Stranger Posted August 26, 2014 Report Share Posted August 26, 2014 I am really interested in the C130 Missions... :) Also supply drops would be awesome! Link to comment Share on other sites More sharing options...
miloeve Posted August 26, 2014 Report Share Posted August 26, 2014 I have the problem that spawns only a small number of the custom spawns. Do you have to increase the spawn number or why it does not work? if(isServer) then { //Custom Spawns file// /* Custom group spawns Eg. [ [953.237,4486.48,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; Place your custom group spawns below */ [ [10861.5,2670.15,0.001], // Position 3, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [6815.91,2653.33,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [4761.2,2549.46,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [2781.35,5377.55,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [13151.1,6889.21,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [12916.6,10097.0,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [11770.5,9130.33,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [12047.0,9089.28,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [9651.49,6547.03,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [5412.46,4507.87,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [5847.69,4983.19,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [12149.6,5195.39,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [611310.5,6562.94,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [10641.6,7979.36,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [11622.5,10317.7,0.001], // Position 5, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [11250.2,12237.9,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [12397.1,12663.8,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [8635.05,11855.4,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [4249.27,10380.6,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [5042.96,9998.1,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [2685.92,10056.0,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [1933.31,8109.34,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [2064.16,7322.13,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [2912.16,7332.89,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [1662.44,6469.22,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [3132.63,6589.31,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [1834.16,5125.81,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [5256.2,5493.67,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [6617.54,5966.68,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [9016.47,7792.37,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [11148.7,7155.15,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set 5, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; /* Custom static weapon spawns Eg. (with mutiple positions) [ [ // Position(s) (can be multiple) [911.21,4532.76,2.62], [921.21,4542.76,2.62] ], "M2StaticMG", // Classname of turret "easy", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Primary gun set number. "Random" for random weapon set 2, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random" // Gearset classname, use "Random" or classname here ] call spawn_static; Place your custom static weapon spawns below */ /* Custom Chopper Patrol spawn Eg. [ [725.391,4526.06,0], // Position to patrol [0,0,0], // Position to spawn chopper at 2000, // Radius of patrol 10, // Number of waypoints to give "UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners) "Random" // Skill level of units (easy, medium, hard, extreme, Random) ] spawn heli_patrol; Place your heli patrols below */ //Chernogorsk [ [6754.17,2592.57,0], // Position to patrol [6187.45,2268.61,0], // Position to spawn chopper at 2000, // Radius of patrol 10, // Number of waypoints to give "UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners) "Random" // Skill level of units (easy, medium, hard, extreme, Random) ] spawn heli_patrol; //ELektro [ [10293.6,2148.47,0], // Position to patrol [11618.8,3175.61,0], // Position to spawn chopper at 2000, // Radius of patrol 10, // Number of waypoints to give "UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners) "Random" // Skill level of units (easy, medium, hard, extreme, Random) ] spawn heli_patrol; //Oben links Airfield [ [4583.63,10182.5,0], // Position to patrol [4158.47,10876.2,0], // Position to spawn chopper at 1000, // Radius of patrol 10, // Number of waypoints to give "Mi17_DZE", // Classname of vehicle (make sure it has driver and two gunners) "hard" // Skill level of units (easy, medium, hard, extreme, Random) ] spawn heli_patrol; //Bandit Camp [ [1617.74,7791.42,0], // Position to patrol [2391.6,7725.03,0], // Position to spawn chopper at 1000, // Radius of patrol 10, // Number of waypoints to give "CH_47F_EP1_DZE", // Classname of vehicle (make sure it has driver and two gunners) "extreme" // Skill level of units (easy, medium, hard, extreme, Random) ] spawn heli_patrol; //Krasnostav [ [11240.6,12242.0,0], // Position to patrol [2391.6,7725.03,0], // Position to spawn chopper at 1000, // Radius of patrol 10, // Number of waypoints to give "UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners) "random" // Skill level of units (easy, medium, hard, extreme, Random) ] spawn heli_patrol; //Berezino [ [12006.9,9165.0,0], // Position to patrol [11348.9,12716.7,0], // Position to spawn chopper at 1000, // Radius of patrol 10, // Number of waypoints to give "Mi17_DZE", // Classname of vehicle (make sure it has driver and two gunners) "random" // Skill level of units (easy, medium, hard, extreme, Random) ] spawn heli_patrol; //Gorka [ [9709.55,8789.78,0], // Position to patrol [9252.31,8871.86,0], // Position to spawn chopper at 1000, // Radius of patrol 10, // Number of waypoints to give "UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners) "random" // Skill level of units (easy, medium, hard, extreme, Random) ] spawn heli_patrol; //Staroye [ [10141.0,5440.6,0], // Position to patrol [10200.0,5440.6,0], // Position to spawn chopper at 1000, // Radius of patrol 10, // Number of waypoints to give "UH60M_EP1_DZE", // Classname of vehicle (make sure it has driver and two gunners) "random" // Skill level of units (easy, medium, hard, extreme, Random) ] spawn heli_patrol; //Random [ [10496.6,7667.56,0], // Position to patrol [10600.6,7667.56,0], // Position to spawn chopper at 1000, // Radius of patrol 10, // Number of waypoints to give "CH_47F_EP1_DZE", // Classname of vehicle (make sure it has driver and two gunners) "extreme" // Skill level of units (easy, medium, hard, extreme, Random) ] spawn heli_patrol; //Random [ [8901.88,5786.69,0], // Position to patrol [8800.88,5786.69,0], // Position to spawn chopper at 1000, // Radius of patrol 10, // Number of waypoints to give "CH_47F_EP1_DZE", // Classname of vehicle (make sure it has driver and two gunners) "extreme" // Skill level of units (easy, medium, hard, extreme, Random) ] spawn heli_patrol; //Random [ [5406.69,5683.88,0], // Position to patrol [5200.69,5683.88,0], // Position to spawn chopper at 1000, // Radius of patrol 10, // Number of waypoints to give "CH_47F_EP1_DZE", // Classname of vehicle (make sure it has driver and two gunners) "extreme" // Skill level of units (easy, medium, hard, extreme, Random) ] spawn heli_patrol; //Random [ [7320.01,8900,27,0], // Position to patrol [7400.01,8900,27,0], // Position to spawn chopper at 1000, // Radius of patrol 10, // Number of waypoints to give "UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners) "extreme" // Skill level of units (easy, medium, hard, extreme, Random) ] spawn heli_patrol; /* Custom Vehicle patrol spawns Eg. (Watch out they are stupid) [ [725.391,4526.06,0], // Position to patrol [725.391,4526.06,0], // Position to spawn at 200, // Radius of patrol 10, // Number of waypoints to give "HMMWV_Armored", // Classname of vehicle (make sure it has driver and gunner) "Random" // Skill level of units (easy, medium, hard, extreme, Random) ] spawn vehicle_patrol; Place your vehicle patrols below this line */ /* Paradropped unit custom spawn Eg. [ [911.21545,4532.7612,2.6292224], // Position that units will be dropped by [0,0,0], // Starting position of the heli 400, // Radius from drop position a player has to be to spawn chopper "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) 5, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set. 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; Place your paradrop spawns under this line */ diag_log "WAI: Static mission loaded"; }; Link to comment Share on other sites More sharing options...
SadBoy1981 Posted August 26, 2014 Report Share Posted August 26, 2014 I dont want to use new WAI. If thay dont have RPG, players just come and kill them from vehicles, take loot and drive to next one mission. I dont give RPG to players so i cant add it on weapon list for AI Link to comment Share on other sites More sharing options...
DieByZer0 Posted August 26, 2014 Report Share Posted August 26, 2014 Can we have an explanation on how to randomize spawn of loot inside the ammo boxes? Link to comment Share on other sites More sharing options...
Tricks Posted August 26, 2014 Report Share Posted August 26, 2014 Wow use spoilers people!!!! So simple! Link to comment Share on other sites More sharing options...
Hux Posted August 26, 2014 Report Share Posted August 26, 2014 I can't seem to get the custom chopper patrol to work. I used the default.sqf and it looks like this: /* Custom Chopper Patrol spawn Eg. [ [725.391,4526.06,0], // Position to patrol [0,0,0], // Position to spawn chopper at 2000, // Radius of patrol 10, // Number of waypoints to give "UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners) "Random" // Skill level of units (easy, medium, hard, extreme, Random) ] spawn heli_patrol; Place your heli patrols below */ [ [5000.89,5099.07,0.001], // Position to patrol [5000.89,5099.07,0.001], // Position to spawn chopper at 4000, // Radius of patrol 10, // Number of waypoints to give "Mi17_DZ", // Classname of vehicle (make sure it has driver and two gunners) "Random" // Skill level of units (easy, medium, hard, extreme, Random) ] spawn heli_patrol; I just copied the example and pasted below and put my own coords in. Is there something else that has to be done? Link to comment Share on other sites More sharing options...
DaVIdoSS Posted August 26, 2014 Report Share Posted August 26, 2014 SadBoy1981 With the new Wicked AI is very easy to add rpg units to missions or to the static spawns. Link to comment Share on other sites More sharing options...
