Darth_Rogue Posted September 13, 2014 Report Share Posted September 13, 2014 Is it possible to have a set of static AI and associated boxes reset after all AI units within 'X' range have been killed so that they will respawn and also spawn new boxes? I have it set on my server so that AI have taken over Devil's Castle. But as it stands once one group of players kills them all and loots the boxes then any other group has to wait until after the following restart several hours later to do it again. Link to comment Share on other sites More sharing options...
jackal40 Posted September 13, 2014 Report Share Posted September 13, 2014 (edited) Not tested, but this should do the trick. if(isServer) then { private ["_mines","_difficulty","_mission","_type","_color","_dot","_position","_marker","_name"]; _position = _this select 0; _difficulty = _this select 1; _name = _this select 2; _type = _this select 3; _mines = _this select 4; _mission = count wai_mission_data; if(debug_mode) then { diag_log("WAI: Starting Mission number " + str(_mission + 1)); }; wai_mission_data = wai_mission_data + [[0,_type,[]]]; if(wai_enable_minefield && _mines) then { call { if(_difficulty == "easy") exitWith {_mines = [_position,20,37,20] call minefield;}; if(_difficulty == "medium") exitWith {_mines = [_position,35,52,50] call minefield;}; if(_difficulty == "hard") exitWith {_mines = [_position,50,75,100] call minefield;}; if(_difficulty == "extreme") exitWith {_mines = [_position,60,90,150] call minefield;}; }; wai_mission_data select _mission set [2, _mines]; }; _marker = ""; _dot = ""; _color = ""; call { if(_difficulty == "easy") exitWith {_color = "ColorGreen"}; if(_difficulty == "medium") exitWith {_color = "ColorYellow"}; if(_difficulty == "hard") exitWith {_color = "ColorRed"}; if(_difficulty == "extreme") exitWith {_color = "ColorBlack"}; _color = _difficulty; }; call { if(_type == "mainhero") exitWith { _name = "[B] " + _name; }; if(_type == "mainbandit") exitWith { _name = "[H] " + _name; }; if(_type == "special") exitWith { _name = "[S] " + _name; }; }; [_position, _color, _name, _mission] spawn { private["_position","_color","_name","_running","_mission","_type","_marker"]; _position = [(_this select 0),0,75,0,1,2000,0] call BIS_fnc_findSafePos; _color = _this select 1; _name = _this select 2; _mission = _this select 3; _running = true; while {_running} do { _type = (wai_mission_data select _mission) select 1; _marker = createMarker [_type, _position]; _marker setMarkerColor _color; _marker setMarkerShape "ELLIPSE"; _marker setMarkerBrush "Solid"; _marker setMarkerSize [300,300]; _marker setMarkerText _name; sleep 1; deleteMarker _marker; _running = (typeName (wai_mission_data select _mission) == "ARRAY"); }; }; if(debug_mode) then { diag_log("WAI: Mission Data: " + str(wai_mission_data)); }; markerready = true; _mission }; So far so good. Been running over 24 hours with no issues. Even better, the players like this - a bit harder to game the mission. Even had a couple who were like "Whoa, Where'd they come from". Edited September 14, 2014 by jackal40 Link to comment Share on other sites More sharing options...
NigeyS Posted September 13, 2014 Report Share Posted September 13, 2014 About reporting issues Guys if you have problems with the script, please make sure you provide us with as much details as possible. We are not able to help you when you fail to do so, nor do we feel like trying if you are not. We get that it's frustrating when you can't seem to make things work, but troubleshooting can only happen when we get proper intel. If you have issues, please switch on the debug function (config.sqf) and run for a few hours. Then provide us your server.rpt, your WAI config file and make sure to report ANY chances you have made to the files yourself. Other then that make sure you report your problem in as much detail as possible and also let us know what measures you have taken trying to resolve it yourself. -- @NigeyS: To be sure about the worldname, open init.sqf Add to top of the file. diag_log format["WAI: Current world: %1",worldName]; So it looks like diag_log format["WAI: Current world: %1",worldName]; if(isServer) then { To your init.sqf and report back with your server.rpt after restarting. All fixed now, i have no idea how or why its suddenly working, but it is,and it's running fine, many thanks to everyone who helped me, much appreciated. Link to comment Share on other sites More sharing options...
