justchil Posted September 25, 2014 Report Share Posted September 25, 2014 Anyone had any issues of AI not cleaning up with a mission ends/times out? A few folks on my lingor server are saying this is happening. I reduced wai_timeout_distance because one of the guys complaining says they are about 200m from his base. Link to comment Share on other sites More sharing options...
UKCPirate Posted September 25, 2014 Report Share Posted September 25, 2014 I want to make static mine field to certain area. So I made second minefield file as minefield2.sqf. after that put the minefield2.sqf. file to the compile folder and modified init.sqf file. See below And add the minefield at the end of the default.sqf like this : [[6200.68,14159.8,0],10,400,800,1] call minefield2; [ [position where you want],radious min, radious max, mine number, 1] call minefield2; I don't know What this mean : _allmines = []; So, I just put the number 1. I think you could just put [[6200.68,14159.8,0],10,400,800] call minefield; into your static spawn file, the extra 1 you had is definitively not needed. ryker 1 Link to comment Share on other sites More sharing options...
koreaoverpoch Posted September 25, 2014 Report Share Posted September 25, 2014 I think you could just put [[6200.68,14159.8,0],10,400,800] call minefield; into your static spawn file, the extra 1 you had is definitively not needed. yes this works. and also I go error messages . and there's still double static Ais spawning.(Spawn duplicated group at the same spot) I used Default.sqf file. anyone please give me some advice Thank you 8:25:30 Error in expression <ret = _this select _ret; }; _ret;> 8:25:30 Error position: <_ret;> 8:25:30 Error Undefined variable in expression: _ret 8:25:30 File z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf, line 24 8:25:30 Error in expression < call BIS_fnc_selectRandom; _weapon = _weaponandmag select 0; _magazine = _w> 8:25:30 Error position: <_weaponandmag select 0; _magazine = _w> 8:25:30 Error Undefined variable in expression: _weaponandmag 8:25:30 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 77 8:25:30 Error in expression < from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapon _weapon; _> 8:25:30 Error position: <_magazine; }; _unit addweapon _weapon; _> 8:25:30 Error Undefined variable in expression: _magazine 8:25:30 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145 8:25:30 Error in expression < from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapon _weapon; _> 8:25:30 Error position: <_magazine; }; _unit addweapon _weapon; _> 8:25:30 Error Undefined variable in expression: _magazine 8:25:30 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145 8:25:30 Error in expression < from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapon _weapon; _> 8:25:30 Error position: <_magazine; }; _unit addweapon _weapon; _> 8:25:30 Error Undefined variable in expression: _magazine 8:25:30 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145 8:25:30 Error in expression < from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapon _weapon; _> 8:25:30 Error position: <_magazine; }; _unit addweapon _weapon; _> 8:25:30 Error Undefined variable in expression: _magazine 8:25:30 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145 8:25:30 Error in expression <dMagazine _magazine; }; _unit addweapon _weapon; _unit selectWeapon _weapon; }; > 8:25:30 Error position: <_weapon; _unit selectWeapon _weapon; }; > 8:25:30 Error Undefined variable in expression: _weapon 8:25:30 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 147 8:25:30 "WAI: Spawned a group of 1 AI (Bandit) at [7138.74,9773.85,0]" 8:25:32 "WAI: Static mission for DayZ_Overpoch_1 loaded" 8:25:33 "WAI: AI Config File Loaded" 8:26:09 "infiSTAR.de PlayerConnected: _uid: 76561198105115945 _name: Server" 8:26:09 "infiSTAR.de PlayerConnected: _uid: _name: __SERVER__" 8:26:09 "WAI: Initialising missions" 8:26:09 "WAI: AI Monitor Started" 8:26:09 "WAI: Initialising static missions" 8:26:10 "WAI: Spawned a group of 