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[Release] Wicked AI 2.2.0


f3cuk

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Im just converting missions from version 1.6 over once ive done them will post them up here, Dont rearly know how to code but learning more each day :)

So far I have

BeachHead

Meggen

OfficeSpace

 

all converted and working- I use on a PVE  server so will need to change Bandit to Hero if using on PVP servers

 

MegaZ

 

Excellent man, I have PVE servers too :)

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Our first goal is to have at least 20 different missions for each side and to have at least 5 special missions that are 'completely' different.

Any news on this please?

 

EDIT : Or has anyone else written extra missions/enhancements for WAI that work and that we can all have, pretty please? :)

 

 

i have a couple of custom missions i can throw in if your interested i have invasion and drug dealer, just need to fix a error with drug dealer but once thats done i dont mind sharing with everone else 

 

also does anyone still have a copy of the 1.6 version with the old missions mentioned they wouldnt mind sharing as the op d/l no longer works? 

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i have a couple of custom missions i can throw in if your interested i have invasion and drug dealer, just need to fix a error with drug dealer but once thats done i dont mind sharing with everone else 

 

also does anyone still have a copy of the 1.6 version with the old missions mentioned they wouldnt mind sharing as the op d/l no longer works? 

 

I would also like to have a look at these missions please :)

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Ok for those of you who are interested here is my drug lord/ drug dealer mission it is based on the manors mansion so credit to them

 

 

if(isServer) then {

 
private ["_complete","_druglord_himself","_crate_type","_mission","_position","_crate","_rndnum","_baserunover0","_baserunover1","_baserunover2","_baserunover3","_baserunover4","_baserunover5","_druglord"];
 
_position = [80] call find_position;
_mission = [_position,"Extreme","druglord","Special",true] call mission_init;
 
diag_log format["WAI: Mission druglord Started At %1",_position];
 
//Setup the crate
_crate_type = crates_small call BIS_fnc_selectRandom;
_crate = createVehicle ["BAF_VehicleBox",[(_position select 0),(_position select 1),.1], [], 0, "CAN_COLLIDE"];
 
//Hotel
_baserunover0 = createVehicle ["Land_A_Villa_EP1",[(_position select 0) - 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover1 = createVehicle ["fiberplant",[(_position select 0) + 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover2 = createVehicle ["fiberplant",[(_position select 0), (_position select 1) - 40,-0.2],[], 0, "CAN_COLLIDE"];
_baserunover3 = createVehicle ["fiberplant",[(_position select 0), (_position select 1) + 40,-0.2],[], 0, "CAN_COLLIDE"];
_baserunover4 = createVehicle ["fiberplant",[(_position select 0) - 10, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover5 = createVehicle ["fiberplant",[(_position select 0) + 10, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5];
 
_directions = [90,270,0,180,0,180,270,90];
{ _x setDir (_directions select _forEachIndex) } forEach _baserunover;
 
{ _x setVectorUp surfaceNormal position _x; } count _baserunover;
 
//Troops
[[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],4,"Random",["Random","at"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],4,"Random",["Random","at"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
 
//The druglord Himself
_druglord = [[((_position select 0) + 5), _position select 1, 4.1],1,"Extreme","Random",4,"none","Special","Random",["Bandit",750],_mission] call spawn_group;
 
_druglord_himself = (units _druglord) select 0;
_druglord_himself disableAI "MOVE";
 
//Humvee Patrol
[[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"HMMWV_Armored","Random","Bandit","Bandit",_mission] call vehicle_patrol;
 
//Heli Paradrop
[[(_position select 0),(_position select 1),0],[0,0,0],800,"UH1H_DZ",6,"Random","Random",4,"Random","Bandit","Random","Bandit",true,_mission] spawn heli_para;
 
//Static guns
[[[(_position select 0) - 10, (_position select 1) + 10, 0]],"M2StaticMG","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;
[[[(_position select 0) + 10, (_position select 1) - 10, 0]],"M2StaticMG","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;
 
