chopper 3
[[16164.9,18611.7,2],         //Position that units will be dropped by
[15910.1,19153,10],               //Starting position of the heli
350,                               //Radius from drop position a player has to be to spawn chopper
"CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

// Chopper 4
[[16706.4,18757.4,2],         //Position that units will be dropped by
[16254.7,19139.4,10],               //Starting position of the heli
250,                               //Radius from drop position a player has to be to spawn chopper
"CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;


// Chopper 5 - Teasure Protector
[[16030,18799.5,2],                     //Position that units will be dropped by
[15639.8,19964.7,10],               //Starting position of the heli
50,                               //Radius from drop position a player has to be to spawn chopper
"MH60S_DZE",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
"Random",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
10,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

// Chopper 6 - Teasure Protector
[[16030,18799.5,2],         //Position that units will be dropped by
[16867.1,19154.2,10],               //Starting position of the heli
30,                               //Radius from drop position a player has to be to spawn chopper
"MH60S_DZE",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
"Random",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
10,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
False                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

// Chopper 7 - Teasure Protector
[[16030,18799.5,2],          //Position that units will be dropped by
[15625.5,18732.6,10],               //Starting position of the heli
10,                               //Radius from drop position a player has to be to spawn chopper
"MH60S_DZE",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
"Random",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
10,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
False                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;



// ---------- Fin AI desde Choppers ---------------------

// ---------- Inicio Vehiculos Patrulla AI ---------------------
// Vehiculo 1
[[16747.6,18089.5,0],   //Position to patrol
[16747.6,18089.5,0],    // Position to spawn at
200,                    //Radius of patrol
10,                     //Number of waypoints to give
"M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
1                        //Skill level of units
] spawn vehicle_patrol;

// Vehiculo 2
[[16579.1,18404.1,0],   //Position to patrol
[16579.1,18404.1,0],    // Position to spawn at
200,                    //Radius of patrol
10,                     //Number of waypoints to give
"M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
1                        //Skill level of units
] spawn vehicle_patrol;

// Vehiculo 3
[[16344.2,18451.7,0],   //Position to patrol
[16344.2,18451.7,0],    // Position to spawn at
200,                    //Radius of patrol
10,                     //Number of waypoints to give
"M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
1                        //Skill level of units
] spawn vehicle_patrol;

// Vehiculo 4
[[16137.1,18660.7,0],   //Position to patrol
[16137.1,18660.7,0],    // Position to spawn at
100,                    //Radius of patrol
10,                     //Number of waypoints to give
"M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
1                        //Skill level of units
] spawn vehicle_patrol;
// ---------- Fin Vehiculos Patrulla AI ---------------------
    
    
    diag_log format["WAI: Static mission for %1 loaded", missionName];

};


 
 

This is my RPT file, just in case:



=====================================================================
== D:\wamp\www\Dayz Epoch Server\Expansion\beta\arma2oaserver.exe
== "Expansion\beta\arma2oaserver.exe"  -port=2302 "-config=instance_24_Napf\config.cfg" "-cfg=instance_24_Napf\basic.cfg" "-profiles=instance_24_Napf" -name=instance_24_Napf "-mod=@DayZ_Epoch;@DayZ_Epoch_Server;"
=====================================================================
Exe timestamp: 2014/06/27 21:39:00
Current time:  2014/12/11 09:03:10

Version 1.63.112555
Unsupported language Spanish in stringtable
Unsupported language Spanish in stringtable
Unsupported language Spanish in stringtable
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
Unsupported language Spanish in stringtable
Unsupported language Spanish in stringtable
Unsupported language Spanish in stringtable
Unsupported language Spanish in stringtable
Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
 9:03:55 Warning Message: No challenge value was received from the master server.
 9:03:55 GameSpy QR2 error: 5, No challenge value was received from the master server.
 9:04:46 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:46 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
 9:04:53 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
 9:04:56 ca\misc\houpacka.p3d: house, config class missing
 9:04:56 ca\misc\houpacka.p3d: house, config class missing
 9:04:57 ca\misc\houpacka.p3d: house, config class missing
 9:05:01 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
 9:05:01 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
 9:05:01 "DayZ Epoch: MPframework inited"
 9:05:03 ca\misc\houpacka.p3d: house, config class missing
 9:05:07 ca\misc3\wf\wf_depot.p3d: house, config class missing
 9:05:07 ca\misc3\wf\wf_depot.p3d: house, config class missing
 9:05:07 ca\misc3\wf\wf_depot.p3d: house, config class missing
 9:05:09 ca\misc\houpacka.p3d: house, config class missing
 9:05:09 ca\misc\houpacka.p3d: house, config class missing
 9:05:10 ca\misc\houpacka.p3d: house, config class missing
 9:05:10 ca\misc\houpacka.p3d: house, config class missing
 9:05:10 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
 9:05:10 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
 9:05:10 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
 9:05:10 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
 9:05:11 ca\misc\houpacka.p3d: house, config class missing
 9:05:11 ca\misc\houpacka.p3d: house, config class missing
 9:05:11 "Admin Tools: AdminList.sqf loaded"
 9:05:11 "Res3tting B!S effects..."
 9:05:12 "HIVE: Starting"
 9:05:12 "server_monitor.sqf execution count = 1"
 9:05:12 "HIVE: trying to get objects"
 9:05:14 "[AGN] Starting Trader City Safezone Commander!"
 9:05:14 "Error: Attempting to start AGN products on a server where it should not be!"
 9:05:14 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
 9:05:14 "HIVE: found 670 objects"
 9:05:14 "HIVE: Commence Object Streaming..."
 9:05:15 "HIVE: got 27 Epoch Objects and 643 Vehicles"
 9:05:16 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
 9:05:24 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
 9:05:24 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
 9:05:24 class HitPoints::HitLF2Wheel not found in policecar
 9:05:24 class HitPoints::HitRF2Wheel not found in policecar
 9:05:24 class HitPoints::HitLMWheel not found in policecar
 9:05:24 class HitPoints::HitRMWheel not found in policecar
 9:05:24 UH1Y_DZ: ObsTurret - unknown animation source ObsTurret
 9:05:24 UH1Y_DZ: ObsGun - unknown animation source ObsGun
 9:05:29 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
 9:05:29 UH1Y_DZE: ObsGun - unknown animation source ObsGun
 9:05:30 "HIVE: Vehicle Spawn limit reached!"
 9:05:30 "HIVE: Spawning # of Debris: 0"
 9:05:30 "HIVE: Spawning # of Ammo Boxes: 0"
 9:05:30 "HIVE: Spawning # of Veins: 0"
 9:05:30 "Total Number of spawn locations 11"
 9:05:30 "Initializing DZAI version 2.0.0 (Final) using base path \z\addons\dayz_server\DZAI."
 9:05:30 "[DZAI] Reading DZAI configuration file."
 9:05:30 "[DZAI] DZAI configuration file loaded."
 9:05:30 "[DZAI] Compiling DZAI functions."
 9:05:30 "EPOCH EVENTS INIT"
 9:05:30 "RUNNING EVENT: FMission_Launcher1 on [2014,12,11,13,5]"
 9:05:30 "FMission Launcher 1: Checking Spawn Chance"
 9:05:30 "FMission Launcher 1: Spawn Chance Succeeded with 0.641015 it needed to be lower than 1"
 9:05:30 "WAI: AI Config File Loaded"
 9:05:30 "[DZAI] Global classname tables loaded."
 9:05:30 "[DZAI] Server is running map napf. Loading static trigger and classname configs."
 9:05:30 "WAI: Initialising static missions"
 9:05:30 "WAI: Initialising missions"
 9:05:30 "WAI: AI Monitor Started"
 9:05:30 "[DZAI] Epoch classnames loaded."
 9:05:30 "[DZAI] DZAI settings: Debug Level: 0. DebugMarkers: false. ModName: epoch. DZAI_dynamicWeaponList: true. VerifyTables: true."
 9:05:30 "[DZAI] AI spawn settings: Static: false. Dynamic: false. Air: true. Land: true."
 9:05:30 "[DZAI] AI behavior settings: DZAI_findKiller: true. DZAI_tempNVGs: true. DZAI_weaponNoise: false. DZAI_zombieEnemy: true. DZAI_freeForAll: false"
 9:05:30 "[DZAI] DZAI loading completed in 0.227997 seconds."
 9:05:30 Error in expression <tnumber 	= count _position;