1 AI (Bandit) at [3978.54,8096.15,0]" 8:26:10 "WAI: Spawned a group of 1 AI (Bandit) at [4217.02,8033.06,0]" 8:26:10 "WAI: Spawned a group of 1 AI (Bandit) at [4131.25,8125.12,0]" 8:26:10 Error in expression <ret = _this select _ret; }; _ret;> 8:26:10 Error position: <_ret;> 8:26:10 Error Undefined variable in expression: _ret 8:26:10 File z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf, line 24 8:26:10 Error in expression < call BIS_fnc_selectRandom; _weapon = _weaponandmag select 0; _magazine = _w> 8:26:10 Error position: <_weaponandmag select 0; _magazine = _w> 8:26:10 Error Undefined variable in expression: _weaponandmag 8:26:10 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 77 8:26:10 Error in expression < from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapon _weapon; _> 8:26:10 Error position: <_magazine; }; _unit addweapon _weapon; _> 8:26:10 Error Undefined variable in expression: _magazine 8:26:10 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145 8:26:10 Error in expression < from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapon _weapon; _> 8:26:10 Error position: <_magazine; }; _unit addweapon _weapon; _> 8:26:10 Error Undefined variable in expression: _magazine 8:26:10 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145 8:26:10 Error in expression < from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapon _weapon; _> 8:26:10 Error position: <_magazine; }; _unit addweapon _weapon; _> 8:26:10 Error Undefined variable in expression: _magazine 8:26:10 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145 8:26:10 Error in expression < from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapon _weapon; _> 8:26:10 Error position: <_magazine; }; _unit addweapon _weapon; _> 8:26:10 Error Undefined variable in expression: _magazine 8:26:10 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145 8:26:10 Error in expression <dMagazine _magazine; }; _unit addweapon _weapon; _unit selectWeapon _weapon; }; > 8:26:10 Error position: <_weapon; _unit selectWeapon _weapon; }; > 8:26:10 Error Undefined variable in expression: _weapon 8:26:20 Error in expression <ret = _this select _ret; }; _ret;> 8:26:20 Error position: <_ret;> 8:26:20 Error Undefined variable in expression: _ret 8:26:20 File z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf, line 24 8:26:21 Error in expression < call BIS_fnc_selectRandom; _weapon = _weaponandmag select 0; _magazine = _w> 8:26:21 Error position: <_weaponandmag select 0; _magazine = _w> 8:26:21 Error Undefined variable in expression: _weaponandmag 8:26:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 77 8:26:21 Error in expression < from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapon _weapon; _> 8:26:21 Error position: <_magazine; }; _unit addweapon _weapon; _> 8:26:21 Error Undefined variable in expression: _magazine 8:26:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145 8:26:21 Error in expression < from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapon _weapon; _> 8:26:21 Error position: <_magazine; }; _unit addweapon _weapon; _> 8:26:21 Error Undefined variable in expression: _magazine 8:26:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145 8:26:21 Error in expression < from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapon _weapon; _> 8:26:21 Error position: <_magazine; }; _unit addweapon _weapon; _> 8:26:21 Error Undefined variable in expression: _magazine 8:26:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145 8:26:21 Error in expression < from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapon _weapon; _> 8:26:21 Error position: <_magazine; }; _unit addweapon _weapon; _> 8:26:21 Error Undefined variable in expression: _magazine 8:26:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 145 8:26:21 Error in expression <dMagazine _magazine; }; _unit addweapon _weapon; _unit selectWeapon _weapon; }; > 8:26:21 Error position: <_weapon; _unit selectWeapon _weapon; }; > Link to comment Share on other sites More sharing options...
