Jump to content

[Release] Wicked AI 2.2.0


f3cuk

Recommended Posts

Hookers need to be changed to spawn as follows, if using my update:

 

	[[_position select 0, _position select 1, 0],8,"extreme","Unarmed",3,"Random","RU_Hooker2","Random",true] call spawn_group;
	[[_position select 0, _position select 1, 0],8,"extreme","Unarmed",3,"Random","RU_Hooker3","Random",true] call spawn_group;
Link to comment
Share on other sites

Done?

 

You mean you added the mission?

I've reformatted it and added it to the side missions list so it should be available with the major update

 

Hookers need to be changed to spawn as follows, if using my update:

 

	[[_position select 0, _position select 1, 0],8,"extreme","Random","Unarmed",3,"RU_Hooker2","Random",true] call spawn_group;
	[[_position select 0, _position select 1, 0],8,"extreme","Random","Unarmed",3,"RU_Hooker3","Random",true] call spawn_group;

I believe you have that "Random" after "extreme" in the wrong position :)

Link to comment
Share on other sites

I've reformatted it and added it to the side missions list so it should be available with the major update

 

I believe you have that "Random" after "extreme" in the wrong position :)

Indeed, just noticed it on our server haha :P

Fixed post above :)

Link to comment
Share on other sites

Got a interesting Idea 

 

Adding Dynamic Marker Colours 

 

Add something like this to config.sqf :

ai_Mission_marker = ["ColorRed","ColorGreen","ColorBlue","ColorYellow","ColorOrange","ColorPink","ColorKhaki"];

And this in the Marke.sqf

 

Change :

_marker setMarkerColor "ColorBlack";

To Something Like This :

_marker setMarkerColor [ai_Mission_marker];call BIS_fnc_selectRandom;

I know it will work just cant get the one line right 

 

Anyone know what to change it too ?

Link to comment
Share on other sites

What do you mean by dynamic?

 

Currently with the new format markers are now set with the mission init line like this

_mission = [_position,"Extreme","Bandit Base","SideHero",false] call mission_init;

the marker color is determined from "Extreme"

easy will be green, medium will be yellow, hard is orange while extreme is red.

 

You can also specify a marker color of your own if you know the color list, like this

_mission = [_position,"ColorPink","Bunny Ranch","SideHero",false] call mission_init;	
Edited by Jossy
Link to comment
Share on other sites

Well I wanted to do it randomly 

 

What I really want to do is make an mission any colour 

 

So at the moment it all read 

 

And I was trying to make it pick a random one from the 

ai_Mission_marker = ["ColorRed","ColorGreen","ColorBlue","ColorYellow","ColorOrange","ColorPink","ColorKhaki"];

And I know I have to change something in this line :

_marker setMarkerColor "ColorRed";

Any I needs to be called by :

call BIS_fnc_selectRandom;

And I was wondering how that line would of gone ?

Link to comment
Share on other sites

_markerColor = ai_mission_marker call BIS_fnc_selectRandom;

while {missionrunning} do {

blah blah blah

_marker setMarkerColor _markerColor;

blah blah blah

};

Link to comment
Share on other sites

I love the updated missions =)

But I am having issues adding my cqc mission(s) in? seems to break.

If I give you a list of locations (around custom map barracks mainly)

With a list of weapons for the weapon create and on the Ai can we add it to the missions for every one to share?

Link to comment
Share on other sites

I love the updated missions =)

But I am having issues adding my cqc mission(s) in? seems to break.

If I give you a list of locations (around custom map barracks mainly)

With a list of weapons for the weapon create and on the Ai can we add it to the missions for every one to share?

It will need to be reformatted for the new version anyway so I would suggest sending it my way and I'll add it to the list for the update.

 

Add your name up the top for credits of course :)

Link to comment
Share on other sites

Hey all,

 

Just a quick question before I decide to switch from WAI-0.16 to this version. When you say Hero/Bandit missions what exactly do you mean?

I originally thought you could adjust the config.sqf to have an AI kill, give negative humanity, but all I see for the setting is this:

 

ai_humanity_gain = true; // gain humanity for killing AI
ai_add_humanity = 50; // amount of huminity gained for killing an AI
ai_banditkills_gain = true; // add kill to bandit kill score

 

I guess my question is what is the meaning of Hero/Bandit missions because I'm sort of at a loss .

Thanks in advance !

Link to comment
Share on other sites

Hey all,

 

Just a quick question before I decide to switch from WAI-0.16 to this version. When you say Hero/Bandit missions what exactly do you mean?

I originally thought you could adjust the config.sqf to have an AI kill, give negative humanity, but all I see for the setting is this:

 

ai_humanity_gain = true; // gain humanity for killing AI
ai_add_humanity = 50; // amount of huminity gained for killing an AI
ai_banditkills_gain = true; // add kill to bandit kill score

 

I guess my question is what is the meaning of Hero/Bandit missions because I'm sort of at a loss .

Thanks in advance !

