Jossy Posted August 31, 2014 Report Share Posted August 31, 2014 ok cool, what did i have wrong? if(isServer) then { //Custom Spawns file// /* Custom group spawns Eg. [ [953.237,4486.48,0.001], // Position 15, // 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 "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; Place your custom group spawns below */ [ [18509.26, 17108.652, -0.00016212463], // Position 15, // 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 "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ [18461.719, 17101.717, 0.00015068054], // Position 15, // 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 "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ [18519.053, 17087.346, 0.00033950806], // Position 15, // 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 "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ [18504.354, 17088.346, 0.00024604797], // Position 15, // 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 "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ [18504.354, 17088.346, 0.00024604797], // Position 15, // 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 "Bandit" // AI Type, "Hero" or "Bandit". ] 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 "Bandit" // AI Type, "Hero" or "Bandit". ] 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) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; Place your heli patrols below */ [ [18828.4,2074.95,0.002], // Position to patrol [18828.4,2074.95,25.002], // 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) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; [ [15366.6,9510.95,0.001], // Position to patrol [15366.6,9510.95,25.001], // 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) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; [ [7631.59,6887.78,0.002], // Position to patrol [7631.59,6887.78,25.002], // 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) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; [ [11109.8,12957.7,0.001], // Position to patrol [11109.8,12957.7,0.001], // 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) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; [ [1980.2,11101.7,0.196], // Position to patrol [1980.2,11101.7,25.196], // Position to spawn chopper at 2000, // Radius of patrol 10, // Number of waypoints to give "CH_47F_EP1", // Classname of vehicle (make sure it has driver and two gunners) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; [ [5589.02,16412.7,0.001], // Position to patrol [5589.02,16412.7,25.001], // Position to spawn chopper at 2000, // Radius of patrol 10, // Number of waypoints to give "CH_47F_EP1", // Classname of vehicle (make sure it has driver and two gunners) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; [ [12441.2,14847.3,0.001], // Position to patrol [12441.2,14847.3,25.001], // Position to spawn chopper at 2000, // Radius of patrol 10, // Number of waypoints to give "CH_47F_BAF", // Classname of vehicle (make sure it has driver and two gunners) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; [ [11110,10549.3,0.001], // Position to patrol [11110,10549.3,25.001], // Position to spawn chopper at 2000, // Radius of patrol 10, // Number of waypoints to give "CH_47F_BAF", // Classname of vehicle (make sure it has driver and two gunners) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; [ [18504.354,17088.346,30.000], // Position to patrol [18504.354,17088.346,30.000], // Position to spawn chopper at 300, // Radius of patrol 10, // Number of waypoints to give "UH1Y", // Classname of vehicle (make sure it has driver and two gunners) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; [ [18519.053, 17087.346, 25.000], // Position to patrol [18519.053, 17087.346, 30.000], // Position to spawn chopper at 300, // Radius of patrol 10, // Number of waypoints to give "UH1Y", // Classname of vehicle (make sure it has driver and two gunners) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; [ [18419.053, 17187.346, 30.000], // Position to patrol [18419.053, 17187.346, 30.000], // Position to spawn chopper at 300, // Radius of patrol 10, // Number of waypoints to give "UH1Y", // Classname of vehicle (make sure it has driver and two gunners) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; [ [18619.053, 17287.346, 30.000], // Position to patrol [18619.053, 17287.346, 30.000], // Position to spawn chopper at 300, // Radius of patrol 10, // Number of waypoints to give "UH1Y", // Classname of vehicle (make sure it has driver and two gunners) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] 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) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; Place your vehicle patrols below this line */ [ [18504.354, 17088.346, 1.00024604797], // Position to patrol [18504.354, 17088.346, 0.00024604797], // Position to spawn at 2000, // Radius of patrol 10, // Number of waypoints to give "ArmoredSUV_PMC", // Classname of vehicle (make sure it has driver and gunner) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; [ [18461.719, 17101.717, 1.00015068054], // Position to patrol [18461.719, 17101.717, 1.00015068054], // Position to spawn at 2000, // Radius of patrol 10, // Number of waypoints to give "ArmoredSUV_PMC", // Classname of vehicle (make sure it has driver and gunner) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; [ [6119.33,5073.99,0.001], // Position to patrol [6119.33,5073.99,0.001], // Position to spawn at 2000, // Radius of patrol 10, // Number of waypoints to give "ArmoredSUV_PMC", // Classname of vehicle (make sure it has driver and gunner) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; [ [5326.65,8230.45,0.001], // Position to patrol [5326.65,8230.45,0.001], // Position to spawn at 2000, // 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) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; [ [10844.9,12670.5,0.002], // Position to patrol [10844.9,12670.5,0.002], // Position to spawn at 8000, // Radius of patrol 10, // Number of waypoints to give "MLRS_DES_EP1", // Classname of vehicle (make sure it has driver and gunner) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; [ [15882.9,9435.07,0.001], // Position to patrol [15882.9,9435.07,0.001], // Position to spawn at 2000, // Radius of patrol 10, // Number of waypoints to give "HMMWV_M998A2_SOV_DES_EP1", // Classname of vehicle (make sure it has driver and gunner) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; [ [9544.15,11784.3,0.001], // Position to patrol [9544.15,11784.3,0.001], // Position to spawn at 2000, // Radius of patrol 10, // Number of waypoints to give "HMMWV_M998A2_SOV_DES_EP1", // Classname of vehicle (make sure it has driver and gunner) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; [ [6202.03,12756.5,0.001], // Position to patrol [6202.03,12756.5,0.001], // Position to spawn at 2000, // Radius of patrol 10, // Number of waypoints to give "Pickup_PK_TK_GUE_EP1", // Classname of vehicle (make sure it has driver and gunner) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; [ [3631.72,9843.1,0.002], // Position to patrol [3631.72,9843.1,0.002], // Position to spawn at 2000, // Radius of patrol 10, // Number of waypoints to give "Pickup_PK_TK_GUE_EP1", // Classname of vehicle (make sure it has driver and gunner) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; /* 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. "Bandit", // AI Type, "Hero" or "Bandit". 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"; }; We've added the skin options to the rest of the AI, not just the ground troops so they need to be specified in vehicle patrols and para drops now Link to comment Share on other sites More sharing options...
