Thay-skill3d Posted August 30, 2014 Report Share Posted August 30, 2014 Hi There, Not sure if this has been resolved, cannot find the answer. But currently when a new mission spawns, and i make my way to the center of the mission, it says it is under survivor control (even though there are bandits all over trying to take me out).If there any way to make it so that there has to be 0 bandits left on that mission before it is under survivor control? Use this in your config.sqf wai_kill_percent = 10; // percentage of AI players that must be killed at "crate" missions to be able to trigger completion set it to 100 Link to comment Share on other sites More sharing options...
KingRaymond795 Posted August 30, 2014 Report Share Posted August 30, 2014 Hi Thay-skill3d That option seemed it would work - so unless I placed it in the wrong part of the config.sqf - it did not work. Mission that loaded has a Gaz Vodnik - medium mission. I placed it here: /* WAI MISSIONS CONFIG */ wai_mission_system = true; // use built in mission system wai_mission_timer = (300 + round(random 600)); // time between missions 5-15 minutes wai_mission_timeout = (1800 + round(random 1800)); // time each missions take 30-60 minutes wai_mission_fuel = ((1 + round(random 9)) / 10); // fuel inside mission spawned vehicles (10 - 100%) wai_crates = ["TKSpecialWeapons_EP1","UNBasicAmmunitionBox_EP1","CZBasicWeapons_EP1","TKVehicleBox_EP1","USVehicleBox_EP1","USBasicAmmunitionBox_EP1","GERBasicWeapons_EP1","GuerillaCacheBox_EP1","TKOrdnanceBox_EP1","USSpecialWeapons_EP1","SpecialWeaponsBox"]; wai_crates_smoke = false; // pop smoke on crate when mission is finished wai_keep_vehicles = true; // save vehicles to database and keep them after restart wai_players_online = 1; // number of players online before misson starts wai_server_fps = 5; // missions only starts if server FPS is over wai_server_fps wai_enable_tank_traps = true; // enable the possibility of using tanktraps to better defend a mission wai_enable_minefield = true; // enable the possibility of using minefields to better defend a mission wai_marker = "\z\addons\dayz_server\WAI\compile\markers.sqf"; wai_kill_percent = 100; // percentage of AI players that must be killed at "crate" missions to be able to trigger completion // Missions wai_missions = ["black_hawk_crash","armed_vehicle","bandit_base","captured_mv22","ikea_convoy","destroyed_ural","disabled_milchopper","mayors_mansion","medi_camp","weapon_cache"]; I also notice this option is in 2.1.0 - is it only compatible from that version? Link to comment Share on other sites More sharing options...
Guest Posted August 30, 2014 Report Share Posted August 30, 2014 Mission aren't ending - at all - here. It's almost like the script is erroring out in mission_winorfail.sqf and then not executing the diag_log line at the end of each mission SQF. Link to comment Share on other sites More sharing options...
Thay-skill3d Posted August 30, 2014 Report Share Posted August 30, 2014 You have to use the current version of WAI (2.0.5 or 2.1.0 beta) - there is this option already in "WAI/config.sqf" Link to comment Share on other sites More sharing options...
PeterBeer Posted August 30, 2014 Report Share Posted August 30, 2014 Jossy with the latest BETA does it fix the infistar ending mission ? Link to comment Share on other sites More sharing options...
Thay-skill3d Posted August 30, 2014 Report Share Posted August 30, 2014 For me the despawning works without any problems and with infistar. Link to comment Share on other sites More sharing options...
PeterBeer Posted August 30, 2014 Report Share Posted August 30, 2014 Well once again with latest patch the missions are complete but comes up in the logs 10 minutes after which delays the missions Got this error not sure if related : 17:09:25 Error in expression <se { if (_x getVariable ["ObjectID", 0] == 0) then { deleteVehicle _x; }; }; sle> 17:09:25 Error position: <== 0) then { deleteVehicle _x; }; }; sle> 17:09:25 Error Generic error in expression 17:09:25 File z\addons\dayz_server\WAI\compile\mission_winorfail.sqf, line 155 Link to comment Share on other sites More sharing options...
Jossy Posted August 30, 2014 Report Share Posted August 30, 2014 Hi Thay-skill3d That option seemed it would work - so unless I placed it in the wrong part of the config.sqf - it did not work. Mission that loaded has a Gaz Vodnik - medium mission. I placed it here: I also notice this option is in 2.1.0 - is it only compatible from that version? it could be misbehaving I'll have a look at it tomorrow, and yes only from 2.1.0 Mission aren't ending - at all - here. It's almost like the script is erroring out in mission_winorfail.sqf and then not executing the diag_log line at the end of each mission SQF. Working on that now Jossy with the latest BETA does it fix the infistar ending mission ? Yes Link to comment Share on other sites More sharing options...
