Externized Posted October 2, 2014 Report Share Posted October 2, 2014 Link to the weapons - http://pastebin.com/9DiXPi2G :D Link to comment Share on other sites More sharing options...
Externized Posted October 2, 2014 Report Share Posted October 2, 2014 Double clicked a post, i'm sorry.. :blink: Link to comment Share on other sites More sharing options...
UKCPirate Posted October 2, 2014 Report Share Posted October 2, 2014 Link to the weapons - http://pastebin.com/9DiXPi2G :D Looks like an AK weapon got through. Remove the following line to remove this rubbish gun, optional of course. ,["AK_107_PSO","30Rnd_545x39_AK"] Link to comment Share on other sites More sharing options...
nel90 Posted October 3, 2014 Report Share Posted October 3, 2014 hey guys i was wondering if anyone knows how to get ai`s engaging any type of armored /cars/helis with 50 cause my ZSU t34 donot get engaged by ai`s untill the driver turns-up from inside the tanks to outside then they engage and destroy my tanks in 90 secondes witch is what i want if u stay in the tank they will never engage and since ive got all kind of vehicules in my server id like them to be free to engage all Thanks in advance Nel anyone got an idea please ? Link to comment Share on other sites More sharing options...
jackal40 Posted October 3, 2014 Report Share Posted October 3, 2014 anyone got an idea please ? The AI must have a weapon that can damage that vehicle, e.g. an RPG. Either add that weapon to the weapon array of your config or add an AI group with that weapon to your mission. Link to comment Share on other sites More sharing options...
jackal40 Posted October 3, 2014 Report Share Posted October 3, 2014 Make announcement via systemChat: publicEH.sqf In the if (!isDedicated) then { Part Add "customRemoteMessage" addPublicVariableEventHandler {(_this select 1) call fnc_remote_message;}; compiles.sqf add the bottom add: fnc_remote_message = { private ["_message"]; _message = _this select 0; systemChat _message; }; In your mission_winorfail.sqf replace all: [nil,nil,rTitleText,_msgstart,"PLAIN",10] call RE; with customRemoteMessage = [_msgstart]; publicVariable "customRemoteMessage"; -------- [nil,nil,rTitleText,_msgwin,"PLAIN",10] call RE; with customRemoteMessage = [_msgwin]; publicVariable "customRemoteMessage"; -------- [nil,nil,rTitleText,_msglose,"PLAIN",10] call RE; with customRemoteMessage = [_msglose]; publicVariable "customRemoteMessage"; Should be done and you have now systemChat announcements ;) Credits goes to Maca134 OK, setting this up - I'll update after next reboot. Thanks for the info! Update After reboot, I got no messages about the missions in game at all. The markers showed up and there were the log entries. Also, no errors reported in the log. Link to comment Share on other sites More sharing options...
P0k3r_OF_Sm0t Posted October 3, 2014 Report Share Posted October 3, 2014 Hi I am running wicked ai 2.1.4 on my napf server and I really like it! The difficulty is awesome and there is alot of cool features! I was wondering how to change the text on the map marker? I have looked through many of the files but since i am a rookie at this I have not managed to find a solution. Regards Monegaskeren I believe it's this line here: diag_log format ["WAI: [Mission:[Hero] Bandit Base]: Starting... %1",_position]; Or in here _mission = [_position,"Hard","Bandit Base","MainHero",true] call mission_init; Link to comment Share on other sites More sharing options...
xO_Zero_Ox Posted October 3, 2014 Report Share Posted October 3, 2014 Hey guys could any one help me out i want to have the missions pop up in like a debug monitor kind of thing but im kinda stuck atm anyway, this is my try //Condition _complete = [ [_mission,_crate], // mission number and crate ["crate"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], [_vehicle], // cleanup objects _hint = parseText format["<t align='center' color='#00FF11' shadow='2' size='1.75'>Mission!</t><br/><t align='center' color='#ffffff'>Heroes have taken an armed vehicle from the bandits! Check your map for the location!</t>"]; customRemoteMessage = ['hint', _hint]; publicVariable "customRemoteMessage"; _hint = parseText format["<t align='center' color='#00FF11' shadow='2' size='1.75'>SUCCESS!</t><br/><t align='center' color='#ffffff'>Bandits have secured the armed vehicle!</t>"]; customRemoteMessage = ['hint', _hint]; publicVariable "customRemoteMessage"; _hint = parseText format["<t align='center' color='#00FF11' shadow='2' size='1.75'>DEFEAT!</t><br/><t align='center' color='#ffffff'>Bandits did not secure the armed vehicle in time!</t>"]; //"Heroes have taken an armed vehicle from the bandits! Check your map for the location!", // mission announcement //"Bandits have secured the armed vehicle!", // mission success //"Bandits did not secure the armed vehicle in time" // mission fail If any of you guys have a sulution for this, this would be awesome ryker 1 Link to comment Share on other sites More sharing options...