if(_aitype == "Hero") then {
_unitGroup	= createGro>
 9:05:30   Error position: <== "Hero") then {
_unitGroup	= createGro>
 9:05:30   Error Error genérico en la expresión
 9:05:30 File z\addons\dayz_server\WAI\compile\spawn_static.sqf, line 32
 9:05:30 "DZAI Scheduler is running required script files..."
 9:05:30 "[DZAI] DZAI finished building weighted weapongrade tables in 0.0169983 seconds."
 9:05:30 "[DZAI] OBJECT PATCH :: CfgTownGenerator not found. Aborting serverside object patch. (This is not an error)"
 9:05:30 "[DZAI] Building DZAI weapon arrays using CfgBuildingLoot data."
 9:05:30 "[DZAI] DZAI weapon classname tables created in 0.00100708 seconds."
 9:05:30 "[DZAI] Verified 123 unique classnames in 0.280991 seconds."
 9:05:30 "FMission Launcher 1: Selecting script and launching"
 9:05:30 "FMission Launcher 1: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\M1\Foamy\FMission_M1_Hostage_Rescue.sqf"
 9:05:30 "Napf static spawn configuration loaded."
 9:05:30 "MISSION 1: Hostage Rescue - Script Started"
 9:05:30 "MISSION 1: Hostage Rescue - Checking MissionSpawnChance"
 9:05:30 "DZAI Scheduler will continue tasks in 1 minute."
 9:05:30 "[DZAI] 71 locations gathered in 0.122009 seconds."
 9:05:30 "DEBUG :: SetCaptive applied to unit Soldier_MG_PKM_PMC at 082049."
 9:05:30 "DEBUG :: SetCaptive applied to unit GUE_Woodlander3 at 082049."
 9:05:30 "DEBUG :: SetCaptive applied to unit GUE_Woodlander2 at 082049."
 9:05:30 "DEBUG :: SetCaptive applied to unit GUE_Worker2 at 082049."
 9:05:30 "DEBUG :: SetCaptive applied to unit Damsel3 at 082049."
 9:05:30 "DEBUG :: SetCaptive applied to unit Soldier_GL_PMC at 082049."
 9:05:30 "DEBUG :: SetCaptive applied to unit pook_Doc_Bell47 at 082049."
 9:05:30 "DEBUG :: SetCaptive applied to unit GUE_Villager3 at 124154."
 9:05:30 "DEBUG :: SetCaptive applied to unit Dr_Annie_Baker_EP1 at 124154."
 9:05:30 "DEBUG :: SetCaptive applied to unit CIV_EuroWoman01_EP1 at 123154."
 9:05:30 "DEBUG :: SetCaptive applied to unit US_Delta_Force_AR_EP1 at 124154."
 9:05:30 "DEBUG :: SetCaptive applied to unit Graves at 124154."
 9:05:30 "DEBUG :: SetCaptive applied to unit GUE_Commander at 124154."
 9:05:30 "DEBUG :: SetCaptive applied to unit Tanny_PMC at 051156."
 9:05:30 "DEBUG :: SetCaptive applied to unit Drake_Light at 151040."
 9:05:30 "DEBUG :: SetCaptive applied to unit TK_Special_Forces_MG_EP1 at 021126."
 9:05:30 "DEBUG :: SetCaptive applied to unit RUS_Commander at 053043."
 9:05:30 "DEBUG :: SetCaptive applied to unit TK_Special_Forces_EP1 at 067035."
 9:05:31 "DEBUG :: SetCaptive applied to unit RUS_Soldier2 at 103122."
 9:05:31 "DEBUG :: SetCaptive applied to unit Ins_Woodlander2 at 168152."
 9:05:31 "DEBUG :: SetCaptive applied to unit Ins_Soldier_AR at 155072."
 9:05:31 "DEBUG :: SetCaptive applied to unit Ins_Lopotev at 155072."
 9:05:31 "DEBUG :: SetCaptive applied to unit Ins_Woodlander3 at 155072."
 9:05:31 "DEBUG :: SetCaptive applied to unit Ins_Worker2 at 154072."
 9:05:31 "DEBUG :: SetCaptive applied to unit Dr_Hladik_EP1 at 155072."
 9:05:31 "DEBUG :: SetCaptive applied to unit Damsel5 at 155072."
 9:05:31 "MISSION 1: Hostage Rescue - MissionSpawnChance Success"
 9:05:31 "MISSION 1: Hostage Rescue - Mission Script Started"
 9:05:31 "MISSION 1: Hostage Rescue - Loot event setup, waiting for 900 seconds"
 9:05:31 "MISSION 1: Hostage Rescue - Creating Hostage Camp"
 9:05:31 "MISSION 1: Hostage Rescue - Spawning Hostages"
 9:05:31 "FMarker 1: Loading Script"
 9:05:31 "MISSION 1: Hostage Rescue - Spawning Attackers"
 9:05:32 "FLoot: Extra Loot Chance Success"
 9:05:32 "FLoot: Extra Loot Chance Failed"
 9:05:32 "MISSION 1: Hostage Rescue - Loading -=FAI Units=- Started"
 9:05:32 "MISSION 1: Hostage Rescue - Waiting..."
 9:05:32 "FLoot: Extra Loot Chance Failed"
 9:05:32 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:05:32 "FLoot: Extra Loot Chance Success"
 9:05:32 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:05:32 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:05:32 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:05:32 "FLoot: Extra Loot Chance Failed"
 9:05:32 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:05:32 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:05:32 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:05:32 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:05:32 "FLoot: Extra Loot Chance Success"
 9:05:32 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:05:32 "FAI Unit 1.1: -=Elite=- Bandit Spawned @ Location: [13222.8,11937.3] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:05:32 "FLoot: Extra Loot Chance Failed"
 9:05:32 "FLoot: Extra Loot Chance Success"
 9:05:32 "FLoot: Extra Loot Chance Success"
 9:05:32 "FLoot: Extra Loot Chance Failed"
 9:05:32 "FLoot: Extra Loot Chance Failed"
 9:05:32 "FLoot: Extra Loot Chance Failed"
 9:05:32 "FLoot: Extra Loot Chance Failed"
 9:05:32 "FLoot: Extra Loot Chance Failed"
 9:05:33 Server: Object 3:6 not found (message 70)
 9:05:33 "TIME SYNC: Local Time set to [2013,8,3,13,5]"
 9:06:31 [DZMS]: Starting DayZ Mission System.
 9:06:31 [DZMS]: DZAI Found! Using DZAI's Relations!
 9:06:31 [DZMS]: Currently Running Version: 1.1FIN
 9:06:31 [DZMS]: Mission and Extended Configuration Loaded!
 9:06:31 [DZMS]: napf Detected. Map Specific Settings Adjusted!
 9:06:31 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!
 9:06:31 [DZMS]: Loading ExecVM Functions.
 9:06:31 [DZMS]: Loading Compiled Functions.
 9:06:31 [DZMS]: Loading All Other Functions.
 9:06:31 [DZMS]: Mission Functions Script Loaded!
 9:06:31 [DZMS]: Major Mission Clock Starting!
 9:06:31 [DZMS]: Minor Mission Clock Starting!
 9:06:31 [DZMS]: Mission Marker Loop for JIPs Starting!
 9:06:49 "WAI: [Mission:[Bandit] Armed Vehicle]: Starting... [14848.9,16003.7,0]"
 9:06:49 "WAI: Spawned a group of 2 AI (Hero) at [14848.9,16003.7,0]"
 9:06:49 "WAI: Spawned a group of 2 AI (Hero) at [14848.9,16003.7,0]"
 9:06:49 "WAI: Spawned a group of 2 AI (Hero) at [14848.9,16003.7,0]"
 9:06:49 "WAI: Spawned in 1 SPG9_TK_GUE_EP1"