//Condition
_complete = [
[_mission,_crate], // mission number and crate
["assassinate",_druglord], // ["crate",wai_kill_percent], or ["kill"], or ["assassinate", _unitGroup],
[_baserunover], // cleanup objects
"The drug-lord is making a major expansion, go and take him out", // mission announcement
"The drug-lord has been assassinated, free weed for the survivors ", // mission success
"The drug-lord managed to get away from the assassination attempt" // mission fail
] call mission_winorfail;
 
if(_complete) then {
[_crate,0,0,[15,crate_items_druglord],2] call dynamic_crate;
};
 
diag_log format["WAI: Mission druglord Ended At %1",_position];
 
h_missionrunning = false;
};
 

 

i have this down as a special mission this version is for 2.1.4 i still have the 1.7.7 version if anyone wants that 

feel free to change this as you see fit also you need to add the crate to the config

 

crate_items_druglord = ["ItemBriefcase100oz","ItemKiloHemp"];

 

will add my invasion mission later

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Hi guys has anyone worked out how or if its possible to Despawn AI units if player is not around a set area, What I want to do is spawn AI as a AI sector on map that only activates when a player is whin in a certain distance. I use this and it activates them but, I need to somehow get them to despawn

 

posted here but never had a reply?

 

 

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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Ok for those of you who are interested here is my drug lord/ drug dealer mission it is based on the manors mansion so credit to them

 

 

if(isServer) then {

 
private ["_complete","_druglord_himself","_crate_type","_mission","_position","_crate","_rndnum","_baserunover0","_baserunover1","_baserunover2","_baserunover3","_baserunover4","_baserunover5","_druglord"];
 
_position = [80] call find_position;
_mission = [_position,"Extreme","druglord","Special",true] call mission_init;
 
diag_log format["WAI: Mission druglord Started At %1",_position];
 
//Setup the crate
_crate_type = crates_small call BIS_fnc_selectRandom;
_crate = createVehicle ["BAF_VehicleBox",[(_position select 0),(_position select 1),.1], [], 0, "CAN_COLLIDE"];
 
//Hotel
_baserunover0 = createVehicle ["Land_A_Villa_EP1",[(_position select 0) - 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover1 = createVehicle ["fiberplant",[(_position select 0) + 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover2 = createVehicle ["fiberplant",[(_position select 0), (_position select 1) - 40,-0.2],[], 0, "CAN_COLLIDE"];
_baserunover3 = createVehicle ["fiberplant",[(_position select 0), (_position select 1) + 40,-0.2],[], 0, "CAN_COLLIDE"];
_baserunover4 = createVehicle ["fiberplant",[(_position select 0) - 10, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover5 = createVehicle ["fiberplant",[(_position select 0) + 10, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5];
 
_directions = [90,270,0,180,0,180,270,90];
{ _x setDir (_directions select _forEachIndex) } forEach _baserunover;
 
{ _x setVectorUp surfaceNormal position _x; } count _baserunover;
 
//Troops
[[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],4,"Random",["Random","at"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],4,"Random",["Random","at"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
 
//The druglord Himself
_druglord = [[((_position select 0) + 5), _position select 1, 4.1],1,"Extreme","Random",4,"none","Special","Random",["Bandit",750],_mission] call spawn_group;
 
_druglord_himself = (units _druglord) select 0;
_druglord_himself disableAI "MOVE";
 
//Humvee Patrol
[[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"HMMWV_Armored","Random","Bandit","Bandit",_mission] call vehicle_patrol;
 
//Heli Paradrop
[[(_position select 0),(_position select 1),0],[0,0,0],800,"UH1H_DZ",6,"Random","Random",4,"Random","Bandit","Random","Bandit",true,_mission] spawn heli_para;
 
//Static guns
[[[(_position select 0) - 10, (_position select 1) + 10, 0]],"M2StaticMG","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;
[[[(_position select 0) + 10, (_position select 1) - 10, 0]],"M2StaticMG","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;
 