megaz Posted October 3, 2014 Report Share Posted October 3, 2014 Hi f3cuk, Thanks for this bit of code - This work great Thanks, One other thing is there a way to make them de-spawn once activated if a player is not in the activation area for say after 10 mins, as once spawned they stay on map till restart. Thanks again for the help and loving the new system MegaZ Link to comment Share on other sites More sharing options...
Paul Posted October 3, 2014 Report Share Posted October 3, 2014 i need a little help. i cant seem to get any extra AI to spawn on my server. i think i need to understand the spawn triggers somewhat more to know how to use them. this is currently one of my group spawns that i have in my default.sqf [[1437.19,8904.00,0],5,"Random","Random",4,"Random","Random","Random"] call spawn_group; i used infistar to grab the co ords for the spawn trigger. However when i go to those co ordinates ingame, nothing seems to spawn. im new to running a Dayz server, so im kinda unfamiliar with everything related to server administration, and i have almost zero coding experience. As i understand it, when a player approaches those co-ordinates, WAI is supposed to spawn in 5 AI at that spot, right? there are no RPT errors that WAI is giving, but, nothing seems to be happening, am i missing something? help is appreciated. Link to comment Share on other sites More sharing options...
megaz Posted October 3, 2014 Report Share Posted October 3, 2014 i need a little help. i cant seem to get any extra AI to spawn on my server. i think i need to understand the spawn triggers somewhat more to know how to use them. this is currently one of my group spawns that i have in my default.sqf [[1437.19,8904.00,0],5,"Random","Random",4,"Random","Random","Random"] call spawn_group; i used infistar to grab the co ords for the spawn trigger. However when i go to those co ordinates ingame, nothing seems to spawn. im new to running a Dayz server, so im kinda unfamiliar with everything related to server administration, and i have almost zero coding experience. As i understand it, when a player approaches those co-ordinates, WAI is supposed to spawn in 5 AI at that spot, right? there are no RPT errors that WAI is giving, but, nothing seems to be happening, am i missing something? help is appreciated. Hi Paul what map you using? here is a link to a working version put this in Static folder in the default.sqf and change the co-ords to suite this is currently set for NAPF map Surenfield Islnd top of the map. DOWNLOAD WAI working file: this is for napf map just change cords to suithttps://drive.google.com/file/d/0B1ZWkptRhF_7S3FNWEJhMEt6S3c/view?usp=sharing this is at the end on my server-monitor.sqf [] call compile preprocessFileLineNumbers "\z\addons\dayz_server\DZAI\init\dzai_initserver.sqf"; [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; [] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf"; allowConnection = true; sm_done = true; publicVariable "sm_done"; Link to comment Share on other sites More sharing options...
Paul Posted October 3, 2014 Report Share Posted October 3, 2014 Thank you. Sometimes my own stupidity amazes me, after i saw your post i decided it was a good idea to check my server_monitor.sqf file, and low and behold, i forgot to save the changes, and WAI wasnt even correclty installed. *inserts head into hands* [edit] cant get the download link to work. running napf and would really appreciate some AI up in Surenfield other than the meaningless ones that run round now. Link to comment Share on other sites More sharing options...