Jossy Posted August 31, 2014 Report Share Posted August 31, 2014 also the random skin fixes have only been applied to the Testbranch on github Thay-skill3d 1 Link to comment Share on other sites More sharing options...
iceman997799 Posted August 31, 2014 Report Share Posted August 31, 2014 Just ran the new updates no errors in the logs so far. Thank you guys for the hard work you do. Jossy 1 Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted August 31, 2014 Report Share Posted August 31, 2014 how do i make a spoiler? lol, I don't want to just splat mine on here (I know I'm a noob) Link to comment Share on other sites More sharing options...
Jossy Posted August 31, 2014 Report Share Posted August 31, 2014 how do i make a spoiler? lol, I don't want to just splat mine on here (I know I'm a noob) (spoiler) Stuff (/spoiler) [] <-with these Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted August 31, 2014 Report Share Posted August 31, 2014 Thank you Jossy, This is mine (I know its a mess :/ ) if(isServer) then { //Custom Spawns file [ [4442.34,10615.4,0.0014], // Position 3, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random",// Primary gun set number. "Random" for random weapon set 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Graves_Light_DZ", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [4372.46,10637.1,0.0014], // Position 3, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random",// Primary gun set number. "Random" for random weapon set 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Graves_Light_DZ", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [4463.15,10637.1,0.0014], // Position 2, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random",// Primary gun set number. "Random" for random weapon set 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Graves_Light_DZ", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [2533.08,5059.24,0.0014], // Position 3, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random",// Primary gun set number. "Random" for random weapon set 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Graves_Light_DZ", // 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) [911.21545,4532.7612,2.6292224],[921.21545,4532.7612,2.6292224]], "M2StaticMG", // Classname of turret "medium", // 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. [[4442.34,10627.7,2.6292224], // Position to patrol [17.3847,15345.3,2.6292224], // Position to spawn chopper at 800, // 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 */ /* 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. [[4442.34,10627.7,2.6292224], // Position that units will be dropped by [17.3847,15345.3,2.6292224], // Starting position of the heli 800, // Radius from drop position a player has to be to spawn chopper "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) 7, // Number of units to be para dropped "hard", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set. 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Graves_Light_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; [[14257.4,14239.1,0.0015], // Position that units will be dropped by [15092.4,1438.37,208.135], // Starting position of the heli 50000, // 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 "extreme", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set. 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Graves_Light_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; [[14155,14099,0.0013], // Position that units will be dropped by [15062.4,1408.37,207.605], // Starting position of the heli 50000, // 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 "extreme", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set. 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Graves_Light_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; [[14034.987, 14344.59, 0.0014], // Position that units will be dropped by [15032.4,1378.37,208.646], // Starting position of the heli 50000, // 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 "hard", // Skill level of units (easy, medium, hard, extreme, Random) "extreme", // Primary gun set number. "Random" for random weapon set. 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Graves_Light_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; diag_log format["WAI: Static mission for %1 loaded", missionName];}; Could you post your "Fixed one" iceman and I could use that as a base lol, Link to comment Share on other sites More sharing options...