Guest Posted August 30, 2014 Report Share Posted August 30, 2014 If it helps, it looks like it's getting stuck in one of the cleanup loops and not actually declaring the mission complete. Moving the missionrunning variable into the win/lose spawn may fix this. Link to comment Share on other sites More sharing options...
PeterBeer Posted August 30, 2014 Report Share Posted August 30, 2014 If it helps, it looks like it's getting stuck in one of the cleanup loops and not actually declaring the mission complete. Moving the missionrunning variable into the win/lose spawn may fix this. Yer I got this, Seems like it isn't doing the variable for clean up / complete mission Link to comment Share on other sites More sharing options...
PeterBeer Posted August 30, 2014 Report Share Posted August 30, 2014 16:57:14 "WAI: [Mission:[Hero] Weapon Cache]: Starting... [8790.72,8551.48]" I completed at 16:58:30 17:10:34 "WAI: [Mission:[Hero] Weapon Cache]: Ended at [8790.72,8551.48]" So the delay is real xD Link to comment Share on other sites More sharing options...
Jossy Posted August 30, 2014 Report Share Posted August 30, 2014 (edited) Quick fix for missions not respawning and some other minor bugs https://github.com/SJossy/WICKED-AI/archive/Beta-2.1.0.zip ^this time should work :P Too tired to be coding Edited August 30, 2014 by Jossy Link to comment Share on other sites More sharing options...
Jossy Posted August 30, 2014 Report Share Posted August 30, 2014 If it helps, it looks like it's getting stuck in one of the cleanup loops and not actually declaring the mission complete. Moving the missionrunning variable into the win/lose spawn may fix this. I was doing that while you were posting this :D Going to bed now hopefully no more major bugs will arise Link to comment Share on other sites More sharing options...
SadBoy1981 Posted August 30, 2014 Report Share Posted August 30, 2014 . Link to comment Share on other sites More sharing options...
Guest Posted August 30, 2014 Report Share Posted August 30, 2014 Hehe :P You could also call the while !cleanup loop outside of the schedule. Just testing moving it into a call, although I'm not sure if it'll inherit the private variables from the parent call; the intricacies of call/spawn still escape me I'm afraid :P Link to comment Share on other sites More sharing options...
Guest Posted August 30, 2014 Report Share Posted August 30, 2014 No such joy in a call; just checked your testbranch and see you've moved it into a spawn with parameters, looks good mate. Will test it out and report back :) Edit: Just noticed you've replaced some counts with foreach; unless you need the array indices, count is actually much quicker than foreach. Link to comment Share on other sites More sharing options...
Jossy Posted August 30, 2014 Report Share Posted August 30, 2014 (edited) No such joy in a call; just checked your testbranch and see you've moved it into a spawn with parameters, looks good mate. Will test it out and report back :) Edit: Just noticed you've replaced some counts with foreach; unless you need the array indices, count is actually much quicker than foreach. I know but count fails with the eventhandlers for some reason oh and don't use the version from my testbranch I missed the parameter inputs lol Edited August 30, 2014 by Jossy Link to comment Share on other sites More sharing options...
Guest Posted August 30, 2014 Report Share Posted August 30, 2014 Already caught that :) Needed _pos = _this select 0, etc. Link to comment Share on other sites More sharing options...
PeterBeer Posted August 30, 2014 Report Share Posted August 30, 2014 What did you change in the this ? Quick fix for missions not respawning and some other minor bugs https://github.com/SJossy/WICKED-AI/archive/Beta-2.1.0.zip ^this time should work :P Too tired to be coding Link to comment Share on other sites More sharing options...
UKCPirate Posted August 30, 2014 Report Share Posted August 30, 2014 As far as I can tell only this https://github.com/SJossy/WICKED-AI/commit/6213a4754bba1cb30f7afae536b478d65aece61c Link to comment Share on other sites More sharing options...
PeterBeer Posted August 30, 2014 Report Share Posted August 30, 2014 As far as I can tell only this https://github.com/SJossy/WICKED-AI/commit/6213a4754bba1cb30f7afae536b478d65aece61c He changed mission_winorfall.sqf Link to comment Share on other sites More sharing options...
Serbia Posted August 30, 2014 Report Share Posted August 30, 2014 Hi i have question,in previous version of WAi mission there was a sqf file called StaticAnnoBoxes where you could put your custom spawn points for boxes ...is there the way i can add my custom spawn boxes in the new WAI. Thanks for the answer. Link to comment Share on other sites More sharing options...
UKCPirate Posted August 30, 2014 Report Share Posted August 30, 2014 Just looked more and he has updated mission_winorfall.sqf several times. Unless you've edited it just replace the whole file. Link to comment Share on other sites More sharing options...