 9:07:13 "WAI: [Mission:[Hero] Black Hawk Crash]: Starting... [16890.4,14230.8,0]"
 9:07:13 "WAI: Spawned a group of 3 AI (Bandit) at [16890.4,14230.8,0]"
 9:07:13 "WAI: Spawned a group of 3 AI (Bandit) at [16890.4,14230.8,0]"
 9:07:13 "WAI: Spawned a group of 3 AI (Bandit) at [16890.4,14230.8,0]"
 9:07:13 "WAI: Spawned in 2 M2StaticMG"
 9:07:31 [DZMS]: Running Major Mission SM3.
 9:07:34 [DZMS]: (DZMSUnitsMajor) 3 AI Spawned, 3 units in mission.
 9:07:39 [DZMS]: (DZMSUnitsMajor) 3 AI Spawned, 6 units in mission.
 9:07:44 [DZMS]: (DZMSUnitsMajor) 3 AI Spawned, 9 units in mission.
 9:07:49 [DZMS]: (DZMSUnitsMajor) 3 AI Spawned, 12 units in mission.
 9:07:49 [DZMS]: (DZMSUnitsMajor) Waiting for 2/12 Units or Less to be Alive and a Player to be Near the Objective.
 9:08:27 [DZMS]: Running Minor Mission SM3.
 9:08:31 [DZMS]: (DZMSUnitsMinor) 6 AI Spawned, 6 units in mission.
 9:08:35 [DZMS]: (DZMSUnitsMinor) 6 AI Spawned, 12 units in mission.
 9:08:38 [DZMS]: (DZMSUnitsMinor) Waiting for 2/12 Units or Less to be Alive and a Player to be Near the Objective.
 9:08:51 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
 9:10:01 "RUNNING EVENT: FMission_Launcher2 on [2014,12,11,13,10]"
 9:10:01 "FMission Launcher 2: Checking Spawn Chance"
 9:10:01 "FMission Launcher 2: Spawn Chance Succeeded with 0.836964 it needed to be lower than 1"
 9:10:02 "FMission Launcher 2: Selecting script and launching"
 9:10:02 "FMission Launcher 2: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\M2\NetShark\M2_Russian_Ace_Squad.sqf"
 9:10:02 "MISSION 2: Russian Ace Squad - Script Running"
 9:10:02 "MISSION 2: Russian Ace Squad - Checking MissionSpawnChance"
 9:10:02 "MISSION 2: Russian Ace Squad - Failed with 0.752504 it needed to be lower than 0.4"
 9:10:32 "DZAI Monitor :: Server Uptime - 0 d 0 hr 5 min 13 sec. Active AI Units - 0."
 9:10:32 "DZAI Monitor :: Dynamic Spawns - 0/0 (active/total). Air Patrols: 5/5 (cur/max). Land Patrols: 15/20."
 9:11:31 ca\misc\houpacka.p3d: house, config class missing
 9:13:51 "TIME SYNC: Local Time set to [2013,8,3,13,13]"
 9:15:02 "RUNNING EVENT: FMission_Launcher1 on [2014,12,11,13,15]"
 9:15:02 "FMission Launcher 1: Checking Spawn Chance"
 9:15:02 "FMission Launcher 1: Spawn Chance Succeeded with 0.224628 it needed to be lower than 1"
 9:15:02 "FMission Launcher 1: Selecting script and launching"
 9:15:02 "FMission Launcher 1: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\M1\NetShark\M1_Assassination_Gold_Dealer.sqf"
 9:15:02 "MISSION 1 already running"
 9:15:32 "DZAI Monitor :: Server Uptime - 0 d 0 hr 10 min 13 sec. Active AI Units - 0."
 9:15:32 "DZAI Monitor :: Dynamic Spawns - 0/0 (active/total). Air Patrols: 5/5 (cur/max). Land Patrols: 20/20."
 9:18:51 "TIME SYNC: Local Time set to [2013,8,3,13,18]"
 9:20:02 "RUNNING EVENT: FMission_Launcher2 on [2014,12,11,13,20]"
 9:20:02 "FMission Launcher 2: Checking Spawn Chance"
 9:20:02 "FMission Launcher 2: Spawn Chance Succeeded with 0.244001 it needed to be lower than 1"
 9:20:03 "FMission Launcher 2: Selecting script and launching"
 9:20:03 "FMission Launcher 2: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\M2\NetShark\M2_Russian_Ace_Squad.sqf"
 9:20:03 "MISSION 2: Russian Ace Squad - Script Running"
 9:20:03 "MISSION 2: Russian Ace Squad - Checking MissionSpawnChance"
 9:20:03 "MISSION 2: Russian Ace Squad - Failed with 0.446557 it needed to be lower than 0.4"
 9:20:32 "DZAI Monitor :: Server Uptime - 0 d 0 hr 15 min 13 sec. Active AI Units - 0."
 9:20:32 "DZAI Monitor :: Dynamic Spawns - 0/0 (active/total). Air Patrols: 5/5 (cur/max). Land Patrols: 20/20."
 9:21:23 Out of path-planning region for R 1-1-D:1 at 10360.0,12290.0, node type
 9:21:23 Out of path-planning region for R 1-1-D:1 at 10360.0,12290.0, node type
 9:21:24 Out of path-planning region for R 1-1-D:1 at 10360.0,12290.0, node type
 9:23:51 "TIME SYNC: Local Time set to [2013,8,3,13,23]"
 9:25:03 "RUNNING EVENT: FMission_Launcher1 on [2014,12,11,13,25]"
 9:25:03 "FMission Launcher 1: Checking Spawn Chance"
 9:25:03 "FMission Launcher 1: Spawn Chance Succeeded with 0.382519 it needed to be lower than 1"
 9:25:03 "FMission Launcher 1: Selecting script and launching"
 9:25:03 "FMission Launcher 1: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\M1\NetShark\M1_Assassination_Gold_Dealer.sqf"
 9:25:03 "MISSION 1 already running"
 9:25:32 "DZAI Monitor :: Server Uptime - 0 d 0 hr 20 min 13 sec. Active AI Units - 0."
 9:25:32 "DZAI Monitor :: Dynamic Spawns - 0/0 (active/total). Air Patrols: 5/5 (cur/max). Land Patrols: 20/20."
 9:25:33 "MISSION 1: Hostage Rescue - Wait condition satisfied"
 9:25:33 "MISSION 1: Hostage Rescue - Starting Timeout Check"
 9:25:33 "MISSION 1: Hostage Rescue - Mission Timed Out"
 9:25:38 "MISSION 1: Hostage Rescue - Script Ended"
 9:25:38 "FAI Unit 1.1: AI Units Deleted"
 9:25:38 "FAI Unit 1.1: AI Units Deleted"
 9:25:38 "FAI Unit 1.1: AI Units Deleted"
 9:25:38 "FAI Unit 1.1: AI Units Deleted"
 9:25:38 "FAI Unit 1.1: AI Units Deleted"
 9:25:38 "FAI Unit 1.1: AI Units Deleted"
 9:25:38 "FAI Unit 1.1: AI Units Deleted"
 9:25:38 "FAI Unit 1.1: AI Units Deleted"
 9:25:38 "FAI Unit 1.1: AI Units Deleted"
 9:25:38 "FAI Unit 1.1: AI Units Deleted"
 9:25:49 "FMarker 1: Closing Script"
 9:28:37 R 1-2-G:2 (Fusilero): Unknown action Eject, target R 1-2-G:2
 9:28:51 "TIME SYNC: Local Time set to [2013,8,3,13,28]"
 9:29:52 "CLEANUP: Deleted 10 Loot Piles out of 19"
 9:30:03 "RUNNING EVENT: FMission_Launcher2 on [2014,12,11,13,30]"
 9:30:03 "FMission Launcher 2: Checking Spawn Chance"
 9:30:03 "FMission Launcher 2: Spawn Chance Succeeded with 0.756726 it needed to be lower than 1"
 9:30:03 "FMission Launcher 2: Selecting script and launching"
 9:30:03 "FMission Launcher 2: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\M2\NetShark\M2_Russian_Ace_Squad.sqf"
 9:30:03 "MISSION 2: Russian Ace Squad - Script Running"
 9:30:03 "MISSION 2: Russian Ace Squad - Checking MissionSpawnChance"
 9:30:04 "MISSION 2: Russian Ace Squad - Mission SpawnChance Success"
 9:30:04 "MISSION 2: Russian Ace Squad - Mission Script Started"