SadBoy1981 Posted August 26, 2014 Report Share Posted August 26, 2014 Wow use spoilers people!!!! So simple! Next time write how, not everybody know how to do it! =) (spoiler)text(/spoiler) but replace the parenthesis with brackets. Link to comment Share on other sites More sharing options...
jackal40 Posted August 26, 2014 Report Share Posted August 26, 2014 (edited) I dont want to use new WAI. If thay dont have RPG, players just come and kill them from vehicles, take loot and drive to next one mission. I dont give RPG to players so i cant add it on weapon list for AI You can change the aggressiveness of the AI, but if you're using the LAV and BTR90 on your server the AI will need RPG or MAWS to take them out. In the Wicked AI config. sqf around line 84, look for ai_combatmode = "YELLOW"; // combatmode of AI ai_behaviour = "SAFE"; // behaviour of AI Change this to one of the following to change their behavior. Combat Modes: "BLUE" (Never fire) When hostile units are detected, they will track them, but will never fire back, even when fired upon. This mode can only be set through the editor or script. No in-game commands to subordinates can set them to combat mode Blue. "GREEN" (Hold fire - defend only) When a player orders his units to "Hold fire", the units are set to combat mode Green. "WHITE" (Hold fire, engage at will) "YELLOW" (Fire at will) If AI spots a target and decides it is in effective range, he will open fire. By default AI is set to YELLOW. If a leader calls Target, the unit with aim without breaking formation. "RED" (Fire at will, engage at will) When a leader commands his units to Engage at will, combat mode RED is set. The AI does not keep formation and each member moves individualy. The leader command Disengage will set the units back to fire at will (YELLOW) If Attack and Engage is called, the unit will break formation to find the best place to attack from (combat mode RED). BEHAVIOR MODES Safe It is possible to choose also Careless in mission editor, that expands the behavior for even more free movement (loiter) in range up to 150m. will use roads, groups travel in convoy (overrides formation command) stance with lowered weapon turned out from vehicle lie down when scared less turning head, less observing surroundings (limited rate of target database) Aware Default behavior. lie down when scared soldiers sometimes move in cover vehicles still prefer roads, travel in convoy Danger (Combat) dismiss (loiter movement) canceled ignores limited speed setting tends to change stance to kneel or prone soldiers move in cover soldiers disembark from some vehicles, e.g. damaged aircraft turns of vehicle lights Stealth dismiss (loiter movement) canceled faster target acquisition tends to change stance to kneel or prone keep themself also out of Unknown targets soldiers move in cover, routing near structures soldiers disembark from some vehicles, e.g. damaged aircraft turns of vehicle lights tanks avoid passing trees Edited August 26, 2014 by jackal40 Link to comment Share on other sites More sharing options...
jackal40 Posted August 26, 2014 Report Share Posted August 26, 2014 Next time write how, not everybody know how to do it! =) (spoiler)text(/spoiler) but replace the parenthesis with brackets. Thanks, I wasn't finding it on the options panel, and I didn't know how. Link to comment Share on other sites More sharing options...
miloeve Posted August 26, 2014 Report Share Posted August 26, 2014 Next time write how, not everybody know how to do it! =) (spoiler)text(/spoiler) but replace the parenthesis with brackets. Thanks. It would be nice too if anyone give me an answer instead of this stuff "Wow use spoilers people!!!! So simple"..... Thanks in advance Link to comment Share on other sites More sharing options...
Monegaskeren Posted August 26, 2014 Report Share Posted August 26, 2014 Hi. I just upgraded to 2.1.0 beta and it seems to spawn the missions just fine. And very nice with the debug feature, thank you so much! I have a problem though. I try to spawn a static M2 MG. In 2.0.5 I never managed to do this. I could make a working para drop but I never succeeded in spawning the MG. When I spawn a MG in 2.1.0 it appears but without an AI operating it. In the console I get two errors, these: 15:08:55 Error Zero divisor15:08:55 File z\addons\dayz_server\WAI\compile\spawn_static.sqf, line 10815:08:55 Error in expression < addweapon _weapon;for "_i" from 1 to _mags do {_unit addMagazine _magazin>15:08:55 Error position: <to _mags do {_unit addMagazine _magazin>15:08:55 Error to: Type String, expected Number15:08:55 File z\addons\dayz_server\WAI\compile\spawn_static.sqf, line 111 The spawn script in WAI/static/default.sqf I use looks like this: [ [ // Position(s) (can be multiple) [16002.8,18358.5,0.00137901], [921.21,4542.76,2.62] ], "M2StaticMG", // Classname of turret "easy", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Primary gun set number. "Random" for random weapon set 2, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Gearset classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_static; - an exact copy of the example script for spawning static weapons. I have only changed the first location. How do I spawn the gun with an AI operating it? Thanks! . Link to comment Share on other sites More sharing options...