Thay-skill3d Posted August 31, 2014 Report Share Posted August 31, 2014 Okay, all is spawning with ne testbranch version (ground units, static guns, vehicle patrol, heli patrol, heli para, boxes)...but also i have new errors ;D 15:27:26 "WAI: AI Config File Loaded" 15:27:29 "WAI: Initialising missions" 15:27:29 "WAI: AI Monitor Started" 15:27:29 "WAI: Initialising static missions" 15:27:57 "WAI: Spawned a group of 6 AI (Bandit) at [8108.45,13592.2,0.002]" 15:27:57 "WAI: Spawned a group of 4 AI (Bandit) at [8074.88,13735.5,0.002]" 15:27:58 "WAI: Spawned a group of 6 AI (Bandit) at [8112.57,13644.4,0.001]" 15:27:58 "WAI: Spawned a group of 6 AI (Bandit) at [7971.73,13675.5,0.001]" 15:27:59 "WAI: Spawned a group of 6 AI (Bandit) at [7962.7,13612.2,0.002]" 15:27:59 "WAI: Spawned in 1 M2StaticMG" 15:27:59 "WAI: Spawned in 1 M2StaticMG" 15:27:59 "WAI: Spawned in 1 M2StaticMG" 15:27:59 "WAI: Spawned in 1 M2StaticMG" 15:27:59 "WAI: Spawned in 1 M2StaticMG" 15:27:59 "WAI: Static mission for DayZ_Epoch_11 loaded" ... ... ... 15:29:41 Error in expression <ng = (typeName (wai_mission_data select _mission) == "ARRAY"); if(!_missionrunn> 15:29:41 Error position: <_mission) == "ARRAY"); if(!_missionrunn> 15:29:41 Error Nicht definierte Variable in Ausdruck: _mission 15:29:41 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 63 ... ... ... 15:34:02 Error in expression <n" && typeName (wai_mission_data select _mission) == "ARRAY") then { _ainum = (w> 15:34:02 Error position: <_mission) == "ARRAY") then { _ainum = (w> 15:34:02 Error Nicht definierte Variable in Ausdruck: _mission 15:34:02 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 263 15:34:04 Error in expression <n" && typeName (wai_mission_data select _mission) == "ARRAY") then { _ainum = (w> 15:34:04 Error position: <_mission) == "ARRAY") then { _ainum = (w> 15:34:04 Error Nicht definierte Variable in Ausdruck: _mission 15:34:04 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 263 15:34:06 Error in expression <n" && typeName (wai_mission_data select _mission) == "ARRAY") then { _ainum = (w> 15:34:06 Error position: <_mission) == "ARRAY") then { _ainum = (w> 15:34:06 Error Nicht definierte Variable in Ausdruck: _mission 15:34:06 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 263 15:34:07 Error in expression <n" && typeName (wai_mission_data select _mission) == "ARRAY") then { _ainum = (w> 15:34:07 Error position: <_mission) == "ARRAY") then { _ainum = (w> 15:34:07 Error Nicht definierte Variable in Ausdruck: _mission 15:34:07 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 263 15:34:09 Error in expression <n" && typeName (wai_mission_data select _mission) == "ARRAY") then { _ainum = (w> 15:34:09 Error position: <_mission) == "ARRAY") then { _ainum = (w> 15:34:09 Error Nicht definierte Variable in Ausdruck: _mission 15:34:09 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 263 15:34:10 Error in expression <n" && typeName (wai_mission_data select _mission) == "ARRAY") then { _ainum = (w> 15:34:10 Error position: <_mission) == "ARRAY") then { _ainum = (w> 15:34:10 Error Nicht definierte Variable in Ausdruck: _mission 15:34:10 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 263 15:34:12 Error in expression <n" && typeName (wai_mission_data select _mission) == "ARRAY") then { _ainum = (w> 15:34:12 Error position: <_mission) == "ARRAY") then { _ainum = (w> 15:34:12 Error Nicht definierte Variable in Ausdruck: _mission 15:34:12 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 263 15:34:14 Error in expression <n" && typeName (wai_mission_data select _mission) == "ARRAY") then { _ainum = (w> 15:34:14 Error position: <_mission) == "ARRAY") then { _ainum = (w> 15:34:14 Error Nicht definierte Variable in Ausdruck: _mission 15:34:14 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 263 15:34:15 Error in expression <n" && typeName (wai_mission_data select _mission) == "ARRAY") then { _ainum = (w> 15:34:15 Error position: <_mission) == "ARRAY") then { _ainum = (w> 15:34:15 Error Nicht definierte Variable in Ausdruck: _mission 15:34:15 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 263 15:34:17 Error in expression <n" && typeName (wai_mission_data select _mission) == "ARRAY") then { _ainum = (w> 15:34:17 Error position: <_mission) == "ARRAY") then { _ainum = (w> 15:34:17 Error Nicht definierte Variable in Ausdruck: _mission 15:34:17 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 263 15:34:17 Error in expression <p",_paranumber]; }; [_pgroup,_position,_mission] call group_waypoints; }; }; i> 15:34:17 Error position: <_mission] call group_waypoints; }; }; i> 15:34:17 Error Nicht definierte Variable in Ausdruck: _mission 15:34:17 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 282 Chernarus.sqf 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", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 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 "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; Place your custom group spawns below */ //Zone Alpha Infanterie [ [8108.45,13592.2,0.002], // C130 6, // Number Of units "extreme", // Skill level of unit (easy, medium, hard, extreme, Random) ["Random","aa"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 8, // 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 "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ [8074.88,13735.5,0.002], // Runway Vorne PLatz 4, // Number Of units "extreme", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 8, // 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 "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ [8112.57,13644.4,0.001], // Runway großer Platz 6, // Number Of units "extreme", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 6, // 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 "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ [7971.73,13675.5,0.001], // Vordere