//Condition
_complete = [
[_mission,_crate], // mission number and crate
["assassinate",_druglord], // ["crate",wai_kill_percent], or ["kill"], or ["assassinate", _unitGroup],
[_baserunover], // cleanup objects
"The drug-lord is making a major expansion, go and take him out", // mission announcement
"The drug-lord has been assassinated, free weed for the survivors ", // mission success
"The drug-lord managed to get away from the assassination attempt" // mission fail
] call mission_winorfail;
 
if(_complete) then {
[_crate,0,0,[15,crate_items_druglord],2] call dynamic_crate;
};
 
diag_log format["WAI: Mission druglord Ended At %1",_position];
 
h_missionrunning = false;
};
 

 

i have this down as a special mission this version is for 2.1.4 i still have the 1.7.7 version if anyone wants that 

feel free to change this as you see fit also you need to add the crate to the config

 

crate_items_druglord = ["ItemBriefcase100oz","ItemKiloHemp"];

 

will add my invasion mission later

This missions seems broken for me... players can never complete it.

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Hi guys link below for 4 missions - converted from old 1.6 these have been set to Extreme (Black missions)

 

https://drive.google.com/file/d/0B1ZWkptRhF_7MS0tY3gwZFBVYjA/view?usp=sharing   - new link

 

 

Megaz

Just so everyone who is using these is aware..

Bandit missions are supposed to end with

b_missionrunning

not

h_missionsrunning

and you're supposed to be killing heroes not bandits. And the opposite is true for hero missions. So if you add these make sure you put them in the right folders.. I think the beachhead mission in the bandit folder needs to be changed to be an actual bandit mission or just removed.

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This missions seems broken for me... players can never complete it.

 

 

hi dangerruss thanks for letting me know but to complete it you only really need to kill the druglord (like majors mansion or the president is in town missions) I have this live on the I run at the moment and it completes ok everytime. also did extensive testing on my test server,

out of interest what is your wai_kill_percent ratio set at?

you could out the //Heli Paradrop to see if that helps

please feel free to make changes it to suit your server I only added it to mine because players wanted a want to get hemp and have the using hemp to get high scripts.

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hi dangerruss thanks for letting me know but to complete it you only really need to kill the druglord (like majors mansion or the president is in town missions) I have this live on the I run at the moment and it completes ok everytime. also did extensive testing on my test server,

out of interest what is your wai_kill_percent ratio set at?

you could out the //Heli Paradrop to see if that helps

please feel free to make changes it to suit your server I only added it to mine because players wanted a want to get hemp and have the using hemp to get high scripts.

yea for some reason, when you kill the drug lord, the smoke pops on the crate and the mission is ended but the marker doesn't disappear on the map and the crate doesn't fill and so it never is completable even if all of the ai are dead.

wai_kill_percent			= 30;	
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Hey, for starters, beautiful missions system. Just 1 question:

 

ai_skill_medium = [["aimingAccuracy",0.70],["aimingShake",0.60],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Medium

 

 

Can someone define how these work? (The bold) how many meters does 0.80 equal and how much time is 0.80?

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Just so everyone who is using these is aware..

Bandit missions are supposed to end with

b_missionrunning

not

h_missionsrunning

and you're supposed to be killing heroes not bandits. And the opposite is true for hero missions. So if you add these make sure you put them in the right folders.. I think the beachhead mission in the bandit folder needs to be changed to be an actual bandit mission or just removed.

 Yes that's why I posted on original thread I use these on PVE server. I use both Hero and Bandit missions and are for the Hero to kill all AI as ALL AI are bandits. : )

 

MegaZ

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yea for some reason, when you kill the drug lord, the smoke pops on the crate and the mission is ended but the marker doesn't disappear on the map and the crate doesn't fill and so it never is completable even if all of the ai are dead.

wai_kill_percent			= 30;	

 

im using a custom crate did you add that to the config? 

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Hey, for starters, beautiful missions system. Just 1 question:

 

ai_skill_medium = [["aimingAccuracy",0.70],["aimingShake",0.60],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Medium

 

 

Can someone define how these work? (The bold) how many meters does 0.80 equal and how much time is 0.80?

Bump for this answer

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are you getting any errors in your rpt log?