DaVIdoSS Posted August 26, 2014 Report Share Posted August 26, 2014 Well it seams to be something wrong here: spawn_group.sqf call { if (_skin == "Hero") exitWith { _aiskin = ai_hero_skin call BIS_fnc_selectRandom; }; if (_skin == "Bandit") exitWith { _aiskin = ai_bandit_skin call BIS_fnc_selectRandom; }; if (_skin == "Random") exitWith { _aiskin = ai_all_skin call BIS_fnc_selectRandom; }; if (_skin == "Special") exitWith { _aiskin = ai_special_skin call BIS_fnc_selectRandom; }; _aiskin = _skin; }; Causing error for static patrol spawning: Trigger: [[7097.00,8357.00,0],10,"Random","Random",4,"Random","Random","Random","Bandit"] call spawn_group; Error bandits are not here 19:46:38 "WAI: AI Config File Loaded" 19:46:40 "WAI: Initialising missions" 19:46:40 "WAI: Initialising static missions" 19:46:40 "WAI: AI Monitor Started" 19:46:40 "WAI: 0 Active ground units" 19:46:40 "WAI: 0 Active emplacement units" 19:46:40 "WAI: 0 Active chopper patrol units (Crew)" 19:46:40 "WAI: 0 Active vehicle patrol units (Crew)" 19:46:42 Error in expression <_aiskin = _skin; }; _unit = _unitGroup createUnit [_aiskin, [(_position select > 19:46:42 Error position: <createUnit [_aiskin, [(_position select > 19:46:42 Error Type Array, expected String 19:46:42 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 73 19:47:11 "WAI: 0 Active ground units" 19:47:11 "WAI: 0 Active emplacement units" 19:47:11 "WAI: 0 Active chopper patrol units (Crew)" 19:47:11 "WAI: 0 Active vehicle patrol units (Crew)" And here another one from spawning a mission but that is epoch bug when removeBackpack _unit function from on_kill.sqf is called. 20:02:08 "WAI: Starting Mission number 1" 20:02:08 "WAI: Mission Data: [[0,"MainHero",[1057831: tm46.p3d,1057833: tm46.p3d,1057835: tm46.p3d,1057837: at15.p3d,1057839: tm46.p3d,1057841: tm46.p3d,1057843: at15.p3d,1057845: at15.p3d,1057847: tm46.p3d,1057849: at15.p3d,1057851: tm46.p3d,1057853: tm46.p3d,1057855: at15.p3d,1057857: tm46.p3d,1057859: at15.p3d,1057861: tm46.p3d,1057863: at15.p3d,1057865: tm46.p3d,1057867: tm46.p3d,1057869: at15.p3d,1057871: tm46.p3d,1057873: tm46.p3d,1057875: tm46.p3d,1057877: tm46.p3d,1057879: at15.p3d]]]" 20:02:08 "WAI: [Hero] disabled_milchopper started At [1001.26,3634.58]" 20:02:09 "WAI: Spawned a group of 5 AI (Bandit) at [1001.26,3634.58,0]" 20:02:09 Strange convex component01 in rh_m14\rh_m1st.p3d:geometry 20:02:09 Strange convex component07 in rh_m14\rh_m1st.p3d:geometry 20:02:09 Strange convex component08 in rh_m14\rh_m1st.p3d:geometry 20:02:09 Strange convex component12 in rh_m14\rh_m1st.p3d:geometry 20:02:10 "WAI: Spawned a group of 5 AI (Bandit) at [1001.26,3634.58,0]" 20:02:11 "WAI: Spawned a group of 5 AI (Bandit) at [1001.26,3634.58,0]" 20:02:12 "WAI: Spawned a group of 5 AI (Bandit) at [1001.26,3634.58,0]" 20:02:12 "WAI: Spawned in 2 M2StaticMG" 20:02:12 "WAI: Spawned "Mi17_DZ" at [1001.26,3634.58] with 0.270561 fuel and 0.2 damage." 