Hangers Platz 6, // Number Of units "extreme", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 6, // 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 "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ [7962.7,13612.2,0.002], // Vordere Hangers Platz 6, // Number Of units "extreme", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 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 "Bandit" // AI Type, "Hero" or "Bandit". ] 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 "Bandit", // AI Type, "Hero" or "Bandit". "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) [8110.38,13752,0.002] ], "M2StaticMG", // Classname of turret "medium", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Bandit", // AI Type, "Hero" or "Bandit". "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) [8155.33,13656.8,0.001] ], "M2StaticMG", // Classname of turret "medium", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Bandit", // AI Type, "Hero" or "Bandit". "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) [8146.49,13610.2,0.001] ], "M2StaticMG", // Classname of turret "medium", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Bandit", // AI Type, "Hero" or "Bandit". "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) [8050.77,13510.2,0.001] ], "M2StaticMG", // Classname of turret "medium", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Bandit", // AI Type, "Hero" or "Bandit". "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) [8122.4,13465,0.001] ], "M2StaticMG", // Classname of turret "medium", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Bandit", // AI Type, "Hero" or "Bandit". "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; /* 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) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; Place your heli patrols below */ [ [8074.88,13735.5,0.002], // Position to patrol [0,0,0], // Position to spawn chopper at 900, // 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) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; [ [8110.38,13752,0.002], // Position to patrol [0,0,0], // Position to spawn chopper at 900, // 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) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] 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) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; Place your vehicle patrols below this line */ [ [8118,13492.4,0.002], // Position to patrol [8133.33,13721.5,0.788], // 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) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; [ [8108.45,13592.2,0.002], // Position to patrol [8133.73,13686.3,0.669], // 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) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; [ [8087.81,13466.3,0.001], // Position to patrol [8087.81,13466.3,0.001], // 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) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; /* 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 and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 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. "Bandit", // AI Type, "Hero" or "Bandit". 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 */ [ [8108.45,13592.2,0.002], // Position that units will be dropped by [0,0,0], // Starting position of the heli 300, // Radius from drop position a player has to be to spawn chopper "UH60M_EP1_DZE", // Classname of chopper (Make sure it has 2 gunner seats!) 10, // 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. "Bandit", // AI Type, "Hero" or "Bandit". true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; // Loot-Boxen Pck_Box = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\static\boxes\Pck_Box.sqf"; Build_Box = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\static\boxes\Build_Box.sqf"; //PCK _box5 = createVehicle ["RUBasicWeaponsBox",[8108.45,13592.2,0.002], [], 0, "CAN_COLLIDE"]; [_box5] call Pck_Box; _box6 = createVehicle ["RUBasicWeaponsBox",[8074.88,13735.5,0.002], [], 0, "CAN_COLLIDE"]; [_box6] call Pck_Box; //Build _box7 = createVehicle ["RUBasicWeaponsBox",[7999.54,13663.2,0.002], [], 0, "CAN_COLLIDE"]; [_box7] call Build_Box; _box8 = createVehicle ["RUBasicWeaponsBox",[8084.86,13694.7,0.002], [], 0, "CAN_COLLIDE"]; [_box8] call Build_Box; diag_log format["WAI: Static mission for %1 loaded", missionName]; }; Link to comment Share on other sites More sharing options...
UKCPirate Posted August 31, 2014 Report Share Posted August 31, 2014 Have you compared your static spawns with the examples provided? If me memory serves me correct that the error I got before updating mine.. Post and I'm sure somebody will take a look. Link to comment Share on other sites More sharing options...
f3cuk Posted August 31, 2014 Author Report Share Posted August 31, 2014 Nope that error is actually a bug, shouldn't be to hard to fix. Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted August 31, 2014 Report Share Posted August 31, 2014 also the random skin fixes have only been applied to the Testbranch on github so update the compile files with these ones https://github.com/f3cuk/WICKED-AI/tree/Testbranch/WAI/compile I cant download this? Link to comment Share on other sites More sharing options...
justchil Posted August 31, 2014 Report Share Posted August 31, 2014 One of my players mentioned an interesting idea... because I have like 2fps on the server AI tend to lag when the server is full... people can run up and take mission vehicles pretty easily (now trying added AI and all AI are "extreme" like I had to do with WAI).... but they mentioned it would be cool if the mission vehicle was locked and one or a couple AI had the key on them. Not really sure how this could be done but sounded like a good idea at the time lol Link to comment Share on other sites More sharing options...