f3cuk Posted September 26, 2014 Author Report Share Posted September 26, 2014 Also I have a suggestion for next update , it would be even better if you could have the mission startup message Pop up on top right of screen in a dialog box with an image of the vehicle that spawned for that mission, I seen couple of servers have that and it's so much cooler than text in middle of the screen! Would love to see that abdon , thanks You might want to suggest this at our Github so we can add is as a possible feature for a future release. Right now we kinda like having the simple versions cause it works for all and doesn't interfere with any possible customization admins have done. Is there an easy way to add smoke to the helicopter crash? If so, is there a way to make it burn longer? Thanks Uhm not sure but you could try adding something like this to the LandedTouchDown addeventhandler of the _helicopter. Open heli_para.sqf and find _helicopter addEventHandler ["GetOut",{(_this select 0) setFuel 0;(_this select 0) setDamage 1;}]; Add below _helicopter addEventHandler ["LandedTouchDown",{ PVDZE_obj_Fire = [(_this select 0), 4, time, false, false]; publicVariable "PVDZE_obj_Fire"; }]; Maybe you can make the AIs act more player like, eg. they will pick up loot, maybe camp inside a loot building or maybe a sniper near Cherno/Electro Sniping players that comes through. No we cant, this would require us to change AI behaviour which - i think - is arma 2 core code and will be way too complex for us to tamper with. I have this working on my main server and testing server. We have somewhat of an issue though. Our server has satchel charges for sale, but not RPG's. RPG's and other launchers are given out as event prizes, etc. Some of the missions are spawning something like 15 satchel charges, or 10-15 hotwire kits. We had one spawn 4 RPG's and rockets for them. Is there any way I can turn this off, or limit how much of it spawns without using a static loot table? I love the dynamic loot, as it adds in so much more variety. Any help would be great, thanks. Uhm? Remove them from the config.sqf? Hey guys, i'm trying to make a mission, but i'm with a problem... I'd like to have the mission to run only once per server restart, i don't want them to be running from time to time. Also i want it in a static place (i don't think this is going to be a problem). But i'm really having trouble trying to run it only 1 time per server restart. this is the mission i'm using (custom mission based on a file a guy sent here on the forum - sorry, i can't find your post, i got it a couple of days ago) : alien_field.sqf if(isServer) then { private ["_mission","_directions","_position","_crate","_crate_type","_num"]; _position = [2478.42,17208.8]; //Alien Field // Initialise the mission variable with the following options, [position, difficulty, mission name, mission type (MainHero/Mainbandit), minefield (true or false)] call mission_init; _mission = [_position,"hard","Alien Field","MainBandit",true] call mission_init; diag_log format["WAI: Mission Alien Field started at %1",_position]; //can be edited if dynamic option is chosen //Setup the crate //_crate_type = crates_small call BIS_fnc_selectRandom; //dynamic crate option //_crate = createVehicle [_crate_type,[(_position select 0),(_position select 1) + 5,0], [], 0, "CAN_COLLIDE"]; //dynamic crate option _crate = createVehicle ["land_radio_box",[2491.27,17222.5,0.001],[],0,"CAN_COLLIDE"]; _crate1 = createVehicle ["land_radio_box",[2463.01,17213.5,0.001],[],0,"CAN_COLLIDE"]; _crate2 = createVehicle ["land_radio_box",[2498.98,17198.2,0.0011],[],0,"CAN_COLLIDE"]; [_crate,[2,crate_tools_buildable],[5,crate_items_buildables],4] call dynamic_crate; //can be edited to define crate contents [_crate1,[2,crate_items_lvl2]] call dynamic_crate; //can be edited to define crate contents [_crate2,[2,crate_items_garage]] call dynamic_crate; //can be edited to define crate contents //AI Units Spawns _num = round (random 3) + 2; [[_position select 0, _position select 1, 0],_num,"hard","random",9,"random","bandit","3","bandit",_mission] call spawn_group; [[_position select 0, _position select 1, 0],_num,"hard","random",9,"random","bandit","3","bandit",_mission] call