20:02:12 "WAI: [Hero] disabled_milchopper spawned a Mi-17" 20:02:28 "WAI: 20 Active ground units" 20:02:28 "WAI: 2 Active emplacement units" 20:02:28 "WAI: 0 Active chopper patrol units (Crew)" 20:02:28 "WAI: 0 Active vehicle patrol units (Crew)" 20:02:58 "WAI: 20 Active ground units" 20:02:58 "WAI: 2 Active emplacement units" 20:02:58 "WAI: 0 Active chopper patrol units (Crew)" 20:02:58 "WAI: 0 Active vehicle patrol units (Crew)" 20:03:09 "Checking markers: ["Tradercitystary","wholesaleSouth","boatTraderEast","BoatDealerSouth","AirVehicles","BanditDen","Klen","BoatDealerEast","TradercityBash","HeroTrader","DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker","MainHero","MainBandit","Side1Hero","Side1Bandit","Side2Hero","Side2Bandit","SideSpecial"]" 20:03:12 "Loop complete, valid position [7423.53,12369.1] in 7 attempts." 20:03:12 "WAI: Starting Mission number 2" 20:03:12 "WAI: Mission Data: [[20,"MainHero",[1057831: tm46.p3d,1057833: tm46.p3d,1057835: tm46.p3d,1057837: at15.p3d,1057839: tm46.p3d,1057841: tm46.p3d,1057843: at15.p3d,1057845: at15.p3d,1057847: tm46.p3d,1057849: at15.p3d,1057851: tm46.p3d,1057853: tm46.p3d,1057855: at15.p3d,1057857: tm46.p3d,1057859: at15.p3d,1057861: tm46.p3d,1057863: at15.p3d,1057865: tm46.p3d,1057867: tm46.p3d,1057869: at15.p3d,1057871: tm46.p3d,1057873: tm46.p3d,1057875: tm46.p3d,1057877: tm46.p3d,1057879: at15.p3d]],[0,"MainBandit",[1057956: at15.p3d,1057958: tm46.p3d,1057960: at15.p3d,1057962: at15.p3d,1057964: at15.p3d,1057966: at15.p3d,1057968: at15.p3d,1057970: at15.p3d,1057972: at15.p3d,1057974: at15.p3d,1057976: at15.p3d,1057978: tm46.p3d,1057980: at15.p3d,1057982: tm46.p3d,1057984: at15.p3d,1057986: at15.p3d,1057988: at15.p3d,1057990: at15.p3d,1057992: at15.p3d,1057994: at15.p3d,1057996: tm46.p3d,1057998: tm46.p3d,1058000: at15.p3d,1058002: at15.p3d,1058004: tm46.p3d,1058006: tm46.p3d,1058008: tm46.p3d,1058010: tm46.p3d,1058 20:03:12 "WAI: [Bandit] presidents_mansion started at [7423.53,12369.1]" 20:03:13 Error in expression < getVariable["actionSet", false]; if (!_actionSet) then { s_player_holderPickup> 20:03:13 Error position: <_actionSet) then { s_player_holderPickup> 20:03:13 Error Undefined variable in expression: _actionset 20:03:13 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13 20:03:13 "WAI: Spawned a group of 4 AI (Hero) at [7423.53,12369.1,0]" 20:03:14 "WAI: Spawned a group of 4 AI (Hero) at [7423.53,12369.1,0]" 20:03:14 Strange convex component01 in rh_m14\rh_m1seot.p3d:geometry 20:03:14 Strange convex component07 in rh_m14\rh_m1seot.p3d:geometry 20:03:14 Strange convex component12 in rh_m14\rh_m1seot.p3d:geometry 20:03:15 "WAI: Spawned a group of 4 AI (Hero) at [7423.53,12369.1,0]" 20:03:16 "WAI: Spawned a group of 4 AI (Hero) at [7423.53,12369.1,0]" 20:03:16 "WAI: Spawned a group of 1 AI (Hero) at [7423.53,12369.1,0]" 20:03:16 "WAI: Spawned a group of 1 AI (Hero) at [7423.53,12369.1,0]" 20:03:16 "WAI: Paradrop waiting for player" 20:03:16 "WAI: Paradrop waiting for player" 20:03:16 "WAI: Paradrop waiting for player" 20:03:17 "WAI: Spawned in 3 M2StaticMG" 20:03:28 "WAI: 36 Active ground units" How about that? 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PeterBeer Posted August 26, 2014 Report Share Posted August 26, 2014 Delete Link to comment Share on other sites More sharing options...
DaVIdoSS Posted August 26, 2014 Report Share Posted August 26, 2014 Nope is default WAI mission noting is touched Link to comment Share on other sites More sharing options...