 9:30:04 "MISSION 2: Russian Ace Squad - Loading -= Marker =- Started"
 9:30:04 "MISSION 2: Russian Ace Squad - Loading -= Marker =- Completed"
 9:30:04 "FMarker 2: Loading Script"
 9:30:05 "MISSION 2: Russian Ace Squad - Loading -= Base =- Started"
 9:30:05 "MISSION 2: Russian Ace Squad - Loading -= Base =- Completed"
 9:30:05 "MISSION 2: Russian Ace Squad - Loading -= AI Patrols =- Started"
 9:30:06 Duplicate weapon ItemRadio detected for RU_Soldier
 9:30:06 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:30:06 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:30:06 "FLoot: Extra Loot Chance Failed"
 9:30:06 "FLoot: Extra Loot Chance Failed"
 9:30:06 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:30:06 Duplicate weapon ItemRadio detected for RU_Soldier
 9:30:06 "FAI Unit 1.1: -=Elite=- Bandit Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:30:06 "FLoot: Extra Loot Chance Failed"
 9:30:06 "FAI Unit 1.1: -=Elite=- Bandit Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:30:06 "FLoot: Extra Loot Chance Success"
 9:30:06 "FLoot: Extra Loot Chance Failed"
 9:30:06 "FAI Unit 1.1: -=Noob=- Sniper Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:30:06 "FAI Unit 1.1: -=Skilled=- Sniper Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:30:06 "FLoot: Extra Loot Chance Success"
 9:30:06 "FAI Unit 1.1: -=Noob=- Sniper Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:30:06 "FAI Unit 1.1: -=Noob=- Sniper Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:30:06 "FLoot: Extra Loot Chance Failed"
 9:30:06 "FAI Unit 1.1: -=Skilled=- Sniper Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:30:06 "FLoot: Extra Loot Chance Failed"
 9:30:06 "FLoot: Extra Loot Chance Failed"
 9:30:06 "FLoot: Extra Loot Chance Failed"
 9:30:06 "MISSION 2: Russian Ace Squad - Loading -= AI Patrols =- Completed"
 9:30:06 Duplicate weapon ItemRadio detected for RUS_Soldier2
 9:30:06 Duplicate weapon ItemRadio detected for RUS_Soldier2
 9:30:06 "FAI Unit 1.1: -=Elite=- Medic Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:30:07 "FLoot: Extra Loot Chance Failed"
 9:30:07 "FLoot: Extra Loot Chance Failed"
 9:30:07 "FAI Unit 1.1: -=Elite=- Medic Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:30:07 "FAI Unit 1.1: -=Noob=- Medic Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:30:07 "FAI Unit 1.1: -=Skilled=- Medic Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:30:07 "FLoot: Extra Loot Chance Success"
 9:30:07 "FAI Unit 1.1: -=Noob=- Medic Spawned @ Location: [12210.1,9906.23] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:30:07 "FLoot: Extra Loot Chance Failed"
 9:30:07 "FLoot: Extra Loot Chance Failed"
 9:30:07 "MISSION 2: Russian Ace Squad - Loading -= Static AI =- Started"
 9:30:07 "FLoot: Extra Loot Chance Failed"
 9:30:07 "FLoot: Extra Loot Chance Success"
 9:30:08 "FLoot: Extra Loot Chance Failed"
 9:30:08 "FLoot: Extra Loot Chance Failed"
 9:30:09 "MISSION 2: Russian Ace Squad - Loading -= Static AI =- Completed"
 9:30:09 "FLoot: Extra Loot Chance Failed"
 9:30:09 "MISSION 2: Russian Ace Squad - Loading -= AI Vehicles =- Started"
 9:30:10 "FAI_NetShark Vehicle 1.0: -=T72_RU=- Spawned @ Location: [12192.5,9912.85] | Patrol Radius: 150m"
 9:30:14 "MISSION 2: Russian Ace Squad - Loading -= AI Vehicles =- Completed"
 9:30:15 "FAI_NetShark Vehicle 1.0: -=T72_RU=- Spawned @ Location: [12192.5,9912.85] | Patrol Radius: 150m"
 9:30:15 "MISSION 2: Russian Ace Squad - Loading -= Mine Field =- Started"
 9:30:15 "MISSION 2: Russian Ace Squad - Loading -= Mine Field =- Completed"
 9:30:15 "FMinefield: Checking Mine Field Spawn Chance"
 9:30:15 "MISSION 2: Russian Ace Squad - Creating loot box"
 9:30:15 "FMinefield 1.0: Spawn Chance Succeeded with 0.132451 it needed to be lower than 0.5"
 9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12201.9,9994.89,0]"
 9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12158.1,9927.54,0]"
 9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12159.4,9983.38,0]"
 9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12152.2,9991.22,0]"
 9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12134.5,9915.76,0]"
 9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12186.9,9921.23,0]"
 9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12191,9972.59,0]"
 9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12134.8,9974.21,0]"
 9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12206.7,9945.98,0]"
 9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12175.9,9937.08,0]"
 9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12160.8,9977.05,0]"
 9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12185.2,9964.54,0]"
 9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12221.2,9993.44,0]"
 9:30:15 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12220.6,9916.57,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12197.2,9917.01,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12191.4,9972.57,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12231.9,9925.19,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12141.9,9906.15,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12190.3,9904.59,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12213.7,9909.27,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12224.8,9987.94,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12209,9904.04,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12208.9,9971.08,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12195.2,9944.39,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12225.8,9950.43,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12192.5,9953.59,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12155,9960.5,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12162,9961.77,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12160.5,9911.37,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12192.2,9943.37,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12177.7,9926.24,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12187.4,9954.67,