spawn_group; [[_position select 0, _position select 1, 0],_num,"hard","random",9,"random","bandit","3","bandit",_mission] call spawn_group; [[_position select 0, _position select 1, 0],_num,"hard","random",9,"random","bandit","3","bandit",_mission] call spawn_group; [[_position select 0, _position select 1, 0],_num,"hard","random",9,"random","bandit","3","bandit",_mission] call spawn_group; //Static Turrets //[[[(_position select 0) - 10, (_position select 1) + 10, 0]],"M2StaticMG","easy","bandit","bandit",0,2,"random","random",_mission] call spawn_static; //[[[(_position select 0) + 10, (_position select 1) - 10, 0]],"M2StaticMG","easy","bandit","bandit",0,2,"random","random",_mission] call spawn_static; // Heli Paradrop //[[(_position select 0), (_position select 1), 0],[0,0,0],400,"UH1H_DZ",10,"random","random",4,"random","bandit","random","bandit",true,_mission] spawn heli_para; // Mission objective options and messages [ [_mission,_crate], // mission variable (from line 9) and crate ["crate"], // Mission objective type (["crate"], or ["kill",wai_kill_percent], or ["assassinate", _assassinate]) "Bandits have taken over Devil's Castle! The risk is great, but the rewards are plenty!", // mission announcement (can be edited if a dynamic position is chosen) "O acampamento Alienígena foi tomado por sobreviventes! Você tem apenas 5 minutos para recolher os suprimentos!", // mission success (can be edited if a dynamic position is chosen) "O acampamento Alienígena ainda continua tomado por forças misteriosas." // mission fail ] call mission_winorfail; // End of mission diag_log format["WAI: Mission bandit base ended at %1 ended",_position]; h_missionrunning = false; }; Does anyone know where do i have to change to make it happen? This file is inside "WAI-->missions-->special-->alien_field.sqf Try this. if(isServer) then { if(isnil("unique_mission")) then { private ["_mission","_directions","_position","_crate","_crate_type","_num"]; _position = [2478.42,17208.8]; //Alien Field // Initialise the mission variable with the following options, [position, difficulty, mission name, mission type (MainHero/Mainbandit), minefield (true or false)] call mission_init; _mission = [_position,"hard","Alien Field","MainBandit",true] call mission_init; diag_log format["WAI: Mission Alien Field started at %1",_position]; //can be edited if dynamic option is chosen //Setup the crate //_crate_type = crates_small call BIS_fnc_selectRandom; //dynamic crate option //_crate = createVehicle [_crate_type,[(_position select 0),(_position select 1) + 5,0], [], 0, "CAN_COLLIDE"]; //dynamic crate option _crate = createVehicle ["land_radio_box",[2491.27,17222.5,0.001],[],0,"CAN_COLLIDE"]; _crate1 = createVehicle ["land_radio_box",[2463.01,17213.5,0.001],[],0,"CAN_COLLIDE"]; _crate2 = createVehicle ["land_radio_box",[2498.98,17198.2,0.0011],[],0,"CAN_COLLIDE"]; [_crate,[2,crate_tools_buildable],[5,crate_items_buildables],4] call dynamic_crate; //can be edited to define crate contents [_crate1,[2,crate_items_lvl2]] call dynamic_crate; //can be edited to define crate contents [_crate2,[2,crate_items_garage]] call dynamic_crate; //can be edited to define crate contents //AI Units Spawns _num = round (random 3) + 2; [[_position select 0, _position select 1, 0],_num,"hard","random",9,"random","bandit","3","bandit",_mission] call spawn_group; [[_position select 0, _position select 1, 0],_num,"hard","random",9,"random","bandit","3","bandit",_mission] call spawn_group; [[_position select 0, _position select 1, 0],_num,"hard","random",9,"random","bandit","3","bandit",_mission] call spawn_group; [[_position select 0, _position select 1, 0],_num,"hard","random",9,"random","bandit","3","bandit",_mission] call spawn_group; [[_position select 0, _position select 1, 0],_num,"hard","random",9,"random","bandit","3","bandit",_mission] call spawn_group; //Static Turrets //[[[(_position select 0) - 10, (_position select 1) + 10, 0]],"M2StaticMG","easy","bandit","bandit",0,2,"random","random",_mission] call spawn_static; //[[[(_position select 0) + 10, (_position select 1) - 10, 0]],"M2StaticMG","easy","bandit","bandit",0,2,"random","random",_mission] call spawn_static; // Heli Paradrop //[[(_position select 0), (_position select 1), 0],[0,0,0],400,"UH1H_DZ",10,"random","random",4,"random","bandit","random","bandit",true,_mission] spawn heli_para; // Mission objective options and messages [ [_mission,_crate], // mission variable (from line 9) and crate ["crate"], // Mission objective type (["crate"], or ["kill",wai_kill_percent], or ["assassinate", _assassinate]) "Bandits have taken over Devil's Castle! The risk is great, but the rewards are plenty!", // mission announcement (can be edited if a dynamic position is chosen) "O acampamento Alienígena foi tomado por sobreviventes! Você tem apenas 5 minutos para recolher os suprimentos!", // mission success (can be edited if a dynamic position is chosen) "O acampamento Alienígena ainda continua tomado por forças misteriosas." // mission fail ] call mission_winorfail; // End of mission diag_log format["WAI: Mission bandit base ended at %1 ended",_position]; h_missionrunning = false; unique_mission = true; } else { h_missionrunning = false; }; }; Hi, I used this script for my server. But when I put static AIs at certain area, There are double AIs spawned. I mean, If I put 1 AI at grid : 110012 then 2 AIs are spawned at that point. Also When the mission is spawned, some of AIs and static guns are duplicated other certain area. How can I fix this problem?. I used default.sqf file to put the static AIs No idea what is happening, seems like you might have accidently mixed up some code. I'd reckon reinstalling and see if the problem persists. Hi F3cuk, Is this update of WAI compatible with DZMS AI? I ask this because i tried running this with DZMS and found logging into the server after installing was extremely slow. In my RPT logs I found messages such as: NetServer::SendMsg: cannot find channel #137608413, users.card=2 Creation of object O 1-2-A:<Empty main subgroup> failed, state LOGGED IN Client: Nonnetwork object 3337a020. Client: Nonnetwork object 314f3400. As soon as i reverted to my current setup these messages stopped appearing. It's a shame really, the update looks like a real improvement :) Thanks On the current release we have not implemented anything to make different mission systems work together a bit better. However this should not result in the errors you are getting, does WAI work when it's the only AI system on your server? Should the NPCs stay after the Mission timed out? How can i remove them when the mission timed out? Thanks and Cheers No they will be removed when the mission times out. Anyone had any issues of AI not cleaning up with a mission ends/times out? A few folks on my lingor server are saying this is happening. I reduced wai_timeout_distance because one of the guys complaining says they are about 200m from his base. Yes, this is due to the fact that when a player is/gets inside the predefined area, the mission timer gets reset to prevent the mission timing out whenever a player is in the area. We have changed this behaviour in the upcoming version so the timer does not get reset and the mission despawns whenever the player leaves the area. Link to comment Share on other sites More sharing options...
plaiides Posted September 26, 2014 Report Share Posted September 26, 2014 is anybody able to link me a way on how to use the dynamic crate in the mission folders like i see something like [_crate,[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate; but what exacly do the various numbers do Link to comment Share on other sites More sharing options...
f3cuk Posted September 26, 2014 Author Report Share Posted September 26, 2014 is anybody able to link me a way on how to use the dynamic crate in the mission folders like i see something like [_crate,[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate; but what exacly do the various numbers do https://github.com/f3cuk/WICKED-AI/wiki/The-dynamic-crate Link to comment Share on other sites More sharing options...
plaiides Posted September 26, 2014 Report Share Posted September 26, 2014 https://github.com/f3cuk/WICKED-AI/wiki/The-dynamic-crate thank you , but were is the file were you get to pick which weapons would be picked, i must be blind sorry Link to comment Share on other sites More sharing options...