Hux Posted August 26, 2014 Report Share Posted August 26, 2014 Bunny ranch mission isn't working right for me. The mission comes up but with no marker. The enemy AI have no weapons. The crate has the default ammo in it but no loot. It's supposed to have gems and gold in it. Bunny ranch sqf: //****************Bunny Ranch***************** //*********Created by HollowAddiction********* //**********http://www.craftdoge.com********** //Credit to Creator of WAI //Credit to MattL for Support http://opendayz.net/members/matt-l.7134/ private ["_positionarray","_position","_box","_missiontimeout","_cleanmission","_playerPresent","_starttime","_currenttime","_cleanunits","_rndnum"]; // Add "_positionarray", _positionarray = [[8563.66,8880.25,0.001],[789.107,9406.74,0.001],[7801.29,1475.28,0.001],[4759.17,2331.01,0.001],[555.676,1152.82,0.001],[6865.94,5244.35,0.002]]; _position = _positionarray call BIS_fnc_selectRandom; vehclass = military_unarmed call BIS_fnc_selectRandom; //Large Gun Box _box = createVehicle ["BAF_VehicleBox",[(_position select 0),(_position select 1), .5], [], 0, "CAN_COLLIDE"]; [_box] call Bunny_Safe; diag_log format["WAI: Mission Bunny Ranch Started At %1",_position]; //Ranch & Girls _baserunover = createVehicle ["Land_A_Villa_EP1",[(_position select 0), (_position select 1),0],[], 0, "CAN_COLLIDE"]; _rndnum = round (random 3) + 4; [[_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; //Bunny Ranch Owner [[_position select 0, _position select 1, 0],3,1,5,3,"","Ins_Lopotev","5",true] call spawn_group; [_position,"Bunny Ranch"] execVM "\z\addons\dayz_server\WAI\missions\compile\markers2.sqf"; [nil,nil,rTitleText,"The Owner of the Bunny Ranch has been beating his girls again, Go give him a taste of his own medicine", "PLAIN",10] call RE; _missiontimeout = true; _cleanmission = false; _playerPresent = false; _starttime = floor(time); while {_missiontimeout} do { sleep 5; _currenttime = floor(time); {if((isPlayer _x) AND (_x distance _position <= 150)) then {_playerPresent = true};}forEach playableUnits; if (_currenttime - _starttime >= wai_mission_timeout) then {_cleanmission = true;}; if ((_playerPresent) OR (_cleanmission)) then {_missiontimeout = false;}; }; if (_playerPresent) then { waitUntil { sleep 5; _playerPresent = false; {if((isPlayer _x) AND (_x distance _position <= 30)) then {_playerPresent = true};}forEach playableUnits; (_playerPresent) }; diag_log format["WAI: Mission Bunny Ranch Ended At %1",_position]; [nil,nil,rTitleText,"The Bunny Ranch is YOURS! The Girls want to show their gratitude", "PLAIN",10] call RE; } else { clean_running_mission = True; deleteVehicle _box; {_cleanunits = _x getVariable "missionclean"; if (!isNil "_cleanunits") then { switch (_cleanunits) do { case "ground" : {ai_ground_units = (ai_ground_units -1);}; case "air" : {ai_air_units = (ai_air_units -1);}; case "vehicle" : {ai_vehicle_units = (ai_vehicle_units -1);}; case "static" : {ai_emplacement_units = (ai_emplacement_units -1);}; }; deleteVehicle _x; sleep 0.05; }; } forEach allUnits; diag_log format["WAI: Mission Bunny Ranch At %1",_position]; [nil,nil,rTitleText,"News reports of several women found beaten to death!", "PLAIN",10] call RE; }; missionrunning = false; Link to comment Share on other sites More sharing options...
PeterBeer Posted August 26, 2014 Report Share Posted August 26, 2014 Most missions the ai dont even shoot you xD Link to comment Share on other sites More sharing options...
DaVIdoSS Posted August 26, 2014 Report Share Posted August 26, 2014 yep but what happend if you change your skin? wholaa! I am really dont understand those Bandit - Hero mission. If there are player bandit on server his mission is killing other players. Hero players have problem with that and they need something like that. Link to comment Share on other sites More sharing options...
Havoc302 Posted August 26, 2014 Report Share Posted August 26, 2014 Hero AI need to be set to West don't they? I mean as soon as you shoot a couple of them the AI should do as they do in normal ARMA and start treating you as an enemy, on top of that though you may need a radius based trigger to just stop people coming up and taking the loot and walking off, forcing them to have to kill them and clear them and giving them the humanity losses and murders. Link to comment Share on other sites More sharing options...
PeterBeer Posted August 26, 2014 Report Share Posted August 26, 2014 I get this 22:19:47 Error in expression <e = NEWBSARRAY select _i; if (time - _time < 300) then { _uid = NEWBSA> 22:19:47 Error position: <_time < 300) then { _uid = NEWBSA> 22:19:47 Error Undefined variable in expression: _time 22:19:47 "nil player object attempting PV, :["","__SERVER__"]" Then is does a static restart Notched it only happens sometimes when mission starts or finished Tommy Sunshine 1 Link to comment Share on other sites More sharing options...