The hero/bandit missions will be with the next update, it just means missions that bandits can do so they lose humanity, and they will be more themed towards soldier or civilian looking AI

Link to comment
Share on other sites

I've got a Dedibox Classic from Online.net, 35 EUR/month although you have to provide your own licenses for OS and whatnot. Gives me a server FPS of 50 on Epoch Namalsk. On-topic though, why the hell don't Tank Traps disappear properly? Starting to bug the hell out of me :P Also, here's an update to spawn_group.sqf to enable the addition of unarmed NPCs, for Bunny Ranch and other similar missions.

if (isServer) then {

	private ["_mission","_aipack","_aicskill","_position","_unitnumber","_skill","_gun","_mags","_backpack","_skin","_gear","_aiweapon","_aigear","_aiskin","_skillarray","_unitGroup","_weapon","_magazine","_weaponandmag","_gearmagazines","_geartools","_unit","_unarmed"];

	_position 			= _this select 0;
	_unitnumber 		= _this select 1;
	_skill 				= _this select 2;
	_gun 				= _this select 3;
	_mags 				= _this select 4;
	_backpack 			= _this select 5;
	_skin 				= _this select 6;
	_gear 				= _this select 7;

	if (count _this > 8) then {
		_mission = _this select 8;
	} else {
		_mission = false;
	};

	_unarmed 			= false;
	_aiweapon 			= [];
	_aigear 			= [];
	_aiskin 			= "";
	_aicskill 			= [];
	_aipack 			= "";
	_skillarray 		= ["aimingAccuracy","aimingShake","aimingSpeed","endurance","spotDistance","spotTime","courage","reloadSpeed","commanding","general"];
	_unitGroup 			= createGroup east;
	_current_time		= time;

	for "_x" from 1 to _unitnumber do {

		switch (_gun) do {
			case 0 : {_aiweapon = ai_wep_assault;};
			case 1 : {_aiweapon = ai_wep_machine;};
			case 2 : {_aiweapon = ai_wep_sniper;};
			case "Unarmed" : {_unarmed = true;};
			case "Random" : {_aiweapon = ai_wep_random call BIS_fnc_selectRandom;};
		};

		if (!_unarmed) then {
			_weaponandmag 	= _aiweapon call BIS_fnc_selectRandom;
			_weapon 		= _weaponandmag select 0;
			_magazine 		= _weaponandmag select 1;
		};

		switch (_gear) do {
			case 0 : {_aigear = ai_gear0;};
			case 1 : {_aigear = ai_gear1;};
			case 2 : {_aigear = ai_gear2;};
			case 3 : {_aigear = ai_gear3;};
			case 4 : {_aigear = ai_gear4;};
			case "Random" : {_aigear = ai_gear_random call BIS_fnc_selectRandom;};
		};
		
		_gearmagazines = _aigear select 0;
		_geartools = _aigear select 1;

		if (_skin == "Random") then {
			_aiskin = ai_skin call BIS_fnc_selectRandom;
		} else {
			_aiskin = _skin;
		};

		_unit = _unitGroup createUnit [_aiskin, [(_position select 0),(_position select 1),(_position select 2)], [], 10, "PRIVATE"];
		[_unit] joinSilent _unitGroup;

		if (_backpack == "Random") then {
			_aipack = ai_packs call BIS_fnc_selectRandom;
		} else {
			_aipack = _backpack;
		};
		
		_unit enableAI "TARGET";
		_unit enableAI "AUTOTARGET";
		_unit enableAI "MOVE";
		_unit enableAI "ANIM";
		_unit enableAI "FSM";
		_unit setCombatMode ai_combatmode;
		_unit setBehaviour ai_behaviour;
		removeAllWeapons _unit;
		removeAllItems _unit;

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

		if (!_unarmed) then {
			for "_i" from 1 to _mags do {
				_unit addMagazine _magazine;
			};
		};
		
		_unit addBackpack _aipack;

		{
			_unit addMagazine _x
		} foreach _gearmagazines;

		{
			_unit addweapon _x
		} foreach _geartools;
		
		switch (_skill) do {
			case "easy"		: { _aicskill = ai_skill_easy; };
			case "medium" 	: { _aicskill = ai_skill_medium; };
			case "hard" 	: { _aicskill = ai_skill_hard; };
			case "extreme" 	: { _aicskill = ai_skill_extreme; };
			case "Random" 	: { _aicskill = ai_skill_random call BIS_fnc_selectRandom; };
			default { _aicskill = ai_skill_random call BIS_fnc_selectRandom; };
		};

		{
			_unit setSkill [(_x select 0),(_x select 1)]
		} foreach _aicskill;
		
		ai_ground_units = (ai_ground_units + 1);

		_unit addEventHandler ["Killed",{[_this select 0, _this select 1, "ground"] call on_kill;}];

		if (_mission) then {
			_unit setVariable ["missionclean", "ground"];
		};

	};
	// Stops them from killing eachother when they fire..
	_unitGroup setFormation "ECH LEFT";

	_unitGroup selectLeader ((units _unitGroup) select 0);

	[_unitGroup, _position, _mission] call group_waypoints;

	diag_log format ["WAI: Spawned a group of %1 bandits at %2", _unitnumber, _position];
};

So to get bunny ranch going I just need to replace this spawn_group.sqf and drop in the bunny ranch mission?

Link to comment
Share on other sites

and change your hooker spawns.

 

 

[[_position select 0, _position select 1, 0],8,"extreme","Unarmed",3,"Random","RU_Hooker2","Random",true] call spawn_group;

[[_position select 0, _position select 1, 0],8,"extreme","Unarmed",3,"Random","RU_Hooker3","Random",true] call spawn_group;
Link to comment
Share on other sites

Forgive my ignorance, but I'm having some problems getting static AI to use certain weapon sets.

 

I would like one group to just use assaultrifles, so I found it was called "ai_wep_assault". I tried using that or just "assault" and they just spawn in with no weapons. Then I found that the case is set to 0 so I tried that also out of desperation. I also tried setting up my own custom set in the config then added this to static spawns:  case "cqc" : {_aiweapon = ai_wep_cqc;};

 

Still no luck. I can change the random mission weapons, but the static just seem to ignore the config. Anyone get this working?

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
  • Advertisement
×
×
  • Create New...