Tommy Sunshine Posted August 27, 2014 Report Share Posted August 27, 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 I have this as well Link to comment Share on other sites More sharing options...
f3cuk Posted August 27, 2014 Author Report Share Posted August 27, 2014 Strange I didn't touch what my host gave me on that part, I will look into it. btw i am still trying to find a way to randomize the loot in the boxes. I am working on randomizing ALL the loot you find at the missions. Bij default there will be no missions with static loot in the 2.1.0 release. I have this as well This problem seems to be infistar related. We'll be looking into it. Link to comment Share on other sites More sharing options...
UKCPirate Posted August 27, 2014 Report Share Posted August 27, 2014 I struggled for ages to see an effect on setting the gradient for the findSafePos function. I now have it working, seems it likes a value between 0 and 1. e.g. _safepos = [getMarkerPos "center",5,9500,(_this select 0),0,0.5,0,blacklist]; After testing on an older version and spawning test makers across the map the effects can be clearly seen. Link to comment Share on other sites More sharing options...
UKCPirate Posted August 27, 2014 Report Share Posted August 27, 2014 On another note I have an AI island which I populated using, I used special so both Bandit and Hero players would benefit from humanity. [[16511.607,18379.748,-0.0002822876], // Position 3, // Number in Unit "Extreme", // Skill "Random", // Gun 3, // Mags "Random", // Backpack "Special", // Skin "Random", // Gear "Special" // AI Type ] call spawn_group; but not one of them was interested in shooting me at all. After a bit of playing I noticed that simply changing the Skin to "Bandit" fixed the issue. I will try setting them to "Hero" skin and will report back, when my server is empty again. Link to comment Share on other sites More sharing options...
Sub Posted August 27, 2014 Report Share Posted August 27, 2014 Hey Jossy, I was wondering if you knew why the AI on foot don't shoot certain vehicles like the med vodnik but the m2 Gunners do? Link to comment Share on other sites More sharing options...
f3cuk Posted August 27, 2014 Author Report Share Posted August 27, 2014 Hey Jossy, I was wondering if you knew why the AI on foot don't shoot certain vehicles like the med vodnik but the m2 Gunners do? AI only shoot at vehicles if they have the weapons to deal with them. M2 gunners are able to take out Vodniks whilst ground units (think they) are not. If you want ground units to engage armored vehicles equip them with anti-material weapons like rocket launchers or high grade snipers. These units should only engage vehicles OR just use the minefield (will clear after the mission) option to keep players from roadkilling the AI.. On another note I have an AI island which I populated using, I used special so both Bandit and Hero players would benefit from humanity. [[16511.607,18379.748,-0.0002822876], // Position 3, // Number in Unit "Extreme", // Skill "Random", // Gun 3, // Mags "Random", // Backpack "Special", // Skin "Random", // Gear "Special" // AI Type ] call spawn_group; but not one of them was interested in shooting me at all. After a bit of playing I noticed that simply changing the Skin to "Bandit" fixed the issue. I will try setting them to "Hero" skin and will report back, when my server is empty again. This is known and will be sorted for 2.1.0 release. Like explained before we have tried to make Heroes a bit more realistic by not letting them shoot on sight but only return fire. We dont seem to get that working so for now we will be reverting back to the shoot on sight mentality for both Hero and Bandit units. I struggled for ages to see an effect on setting the gradient for the findSafePos function. I now have it working, seems it likes a value between 0 and 1. e.g. _safepos = [getMarkerPos "center",5,9500,(_this select 0),0,0.5,0,blacklist]; After testing on an older version and spawning test makers across the map the effects can be clearly seen. I'll have to look it up. But i remember there was actually some kind of formula to this. If i remember correctly a value of 1 resembles something like a 60° slope. 0.5 was about 30° etc. Link to comment Share on other sites More sharing options...