HiiShinoo Posted October 3, 2014 Report Share Posted October 3, 2014 Hey all, first off all i wanna start by saying thank you for this great script i am using it on my overpochin server as we speak, I am just wondering if anyone have had luck setting up an AI city (in sector b) - Origins 1.7.9 mod (overpochin) and could share this with me. Ideally would be good to have it start when: Either a player is say getting close by 2000m or just it starts at certain time say every hour if it hasnt been completed it stays on. I would like to also have it with heli patrols. I know there is something out there but i have no clue how to script it so it works along side this script here.. would be great if some one could share there file and let me know of what modifications i would need to make! thanks Link to comment Share on other sites More sharing options...
oSoDirty Posted October 4, 2014 Report Share Posted October 4, 2014 Hey all, first off all i wanna start by saying thank you for this great script i am using it on my overpochin server as we speak, I am just wondering if anyone have had luck setting up an AI city (in sector B) - Origins 1.7.9 mod (overpochin) and could share this with me. Ideally would be good to have it start when: Either a player is say getting close by 2000m or just it starts at certain time say every hour if it hasnt been completed it stays on. I would like to also have it with heli patrols. I know there is something out there but i have no clue how to script it so it works along side this script here.. would be great if some one could share there file and let me know of what modifications i would need to make! thanks Go into either your Admin debug menu or Database (log out there and check your character's data) to get the world coords of where u want patrols, ai, and anything else. Then go into your WAI folder to WAI/Static and in either chernarus.sqf (chernarus duh :)) or default.sqf for any other map. You can edit those by simply copying and pasting the templates and changing the coords and settings to your liking, very user friendly Place Directly under the */ Do this for each type of custom spawn you want to add. To do more than one of each type just have a space between each group. Link to comment Share on other sites More sharing options...
megaz Posted October 4, 2014 Report Share Posted October 4, 2014 Thank you. Sometimes my own stupidity amazes me, after i saw your post i decided it was a good idea to check my server_monitor.sqf file, and low and behold, i forgot to save the changes, and WAI wasnt even correclty installed. *inserts head into hands* [edit] cant get the download link to work. running napf and would really appreciate some AI up in Surenfield other than the meaningless ones that run round now. Hi Paul I have updated the link so you can now access the file, Original is on post 1065 of this thread. https://drive.google.com/file/d/0B1ZWkptRhF_7S3FNWEJhMEt6S3c/view?usp=sharing MegaZ Link to comment Share on other sites More sharing options...
megaz Posted October 4, 2014 Report Share Posted October 4, 2014 Hi Guys I am still getting these Errors in the RTP any one know why and how to fix: 12:17:26 Error in expression < getVariable["actionSet", false]; if (!_actionSet) then { s_player_holderPickup> 12:17:26 Error position: <_actionSet) then { s_player_holderPickup> 12:17:26 Error Undefined variable in expression: _actionset 12:17:26 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13 Thanks MegaZ Link to comment Share on other sites More sharing options...
xO_Zero_Ox Posted October 4, 2014 Report Share Posted October 4, 2014 Hi Guys I am still getting these Errors in the RTP any one know why and how to fix: 12:17:26 Error in expression < getVariable["actionSet", false]; if (!_actionSet) then { s_player_holderPickup> 12:17:26 Error position: <_actionSet) then { s_player_holderPickup> 12:17:26 Error Undefined variable in expression: _actionset 12:17:26 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13 Thanks MegaZ you have to define the variable _actionset Link to comment Share on other sites More sharing options...
megaz Posted October 4, 2014 Report Share Posted October 4, 2014 you have to define the variable _actionset Thanks for the reply Xero : But How do I define _action set ?? do I just need to add _actionset to my Mission Init.sqf like so: //REALLY IMPORTANT VALUES dayZ_instance = 24; //The instance dayZ_serverName = ""; //Watermark _actionset As im new to doing this sort of thing thanks MegaZ Link to comment Share on other sites More sharing options...
xO_Zero_Ox Posted October 4, 2014 Report Share Posted October 4, 2014 nope just pastebin me the object_BackpackAction.sqf ill see what i can do Link to comment Share on other sites More sharing options...
