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[Release] Wicked AI 2.2.0


f3cuk

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Found a problem.  Mayor mission started and completed in about 10 seconds.. below is my RPT log

 

16:20:59 "WAI: [Hero] mayors_mansion started at [5403.08,13170]"

16:20:59 "WAI: Spawned a group of 4 AI (Bandit) at [5403.08,13170,0]"

16:21:00 "WAI: Spawned a group of 4 AI (Bandit) at [5403.08,13170,0]"

16:21:00 "WAI: Spawned a group of 4 AI (Bandit) at [5403.08,13170,0]"

16:21:00 "WAI: Spawned a group of 4 AI (Bandit) at [5403.08,13170,0]"

16:21:01 "WAI: Spawned a group of 1 AI (Bandit) at [5403.08,13170,0]"

16:21:01 "WAI: Spawned in 2 M2StaticMG"

16:21:09 "WAI: [Hero] mayors_mansion ended at [5403.08,13170]"

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found more errors for the beta.

1. missions say compete with wai_kill_percent set to 100 with some ai still alive

2. Helicopter came in to drop reinforcements for a mission, one guy dropped and got the error below.

 

16:25:33 Error in expression <um = (wai_mission_data select _mission) select 0;

wai_mission_data select _missi>

16:25:33 Error position: <select 0;

wai_mission_data select _missi>

16:25:33 Error select: Type Number, expected Array,Config entry

16:25:33 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 231

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found more errors for the beta.

1. missions say compete with wai_kill_percent set to 100 with some ai still alive

2. Helicopter came in to drop reinforcements for a mission, one guy dropped and got the error below.

 

 

Change 100 to 0 it means

 

50 half of them

 

25 three quarters of them

 

75 quarter of them

 

And so on

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Beta 2.1.0

Roaming AI at "[H] Weapon cache" mission ( yellow circle ) don't care that I just murdered there buddies right in front of them. the guys on the mounted guns did shoot at me.

 

If you want Ai shooting anyone change these configs like this :

 

 

ai_bandit_combatmode = "RED";

ai_bandit_behaviour = "SAFE";
ai_hero_combatmode = "RED";
ai_hero_behaviour = "SAFE";
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In the ikea crates etc you always have the same amount spawning, how could i make this work like on some other things with the random number at the end?  Example of something else;

_num_guns  = (3 + round(random 12));

Here it will take 3 + a random from 1-12 but how do i do it on wai features like;

// RIFLES
_box addWeaponCargoGlobal ["BAF_LRR_scoped", 1];

???

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Anyone having this issue running Infistar? 

20:34:54 "infiSTAR.de Log: SERVER ALERT! (Remote Execution found - Ending Mission! #3) | "
20:34:54 "nil player object attempting PV, :["","__SERVER__"]"
20:34:54 "z\addons\dayz_server\compile\server_onPlayerDisconnect.sqf: nil player object, _this:["","__SERVER__"]"
20:34:54 "get: STRING (76561198115145958), sent: STRING (76561198115145958)"
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Anyone having this issue running Infistar? 

20:34:54 "infiSTAR.de Log: SERVER ALERT! (Remote Execution found - Ending Mission! #3) | "
20:34:54 "nil player object attempting PV, :["","__SERVER__"]"
20:34:54 "z\addons\dayz_server\compile\server_onPlayerDisconnect.sqf: nil player object, _this:["","__SERVER__"]"
20:34:54 "get: STRING (76561198115145958), sent: STRING (76561198115145958)"

 

I get this dose it restarts your server (put everyone in the lobby) ?

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In the ikea crates etc you always have the same amount spawning, how could i make this work like on some other things with the random number at the end?  Example of something else;

_num_guns  = (3 + round(random 12));

Here it will take 3 + a random from 1-12 but how do i do it on wai features like;

// RIFLES
_box addWeaponCargoGlobal ["BAF_LRR_scoped", 1];

???

???

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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

then use minefields and tell them good luck?

 

I can't seem to get the custom chopper patrol to work.

 

I used the default.sqf and it looks like this:

 

I just copied the example and pasted below and put my own coords in.

 

Is there something else that has to be done?

It seems we forgot to update the static example code, either make the changes yourself or bare with us while we update those.

 

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.

Wrong mission format, there is also a reason this wasn't enabled for BETA, why are you enabling it >.<

 

Found a problem.  Mayor mission started and completed in about 10 seconds.. below is my RPT log

 

Easy fix, the mayor spawned on the roof and commit suicide LOL

 

f3cuk seems like i aint the only one :P

I think this might be from the vehicle hive save method we changed to, I'll look into this today

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One of the Bandit AI missions an M2 Gunner was giving me the option for trader menu and it was also working lol (When I killed him).

 

Edit also another one has that paradroped from a heli. 

 

It's bandit AI that one.

 

 

Edit2 : another one of the AI just teleported inside killed a player then teleported outside, I was watching the feed lol. One of the Hero missions.

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One of the Bandit AI missions an M2 Gunner was giving me the option for trader menu and it was also working lol (When I killed him).

 

Edit also another one has that paradroped from a heli. 

 

It's bandit AI that one.

common error, if only they would design trader's to not work off skins.. it wouldn't be too hard lol, I don't suppose you took a screenshot or know what skin it was?

 

also are you running the traders with default skins? which map?

Edited by Jossy
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