PeterBeer Posted August 27, 2014 Report Share Posted August 27, 2014 Hey f3cuk I got this : 21:48:07 "infiSTAR.de Log: SERVER ALERT! (Remote Execution found - Ending Mission! #3) | " And i opened up AH.sqf And got the part that ends the mission file here : if (_fncMcnt > 1) then { call _knp; _log = 'Remote Execution found - Ending Mission! #1'; "+_randvar10+" = [('SERVER ALERT!'), (_log),'','','']; ['SERVER',"+_randvar10+"] call fnc_handle"+_randvar10+"; [] spawn {call compile ('endMission ''END1'';');call compile ('forceEnd;');}; }; { if (!isNull _x) then { if (typeOf _x == 'FunctionsManager') then { _fmg = group _x; if (!isNull _fmg) then { if (isNil 'fncManagerGroup"+_randvar5+"') then {fncManagerGroup"+_randvar5+" = _fmg;}; if (str _fmg != str(fncManagerGroup"+_randvar5+")) then { call _knp; _log = 'Remote Execution found - Ending Mission! #2'; "+_randvar10+" = [('SERVER ALERT!'), (_log),'','','']; ['SERVER',"+_randvar10+"] call fnc_handle"+_randvar10+"; [] spawn {call compile ('endMission ''END1'';');call compile ('forceEnd;');}; }; if (count (units fncManagerGroup"+_randvar5+") > 1) then { call _knp; _log = 'Remote Execution found - Ending Mission! #3'; "+_randvar10+" = [('SERVER ALERT!'), (_log),'','','']; ['SERVER',"+_randvar10+"] call fnc_handle"+_randvar10+"; [] spawn {call compile ('endMission ''END1'';');call compile ('forceEnd;');}; }; }; } else { deleteVehicle _x; }; }; } forEach _logicz; Just providing it hoping to help you Link to comment Share on other sites More sharing options...
f3cuk Posted August 27, 2014 Author Report Share Posted August 27, 2014 Sorry can't help you there, this is infistar related and since we don't have that it's impossible to debug. Luckily Jossy does and he already expressed his intention to trace and fix this problem. -- On another note, just updated the Testbranch to the latest version with dynamic loot on every mission. Testing now. Link to comment Share on other sites More sharing options...
Sub Posted August 27, 2014 Report Share Posted August 27, 2014 Well i tried going into the mine field and i did not blow up. Link to comment Share on other sites More sharing options...
f3cuk Posted August 27, 2014 Author Report Share Posted August 27, 2014 Are you running 2.0.5 or BETA 2.1.0? Link to comment Share on other sites More sharing options...
Sub Posted August 27, 2014 Report Share Posted August 27, 2014 2.0.5 , maybe it doesn't recognize urals? Link to comment Share on other sites More sharing options...
f3cuk Posted August 28, 2014 Author Report Share Posted August 28, 2014 2.0.5 mines aren't properly working for a lot of vehicles. This will be fixed in 2.1.0. Link to comment Share on other sites More sharing options...
Fully Posted August 28, 2014 Report Share Posted August 28, 2014 2.0.5 mines aren't properly working for a lot of vehicles. This will be fixed in 2.1.0. I think they only work on tracked vehicles! Link to comment Share on other sites More sharing options...
Jossy Posted August 28, 2014 Report Share Posted August 28, 2014 I think they only work on tracked vehicles! Believe me, they work on normal vehicles with 2.1.0 :) Link to comment Share on other sites More sharing options...
Jossy Posted August 28, 2014 Report Share Posted August 28, 2014 For those getting the "infiSTAR.de Log: SERVER ALERT! (Remote Execution found - Ending Mission! #3) | " with the beta that want to fix this error until it gets updated on the git open up find_position.sqf and comment out the town check so it looks like this //if (_validspot && [_position, wai_near_town] call isNearTown) then {_validspot = false;}; //diag_log("WAI: Invalid Position (Town)"); //infiSTAR.de RE detection problem Link to comment Share on other sites More sharing options...