DaVIdoSS Posted August 26, 2014 Report Share Posted August 26, 2014 Yes lots of errors here we need to wait for release. For now i will continue use 2.0.5 which is great. And here: How to add handguns to your WICKED AI bandits: 1. Unpack your server.bpo 2. Write new variable in your config.sqf just above "ai_wep_assault". This array is for Overpoch if you using Epoch change it. ai_wep_pistol = [["Colt1911","7Rnd_45ACP_1911"],["glock17_EP1","17Rnd_9x19_glock17"],["M9","15Rnd_9x19_M9"],["MakarovSD","8Rnd_9x18_MakarovSD"],["Makarov","8Rnd_9x18_Makarov"],["revolver_EP1","6Rnd_45ACP"],["revolver_gold_EP1","6Rnd_45ACP"],["RH_anac","RH_6Rnd_44_Mag"],["RH_anacg","RH_6Rnd_44_Mag"],["RH_browninghp","RH_13Rnd_9x19_bhp"],["RH_bull","RH_6Rnd_44_Mag"],["RH_deagle","RH_7Rnd_50_AE"],["RH_Deagleg","RH_7Rnd_50_AE"],["RH_Deaglem","RH_7Rnd_50_AE"],["RH_Deaglemz","RH_7Rnd_50_AE"],["RH_Deaglemzb","RH_7Rnd_50_AE"],["RH_Deagles","RH_7Rnd_50_AE"],["RH_g17","RH_17Rnd_9x19_g17"],["RH_g17sd","RH_17Rnd_9x19_g17SD"],["RH_g18","RH_19Rnd_9x19_g18"],["RH_g19","RH_17Rnd_9x19_g17"],["RH_g19t","RH_17Rnd_9x19_g17"],["RH_m1911","RH_8Rnd_45cal_m1911"],["RH_m1911old","RH_8Rnd_45cal_m1911"],["RH_m1911sd","RH_8Rnd_45cal_m1911"],["RH_m9","15Rnd_9x19_M9"],["RH_m93r","RH_20Rnd_9x19_M93"],["RH_m9c","15Rnd_9x19_M9"],["RH_m9csd","15Rnd_9x19_M9SD"],["RH_m9sd","15Rnd_9x19_M9SD"],["RH_mk2","RH_10Rnd_22LR_mk2"],["RH_mk22","RH_8Rnd_9x19_Mk"],["RH_mk22sd","RH_8Rnd_9x19_Mksd"],["RH_mk22v","RH_8Rnd_9x19_Mk"],["RH_mk22vsd","RH_8Rnd_9x19_Mksd"],["RH_p226","RH_15Rnd_9x19_usp"],["RH_p226s","RH_15Rnd_9x19_usp"],["RH_p38","RH_8Rnd_9x19_P38"],["RH_ppk","RH_7Rnd_32cal_ppk"],["RH_python","RH_6Rnd_357_Mag"],["RH_tec9","RH_30Rnd_9x19_tec"],["RH_tt33","RH_8Rnd_762_tt33"],["RH_usp","RH_15Rnd_9x19_usp"],["RH_uspm","RH_12Rnd_45cal_usp"],["RH_uspsd","RH_15Rnd_9x19_uspsd"],["RH_vz61","RH_20Rnd_32cal_vz61"],["Sa61_EP1","20Rnd_B_765x17_Ball"],["M9SD","15Rnd_9x19_M9SD"],["UZI_EP1","30Rnd_9x19_UZI"],["UZI_SD_EP1","30Rnd_9x19_UZI_SD"],["vil_B_HP","vil_bhp_mag"],["vil_Glock","17Rnd_9x19_glock17"],["vil_Glock_o","17Rnd_9x19_glock17"],["vil_USP","15Rnd_9x19_M9"],["vil_USP45","vil_usp45_mag"],["vil_USP45SD","vil_usp45sd_mag"],["vil_USPSD","15Rnd_9x19_M9SD"],["vil_uzi","vil_32Rnd_uzi"],["vil_uzimini","vil_32Rnd_UZI_SD"],["vil_uzimini_SD","vil_32Rnd_UZI_SD"],["vil_uzi_c","vil_32Rnd_uzi"],["vil_uzi_SD","vil_32Rnd_UZI_SD"]]; 3. Replace WAI\compile\spawn_group.sqf with this one: if (isServer) then { private ["_mission","_aipack","_aicskill","_position","_unitnumber","_skill","_gun","_mags","_backpack","_skin","_gear","_aiweapon","_aigear","_aiskin","_skillarray","_unitGroup","_weapon","_weapon2","_magazine","_magazine2","_weaponandmag","_weaponandmag2","_gearmagazines","_geartools","_unit","_aipistol"]; _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; }; _aiweapon = []; _aipistol = []; _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 "Random" : {_aiweapon = ai_wep_random call BIS_fnc_selectRandom;}; }; _weaponandmag = _aiweapon call BIS_fnc_selectRandom; _weapon = _weaponandmag select 0; _magazine = _weaponandmag select 1; _aipistol = ai_wep_pistol; _weaponandmag2 = _aipistol call BIS_fnc_selectRandom; _weapon2 = _weaponandmag2 select 0; _magazine2 = _weaponandmag2 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; _unit addweapon _weapon; _unit addweapon _weapon2; if (sunOrMoon != 1) then { _unit addweapon "NVGoggles"; }; for "_i" from 1 to _mags do { _unit addMagazine _magazine; _unit addMagazine _magazine2; }; _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]; }; 4 Repack your .bpo You are done. Now your WICKED AI will have side arms too!! Link to comment Share on other sites More sharing options...