VentZer0 Posted September 13, 2014 Report Share Posted September 13, 2014 Simple question, does someone have a blacklist for Napf? Especially the small Islands, even though I told WAI not to spawn near water, the spawn in on Islands. And the Blacklist format is a bit weird, is it like [,[radius]] or [[top left corner],[bottom right corner]] ? Link to comment Share on other sites More sharing options...
HellWalker Posted September 13, 2014 Report Share Posted September 13, 2014 Edit: Already solve this problem =D Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted September 13, 2014 Report Share Posted September 13, 2014 i don't understand what im doing wrong, I just cant get static AI to work and its making me mad lol I go into the config and enable it /* STATIC MISSIONS CONFIG */ static_missions = true; // use static mission file custom_per_world = false; // use a custom mission file per world then I go into the default.sqf and put them in [ [13270.1,3336.64,0.00256], // Position 4, // Number Of units "extreme", // 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; Then nothing appears in the server, I have no idea why its not working :/ Link to comment Share on other sites More sharing options...
HellWalker Posted September 13, 2014 Report Share Posted September 13, 2014 i don't understand what im doing wrong, I just cant get static AI to work and its making me mad lol I go into the config and enable it /* STATIC MISSIONS CONFIG */ static_missions = true; // use static mission file custom_per_world = false; // use a custom mission file per world then I go into the default.sqf and put them in [ [13270.1,3336.64,0.00256], // Position 4, // Number Of units "extreme", // 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; Then nothing appears in the server, I have no idea why its not working :/ Remove this: or ["Random","at"], It's problaby going to work =D Unless you want the group to spawn with AntiTank or Anti Air weapons. Then you should use: [ [13270.1,3336.64,0.00256], // Position 4, // Number Of units "extreme", // Skill level of unit (easy, medium, hard, extreme, Random) ["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; Link to comment Share on other sites More sharing options...
HellWalker Posted September 13, 2014 Report Share Posted September 13, 2014 What may be the cause of this spam error i'm having in my rpt log? Please, i've tried everything to fix this... 20:07:55 Error in expression <roup createUnit [_aiskin,[_pos_x,_pos_y,_pos_z],[],0,"CAN COLLIDE"]; [_unit] joi> 20:07:55 Error position: <_pos_z],[],0,"CAN COLLIDE"]; [_unit] joi> 20:07:55 Error Undefined variable in expression: _pos_z 20:07:55 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 105 20:07:55 Error in expression <{ _unitGroup = createGroup EAST; }; if(_pos_z == 0) then { if(floor(random 2) => 20:07:55 Error position: <_pos_z == 0) then { if(floor(random 2) => 20:07:55 Error Undefined variable in expression: _pos_z 20:07:55 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 48 Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted September 14, 2014 Report Share Posted September 14, 2014 Remove this: or ["Random","at"], It's problaby going to work =D Unless you want the group to spawn with AntiTank or Anti Air weapons. Then you should use: [ [13270.1,3336.64,0.00256], // Position 4, // Number Of units "extreme", // Skill level of unit (easy, medium, hard, extreme, Random) ["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; I owe you one, that worked :) thank you Link to comment Share on other sites More sharing options...
Havoc302 Posted September 14, 2014 Report Share Posted September 14, 2014 I know you guys are flat out and I don't expect it anytime soon but would someone be able to take a quick look at my edits to the Presidents mission and work out why the vehicles spawned on the ground (the empty ones) blow up as soon as they spawn? I've made it so it spawns exactly at the western end of the south western airfield on Napf, as if the president has just landed and offloaded his escort, kinda taking over the airfield. Also any players who manage to actually complete it can of course get the vehicles there. The empty vehicles spawn a good way up the airfield, away from the action. Edit: Ok so it appears there's an issue with my custom publish as all missions with vehicles they're being exploded straight away, I'm posting my custom_publish below, I've only made one change to it to remove ammo on spawn in, it's the same edit I have on all my other vehicle publish scripts so military vehicles don't come armed. I don't know why those changes would be causing them all to explode though, there's nothing in the logs to say why either. Edit 2: Pfft ok, so reverted to standard custom_publish and it's still doing it, must be something else completely, disregard this post, sorry to have wasted your time guys. /******************************************************************************************** Usage: | [classname,position,(boolean),(direction)] call custom_publish; Parameters | classname: Class or array of classnames of vehicle