No Im not having any errors except one related to the minefields but thats in every mission. Im honestly having a really difficult time with WICKED ai in general. Lots of times missions dont' despawn or spawn. Idk what Im doing wrong Ive gone over every mission that I add new and compare it to default missions and all of the variables and code look fine, but then I have issues. Strange. I think Im going back to DZMS and maybe just working on customizing it a bit more.

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No Im not having any errors except one related to the minefields but thats in every mission. Im honestly having a really difficult time with WICKED ai in general. Lots of times missions dont' despawn or spawn. Idk what Im doing wrong Ive gone over every mission that I add new and compare it to default missions and all of the variables and code look fine, but then I have issues. Strange. I think Im going back to DZMS and maybe just working on customizing it a bit more.

thats strange im not getting any errors relating to minefields. i only have the odd occasion when the mission appears and the ai spawn in but the mission marker doesnt show.

what missions are you running?

would you like a complete copy of my missions?

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thats strange im not getting any errors relating to minefields. i only have the odd occasion when the mission appears and the ai spawn in but the mission marker doesnt show.

what missions are you running?

would you like a complete copy of my missions?

if you wouldn't mind that would be awesome! Maybe it's just one of the missions messing everything up?

 

I set it back to default and just changed the difficulties and loot. I was running all of these

	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",5],
										["large_convoy",5],
										["Medical_Marijuana",10],
										["farmer_resupply",10],
										["large_convoy",5],
										["Meggen",5],
										["armed_vehicle",5],
										["bandit_base",5],
										["captured_mv22",5],
										["ikea_convoy",5],
										["destroyed_ural",5],
										["disabled_milchopper",5],
										["mayors_mansion",5],
										["weapon_cache",5],
										["BeachHead",10],
										["farmer_resupply",5],
										["OfficeSpace",5]
									];
		wai_bandit_missions			= [
										["armed_vehicle",5],
										["large_convoy",5],
										["Medical_Marijuana",5],
										["farmer_resupply",5],
										["large_convoy",5],
										["black_hawk_crash",5],
										["captured_mv22",5],
										["broken_down_ural",5],
										["hero_base",5],
										["ikea_convoy",10],
										["medi_camp",5],
										["presidents_mansion",5],
										["sniper_extraction",5],
										["weapon_cache",5],
										["BeachHead",5],
										["Meggen",10],
										["OfficeSpace",10]
									];
		/*

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I looked at all file but didn't find any place to change markers where mission spawn, is it possible to add my own marker for chernarus, its all the time at the same places and I would like some to spawn more north, east and west of the map. There is so many nice place.  Thanks

 

I got the bunny ranch working but the damn Owner and his bandit keep killing the girl is there any way to prevent it?

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I've been searching for a fix for this error that is causing the mission system to crash, but so far I've not found a solution. It seems to be a problem that others are having as well as the searches have turned up numerous posts with the same error. Has anybody been able to pinpoint the cause of it yet? I'm using 2.2.0 b3

 

13:29:35 Error in expression <" + str(_mission)); };
wai_mission_data select _mission set [1, _type];
wai_miss>
13:29:35   Error position: <select _mission set [1, _type];
wai_miss>
13:29:35   Error select: Type Array, expected Number,Bool
13:29:35 File z\addons\dayz_server\WAI\compile\mission_init.sqf, line 18

 

-CJ-

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I've been searching for a fix for this error that is causing the mission system to crash, but so far I've not found a solution. It seems to be a problem that others are having as well as the searches have turned up numerous posts with the same error. Has anybody been able to pinpoint the cause of it yet? I'm using 2.2.0 b3

 

13:29:35 Error in expression <" + str(_mission)); };

wai_mission_data select _mission set [1, _type];

wai_miss>

13:29:35   Error position: <select _mission set [1, _type];

wai_miss>

13:29:35   Error select: Type Array, expected Number,Bool

13:29:35 File z\addons\dayz_server\WAI\compile\mission_init.sqf, line 18

 

-CJ-

 

 

I do not have any error like that, everything is working well for me. Maybe reinstall it.

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