Havoc302 Posted August 26, 2014 Report Share Posted August 26, 2014 Wow I'm really getting sick of people getting the Beta who aren't comfortable themselves troubleshooting errors then posting on here about it like it's supposed to be working, if you can't troubleshoot code don't download the f'n beta! And they already said they'd prefer feedback about bugs on github...... I don't know, maybe if you know what you're doing with code post the bug AND the fix so everyone can resolve it. And use the damned spoiler tags or pastebin! Walls of text and logs are f'n annoying! Jossy 1 Link to comment Share on other sites More sharing options...
PeterBeer Posted August 26, 2014 Report Share Posted August 26, 2014 Wow I'm really getting sick of people getting the Beta who aren't comfortable themselves troubleshooting errors then posting on here about it like it's supposed to be working, if you can't troubleshoot code don't download the f'n beta! And they already said they'd prefer feedback about bugs on github...... I don't know, maybe if you know what you're doing with code post the bug AND the fix so everyone can resolve it. And use the damned spoiler tags or pastebin! Walls of text and logs are f'n annoying! For starters people are using spoiler tags, You must be smoking crack People are most likely posting theses errors so they know what to fix for next update, Non of them have screamed out "HELP ME AND FIX IT" How else can they tell them ? pretty sure they have only posted this on here no help page is there Your making a big issue over nothing buddy Petite 1 Link to comment Share on other sites More sharing options...
Havoc302 Posted August 26, 2014 Report Share Posted August 26, 2014 For starters people are using spoiler tags, You must be smoking crack People are most likely posting theses errors so they know what to fix for next update, Non of them have screamed out "HELP ME AND FIX IT" How else can they tell them ? pretty sure they have only posted this on here no help page is there Your making a big issue over nothing buddy GithubThis 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). In the OP, yes people can post here for support of course, it'd be better over on Github though, just doesn't mean people need to post a wall of code or logs everytime they're asking for help, just saying people need to learn to read their RPT and identify which sections relate to WAI rather than just posting huge sections of it or maybe using pastebin, which is what's it's perfect for. Means we don't end up with 20 pages to scroll down every time you want to catch up on the thread. Link to comment Share on other sites More sharing options...
SadBoy1981 Posted August 26, 2014 Report Share Posted August 26, 2014 Cant get work static weapon spawns /* Custom static weapon spawns Eg. (with mutiple positions) [ [ // Position(s) (can be multiple) [911.21,4532.76,2.62], [921.21,4542.76,2.62] ], "M2StaticMG", // Classname of turret "easy", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Primary gun set number. "Random" for random weapon set 2, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random" // Gearset classname, use "Random" or classname here ] call spawn_static; Place your custom static weapon spawns below */ [ [ // Position(s) (can be multiple) [13757, 2855.6951, 0.1], [13581.159, 3095.7595, 0.1], [13672.707, 2923.532, -1.1], [13757.219, 2913.2258, 0.1], [13803.734, 2948.77, 9.1], [13307.787, 2742.4548, 5.1], [13473.531, 3343.7896, -2.1], [13308.451, 3241.7668, 2.1], [13631.521, 3237.97, 0.1], [14165.316, 2696.0239, 8.1], [13720.18, 2841.2844, -4.1], [14085.578, 2942.03, 0.1], [13598.758, 2932.2224, -0.1], [12980.869, 3208.0649, 4.1], [13526.065, 3475.8076, 1.1], [13771.2, 2969.66, 0.1], [13689.4, 2980.61, 0.1], [13731.9, 2897.92, 8.1], [13682.9, 2856.92, 0.1] ], "DSHKM_CDF", // Classname of turret "extreme", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Primary gun set number. "Random" for random weapon set 2, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random" // Gearset classname, use "Random" or classname here ] call spawn_static; [ [ // Position(s) (can be multiple) [13444.1, 2781.1, 0.1], [14075.1, 2784.1, 0.1] ], "Igla_AA_pod_East", // Classname of turret "easy", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Primary gun set number. "Random" for random weapon set 2, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random" // Gearset classname, use "Random" or classname here ] call spawn_static; [ [ // Position(s) (can be multiple) [13229.1, 3236.1, 0.1], [13630.1, 3119.1, 0.1], [13956.1, 3028.1, 0.1], [14125.1, 2893.1, 0.1], [13470.1, 3085.1, 0.1] ], "ZU23_CDF", // Classname of turret "easy", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Primary gun set number. "Random" for random weapon set 2, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random" // Gearset classname, use "Random" or classname here ] call spawn_static; Also config.sqf ai_static_weapons = ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG","ZU23_CDF","DSHKM_CDF","Igla_AA_pod_East","SearchLight_US_EP1"]; // static guns Dont understend where is problem, RPT dont show any errors... FIXED Link to comment Share on other sites More sharing options...
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