f3cuk Posted August 25, 2014 Author Report Share Posted August 25, 2014 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? Please post your static mission file. Do you know if it's possible with 2.05 and Overpoch 1.0.5.1 (and overwatch 0.25) to either add in Overwatch weapons to the loot crates, or even to the AI at events? I'd like to know before I try and add it and break my server. Thanks. Yes this is perfectly possible. I think somebody already started with this a few posts back. How add config that AI have rpg but they lose it after dead. So players cant drive with btr and kill them from vehiclem. In oldest wai i have config for RPG Right now it is not possible to remove RPG's on death. You can however add them to the weapon arrays in config.cfg to make AI spawn with them. 2.1.0. should remove necessity of RPG launchers cause of it's improved minefield which detonates at any vehicle driving over. Link to comment Share on other sites More sharing options...
SadBoy1981 Posted August 25, 2014 Report Share Posted August 25, 2014 Also be good if u can write what mean all of RANDOM config here: //Troops _rndnum = round (random 3) + 5; [[_position select 0, _position select 1, 0],_rndnum,"hard","Random",4,"Random","Random","Random",true] call spawn_group; [[_position select 0, _position select 1, 0],5,"hard","Random",4,"Random","Random","Random",true] call spawn_group; [[_position select 0, _position select 1, 0],5,"Random","Random",4,"Random","Random","Random",true] call spawn_group; [[_position select 0, _position select 1, 0],5,"Random","Random",4,"Random","Random","Random",true] call spawn_group; //Turrets [[[(_position select 0) + 5, (_position select 1) + 10, 0],[(_position select 0) - 5, (_position select 1) - 10, 0],[(_position select 0) - 5, (_position select 1) - 15, 0]],"M2StaticMG","easy","Random",1,2,"Random","Random",true] call spawn_static; //Heli Para Drop [[(_position select 0),(_position select 1),0],[0,0,0],400,"BAF_Merlin_HC3_D",10,"Random","Random",4,"Random","Random","Random",false] spawn heli_para; I want to edit something but dont know what each RANDOM means Link to comment Share on other sites More sharing options...
f3cuk Posted August 25, 2014 Author Report Share Posted August 25, 2014 For the new version we have released a example file with further explanation. For 2.0.5. i think it goes like this. Position Unit Count Unit Skill ("Easy","Medium","Hard","Extreme" or "Random") Gun (0:ai_wep_assault 1:ai_wep_machine 2:ai_wep_sniper or "Random") Magazine Count Backpack ("Random" or "classname") Skin ("Hero","Bandit","Random" or "classname") Gear (0:ai_gear0, 1:ai_gear1 or "Random") Link to comment Share on other sites More sharing options...
SadBoy1981 Posted August 25, 2014 Report Share Posted August 25, 2014 thanks Link to comment Share on other sites More sharing options...
PeterBeer Posted August 25, 2014 Report Share Posted August 25, 2014 Seems like adding this wicked ai to my server courses lag when next to mission even take 30 minutes to start mission (even tho it is set to run every 10 - 15 minutes) WAI work fine on my server tho Could it be the script or my server Is it more load or less then previous WAI im 80% sure its the wai_server_fps I set it to 0 but still no starting :/ Link to comment Share on other sites More sharing options...
mkiplm Posted August 25, 2014 Report Share Posted August 25, 2014 so, i installed this waited 1 hour, and no missions popped up on the map yet, ummmmmmmm am i doing this right??? Link to comment Share on other sites More sharing options...
Hux Posted August 25, 2014 Report Share Posted August 25, 2014 How do I disable the AI's NVG? Link to comment Share on other sites More sharing options...
err0r Posted August 25, 2014 Report Share Posted August 25, 2014 Has anyone found a way to keep the AI from going to a vehicle thats around the mission? Link to comment Share on other sites More sharing options...
jackal40 Posted August 25, 2014 Report Share Posted August 25, 2014 Is it possible to use the WAI 0.16 style helo crash over the newer version? I prefer having the items scattered around the helo compared to the current method of the items in the box. Link to comment Share on other sites More sharing options...
f3cuk Posted August 26, 2014 Author Report Share Posted August 26, 2014 Seems like adding this wicked ai to my server courses lag when next to mission even take 30 minutes to start mission (even tho it is set to run every 10 - 15 minutes) WAI work fine on my server tho Could it be the script or my server Is it more load or less then previous WAI im 80% sure its the wai_server_fps I set it to 0 but still no starting :/ Please post your server RPT. Looks like something else is not working then. so, i installed this waited 1 hour, and no missions popped up on the map yet, ummmmmmmm am i doing this right??? Same as above, please post your server RPT. How do I disable the AI's NVG? Right now there is no option to disable. Why would you want this? Has anyone found a way to keep the AI from going to a vehicle thats around the mission? What do you mean exactly? Empty vehicles should pretty much be ignored by them. Is it possible to use the WAI 0.16 style helo crash over the newer version? I prefer having the items scattered around the helo compared to the current method of the items in the box. Hmm makes sense, I'll add this to the wish-list. Link to comment Share on other sites More sharing options...