AWulle Posted September 26, 2014 Report Share Posted September 26, 2014 In the config.sqf of the WAI folder, when editing the Crate Item Buildables, some items are in brackets, like ["CinderBlocks,10"]. While "ItemCanvas" for example, isnt. Do the brackets mean that the item will always be in crate? And sort to say not dynamic like the one without? Link to comment Share on other sites More sharing options...
Wootywoop Posted September 26, 2014 Report Share Posted September 26, 2014 On the current release we have not implemented anything to make different mission systems work together a bit better. However this should not result in the errors you are getting, does WAI work when it's the only AI system on your server? Hi F3cuk, We are currently running WAI 0.173 () and DZMS 1.1 (https://github.com/SMVampire/DZMS-DayZMissionSystem). They are currently both running on the server fine. While i was trying to troubleshoot the server (with 2.1.4 WAI) i was looking in the RPT logs. It appears that DZMS, which usually detected 0.173 WAI and uses WAI's "relationships", didn't do that with this version of WAI (A snippet of that is included below). 18:05:15 "TIME SYNC: Local Time set to [2013,8,3,17,5]" 18:05:15 "WAI: AI Config File Loaded" 18:05:17 "WAI: AI Monitor Started" 18:05:20 "WAI: Mission Config File Loaded" 18:05:22 "WAI: Starting AI Missions Moniter" 18:05:35 "WAI: Spawned a group of 8 Bandits at [4600,9660,0]" 18:05:36 "WAI: Spawned a group of 8 Bandits at [4200,10460,0]" 18:05:36 "WAI: Spawned a group of 6 Bandits at [4500,10860,0]" 18:05:37 "WAI: Spawned a group of 6 Bandits at [4800,10160,0]" 18:05:37 "WAI: Sapwned in 1 M2StaticMG" 18:05:37 "WAI: Sapwned in 1 M2StaticMG" 18:05:37 "WAI: Sapwned in 1 M2StaticMG" 18:05:38 "WAI: Sapwned in 1 M2StaticMG" 18:05:38 "WAI: Sapwned in 1 M2StaticMG" 18:05:38 "WAI: Paradrop Waiting for player" 18:05:38 "WAI: Paradrop Waiting for player" 18:06:07 [DZMS]: Starting DayZ Mission System. 18:06:07 [DZMS]: WickedAI Found! Using WickedAI's Relations! 18:06:07 [DZMS]: Currently Running Version: 1.1FIN 18:06:07 [DZMS]: Mission and Extended Configuration Loaded! 18:06:07 [DZMS]: chernarus Detected. Map Specific Settings Adjusted! 18:06:07 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted! 18:06:07 [DZMS]: Loading ExecVM Functions. 18:06:07 [DZMS]: Loading Compiled Functions. 18:06:07 [DZMS]: Loading All Other Functions. 18:06:07 [DZMS]: Mission Functions Script Loaded! 18:06:07 [DZMS]: Major Mission Clock Starting! 18:06:07 [DZMS]: Minor Mission Clock Starting! 18:06:07 [DZMS]: Mission Marker Loop for JIPs Starting! First thing i'm going to try and do i remove any customization's i made to 2.1.4 (static AI/loadouts etc) and see if I've broken something. Failing that I shall try what you've suggested (removing DZMS altogether) and get back to you. Cheers Link to comment Share on other sites More sharing options...