f3cuk Posted August 31, 2014 Author Report Share Posted August 31, 2014 One of my players mentioned an interesting idea... because I have like 2fps on the server AI tend to lag when the server is full... people can run up and take mission vehicles pretty easily (now trying added AI and all AI are "extreme" like I had to do with WAI).... but they mentioned it would be cool if the mission vehicle was locked and one or a couple AI had the key on them. Not really sure how this could be done but sounded like a good idea at the time lol I really liked this idea and it is something i thought about before. Will add it to the possible enhancements for 2.2.0, needs some research but seems like it is doable. What we maybe can do for 2.1.0 is lock vehicles until the missions objective is cleared. On your server you could change the objective to "kill all" to counter them simply driving up and taking the vehicles. Link to comment Share on other sites More sharing options...
UKCPirate Posted August 31, 2014 Report Share Posted August 31, 2014 One of my players mentioned an interesting idea... because I have like 2fps on the server AI tend to lag when the server is full... people can run up and take mission vehicles pretty easily (now trying added AI and all AI are "extreme" like I had to do with WAI).... but they mentioned it would be cool if the mission vehicle was locked and one or a couple AI had the key on them. Not really sure how this could be done but sounded like a good idea at the time lol Nice idea. I really liked this idea and it is something i thought about before. Will add it to the possible enhancements for 2.2.0, needs some research but seems like it is doable. What we maybe can do for 2.1.0 is lock vehicles until the missions objective is cleared. On your server you could change the objective to "kill all" to counter them simply driving up and taking the vehicles. Could you make it so the loot doesn't spawn or isn't accessible until the mission is complete. A box full of stuff sat there is too tempting for most naughty players not to try to exploit. Link to comment Share on other sites More sharing options...
f3cuk Posted August 31, 2014 Author Report Share Posted August 31, 2014 Nice idea. Could you make it so the loot doesn't spawn or isn't accessible until the mission is complete. A box full of stuff sat there is too tempting for most naughty players not to try to exploit. Yes we can! :P This is actually something we have already had in but got lost when we redid the mission files. Set as an enhancement for 2.2.0. Link to comment Share on other sites More sharing options...
Jossy Posted August 31, 2014 Report Share Posted August 31, 2014 (edited) it can easily be achieved right now by moving the crate call below the mission condition actually it would throw an rpt error if you failed but, so the code just needs changing slightly Edited August 31, 2014 by Jossy Link to comment Share on other sites More sharing options...
f3cuk Posted August 31, 2014 Author Report Share Posted August 31, 2014 it can easily be achieved right now by moving the crate call below the mission condition actually it would throw an rpt error if you failed but, so the code just needs changing slightly Yeah shouldn't be too hard but wanted to finish up 2.1.0 for release. Anyway done now in the testbranch (without the error), just need to test it. Link to comment Share on other sites More sharing options...
PeterBeer Posted August 31, 2014 Report Share Posted August 31, 2014 Missions keep going in this town :/ Image : Link to comment Share on other sites More sharing options...
f3cuk Posted August 31, 2014 Author Report Share Posted August 31, 2014 WICKED AI 2.1.0 First of a big thank you to Jossy for making this possible, he's been great in cleaning up my mess ( :P) and adding most of the new features. Also a thumbs up for the community in helping us come up with some great ideas and test the Beta, which has created opportunity for us to fix many bugs before release. You guys are awesome! Some numbers on this update - by far the biggest one yet - it has almost 150 new commits since 2.0.5 including about 3000 addittions and 2000 removals in 69 files (which pretty much means we have fiddled with every single file). Our next update will be focussed mainly on adding new content. Which means we really start needing your help, our first goal is to have at least 20 different missions for each side and to have at least 5 special missions that are 'totally' different. Any help on this is greatly appreciated, if you do not know how to script but do have a great idea for a mission, be sure to share.Release 2.1.0 Bandit and hero missions Dynamic loot on all missions More missions Multi mission support Better markers And much more Upcoming in 2.2.0+ More missions C130 Missions Further enhancements Howto and instructions We realise that the documentation for the changes has not been our top priority, up until now we've mainly focused on rebuilding the missions system and in that process some things have changed regarding how the mission files work. We'll be looking into making a decent set of instructions. In the meanwhile please bear with us and feel free to ask any questions in this topic.Version history 31-08-2014 : 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 2.1.0 Thay-skill3d 1 Link to comment Share on other sites More sharing options...
f3cuk Posted August 31, 2014 Author Report Share Posted August 31, 2014 @PeterBeer: Try setting a value for wai_near_town in config.sqf Link to comment Share on other sites More sharing options...