to spawn in brackets | position: Position to spawn vehicle are optional | boolean: true, or false by default to spawn vehicle static at position | direction: Direction to face vehicle, random by default /********************************************************************************************/ if (isServer) then { private ["_hit","_classnames","_count","_vehpos","_max_distance","_vehicle","_position_fixed","_position","_dir","_class","_dam","_damage","_hitpoints","_selection","_fuel","_key"]; _count = count _this; _classnames = _this select 0; _position = _this select 1; _max_distance = 35; _vehpos = []; if (typeName(_classnames) == "ARRAY") then { _class = _classnames call BIS_fnc_selectRandom; } else { _class = _classnames; }; if(_count > 2) then { _position_fixed = _this select 2; if(_count > 3) then { _dir = _this select 3; } else { _dir = floor(round(random 360)); }; } else { _position_fixed = false; _dir = floor(round(random 360)); }; if (!_position_fixed) then { while{count _vehpos < 1} do { _vehpos = _position findEmptyPosition[10,_max_distance,_class]; _max_distance = (_max_distance + 15); }; } else { _vehpos = _position; }; _vehicle = createVehicle [_class,_vehpos,[],5,"FORM"]; _vehicle setDir _dir; _vehicle setVectorUp surfaceNormal position _vehicle; _vehicle setvelocity [0,0,1]; _vehicle setVariable ["ObjectID","1",true]; _vehicle setVariable ["CharacterID","0",true]; clearWeaponCargoGlobal _vehicle; clearMagazineCargoGlobal _vehicle; _magis = _vehicle magazinesTurret [0]; { _vehicle removeMagazinesTurret [_x,[0]]; } forEach _magis; _magis = _vehicle magazinesTurret [-1]; { _vehicle removeMagazinesTurret [_x,[-1]]; } forEach _magis; _fuel = 0; if (getNumber(configFile >> "CfgVehicles" >> _class >> "isBicycle") != 1) then { _damage = (wai_vehicle_damage select 0) / 100; _vehicle setDamage _damage; _hitpoints = _vehicle call vehicle_getHitpoints; { _dam = ((wai_vehicle_damage select 0) + random((wai_vehicle_damage select 1) - (wai_vehicle_damage select 0))) / 100; _selection = getText(configFile >> "cfgVehicles" >> _class >> "HitPoints" >> _x >> "name"); if ((_selection in dayZ_explosiveParts) && _dam > 0.8) then { _dam = 0.8 }; _hit = [_vehicle,_selection,_dam] call object_setHitServer; } count _hitpoints; _fuel = ((wai_mission_fuel select 0) + random((wai_mission_fuel select 1) - (wai_mission_fuel select 0))) / 100;; }; if(debug_mode) then { diag_log("WAI: Spawned " +str(_class) + " at " + str(_position) + " with " + str(_fuel) + " fuel and " + str(_damage) + " damage."); }; _vehicle setFuel _fuel; _vehicle addeventhandler ["HandleDamage",{ _this call vehicle_handleDamage } ]; PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_vehicle]; if(wai_keep_vehicles) then { _vehicle addEventHandler ["GetIn", { _vehicle = _this select 0; if(debug_mode) then { diag_log ("PUBLISH: Attempt " + str(_vehicle)); }; _class = typeOf _vehicle; _characterID = _vehicle getVariable ["CharacterID", "0"]; _worldspace = [getDir _vehicle, getPosATL _vehicle]; _hitpoints = _vehicle call vehicle_getHitpoints; _damage = damage _vehicle; _array = []; { _hit = [_vehicle,_x] call object_getHit; _selection = getText (configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "HitPoints" >> _x >> "name"); if (_hit > 0) then {_array set [count _array,[_selection,_hit]]}; } count _hitpoints; _fuel = fuel _vehicle; _uid = _worldspace call dayz_objectUID2; _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance,_class,_damage,_characterID,_worldspace,[],_array,_fuel,_uid]; if(debug_mode) then { diag_log ("HIVE: WRITE: "+ str(_key)); }; _key call server_hiveWrite; [_vehicle,_uid,_fuel,_damage,_array,_characterID,_class] call { private["_vehicle","_uid","_fuel","_damage","_array","_characterID","_done","_retry","_key","_result","_outcome","_oid","_class"]; _vehicle = _this select 0; _uid = _this select 1; _fuel = _this select 2; _damage = _this select 3; _array = _this select 4; _characterID = _this select 5; _class = _this select 6; _done = false; while {!_done} do { _key = format["CHILD:388:%1:",_uid]; _result = _key call server_hiveReadWrite; _outcome = _result select 0; waitUntil {!isNil "_outcome"}; if(debug_mode) then { diag_log ("HIVE: WRITE: "+ str(_key)); }; if(_outcome == "PASS") then { _oid = _result select 1; _vehicle setVariable ["ObjectID", _oid, true]; if(debug_mode) then { diag_log("CUSTOM: Selected " + str(_oid)); }; _done = true; } else { if(debug_mode) then { diag_log("CUSTOM: trying again to get id for: " + str(_uid)); }; _done = false; }; }; if(!_done) then { deleteVehicle _vehicle; if(debug_mode) then { diag_log("CUSTOM: failed to get id for : " + str(_uid)); }; } else { _vehicle setVariable ["lastUpdate",time]; }; }; _vehicle call fnc_veh_ResetEH; PVDZE_veh_Init = _vehicle; publicVariable "PVDZE_veh_Init"; if(debug_mode) then { diag_log ("PUBLISH: Created " + (_class) + " with ID " + str(_uid)); }; }]; }; _vehicle }; Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted September 14, 2014 Report Share Posted September 14, 2014 watch this, might be what your after, Link to comment Share on other sites More sharing options...