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12201.3,9978.85,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12134.9,9980.53,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12207.2,9963.94,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12149.9,9964.86,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12211.7,9997.59,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12159.2,9927.68,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12230.7,9990.29,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12228.4,9996.07,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12147.4,9924.5,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12142.6,9904.75,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12133,9984.05,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12143.5,9983.55,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12184.2,9941.65,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12167.3,9944.91,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12161.1,9946.37,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12182,9971.41,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12226.6,9978.16,0]"
 9:30:16 "FMinefield 1.0: -=Mine=- Spawned @ Location: [12158.8,9907.26,0]"
 9:30:16 "MISSION 2: Russian Ace Squad - Loot box created, adding loot to loot box"
 9:30:16 "MISSION 2: Russian Ace Squad - Loot created and added to loot box"
 9:30:32 "DZAI Monitor :: Server Uptime - 0 d 0 hr 25 min 14 sec. Active AI Units - 4."
 9:30:32 "DZAI Monitor :: Dynamic Spawns - 0/0 (active/total). Air Patrols: 5/5 (cur/max). Land Patrols: 19/20."
 9:30:52 "CLEANUP: Deleted 1 Loot Piles out of 10"
 9:33:22 "WAI: [Mission:[Bandit] Armed Vehicle]: Ended at [14848.9,16003.7,0]"
 9:33:51 "TIME SYNC: Local Time set to [2013,8,3,13,33]"
 9:34:41 "WAI: [Mission:[Bandit] Lunch break Convoy]: Starting... [3091.38,4967.36,0]"
 9:34:41 "WAI: Spawned a group of 5 AI (Hero) at [3091.38,4967.36,0]"
 9:34:42 "WAI: Spawned a group of 5 AI (Hero) at [3091.38,4967.36,0]"
 9:34:42 "WAI: Spawned a group of 5 AI (Hero) at [3091.38,4967.36,0]"
 9:34:43 "WAI: Spawned a group of 5 AI (Hero) at [3091.38,4967.36,0]"
 9:34:43 "WAI: Spawned in 3 M2StaticMG"
 9:35:03 "RUNNING EVENT: FMission_Launcher1 on [2014,12,11,13,35]"
 9:35:03 "FMission Launcher 1: Checking Spawn Chance"
 9:35:03 "FMission Launcher 1: Spawn Chance Succeeded with 0.0604304 it needed to be lower than 1"
 9:35:04 "FMission Launcher 1: Selecting script and launching"
 9:35:04 "FMission Launcher 1: Launching Mission: \z\addons\dayz_server\addons\Fmission\Missions\M1\NetShark\M1_Assassination_Gold_Dealer.sqf"
 9:35:04 "MISSION 1: Assassination - Script Started"
 9:35:04 "MISSION 1: Assassination - Checking MissionSpawnChance"
 9:35:04 "MISSION 1: Assassination - Mission SpawnChance Success"
 9:35:05 "MISSION 1: Assassination - Mission Script Started"
 9:35:05 "MISSION 1: Assassination - Spawning loot event at [4065.58,10813.3]"
 9:35:05 "FMarker 1: Loading Script"
 9:35:06 "MISSION 1: Assassination - Loading -=FAI Units=- Started"
 9:35:07 "FLoot: Extra Loot Chance Failed"
 9:35:07 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:35:07 "FLoot: Extra Loot Chance Failed"
 9:35:07 "FLoot: Extra Loot Chance Failed"
 9:35:07 "FLoot: Extra Loot Chance Failed"
 9:35:07 "FLoot: Extra Loot Chance Failed"
 9:35:07 "FLoot: Extra Loot Chance Failed"
 9:35:07 "FLoot: Extra Loot Chance Failed"
 9:35:07 "FLoot: Extra Loot Chance Failed"
 9:35:07 "FLoot: Extra Loot Chance Failed"
 9:35:07 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:35:07 "FLoot: Extra Loot Chance Success"
 9:35:07 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:35:07 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:35:07 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:35:07 "FLoot: Extra Loot Chance Success"
 9:35:07 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:35:07 "FLoot: Extra Loot Chance Failed"
 9:35:07 "FLoot: Extra Loot Chance Success"
 9:35:07 "FAI Unit 1.1: -=Elite=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:35:07 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:35:07 "FAI Unit 1.1: -=Elite=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:35:07 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:35:07 "FLoot: Extra Loot Chance Success"
 9:35:07 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:35:07 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:35:07 "FLoot: Extra Loot Chance Failed"
 9:35:07 "FAI Unit 1.1: -=Elite=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:35:07 "FAI Unit 1.1: -=Elite=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:35:07 "FAI Unit 1.1: -=Noob=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:35:07 "FAI Unit 1.1: -=Skilled=- Bandit Spawned @ Location: [4058.3,11003.7] | Patrol Radius: 50m | Waypoints Assigned: 4"
 9:35:07 "FLoot: Extra Loot Chance Failed"
 9:35:16 "MISSION 1: Assassination - Loading -=FAI=- Completed"
 9:35:17 "MISSION 1: Assassination - Loading -=FAI Vehicle=- Started"
 9:35:17 "FAI Vehicle 1.0: -=HMMWV_M1151_M2_CZ_DES_EP1_DZ=- Spawned @ Location: [4068.31,11080.4] | Patrol Radius: 150m"
 9:35:17 "FAI Vehicle 1.0: -=LAV25_DZ=- Spawned @ Location: [4068.31,11080.4] | Patrol Radius: 150m"
 9:35:17 "FAI Vehicle 1.0: -=HMMWV_M998A2_SOV_DES_EP1_DZE=- Spawned @ Location: [4068.31,11080.4] | Patrol Radius: 150m"
 9:35:18 "MISSION 1: Assassination - Loading -=FAI Vehicle=- Completed"
 9:35:18 "MISSION 1: Assassination - Loading -=FAI Heli=- Started"
 9:35:18 "FAI Heli 1.0: -=UH1H_DZ=- Spawned @ Location: [4061.68,11009] | Patrol Radius: 250m"
 9:35:19 "MISSION 1: Assassination - Loading -=FAI Heli=- Completed"
 9:35:20 "MISSION 1: Assassination - Creating Assassination Target"
 9:35:20 "MISSION 1: Assassination - Spawning Interior Attackers"
 9:35:21 "FLoot: Extra Loot Chance Failed"
 9:35:21 "MISSION 1: Assassination - Waiting..."
 9:35:21 "FMinefield: Checking Mine Field Spawn Chance"
 9:35:21 "FLoot: Extra Loot Chance Failed"
 9:35:21 "FMinefield 1.0: Spawn Chance Failed with 0.893138 it needed to be lower than 0.5"