Wootywoop Posted September 26, 2014 Report Share Posted September 26, 2014 Hi again,Just loaded 2.1.4 onto my server and checked the RPT logs again. It appears that DZMS isn't detecting v2.1.4 of WAI. 9:33:08 "WAI: AI Config File Loaded"9:33:09 "WAI: Initialising missions"9:33:09 "WAI: AI Monitor Started"9:33:40 "TIME SYNC: Local Time set to [2013,8,3,8,33]"9:34:01 [DZMS]: Starting DayZ Mission System.9:34:01 [DZMS]: Relations not found! Using DZMS Relations.9:34:01 [DZMS]: Currently Running Version: 1.1FIN9:34:01 [DZMS]: Mission and Extended Configuration Loaded!9:34:01 [DZMS]: chernarus Detected. Map Specific Settings Adjusted!9:34:01 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!9:34:01 [DZMS]: Loading ExecVM Functions.9:34:01 [DZMS]: Loading Compiled Functions.9:34:01 [DZMS]: Loading All Other Functions.9:34:01 [DZMS]: Mission Functions Script Loaded!9:34:01 [DZMS]: Major Mission Clock Starting!9:34:01 [DZMS]: Minor Mission Clock Starting!9:34:01 [DZMS]: Mission Marker Loop for JIPs Starting! Going to run 2.1.4 anyway and see how the server performs without editing the WAI config as mentioned. Assuming the server performs ok i'll start to drop in some of the changes (eventually including the static groups).Cheers Link to comment Share on other sites More sharing options...
f3cuk Posted September 26, 2014 Author Report Share Posted September 26, 2014 Hi Wootywoop, We actually fixed the relationship detector for the upcoming version. open config.sqf change configloaded = true; to WAIconfigloaded = true; open init.sqf change configloaded = false; to WAIconfigloaded = false; Link to comment Share on other sites More sharing options...
f3cuk Posted September 26, 2014 Author Report Share Posted September 26, 2014 thank you , but were is the file were you get to pick which weapons would be picked, i must be blind sorry config.sqf in the main directory In the config.sqf of the WAI folder, when editing the Crate Item Buildables, some items are in brackets, like ["CinderBlocks,10"]. While "ItemCanvas" for example, isnt. Do the brackets mean that the item will always be in crate? And sort to say not dynamic like the one without? Nope they mean that when those items are randomly picked, they spawn the amount of times defined by the second variable. This means when you hit cinderblocks, you don't get 1 cinderblock, but you get 10. Link to comment Share on other sites More sharing options...
Wootywoop Posted September 26, 2014 Report Share Posted September 26, 2014 Hi Wootywoop, We actually fixed the relationship detector for the upcoming version. open config.sqf change configloaded = true; to WAIconfigloaded = true; open init.sqf change configloaded = false; to WAIconfigloaded = false; I'll put those alterations into the configs now. Thanks :) Question - How easy would it be to include an attack chopper (AH64/AH-1Z) into the static config? Say in the heli patrol section? I ask this because the static file states that the heli must include a pilot and 2 gunners (attack heli's only have 1 gunner). Cheers Link to comment Share on other sites More sharing options...
SchwEde Posted September 26, 2014 Report Share Posted September 26, 2014 Strange, just put a clean copy on my Server and set wai_mission_timer = [30,60]; // time between missions 5-15 minutes wai_mission_timeout = [30,60]; // time each missions takes to despawn if inactive 15-30 minutes wai_timeout_distance = 1000; // if a player is this close to a mission then it won't time-out wai_clean_mission = true; // clean all mission buildings after a certain period wai_clean_mission_time = 120; // time after a mission is complete to clean mission buildings for testing. Everything is disappearing except for the NPCs even after half an hour of waiting. Can someone else confirm this or I'm the only one with this problem Link to comment Share on other sites More sharing options...
jackal40 Posted September 26, 2014 Report Share Posted September 26, 2014 Thanks, f3uck. I'll give that a try. Link to comment Share on other sites More sharing options...
Wootywoop Posted September 26, 2014 Report Share Posted September 26, 2014 Strange, just put a clean copy on my Server and set wai_mission_timer = [30,60]; // time between missions 5-15 minutes wai_mission_timeout = [30,60]; // time each missions takes to despawn if inactive 15-30 minutes wai_timeout_distance = 1000; // if a player is this close to a mission then it won't time-out wai_clean_mission = true; // clean all mission buildings after a certain period wai_clean_mission_time = 120; // time after a mission is complete to clean mission buildings for testing. Everything is disappearing except for the NPCs even after half an hour of waiting. Can someone else confirm this or I'm the only one with this problem Not that i claim to know what i'm talking about - i thought those values represented seconds rather than minutes. So you're spawning a mission in 30 seconds and then in 30 more seconds the mission will end ;-/ Link to comment Share on other sites More sharing options...