Havoc302 Posted September 14, 2014 Report Share Posted September 14, 2014 watch this, might be what your after, Thanks but I don't see how it relates at all to a fault with vehicles spawned as a part of a mission. There are other missions that spawn vehicles at them to be taken by players. I want the exact same behaviour here. Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted September 14, 2014 Report Share Posted September 14, 2014 Thanks but I don't see how it relates at all to a fault with vehicles spawned as a part of a mission. There are other missions that spawn vehicles at them to be taken by players. I want the exact same behaviour here. sorry, I miss read it, thought you were putting vehicles in via .sfq's that's what the video helps you do Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted September 14, 2014 Report Share Posted September 14, 2014 Also I have thought of an idea, would really like to be able to do this. As I have build a Sector-B/Salvation City Style city on my map (took 2 months to plan, build and get right) I will be filling it with about 75-80 AI, so I would like to be able to spawn them via proximity, so if nobody ever goes there they don't spawn and thus don't put strain on the server for no reason. If they do go there they effectively spawn in waves as they progress to the centre of the area is this dooable? Link to comment Share on other sites More sharing options...
f3cuk Posted September 14, 2014 Author Report Share Posted September 14, 2014 Also I have thought of an idea, would really like to be able to do this. As I have build a Sector-B/Salvation City Style city on my map (took 2 months to plan, build and get right) I will be filling it with about 75-80 AI, so I would like to be able to spawn them via proximity, so if nobody ever goes there they don't spawn and thus don't put strain on the server for no reason. If they do go there they effectively spawn in waves as they progress to the centre of the area is this dooable? See: https://github.com/f3cuk/WICKED-AI/issues/94 Link to comment Share on other sites More sharing options...
Darth_Rogue Posted September 14, 2014 Report Share Posted September 14, 2014 f3cuk - please see my post a few posts up. Thanks! Link to comment Share on other sites More sharing options...
the13th Posted September 14, 2014 Report Share Posted September 14, 2014 thx @ f3cuk Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted September 14, 2014 Report Share Posted September 14, 2014 See: https://github.com/f3cuk/WICKED-AI/issues/94 perfect, thank you :) I love this AI by the way now that it turns out it was me who was installing it incorrectly lol :) Link to comment Share on other sites More sharing options...
Kixbike Posted September 14, 2014 Report Share Posted September 14, 2014 Hello, I have a problem with the mission "Ural Ambush" , impossible to validate Link to comment Share on other sites More sharing options...
HiiShinoo Posted September 14, 2014 Report Share Posted September 14, 2014 So if you are a hero in a hero mission the AI wont shoot at you? and bandit in bandit mission they wont bother you?? is there a way to control the humanity for this? 5000, and -5000 is too low of number. also has this mod reduced the AI difficultly, they don't behave like a normal WAI AI (which are known to be super smart) and difficult to kill! Link to comment Share on other sites More sharing options...