 

Any ideas why are these happening?
 
Thanks a lot.

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Hmm so I would need to alter this code for each mission?

 

waitUntil
{
sleep 10;
 
_player_present = false;
 
{
if((isPlayer _x) && (_x distance [_pos_x,_pos_y,0] <= _triggerdis)) then {
_player_present = true;
};
} count playableUnits;
 
(_player_present)
};

 

 

This will spawn AI when players get near but once spawned they will not despawn till either killed or mission (if on timer ) Finishes. I used it for static AI but removed the Static AI as once they are spawned they are there until restart. Went back to using DZAI for my static spawns as triggers are so simple on that system.

 

_position     = [0,0,0]; // coords center of the mission

_start         = false;

waitUntil{

    {

        if((isPlayer _x) && (_x distance _position <= 1500)) then {

            _start = true

        };

    } count playableUnits;

    (_start)

};

 

MegaZ

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No Mission spawns/size]

WAI Version 2.1.4
World: Chernarus
Mods: @Overpoch, @Epoch1051
Installed add-ons no one
Custom loot files Yes (Overpoch )

Problem description
No Mission spawns, no vehicle spawn, no map markers etc

What i tried so far
I trying to find out, what the problem is, and then ill fix it, so far i found no mistakes.

Config file

 if(isServer) then {

    /* GENERAL CONFIG */
    
        debug_mode                = false;        // enable debug
        use_blacklist                = true;            // use blacklist
        blacklist                    = [
            [[5533.00,8445.00],[6911.00,7063.00]],    // Stary
            [[0,16000,0],[1000,-0,0]],                // Left
            [[0,16000,0],[16000.0,14580.3,0]]        // Top
        ];

    /* END GENERAL CONFIG */

    /* AI CONFIG */

        ai_clear_body                 = false;        // instantly clear bodies
        ai_clean_dead                 = true;            // clear bodies after certain amount of time
        ai_cleanup_time             = 7200;            // time to clear bodies in seconds
        ai_clean_roadkill            = false;         // clean bodies that are roadkills
        ai_roadkill_damageweapon    = 0;            // percentage of chance a roadkill will destroy weapon AI is carrying

        ai_bandit_combatmode        = "YELLOW";        // combatmode of bandit AI
        ai_bandit_behaviour            = "COMBAT";        // behaviour of bandit AI

        ai_hero_combatmode            = "YELLOW";        // combatmode of hero AI
        ai_hero_behaviour            = "COMBAT";        // behaviour of hero AI

        ai_share_info                = true;            // AI share info on player position
        ai_share_distance            = 300;            // Distance from killed AI for AI to share your rough position

        ai_kills_gain                = true;            // add kill to bandit/human kill score
        ai_humanity_gain            = true;            // gain humanity for killing AI
        ai_add_humanity                = 50;            // amount of humanity gained for killing a bandit AI
        ai_remove_humanity            = 50;            // amount of humanity lost for killing a hero AI
        ai_special_humanity            = 150;            // amount of humanity gain or loss for killing a special AI dependant on player alignment
        
        ai_skill_extreme            = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];     // Extreme
        ai_skill_hard                = [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];     // Hard
        ai_skill_medium                = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];    // Medium
        ai_skill_easy                = [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];    // Easy
        ai_skill_random                = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];

        ai_static_useweapon            = true;    // Allows AI on static guns to have a loadout     
        ai_static_weapons            = ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"];    // static guns

        ai_static_skills            = false;    // Allows you to set custom array for AI on static weapons. (true: On false: Off)
        ai_static_array                = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];

        ai_gear0                    = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]];
        ai_gear1                    = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]];
        ai_gear_random                = [ai_gear0,ai_gear1];    // Allows the possibility of random gear

        ai_wep_assault                = [["M16A4_ACG","30Rnd_556x45_Stanag"],["Sa58V_RCO_EP1","30Rnd_762x39_AK47"],["SCAR_L_STD_Mk4CQT","30Rnd_556x45_Stanag"],["M8_sharpshooter","30Rnd_556x45_Stanag"],["M4A1_HWS_GL_camo","30Rnd_556x45_Stanag"],["SCAR_L_STD_HOLO","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"],["M16A4","30Rnd_556x45_Stanag"],["m8_carbine","30Rnd_556x45_Stanag"],["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"],["Sa58V_CCO_EP1","30Rnd_762x39_AK47"]];    // Assault
        ai_wep_machine                = [["RPK_74","75Rnd_545x39_RPK"],["MK_48_DZ","100Rnd_762x51_M240"],["M249_EP1_DZ","200Rnd_556x45_M249"],["Pecheneg_DZ","100Rnd_762x54_PK"],["M240_DZ","100Rnd_762x51_M240"]];    // Light machine guns
        ai_wep_sniper                = [["M14_EP1","20Rnd_762x51_DMR"],["SCAR_H_LNG_Sniper_SD","20Rnd_762x51_SB_SCAR"],["M110_NVG_EP1","20rnd_762x51_B_SCAR"],["SVD_CAMO","10Rnd_762x54_SVD"],["VSS_Vintorez","20Rnd_9x39_SP5_VSS"],["DMR","20Rnd_762x51_DMR"],["M40A3","5Rnd_762x51_M24"]];    // Sniper rifles
        ai_wep_random                = [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine];    // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle
        ai_wep_launchers_AT            = ["M136","RPG18","JAVELIN"];
        ai_wep_launchers_AA            = ["Strela","Igla","STINGER"];
        
        ai_packs                    = ["DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
        ai_hero_skin                = ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"];
        ai_bandit_skin                = ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"];
        ai_special_skin                = ["Functionary1_EP1_DZ"];
        ai_all_skin                    = [ai_hero_skin,ai_bandit_skin,ai_special_skin];

        ai_add_skin                    = true;            // adds unit skin to inventory on death
        
    /* END AI CONFIG */

    /* WAI MISSIONS CONFIG */
        wai_mission_system            = true;    // use built in mission system

        wai_mission_markers            = ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"];

        wai_avoid_missions            = true;                                // avoid spawning near other missions, these are defined in wai_mission_markers
        wai_avoid_traders            = true;                                // avoid spawning missions near traders
        wai_mission_spread            = 750;                                // make missions spawn this far apart from one another and other markers
        wai_near_town                = 0;                                // make missions check for towns around this radius
        wai_near_road                = 0;                                // make missions check for roads around this radius
        wai_near_water                = 50;                                // nearest water allowed near missions
        
        wai_mission_timer            = [300,900];                        // time between missions 5-15 minutes
        wai_mission_timeout            = [900,1800];                         // time each missions takes to despawn if inactive 15-30 minutes
        wai_timeout_distance        = 1000;                                // if a player is this close to a mission then it won't time-out
        
        wai_clean_mission            = true;                                // clean all mission buildings after a certain period
        wai_clean_mission_time        = 1800;                                // time after a mission is complete to clean mission buildings

        wai_mission_fuel            = [10,20];                            // fuel inside mission spawned vehicles [min%,max%]
        wai_vehicle_damage            = [20,80];                            // damages to spawn vehicles with [min%,max%]
        wai_keep_vehicles            = true;                                // save vehicles to database and keep them after restart

        wai_crates_smoke            = true;                                // pop smoke on crate when mission is finished during daytime
        wai_crates_flares            = true;                                // pop flare on crate when mission is finished during nighttime
        
        wai_players_online            = 1;                                 // number of players online before mission starts
        wai_server_fps                = 5;                                 // missions only starts if server FPS is over wai_server_fps
        
        wai_kill_percent            = 30;                                // percentage of AI players that must be killed at "crate" missions to be able to trigger completion

        wai_high_value                = true;                                // enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate
        wai_high_value_chance        = 1;                                // chance in percent you find above mentioned item

        wai_enable_minefield        = true;                                // enable minefields to better defend missions
        wai_use_launchers            = false;                            // add a rocket launcher to each spawned AI group
        wai_remove_launcher            = false;                            // remove rocket launcher from AI on death