PeterBeer Posted August 26, 2014 Report Share Posted August 26, 2014 Please post your server RPT. Looks like something else is not working then. Ill just wait for 2.1.0 as my players are getting annoyed not having the missions working Btw when is 2.1.0 coming out ? Link to comment Share on other sites More sharing options...
xDuSkAsSaSsInx Posted August 26, 2014 Report Share Posted August 26, 2014 Will this work on Taviana? Link to comment Share on other sites More sharing options...
Jossy Posted August 26, 2014 Report Share Posted August 26, 2014 Will this work on Taviana? it hasn't officially been tested on it yet but it should Link to comment Share on other sites More sharing options...
err0r Posted August 26, 2014 Report Share Posted August 26, 2014 What do you mean exactly? Empty vehicles should pretty much be ignored by them. http://i.imgur.com/yg9UnW4.jpg this is what i mean and sometimes if the vehicle is outside the marker they will still all huddle by it Link to comment Share on other sites More sharing options...
Jossy Posted August 26, 2014 Report Share Posted August 26, 2014 http://i.imgur.com/yg9UnW4.jpg this is what i mean and sometimes if the vehicle is outside the marker they will still all huddle by it that's odd, I think it might be the behaviour of the AI finding cover, I'll do some testing on it Link to comment Share on other sites More sharing options...
Nekuan Posted August 26, 2014 Report Share Posted August 26, 2014 Just ran into an issue: The ural attack is not being cleared even after the ai is killed and the crated completely looted. It worked before when i started using your Wicked AI though no idea why it suddenly stopped working. Link to comment Share on other sites More sharing options...
Jossy Posted August 26, 2014 Report Share Posted August 26, 2014 Just ran into an issue: The ural attack is not being cleared even after the ai is killed and the crated completely looted. It worked before when i started using your Wicked AI though no idea why it suddenly stopped working. being addressed in the next update NOTE: If you want to stop this happening until the next update change [1] call mission_type; to [0] call mission_type; in destroyed_ural.sqf and medi_camp.sqf Link to comment Share on other sites More sharing options...
Nekuan Posted August 26, 2014 Report Share Posted August 26, 2014 Of all the posts i read thats the one i didn't :( Sorry Link to comment Share on other sites More sharing options...
Jossy Posted August 26, 2014 Report Share Posted August 26, 2014 All good I don't expect everyone to read every post every time ;) f3cuk 1 Link to comment Share on other sites More sharing options...
f3cuk Posted August 26, 2014 Author Report Share Posted August 26, 2014 WICKED AI BETA 2.1.0 Unlike before we are releasing a public beta for the upcoming 2.1.0 release. Anyone willing to test out this new release on their server is free to do so but please keep in mind it doesn't have a lot of testing hours in it. Help us by reporting any bugs you find. Special thanks for Jossy for doing great work on this update, if this was an android release we'd probably have to call this one WAI 2.1.0 Orange Jossy or something (so dont like this post, but like the one above). We hope you guys like it and welcome any feedback. Release BETA 2.1.0 Bandit and hero missions More missions Multi mission support Better markers And much more Upcoming in 2.2.0+ C130 Missions More missions Dynamic loot revisited Version history 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions Unpack dayz_server.pbo Open the download and extract the WAI folder to your dayz_server directory In server_monitor.sqf find allowConnection = true; add above ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack dayz_server.pbo Github This project has been published on Github and development will be ongoing there. Git(hub) helps keeping things in one place. Any issues with this mod can both be posted either there or in this topic (however we'd slightly prefer over there). Download Wicked AI BETA 2.1.0 Nekuan, Jossy, Rythron and 1 other 4 Link to comment Share on other sites More sharing options...
MassBoobage Posted August 26, 2014 Report Share Posted August 26, 2014 Sweet! Trying it now - been eagerly awaiting this post! Link to comment Share on other sites More sharing options...
Rythron Posted August 26, 2014 Report Share Posted August 26, 2014 Thx f3cuk, Trying it tonight! Having slight problems with the static para_spawn in 2.0.5. Let you know if i still have problems after the install Keep up the great work ;) Link to comment Share on other sites More sharing options...
MassBoobage Posted August 26, 2014 Report Share Posted August 26, 2014 First Mission - Supply Truck (H) - Not one AI fired at me. I literally ran around them, no shots fired. I just executed them all. Link to comment Share on other sites More sharing options...
MassBoobage Posted August 26, 2014 Report Share Posted August 26, 2014 Second Mission- The President Mansion - Killed about 10 AI, then 3 Heli's arrived for para drop. They all collided and then one of them crashed killing the president. The one helicopter that survived the collision flew off about 800m and is just hovering there. Link to comment Share on other sites More sharing options...
DieByZer0 Posted August 26, 2014 Report Share Posted August 26, 2014 Like Mass said, Some AI Missions might spawn in and not fire at you (They have same alignment as you [Hero / Bandit?] possibly? Heroes and Bandits should be aligned if that is the case. Link to comment Share on other sites More sharing options...
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