SchwEde Posted September 26, 2014 Report Share Posted September 26, 2014 yup i know, i set them this little for testing, like i've said. I just dont want to wait half an hour till the first result is showing ;P Link to comment Share on other sites More sharing options...
j0sty Posted September 26, 2014 Report Share Posted September 26, 2014 So I found a fix (for my server) with the issue that some missions would not complete even after all of the AI are killed. I reduced the wai_timeout_distance to 300m and the AI kill percentage to 30. All my players are saying that there are no problems with successfully completing a mission now! Just wanted to share this if anyone else has this issue. Link to comment Share on other sites More sharing options...
UKCPirate Posted September 26, 2014 Report Share Posted September 26, 2014 Hi Wootywoop, We actually fixed the relationship detector for the upcoming version. open config.sqf change configloaded = true; to WAIconfigloaded = true; open init.sqf change configloaded = false; to WAIconfigloaded = false; Also in init change waitUntil {configloaded}; to waitUntil {WAIconfigloaded}; Link to comment Share on other sites More sharing options...
LunatikCH Posted September 26, 2014 Report Share Posted September 26, 2014 https://github.com/f3cuk/WICKED-AI/wiki/The-dynamic-crate So lets say instead of using this: [_crate,16,[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate; i could use something like this: [_crate,16,[8,crate_low_snipers],[8,crate_tools_sniper],[4,crate_backpacks_large]] call dynamic_crate; if i have defined "crate_low_snipers" in my config likely so: crate_low_snipers = [["M14_EP1","20Rnd_762x51_DMR"],["SCAR_H_LNG_Sniper_SD","20Rnd_762x51_SB_SCAR"],["SVD_CAMO","10Rnd_762x54_SVD"],["SVD_des_EP1","10Rnd_762x54_SVD"],["SVD","10Rnd_762x54_SVD"],["VSS_Vintorez","20Rnd_9x39_SP5_VSS"],["M40A3","5Rnd_762x51_M24"],["M24","5Rnd_762x51_M24"],["M24_des_EP1","5Rnd_762x51_M24"],["M4SPR","30Rnd_556x45_Stanag"]]; the reason i will doing this is that i wand that the AI could use some snipers but some not, those they cant use will be found in da crate am i right? Link to comment Share on other sites More sharing options...
Havoc302 Posted September 26, 2014 Report Share Posted September 26, 2014 Hey F3cuk, is there somewhere I can see the development plan for this? To see upcoming features? I have a few I'd like to suggest, like moving the mission timeout timer into each mission rather than a global setting. Nevermind, I'm invading your Github :P Link to comment Share on other sites More sharing options...
DECO1919 Posted September 26, 2014 Report Share Posted September 26, 2014 Hey, nice script! Is there any chance to add tank traps again? Link to comment Share on other sites More sharing options...
axRhino Posted September 26, 2014 Report Share Posted September 26, 2014 I'm trying to design a static mission..fixed spawns at a specific location with fixed props and loot. Does anyone have a good sample of a static mission using the WAI system? Link to comment Share on other sites More sharing options...
R4id3n84 Posted September 27, 2014 Report Share Posted September 27, 2014 Awesome mission system btw However i've noticed that when the mission times out the ai stay ? Any quick solution to fix this or wait for next update ? Link to comment Share on other sites More sharing options...
Tomodan Posted September 27, 2014 Report Share Posted September 27, 2014 Awesome mission system btw However i've noticed that when the mission times out the ai stay ? Any quick solution to fix this or wait for next update ? Great additions, thanks very much my player base love these missions I am however getting this also that AI stay if mission times out Link to comment Share on other sites More sharing options...
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