iceman997799 Posted August 31, 2014 Report Share Posted August 31, 2014 Thank you Jossy, This is mine (I know its a mess :/ ) if(isServer) then { //Custom Spawns file [ [4442.34,10615.4,0.0014], // Position 3, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random",// Primary gun set number. "Random" for random weapon set 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Graves_Light_DZ", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [4372.46,10637.1,0.0014], // Position 3, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random",// Primary gun set number. "Random" for random weapon set 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Graves_Light_DZ", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [4463.15,10637.1,0.0014], // Position 2, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random",// Primary gun set number. "Random" for random weapon set 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Graves_Light_DZ", // Skin classname, use "Random" or classname here "Random" // Gearset number. "Random" for random gear set ] call spawn_group; [ [2533.08,5059.24,0.0014], // Position 3, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random",// Primary gun set number. "Random" for random weapon set 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Graves_Light_DZ", // 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) [911.21545,4532.7612,2.6292224],[921.21545,4532.7612,2.6292224]], "M2StaticMG", // Classname of turret "medium", // 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. [[4442.34,10627.7,2.6292224], // Position to patrol [17.3847,15345.3,2.6292224], // Position to spawn chopper at 800, // 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 */ /* 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. [[4442.34,10627.7,2.6292224], // Position that units will be dropped by [17.3847,15345.3,2.6292224], // Starting position of the heli 800, // Radius from drop position a player has to be to spawn chopper "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) 7, // Number of units to be para dropped "hard", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set. 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Graves_Light_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; [[14257.4,14239.1,0.0015], // Position that units will be dropped by [15092.4,1438.37,208.135], // Starting position of the heli 50000, // 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 "extreme", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set. 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Graves_Light_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; [[14155,14099,0.0013], // Position that units will be dropped by [15062.4,1408.37,207.605], // Starting position of the heli 50000, // 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 "extreme", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number. "Random" for random weapon set. 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Graves_Light_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; [[14034.987, 14344.59, 0.0014], // Position that units will be dropped by [15032.4,1378.37,208.646], // Starting position of the heli 50000, // 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 "hard", // Skill level of units (easy, medium, hard, extreme, Random) "extreme", // Primary gun set number. "Random" for random weapon set. 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Graves_Light_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; diag_log format["WAI: Static mission for %1 loaded", missionName];}; Could you post your "Fixed one" iceman and I could use that as a base lol, yea sure here you go. if(isServer) then {//Custom Spawns file///* Custom group spawns Eg. [ [953.237,4486.48,0.001], // Position 15, // 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 "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; Place your custom group spawns below */[[18509.26, 17108.652, -0.00016212463], // Position15, // Number Of units"Random", // Skill level of unit (easy, medium, hard, extreme, Random)"Random", // Primary gun set number. "Random" for random weapon set4, // 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"Bandit" // AI Type, "Hero" or "Bandit".] call spawn_group;[[18461.719, 17101.717, 0.00015068054], // Position15, // Number Of units"Random", // Skill level of unit (easy, medium, hard, extreme, Random)"Random", // Primary gun set number. "Random" for random weapon set4, // 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"Bandit" // AI Type, "Hero" or "Bandit".] call spawn_group;[[18519.053, 17087.346, 0.00033950806], // Position15, // Number Of units"Random", // Skill level of unit (easy, medium, hard, extreme, Random)"Random", // Primary gun set number. "Random" for random weapon set4, // 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"Bandit" // AI Type, "Hero" or "Bandit".] call spawn_group;[[18504.354, 17088.346, 0.00024604797], // Position15, // Number Of units"Random", // Skill level of unit (easy, medium, hard, extreme, Random)"Random", // Primary gun set number. "Random" for random weapon set4, // 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"Bandit" // AI Type, "Hero" or "Bandit".] call spawn_group;[[18504.354, 17088.346, 0.00024604797], // Position15, // Number Of units"Random", // Skill level of unit (easy, medium, hard, extreme, Random)"Random", // Primary gun set number. "Random" for random weapon set4, // 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"Bandit" // AI Type, "Hero" or "Bandit".] 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 "Bandit" // AI Type, "Hero" or "Bandit". ] 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) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; Place your heli patrols below */[[18828.4,2074.95,0.002], // Position to patrol[18828.4,2074.95,25.002], // Position to spawn chopper at2000, // Radius of patrol10, // 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)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn heli_patrol;[[15366.6,9510.95,0.001], // Position to patrol[15366.6,9510.95,25.001], // Position to spawn chopper at2000, // Radius of patrol10, // 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)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn heli_patrol;[[7631.59,6887.78,0.002], // Position to patrol[7631.59,6887.78,25.002], // Position to spawn chopper at2000, // Radius of patrol10, // 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)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn heli_patrol;[[11109.8,12957.7,0.001], // Position to patrol[11109.8,12957.7,0.001], // Position to spawn chopper at2000, // Radius of patrol10, // 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)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn heli_patrol;[[1980.2,11101.7,0.196], // Position to patrol[1980.2,11101.7,25.196], // Position to spawn chopper at2000, // Radius of patrol10, // Number of waypoints to give"CH_47F_EP1", // Classname of vehicle (make sure it has driver and two gunners)"Random", // Skill level of units (easy, medium, hard, extreme, Random)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn heli_patrol;[[5589.02,16412.7,0.001], // Position to patrol[5589.02,16412.7,25.001], // Position to spawn chopper at2000, // Radius of patrol10, // Number of waypoints to give"CH_47F_EP1", // Classname of vehicle (make sure it has driver and two gunners)"Random", // Skill level of units (easy, medium, hard, extreme, Random)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn heli_patrol;[[12441.2,14847.3,0.001], // Position to patrol[12441.2,14847.3,25.001], // Position to spawn chopper at2000, // Radius of patrol10, // Number of waypoints to give"CH_47F_BAF", // Classname of vehicle (make sure it has driver and two gunners)"Random", // Skill level of units (easy, medium, hard, extreme, Random)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn heli_patrol;[[11110,10549.3,0.001], // Position to patrol[11110,10549.3,25.001], // Position to spawn chopper at2000, // Radius of patrol10, // Number of waypoints to give"CH_47F_BAF", // Classname of vehicle (make sure it has driver and two gunners)"Random", // Skill level of units (easy, medium, hard, extreme, Random)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn heli_patrol;[[18504.354,17088.346,30.000], // Position to patrol[18504.354,17088.346,30.000], // Position to spawn chopper at300, // Radius of patrol10, // Number of waypoints to give"UH1Y", // Classname of vehicle (make sure it has driver and two gunners)"Random", // Skill level of units (easy, medium, hard, extreme, Random)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn heli_patrol;[[18519.053, 17087.346, 25.000], // Position to patrol[18519.053, 17087.346, 30.000], // Position to spawn chopper at300, // Radius of patrol10, // Number of waypoints to give"UH1Y", // Classname of vehicle (make sure it has driver and two gunners)"Random", // Skill level of units (easy, medium, hard, extreme, Random)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn heli_patrol;[[18419.053, 17187.346, 30.000], // Position to patrol[18419.053, 17187.346, 30.000], // Position to spawn chopper at300, // Radius of patrol10, // Number of waypoints to give"UH1Y", // Classname of vehicle (make sure it has driver and two gunners)"Random", // Skill level of units (easy, medium, hard, extreme, Random)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn heli_patrol;[[18619.053, 17287.346, 30.000], // Position to patrol[18619.053, 17287.346, 30.000], // Position to spawn chopper at300, // Radius of patrol10, // Number of waypoints to give"UH1Y", // Classname of vehicle (make sure it has driver and two gunners)"Random", // Skill level of units (easy, medium, hard, extreme, Random)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] 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) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; Place your vehicle patrols below this line */[[18504.354, 17088.346, 1.00024604797], // Position to patrol[18504.354, 17088.346, 0.00024604797], // Position to spawn at2000, // Radius of patrol10, // Number of waypoints to give"ArmoredSUV_PMC", // Classname of vehicle (make sure it has driver and gunner)"Random", // Skill level of units (easy, medium, hard, extreme, Random)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn vehicle_patrol;[[18461.719, 17101.717, 1.00015068054], // Position to patrol[18461.719, 17101.717, 1.00015068054], // Position to spawn at2000, // Radius of patrol10, // Number of waypoints to give"ArmoredSUV_PMC", // Classname of vehicle (make sure it has driver and gunner)"Random", // Skill level of units (easy, medium, hard, extreme, Random)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn vehicle_patrol;[[6119.33,5073.99,0.001], // Position to patrol[6119.33,5073.99,0.001], // Position to spawn at2000, // Radius of patrol10, // Number of waypoints to give"ArmoredSUV_PMC", // Classname of vehicle (make sure it has driver and gunner)"Random", // Skill level of units (easy, medium, hard, extreme, Random)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn vehicle_patrol;[[5326.65,8230.45,0.001], // Position to patrol[5326.65,8230.45,0.001], // Position to spawn at2000, // Radius of patrol10, // 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)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn vehicle_patrol;[[10844.9,12670.5,0.002], // Position to patrol[10844.9,12670.5,0.002], // Position to spawn at8000, // Radius of patrol10, // Number of waypoints to give"MLRS_DES_EP1", // Classname of vehicle (make sure it has driver and gunner)"Random", // Skill level of units (easy, medium, hard, extreme, Random)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn vehicle_patrol;[[15882.9,9435.07,0.001], // Position to patrol[15882.9,9435.07,0.001], // Position to spawn at2000, // Radius of patrol10, // Number of waypoints to give"HMMWV_M998A2_SOV_DES_EP1", // Classname of vehicle (make sure it has driver and gunner)"Random", // Skill level of units (easy, medium, hard, extreme, Random)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn vehicle_patrol;[[9544.15,11784.3,0.001], // Position to patrol[9544.15,11784.3,0.001], // Position to spawn at2000, // Radius of patrol10, // Number of waypoints to give"HMMWV_M998A2_SOV_DES_EP1", // Classname of vehicle (make sure it has driver and gunner)"Random", // Skill level of units (easy, medium, hard, extreme, Random)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn vehicle_patrol;[[6202.03,12756.5,0.001], // Position to patrol[6202.03,12756.5,0.001], // Position to spawn at2000, // Radius of patrol10, // Number of waypoints to give"Pickup_PK_TK_GUE_EP1", // Classname of vehicle (make sure it has driver and gunner)"Random", // Skill level of units (easy, medium, hard, extreme, Random)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn vehicle_patrol;[[3631.72,9843.1,0.002], // Position to patrol[3631.72,9843.1,0.002], // Position to spawn at2000, // Radius of patrol10, // Number of waypoints to give"Pickup_PK_TK_GUE_EP1", // Classname of vehicle (make sure it has driver and gunner)"Random", // Skill level of units (easy, medium, hard, extreme, Random)"Random", // Skin classname, use "Random" or classname here"Bandit" // AI Type, "Hero" or "Bandit".] spawn vehicle_patrol;/* 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. "Bandit", // AI Type, "Hero" or "Bandit". 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...