Havoc302 Posted October 4, 2014 Report Share Posted October 4, 2014 Got an interesting problem, I have several heli_para spawns defined both in missions and static around the map, this is to keep the amount of AI on the map at any one time reduced and only bring them in when someone is actually there to trigger them. I've set the choppers to drop like 4-6 guys depending on the chopper size and where it is. I've tested them all out and they are dropping off the correct amount of troops but extra troops of the same type seem to also spawn right down at the bottom left of the map. For example I triggered a UH1H TK to drop off 4 soldiers via para spawn, I watched it come in, drop off the 4 soldiers and continue on it's merry way, but at the same time, 2 AI appeared at the bottom left of the map in the water (screenshots linked). As I went around and triggered more heli_para spawns within missions and at static locations the number of AI down the bottom left increased yet the amount of troops being dropped off was correct compared to what was set in the static and missions. I can't work out where the hell these extra AI are coming from. default.sqf - if(isServer) then { //Custom Spawns file// /* Custom group spawns Eg. */ // Unbeswingbar [[5062.87,4458.6,0], //position 2, //Number Of units "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. ["Random","at"], //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; // Unbeswingbar 2 [[5063.87,4458.6,0], //position 2, //Number Of units "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. ["Random","aa"], //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; // Milan [[10097,7788,0], //position 3, //Number Of units "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. ["Random","at"], //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; // Milan 2 [[10196,7398,0], //position 2, //Number Of units "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. ["Random","aa"], //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; // Exodus [[15084,16300,0], //position 2, //Number Of units "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. ["Random","at"], //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; // Exodus 2 [[15074,16300,0], //position 2, //Number Of units "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. ["Random","aa"], //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; // Suhrenfeld [[16299,18490,0], //position 2, //Number Of units "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. ["Random","at"], //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; // Suhrenfeld 2 [[16595,18241,0], //position 2, //Number Of units "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. ["Random","aa"], //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; // US Military Medivac Base 1 [[17080.2,9796.18,0], //position 2, //Number Of units "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. ["Random","at"], //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; // US Military Medivac Base 2 [[17297.9,10068.6,0], //position 3, //Number Of units "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. ["Random","aa"], //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; // US Military Medivac Base 3 [[16848.7,9533.25,0], //position 2, //Number Of units "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. ["Random","at"], //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; /* // Goats [[10095,3825,0], //position 5, //Number Of units "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "unarmed", //Primary gun set number. "Random" for random weapon set. 0, //Number of magazines "", //Backpack "" for random or classname here. "Goat", //Skin "" for random or classname here. "", //Gearset number. "Random" for random gear set. ["Bandit",0] // AI Type, "Hero" or "Bandit". ] call spawn_group; Custom static weapon spawns Eg. (with one position) [[[911.21545,4532.7612,2.6292224]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 0.5, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 2, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; Custom static weapon spawns Eg. (with mutiple positions) [[[911.21545,4532.7612,2.6292224],[921.21545,4532.7612,2.6292224]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 0.5, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 2, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; Place your custom static weapon spawns below */ /* Custom Chopper Patrol spawn Eg. [[5000,5000,0], //Position to patrol [100,100,50], // Position to spawn chopper at 4000, //Radius of patrol 10, //Number of waypoints to give "UH1H_DZ", //Classname of vehicle (make sure it has driver and two gunners) 1 //Skill level of units ] spawn heli_patrol; Place your heli patrols below */ // Unbezwingbar [[5062.87,4458.6,80], //Position to patrol [5062.87,4458.6,80], // Position to spawn chopper at 300, //Radius of patrol 5, //Number of waypoints to give "UH1H_TK_EP1", //Classname of vehicle (make sure it has driver and two gunners) "medium", //Skill level of units "Bandit2_DZ", //Skin "Bandit" // Type ] spawn heli_patrol; // Exodus [[14538,16862,80], //Position