Coco-Nuts Posted September 14, 2014 Report Share Posted September 14, 2014 Hello there, I would like to show these mission only if you got a GPS. How can I do that ? Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted September 14, 2014 Report Share Posted September 14, 2014 Any Idea why this wont work? I have a feeling the issue starts at line 219 //Sector 6 Main Entrance West 219 to 313 seem to be linked together :/ fud know why [spoiler]-- 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 */ //Survivor Camp [ [8131.1,7817.37,0.00138], // Position 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 "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; //Sector 6 Quarry [ [14209,14230,0.00157], // Position 5, // 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 "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; //Sector 6 Building Site [ [14161,14299,0.00156], // Position 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 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; //Sector 6 Fire Station Right Hand Side [ [14113,14390,0.00167], // Position 2, // 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 "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; //Sector 6 Fire Station Left Hand Side [ [14185,14380,0.00134], // Position 2, // 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 "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; //Sector 6 [ [], // Position , // 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 "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; //Sector 6 Back of the Office [ [14213,14324,0.00143], // Position 2, // 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 "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; //Sector 6 Back Inner Entrance [ [14307, 14337,0.00112], // Position 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 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; //Sector 6 Front of Hotel [ [14268,14239,0.0021], // Position 3, // 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 "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; //Sector 6 Orchard [ [14305,14102,0.00143], // Position 3, // 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 "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; //Sector 6 Inner Base [ [14221,14060,0.00132], // Position 3, // 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 "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; //Sector 6 Super Market [ [14167,14080,0.001144], // Position 5, // 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 "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; //Sector 6 Base of the Flats [ [14127,14117,0.00116], // Position 3, // 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 "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; //Sector 6 Front Entrance [ [14068,14273,0.00171], // Position 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 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; //Sector 6 Main Entrance East [ [14534,13397,0.00128], // Position 5, // 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 "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; //Sector 6 Main Entrance West [ [13535,13912,0.000224], // Position 5, // 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 "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; //Sector 6 Woods South [ [13672,14000,0.00095], // Position 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 "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; //Sector 6 Rocks [ [14182,13854,0.0021], // Position 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 "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; //Sector 6 Woods East [ [14509,13943,0.00254], // Position 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 "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; //Sector 6 Woods West [ [13917,14421,0.0028], // Position 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 "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; //Charlie [ [2543,5085,0.0028], // Position 3, // 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 "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 "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 */ // Static M2 Gunners //in location order: Lower Flats.Higher Flats.Hotel1.Hotel2.office block.building site.silo east.silo west.Industrial1.Industrial2.Front FOB.Rear FOB.Est Entrance.West Entrance.fuel tank. [ [ // Position(s) (can be multiple) [14147,14133,12.328], [14144,14121,23.878], [14265.8,14271.7,40.483], [14187.8,14299.2,4.523], [14128.7,14294.6,14.709], [14089.7,14272.1,23.753], [14060,14297.9,27.894], [14069.7,14329.8,40.8083], [14077.3,14337.1,39.612], [14180,14023,0.00118], [14219.6,14387.8,0.00141], [14550,13397,0.0019], [13544,13906,0.00095], [14017,14350.6,10.5414] ], "M2StaticMG", // Classname of turret "extreme", // 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 5, // 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 */ /* 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 */ // Back of Sector 6 [ [14276,14508,0.0015], // Position to patrol [14276,14508,0.0015], // Position to spawn at 300, // 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", 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 "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 */ // Hill behind Sector 6 [ [14270,15135,2.67], // Position that units will be dropped by [15195,15433,35], // Starting position of the heli 600, // Radius from drop position a player has to be to spawn chopper "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) 10, // Number of units to be para dropped "extreme", // 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; diag_log "WAI: Static mission loaded"; }; --[/spoiler] Link to comment Share on other sites More sharing options...
HellWalker Posted September 15, 2014 Report Share Posted September 15, 2014 Any Idea why this wont work? I have a feeling the issue starts at line 219 //Sector 6 Main Entrance West 219 to 313 seem to be linked together :/ fud know why -- if(isServer) then { //Custom Spawns file// /* Custom group spawns Eg. . . . . . diag_log "WAI: Static mission loaded"; }; -- Do you have any AI spawning? Is there any error in your rpt? Did you changed any other config in the config.cfg file? =D Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted September 15, 2014 Report Share Posted September 15, 2014 Do you have any AI spawning? Is there any error in your rpt? Did you changed any other config in the config.cfg file? =D wow, I never knew how to do that, line 91 has an empty section in it! //Sector 6 [ [], // Position , // 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 "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; Link to comment Share on other sites More sharing options...
HellWalker Posted September 15, 2014 Report Share Posted September 15, 2014 wow, I never knew how to do that, line 91 has an empty section in it! //Sector 6 [ [], // Position , // 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 "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; wow, i didn' saw that =D a lot of code, didn't saw. But maybe thats the problem =D Link to comment Share on other sites More sharing options...
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