iceman997799 Posted August 31, 2014 Report Share Posted August 31, 2014 Just make sure you grab the updated files off the github. testing branch Link to comment Share on other sites More sharing options...
Hux Posted August 31, 2014 Report Share Posted August 31, 2014 Wondered if you might want to add this hemp mission. I was using it before but now it doaesn't work with the updates. Weed: //Weed private ["_playerPresent","_cleanmission","_currenttime","_starttime","_missiontimeout","_vehname","_veh","_vehclass","_vehdir","_objPosition","_position"]; _vehclass = cargo_trucks call BIS_fnc_selectRandom; _position = [getMarkerPos "center",0,4500,10,0,200,0] call BIS_fnc_findSafePos; diag_log format["WAI: Ural Attack Mission Started At %1",_position]; _veh = createVehicle [_vehclass,[(_position select 0), (_position select 1),0], [], 0, "CAN_COLLIDE"]; _vehdir = round(random 360); _veh setDir _vehdir; clearWeaponCargoGlobal _veh; clearMagazineCargoGlobal _veh; _veh setVariable ["ObjectID","1",true]; PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_veh]; diag_log format["WAI: Mission Convoy spawned a %1",_vehclass]; _objPosition = getPosATL _veh; _box = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"]; _1ox1 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"]; _2ox2 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"]; _3ox3 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"]; _4ox4 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"]; [[_position select 0, _position select 1, 0],4,1,"Random",4,"","Bandit2_DZ","Random",true] call spawn_group; [[_position select 0, _position select 1, 0],4,1,"Random",4,"","Bandit2_DZ","Random",true] call spawn_group; [[_position select 0, _position select 1, 0],4,1,"Random",4,"","Bandit2_DZ","Random",true] call spawn_group; //Turrets [[[(_position select 0) + 10, (_position select 1) + 10, 0],[(_position select 0) + 10, (_position select 1) - 10, 0]],"M2StaticMG",0.8,"Bandit2_DZ",0,2,"","Random",true] call spawn_static; [_position,"Marijuana Field"] execVM "\z\addons\dayz_server\WAI\missions\compile\markers.sqf"; [nil,nil,rTitleText,"Bandits have started harvesting the marijuana field! Take them out to gather the crop yourself!! Better Bring a machete. Check your map for the location!", "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: Ural Attack Mission Ended At %1",_position]; [nil,nil,rTitleText,"The marijuana has been secured by survivors!", "PLAIN",10] call RE; sleep 120; deleteVehicle _box; deleteVehicle _1ox1; deleteVehicle _2ox2; deleteVehicle _3ox3; deleteVehicle _4ox4; deleteVehicle __veh; } else { clean_running_mission = True; deleteVehicle _box; deleteVehicle _1ox1; deleteVehicle _2ox2; deleteVehicle _3ox3; deleteVehicle _4ox4; deleteVehicle _veh; {_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: Ural Attack Mission Timed Out At %1",_position]; [nil,nil,rTitleText,"The marijuana is now gone!", "PLAIN",10] call RE; }; missionrunning = false; Link to comment Share on other sites More sharing options...
Tricks Posted August 31, 2014 Report Share Posted August 31, 2014 Anything different between the beta and the full release? Link to comment Share on other sites More sharing options...
f3cuk Posted August 31, 2014 Author Report Share Posted August 31, 2014 Less bugs. Changed the crate only filling when mission is complete. -- @Hux: Thanks for sharing, shouldn't be too hard to convert. Link to comment Share on other sites More sharing options...
drsubo Posted August 31, 2014 Report Share Posted August 31, 2014 . Link to comment Share on other sites More sharing options...
Recommended Posts