to patrol [14538,16862,80], // Position to spawn chopper at 300, //Radius of patrol 5, //Number of waypoints to give "UH1H_TK_EP1", //Classname of vehicle (make sure it has driver and two gunners) "medium", //Skill level of units "Bandit2_DZ", //Skin "Bandit" ] spawn heli_patrol; // Suhrenfeld [[16445,18371,80], //Position to patrol [16445,18371,80], // Position to spawn chopper at 300, //Radius of patrol 5, //Number of waypoints to give "Mi17_TK_EP1", //Classname of vehicle (make sure it has driver and two gunners) "medium", //Skill level of units "Bandit2_DZ", //Skin "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) 1 //Skill level of units ] spawn vehicle_patrol; Place your vehicle patrols below this line */ // Unbezwingbar [[4855,4554,80], //Position to patrol [4032,4361,80], // Position to spawn at 400, //Radius of patrol 10, //Number of waypoints to give "BMP2_HQ_INS", //Classname of vehicle (make sure it has driver and gunner) "medium", //Skill level of units "Bandit2_DZ", //Skin "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; // Exodus [[14538,16862,0], //Position to patrol [14146,17146,0], // Position to spawn at 400, //Radius of patrol 10, //Number of waypoints to give "BMP2_HQ_INS", //Classname of vehicle (make sure it has driver and gunner) "medium", //Skill level of units "Bandit2_DZ", //Skin "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; // Suhrenfeld [[16423,18424,0], //Position to patrol [16412,18424,0], // Position to spawn at 200, //Radius of patrol 10, //Number of waypoints to give "ZSU_TK_EP1", //Classname of vehicle (make sure it has driver and gunner) "medium", //Skill level of units "Bandit2_DZ", //Skin "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; // US Military Medivac Base Hummer Armored [[17098.2,9936.47,0], //Position to patrol [17098.2,9936.47,0], // 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) "medium", //Skill level of units "Bandit2_DZ", //Skin "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; // US Military Medivac Base Hummer TOW [[17078.2,9916.47,0], //Position to patrol [17078.2,9916.47,0], // Position to spawn at 200, //Radius of patrol 10, //Number of waypoints to give "HMMWV_TOW", //Classname of vehicle (make sure it has driver and gunner) "medium", //Skill level of units "Bandit2_DZ", //Skin "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; // US Military M1128 [[16899,9763,0], //Position to patrol [16899,9763,0], // Position to spawn at 200, //Radius of patrol 5, //Number of waypoints to give "M1128_MGS_EP1", //Classname of vehicle (make sure it has driver and gunner) "medium", //Skill level of units "Bandit2_DZ", //Skin "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; // US Military M1128 [[16879,9763,0], //Position to patrol [16879,9763,0], // Position to spawn at 200, //Radius of patrol 5, //Number of waypoints to give "M113_UN_EP1", //Classname of vehicle (make sure it has driver and gunner) "medium", //Skill level of units "Bandit2_DZ", //Skin "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 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. True //True: Heli will stay at position and fight. False: Heli will leave if not under fire. ] spawn heli_para; Place your paradrop spawns under this line */ // Unbezwingbar [[5148,4463.6,0], //Position that units will be dropped by [4842,380,80], //Starting position of the heli 80, //Radius from drop position a player has to be to spawn chopper "UH1H_TK_EP1", //Classname of chopper (Make sure it has 2 gunner seats!) 4, //Number of units to be para dropped "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". True //True: Heli will stay at position and fight. False: Heli will leave if not under fire. ] spawn heli_para; // Unbezwingbar 2 [[5062.87,4458.6,80], //Position that units will be dropped by [4852,497,80], //Starting position of the heli 30, //Radius from drop position a player has to be to spawn chopper "Ka60_PMC", //Classname of chopper (Make sure it has 2 gunner seats!) 4, //Number of units to be para dropped "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". True //True: Heli will stay at position and fight. False: Heli will leave if not under fire. ] spawn heli_para; // Exodus [[14447,16789,0], //Position that units will be dropped by [14536,20285,80], //Starting position of the heli 80, //Radius from drop position a player has to be to spawn chopper "UH1H_TK_EP1", //Classname of chopper (Make sure it has 2 gunner seats!) 4, //Number of units to be para dropped "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". True //True: Heli will stay at position and fight. False: Heli will leave if not under fire. ] spawn heli_para; // Exodus [[14305,16959,80], //Position that units will be dropped by [14536,20285,80], //Starting position of the heli 30, //Radius from drop position a player has to be to spawn chopper "Ka60_PMC", //Classname of chopper (Make sure it has 2 gunner seats!) 