        // Missions
        wai_hero_missions            = [                                 // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages
                                        ["black_hawk_crash",12],
                                        ["armed_vehicle",13],
                                        ["bandit_base",8],
                                        ["captured_mv22",8],
                                        ["ikea_convoy",8],
                                        ["destroyed_ural",18],
                                        ["disabled_milchopper",10],
                                        ["mayors_mansion",10],
                                        ["weapon_cache",13]
                                    ];
        wai_bandit_missions            = [
                                        ["armed_vehicle",12],
                                        ["black_hawk_crash",14],
                                        ["captured_mv22",6],
                                        ["broken_down_ural",14],
                                        ["hero_base",6],
                                        ["ikea_convoy",8],
                                        ["medi_camp",16],
                                        ["presidents_mansion",6],
                                        ["sniper_extraction",8],
                                        ["weapon_cache",10]
                                    ];
        /*
        wai_special_missions        = [
                                        ["bunny_ranch",100]
                                    ];
        */
        
        // Vehicle arrays
        armed_vehicle                 = ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Offroad_DSHKM_Gue_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"];
        armed_chopper                 = ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"];
        civil_chopper                 = ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"];
        military_unarmed             = ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"];
        cargo_trucks                 = ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"];
        refuel_trucks                = ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"];
        civil_vehicles                 = ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"];

        // Dynamic box array
        crates_large                = ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"];
        crates_medium                = ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"];
        crates_small                = ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"];

        crate_weapons_buildables    = [["ChainSaw","ItemJerryMixed"],["ChainSawB","ItemJerryMixed"],["ChainSawG","ItemJerryMixed"],["ChainSawP","ItemJerryMixed"],["ChainSawR","ItemJerryMixed"]];
        
        crate_tools                    = ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"];
        crate_tools_buildable        = ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"];
        crate_tools_sniper            = ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"];

        crate_items                    = ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"];
        crate_items_high_value        = ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit"];
        crate_items_food            = ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"];
        crate_items_buildables        = ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"];
        crate_items_vehicle_repair    = ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"];
        crate_items_medical            = ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"];
        crate_items_chainbullets    = ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"];
        crate_items_sniper            = [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"];
        crate_items_president        = ["ItemDocument","ItemGoldBar10oz"];

        crate_backpacks_all            = ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
        crate_backpacks_large        = ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"];

        crate_random                = [crate_items,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets];

    /* END WAI MISSIONS CONFIG */

    /* STATIC MISSIONS CONFIG */

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

    /* END STATIC MISSIONS CONFIG */

    configloaded = true;

};



Server RPT

 To big for pastebin and forums, so i uploaded the file und ile upload. http://www.file-upload.net/download-9984197/7770.RPT.html

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Server RPT

 To big for pastebin and forums, so i uploaded the file und ile upload. http://www.file-upload.net/download-9984197/7770.RPT.html

best thing to do for your rpt so its not so big, just open it, delete its contents, save it, rerun the server so its only reading for one session. Then find the errors associated with WAI and post the errors vs the entire rpt

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Soo per say would I alter them like this?...
 
if(isServer) then {
 
private ["isPlayer _x","_x distance","_start","_complete","_crate","_mission","_static_gun","_crate_type","_rndnum","_playerPresent","_vehname","_vehicle","_position","_vehclass];
 
// Get mission number, important we do this early
_mission = count wai_mission_data -1;
 
//Armed Land Vehicle
_vehclass = armed_vehicle call BIS_fnc_selectRandom;
_vehname = getText (configFile >> "CfgVehicles" >> _vehclass >> "displayName");
 
_position = [30] call find_position;
[_mission,_position,"Medium",format["Disabled %1",_vehname],"MainBandit",true] call mission_init;
 
diag_log format["WAI: [Mission:[bandit] Armed Vehicle]: Starting... %1",_position];
 
_position     = [0,0,0]; // coords center of the mission
_start         = false;
waitUntil{
    {
        if((isPlayer _x) && (_x distance _position <= 1500)) then {
            _start = true
        };
    } count playableUnits;
    (_start)
};
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Is there a way to prevent the AI from getting equipped with NVGs at night? I have removed all NVGs from the gear lists and substituted flashlights, but the AI is getting NVGs in addition to the flashlights.

At one point there was an option in the config to do so. Not sure why it was removed, They still got them but the deleted once the ai was killed. I would guess you would have to dig around a bit in the compile folder to find a way around them getting them at night by default

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@Netshark: You are using an old template for static spawns, try this.

 

if(isServer) then {

// ---------- Inicio Torrestas AI ---------------------
[[[16376.9,18406.4,0.00143814],[16618.8,18206,19.3614],[16542.6,18198.9,19.3614],[16283.3,18578.2,0.00146484],[16220,18516.1,0.00177002],[16057.8,18772.1,0.00117493],[16123.4,18739.6,0.00131989]], //position(s) (can be multiple).
"ZU23_TK_EP1", // Classname of turret
"hard", // Skill level of unit (easy, medium, hard, extreme, Random)
"US_Delta_Force_Marksman_EP1", // 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
"DZ_Patrol_Pack_EP1", // Backpack classname, use "Random" or classname here
"Random" // Gearset classname, use "Random" or classname here
] call spawn_static;

// ---------- Fin Torrestas AI ---------------------


// ---------- Inicio AI desde Choppers ---------------------
// Chopper 1
[[16459.6,18340.1,2],                    //Position that units will be dropped by
[18285.2,18808.9,10],              //Starting position of the heli
800,                               //Radius from drop position a player has to be to spawn chopper
"CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"",                                //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

// Chopper 2
[[16411.3,18379.2,2],         //Position that units will be dropped by
[18285.2,18808.9,10],               //Starting position of the heli
200,                               //Radius from drop position a player has to be to spawn chopper
"CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

// Chopper 3
[[16164.9,18611.7,2],         //Position that units will be dropped by
[15910.1,19153,10],               //Starting position of the heli
350,                               //Radius from drop position a player has to be to spawn chopper
"CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

// Chopper 4
[[16706.4,18757.4,2],         //Position that units will be dropped by
[16254.7,19139.4,10],               //Starting position of the heli
250,                               //Radius from drop position a player has to be to spawn chopper
"CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;


// Chopper 5 - Teasure Protector
[[16030,18799.5,2],                     //Position that units will be dropped by
[15639.8,19964.7,10],               //Starting position of the heli
50,                               //Radius from drop position a player has to be to spawn chopper
"MH60S_DZE",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
"Random",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
10,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

// Chopper 6 - Teasure Protector
[[16030,18799.5,2],         //Position that units will be dropped by
[16867.1,19154.2,10],               //Starting position of the heli
30,                               //Radius from drop position a player has to be to spawn chopper
"MH60S_DZE",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
"Random",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
10,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
False                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

// Chopper 7 - Teasure Protector
[[16030,18799.5,2],          //Position that units will be dropped by
[15625.5,18732.6,10],               //Starting position of the heli
10,                               //Radius from drop position a player has to be to spawn chopper
"MH60S_DZE",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
"Random",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
10,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
False                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;



// ---------- Fin AI desde Choppers ---------------------

// ---------- Inicio Vehiculos Patrulla AI ---------------------
// Vehiculo 1
[[16747.6,18089.5,0],   //Position to patrol
[16747.6,18089.5,0],    // Position to spawn at
200,                    //Radius of patrol
10,                     //Number of waypoints to give
"M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
1                        //Skill level of units
] spawn vehicle_patrol;

// Vehiculo 2
[[16579.1,18404.1,0],   //Position to patrol
[16579.1,18404.1,0],    // Position to spawn at
200,                    //Radius of patrol
10,                     //Number of waypoints to give
"M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
1                        //Skill level of units
] spawn vehicle_patrol;

// Vehiculo 3
[[16344.2,18451.7,0],   //Position to patrol
[16344.2,18451.7,0],    // Position to spawn at
200,                    //Radius of patrol
10,                     //Number of waypoints to give
"M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
1                        //Skill level of units
] spawn vehicle_patrol;

// Vehiculo 4
[[16137.1,18660.7,0],   //Position to patrol
[16137.1,18660.7,0],    // Position to spawn at
100,                    //Radius of patrol
10,                     //Number of waypoints to give
"M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
1                        //Skill level of units
] spawn vehicle_patrol;
// ---------- Fin Vehiculos Patrulla AI ---------------------
    
    
    diag_log format["WAI: Static mission for %1 loaded", missionName];

};

 

--

 

@KleinerOpa: That is your client RPT file, please post your server RPT file.