ARC_Solo Posted August 28, 2014 Report Share Posted August 28, 2014 *****How To add Coins to AI***** If you're running with a coin currency and wish to add coins to AI wallets follow these: Open your WAI\Compile folder and edit Spawn_group Spawn_static Find _unit enableAI "TARGET"; _unit enableAI "AUTOTARGET"; _unit enableAI "MOVE"; _unit enableAI "ANIM"; _unit enableAI "FSM"; _unit setCombatMode ai_combatmode; _unit setBehaviour ai_behaviour; In both files and add _cash = round(random 5) * 100; _unit setVariable["headShots",_cash,true]; Below _unit setBehaviour ai_behaviour; To change the amount of Coins on the ai change (random 5) * 100 This spawns the ai with a random amount of coins between 0 - 500 (5 x 100) ***NOTE*** If using Souls Hive change Headshots to CashMoney Thanks to Chunk. No Captain Chunk. For adding them to DZMS Link to comment Share on other sites More sharing options...
f3cuk Posted August 28, 2014 Author Report Share Posted August 28, 2014 UPDATE: WICKED AI BETA 2.1.0 First of a big thank you to everyone for testing the BETA and reporting issues. We have been busy sorting them and even worked on some other enhancements that weren't planned for this release. As a result we are releasing an updated version of the BETA which should resolve most of the issues you guys were having. Release BETA 2.1.0 Bandit and hero missions Dynamic loot on every mission More missions Multi mission support Better markers And much more Upcoming in 2.2.0+ C130 Missions More missions Version history 28-08-2014 : Update: BETA release (2.1.0) 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 Link to comment Share on other sites More sharing options...
Tommy Sunshine Posted August 28, 2014 Report Share Posted August 28, 2014 Am I the only one who does this every release? ["DMR_DZ","20Rnd_762x51_DMR"] Link to comment Share on other sites More sharing options...
Jossy Posted August 28, 2014 Report Share Posted August 28, 2014 (edited) Am I the only one who does this every release? ["DMR_DZ","20Rnd_762x51_DMR"] I don't understand what "this" is? don't worry, I just noticed, the missing _DZ lol Edited August 28, 2014 by Jossy Link to comment Share on other sites More sharing options...
Tommy Sunshine Posted August 28, 2014 Report Share Posted August 28, 2014 Haha I'm sorry, I add the _DZ to the DMR under sniper in cfg because the DMR's aren't normally included in my epoch traders. BUT OMG thanks for adding skin to onkill.sqf, I've been doing that every time too! Or wherever you did it :) Link to comment Share on other sites More sharing options...
MassBoobage Posted August 28, 2014 Report Share Posted August 28, 2014 Just updated my WAI from the testbranch right? will test away right now. Thankyou guys for putting in so much effort for the community! This is easily the hottest mod in the spotlight right now. Link to comment Share on other sites More sharing options...
Jossy Posted August 28, 2014 Report Share Posted August 28, 2014 Just updated my WAI from the testbranch right? will test away right now. Thankyou guys for putting in so much effort for the community! This is easily the hottest mod in the spotlight right now. The beta branch, keep in mind we are still fixing errors, one of which will be heli_para.sqf Link to comment Share on other sites More sharing options...
MassBoobage Posted August 28, 2014 Report Share Posted August 28, 2014 The beta branch, keep in mind we are still fixing errors, one of which will be heli_para.sqf I'm living on the edge man, i'm going test branch or going home! :) Link to comment Share on other sites More sharing options...
MassBoobage Posted August 28, 2014 Report Share Posted August 28, 2014 I know I have probably asked this before.... but where do I add in AI RPG's ? I want AI to have RPG's Link to comment Share on other sites More sharing options...
Jossy Posted August 28, 2014 Report Share Posted August 28, 2014 I'm living on the edge man, i'm going test branch or going home! :) lol they're both almost the same anyway at this moment, glad to see you're willing to test for the cause though :wub: Link to comment Share on other sites More sharing options...
Recommended Posts