UKCPirate Posted August 30, 2014 Report Share Posted August 30, 2014 Hi i have question,in previous version of WAi mission there was a sqf file called StaticAnnoBoxes where you could put your custom spawn points for boxes ...is there the way i can add my custom spawn boxes in the new WAI. Thanks for the answer. Add it to your static spawn file. _crate_type = crates_small call BIS_fnc_selectRandom; _crate = createVehicle ["BAF_VehicleBox",[16403.51,18310.725,-0.00012207031], [], 0, "CAN_COLLIDE"]; [_crate,25,5,[6,crate_items_high_value],[5,crate_backpacks_large]] call dynamic_crate; I dont think you can spawn more than 1 dynamic crate without some extra code, PERMALOOT, etc. Also the dynamic loot needs explaining. I only think I understand it so I wont try myself. I must admit I havn't been to check see if its there yet. :huh: No RPT errors though. Link to comment Share on other sites More sharing options...
Serbia Posted August 30, 2014 Report Share Posted August 30, 2014 Ok how about the custom spawn pints for the units i have this on my server and it is in the customSpawns.sqf //Skalisty Island Ai Spawn Points for M2 . [[[13757, 2855.6951, 0.0001411438],[13581.159, 3095.7595, -0.00020980835],[13672.707, 2923.532, -1.5258789e-005],[13757.219, 2913.2258, 0.00010681152],[13803.734, 2948.77, 9.9182129e-005]],"M2StaticMG",2,"Bandit2_DZ",1,3,"","Random"] call spawn_static; //Skalisty Island ground weapons// [[[13307.787, 2742.4548, 5.7220459e-005],[13473.531, 3343.7896, -2.2888184e-005],[13308.451, 3241.7668, 2.6702881e-005],[13631.521, 3237.97, 0.00017929077],[14165.316, 2696.0239, 8.2969666e-005]],"M2StaticMG",2,"Bandit2_DZ",1,3,"","Random"] call spawn_static; //Skalisty Island ground weapons [[[13720.18, 2841.2844, -4.196167e-005],[14085.578, 2942.03, 0.00035858154],[13598.758, 2932.2224, -0.0002784729],[12980.869, 3208.0649, 4.5776367e-005],[13526.065, 3475.8076, 1.0967255e-005]],"M2StaticMG",2,"Bandit2_DZ",1,3,"","Random"] call spawn_static; //Skalisty Island ground weapons [[[13771.2, 2969.66, 0.0014648], [13689.4, 2980.61, 0.00135422], [13731.9, 2897.92, 8.39783]],"M2StaticMG",2,"Bandit2_DZ",1,3,"","Random"] call spawn_static; //Skalisty Island ground weapons //Skalisty Islansd AI Spawn Points for ground troops [[13671.355, 2892.8167, -1.5258789e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops// [[13687.221, 2931.012, 2.6702881e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13741.079, 2945.6494, -9.5367432e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13691.315, 2857.7407, -3.8146973e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13729.353, 2856.2568, 3.4332275e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13730.628, 2812.7852, -0.00022125244],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13642.995, 2837.9001, 0.0001411438],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13829.32, 2923.4414, 6.4849854e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13895.181, 2988.3088, 0.00019454956],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13955.636, 3029.5244, 0.00057220459],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[14070.653, 2891.0085, -0.00090026855],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[14142.604, 2789.1985, 0.00060462952],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[14155.192, 2691.3687, 0.0002155304],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13990.835, 2788.1887, 0.00024223328],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13870.401, 2810.1841, -1.9073486e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13563.453, 2869.0381, 3.0517578e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13510.406, 2995.7441, 0.0013637543],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13428.791, 2792.6438, 4.7683716e-006],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13343.02, 2788.208, 0.0003452301],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13279.515, 2737.9275, -4.4822693e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13353.722, 2719.4685, 0.00062465668],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13419.333, 2747.3875, 0.00021457672],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13382.635, 2774.623, 0.00018024445],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13571.933, 3323.9666, 0.00010681152],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13485.479, 3338.3132, 9.1552734e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13487.625, 3380.8669, 0.00036621094],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13408.095, 3336.6536, -0.00019073486],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops// [[13377.609, 3288.2527, -0.0002784729],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13245.426, 3362.8286, -0.00010251999],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13214.415, 3246.9207, -0.0001335144],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13140.325, 3271.8738, 0.00052642822],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13064.684, 3258.4734, -5.7220459e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13112.573, 3197.2249, -0.00059127808],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13033.765, 3154.4763, 0.00037384033],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13109.765, 3132.3279, 0.00085258484],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13372.726, 3103.7449, 0.00038146973],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13467.485, 3107.6912, 9.6321106e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13472.39, 3004.0212, -0.00060558319],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13476.838, 2875.9968, -7.8201294e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13409.714, 2819.4358, 0.00013065338],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13991.87, 2889.8601, 8.9645386e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13576.669, 3073.3196, -0.00047302246],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13490.565, 3235.3242, 0.00017547607],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13126.788, 3895.324, -1.5258789e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops Where do i put all of this now to work. Thank you Link to comment Share on other sites More sharing options...
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