 

--

 

@Mig: Use _DZE classnames instead

 

--

 

@jackal40: What oSoDirty suggested is the proper solution. They are useless without them though.

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At your own risk, remove 

		if (sunOrMoon != 1) then {
			_unit addweapon "NVGoggles";
		};

from spawn_group.sqf

 

Make sure to have only one space between what was above and below it. Make a backup. Should be fine though.

Thanks will try this.

 

@F3cuk - you say they are useless without this, will they not use flashlights if provided in the aigear they get?

 

Anyways, I'll try it and see what happens.

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Hello!

 

I get an error and don't know what to do.. the mission is cleared, but helicopters are not deleted.. please tell me what to fix

 

Error:

17:24:08 Error in expression <eteVehicle _x;
};

} forEach _baseclean + ((wai_mission_data select _mission) se>
17:24:08 Error position: <+ ((wai_mission_data select _mission) se>
17:24:08 Error +: Type Bool, expected Number,Array,String
17:24:08 File z\addons\dayz_server\WAI\compile\mission_winorfail.sqf, line 223
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@Netshark: You are using an old template for static spawns, try this.

 

if(isServer) then {

// ---------- Inicio Torrestas AI ---------------------
[[[16376.9,18406.4,0.00143814],[16618.8,18206,19.3614],[16542.6,18198.9,19.3614],[16283.3,18578.2,0.00146484],[16220,18516.1,0.00177002],[16057.8,18772.1,0.00117493],[16123.4,18739.6,0.00131989]], //position(s) (can be multiple).
"ZU23_TK_EP1", // Classname of turret
"hard", // Skill level of unit (easy, medium, hard, extreme, Random)
"US_Delta_Force_Marksman_EP1", // 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
"DZ_Patrol_Pack_EP1", // Backpack classname, use "Random" or classname here
"Random" // Gearset classname, use "Random" or classname here
] call spawn_static;

// ---------- Fin Torrestas AI ---------------------


// ---------- Inicio AI desde Choppers ---------------------
// Chopper 1
[[16459.6,18340.1,2],                    //Position that units will be dropped by
[18285.2,18808.9,10],              //Starting position of the heli
800,                               //Radius from drop position a player has to be to spawn chopper
"CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"",                                //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

// Chopper 2
[[16411.3,18379.2,2],         //Position that units will be dropped by
[18285.2,18808.9,10],               //Starting position of the heli
200,                               //Radius from drop position a player has to be to spawn chopper
"CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

// Chopper 3
[[16164.9,18611.7,2],         //Position that units will be dropped by
[15910.1,19153,10],               //Starting position of the heli
350,                               //Radius from drop position a player has to be to spawn chopper
"CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

// Chopper 4
[[16706.4,18757.4,2],         //Position that units will be dropped by
[16254.7,19139.4,10],               //Starting position of the heli
250,                               //Radius from drop position a player has to be to spawn chopper
"CH_47F_BAF",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;


// Chopper 5 - Teasure Protector
[[16030,18799.5,2],                     //Position that units will be dropped by
[15639.8,19964.7,10],               //Starting position of the heli
50,                               //Radius from drop position a player has to be to spawn chopper
"MH60S_DZE",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
"Random",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
10,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

// Chopper 6 - Teasure Protector
[[16030,18799.5,2],         //Position that units will be dropped by
[16867.1,19154.2,10],               //Starting position of the heli
30,                               //Radius from drop position a player has to be to spawn chopper
"MH60S_DZE",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
"Random",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
10,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
False                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

// Chopper 7 - Teasure Protector
[[16030,18799.5,2],          //Position that units will be dropped by
[15625.5,18732.6,10],               //Starting position of the heli
10,                               //Radius from drop position a player has to be to spawn chopper
"MH60S_DZE",                      //Classname of chopper (Make sure it has 2 gunner seats!)
10,                                //Number of units to be para dropped
"Random",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
10,                                 //Number of magazines
"DZ_Patrol_Pack_EP1",              //Backpack "" for random or classname here.
"US_Delta_Force_Marksman_EP1",     //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
False                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;



// ---------- Fin AI desde Choppers ---------------------

// ---------- Inicio Vehiculos Patrulla AI ---------------------
// Vehiculo 1
[[16747.6,18089.5,0],   //Position to patrol
[16747.6,18089.5,0],    // Position to spawn at
200,                    //Radius of patrol
10,                     //Number of waypoints to give
"M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
1                        //Skill level of units
] spawn vehicle_patrol;

// Vehiculo 2
[[16579.1,18404.1,0],   //Position to patrol
[16579.1,18404.1,0],    // Position to spawn at
200,                    //Radius of patrol
10,                     //Number of waypoints to give
"M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
1                        //Skill level of units
] spawn vehicle_patrol;

// Vehiculo 3
[[16344.2,18451.7,0],   //Position to patrol
[16344.2,18451.7,0],    // Position to spawn at
200,                    //Radius of patrol
10,                     //Number of waypoints to give
"M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
1                        //Skill level of units
] spawn vehicle_patrol;

// Vehiculo 4
[[16137.1,18660.7,0],   //Position to patrol
[16137.1,18660.7,0],    // Position to spawn at
100,                    //Radius of patrol
10,                     //Number of waypoints to give
"M1A1_US_DES_EP1",            //Classname of vehicle (make sure it has driver and gunner)
1                        //Skill level of units
] spawn vehicle_patrol;
// ---------- Fin Vehiculos Patrulla AI ---------------------
    
    
    diag_log format["WAI: Static mission for %1 loaded", missionName];

};

 

Thanks a lot… I'll give it a try. . :)

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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;}];
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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? 

 

It definitely wouldn't hurt. Are you asking on behalf of your own server? Or just a server you play on? If it's yours i don't have a problem helping you put it in. Should be pretty easy. But if not, me testing a few things and telling you how to fix it wont help much xD

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Not sure if it's been mentioned or noticed even, but after a mission is completed the buildings and remaining AI don't get cleaned up after the timer exceeds. I've set it to clean up after 1200 seconds... 45 minutes later and AI are still roaming the area and the crate etc are still there... The mission was completed 45 minutes ago :(

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It definitely wouldn't hurt. Are you asking on behalf of your own server? Or just a server you play on? If it's yours i don't have a problem helping you put it in. Should be pretty easy. But if not, me testing a few things and telling you how to fix it wont help much xD

 

If you read my post, you'll see that I solved it and have modified the file. I still think this should be in the final release as standard. Nothing worse for an admin than having to explain to a crying baby player why his vehicle has despawned after restart.. Over and over again lol .. 

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