4, //Number of units to be para dropped "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". True //True: Heli will stay at position and fight. False: Heli will leave if not under fire. ] spawn heli_para; // Suhrenfeld [[16414,18322,0], //Position that units will be dropped by [14736,20285,80], //Starting position of the heli 50, //Radius from drop position a player has to be to spawn chopper "Mi17_TK_EP1", //Classname of chopper (Make sure it has 2 gunner seats!) 4, //Number of units to be para dropped "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". True //True: Heli will stay at position and fight. False: Heli will leave if not under fire. ] spawn heli_para; // Suhrenfeld [[16317,18401,80], //Position that units will be dropped by [14836,20285,80], //Starting position of the heli 20, //Radius from drop position a player has to be to spawn chopper "Mi24_V", //Classname of chopper (Make sure it has 2 gunner seats!) 2, //Number of units to be para dropped "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". True //True: Heli will stay at position and fight. False: Heli will leave if not under fire. ] spawn heli_para; // US Military Medivac Base 1 [[17083.7,9802.01,80], //Position that units will be dropped by [20665.4,9305,80], //Starting position of the heli 30, //Radius from drop position a player has to be to spawn chopper "AH6J_EP1", //Classname of chopper (Make sure it has 2 gunner seats!) 0, //Number of units to be para dropped "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". True //True: Heli will stay at position and fight. False: Heli will leave if not under fire. ] spawn heli_para; // US Military Medivac Base 2 [[17083.7,9802.01,80], //Position that units will be dropped by [20565.4,9305,80], //Starting position of the heli 100, //Radius from drop position a player has to be to spawn chopper "Ka60_PMC", //Classname of chopper (Make sure it has 2 gunner seats!) 4, //Number of units to be para dropped "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". True //True: Heli will stay at position and fight. False: Heli will leave if not under fire. ] spawn heli_para; // US Military Medivac Base 3 [[17083.7,9802.01,80], //Position that units will be dropped by [20465.4,9305,80], //Starting position of the heli 200, //Radius from drop position a player has to be to spawn chopper "AW159_lynx_BAF", //Classname of chopper (Make sure it has 2 gunner seats!) 6, //Number of units to be para dropped "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". True //True: Heli will stay at position and fight. False: Heli will leave if not under fire. ] spawn heli_para; // US Military Medivac Base 4 [[17083.7,9802.01,80], //Position that units will be dropped by [20165.4,9305,80], //Starting position of the heli 500, //Radius from drop position a player has to be to spawn chopper "Mi17_UN_CDF_EP1", //Classname of chopper (Make sure it has 2 gunner seats!) 4, //Number of units to be para dropped "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". True //True: Heli will stay at position and fight. False: Heli will leave if not under fire. ] spawn heli_para; // US Military Medivac Base 5 [[17083.7,9802.01,100], //Position that units will be dropped by [20165.4,9305,9999], //Starting position of the heli 30, //Radius from drop position a player has to be to spawn chopper "AN2_DZ", //Classname of chopper (Make sure it has 2 gunner seats!) 8, //Number of units to be para dropped "medium", //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "Random", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". false //True: Heli will stay at position and fight. False: Heli will leave if not under fire. ] spawn heli_para; diag_log "WAI: Static mission loaded"; }; Screenshots: http://cloud-4.steampowered.com/ugc/34099490928856195/074D28BAB1F221856B3593FDD7F642A41009FF3C/ http://cloud-4.steampowered.com/ugc/34099490928852992/175187558B4C1A7D0174D3CA13BDBF1011A28517/ Anyone else noticed this behaviour? Link to comment Share on other sites More sharing options...
OM3GA Posted October 4, 2014 Report Share Posted October 4, 2014 Hi, I just can't find the solution to my problem. My RPT file gives me this error: (Actually spamming my RPT) if((_currTime - _h_startTime >= _h_missionTime) && (!h_missionrunning)) > 17:06:06 Error position: <_h_missionTime) && (!h_missionrunning)) > 17:06:06 Error Undefined variable in expression: _h_missiontime 17:06:06 File z\addons\dayz_server\WAI\missions\init.sqf, line 71 17:06:07 Error in expression <); }; if((_currTime - _h_startTime >= _h_missionTime) && (!h_missionrunning)) > 17:06:07 Error position: <_h_missionTime) && (!h_missionrunning)) > 17:06:07 Error Undefined variable in expression: _h_missiontime 17:06:07 File z\addons\dayz_server\WAI\missions\init.sqf, line 71 17:06:08 Error in expression <); }; All WAI files are stock standard I got it working... In the missions\init.sqf I just added "wai_mission_timer = [];" below "wai_mission_data = [];" Is this the correct solution? Link to comment Share on other sites More sharing options...
xO_Zero_Ox Posted October 4, 2014 Report Share Posted October 4, 2014 Hey guys could any one help me out i want to have the missions pop up in like a debug monitor kind of thing but im kinda stuck atm anyway, this is my try //Condition _complete = [ [_mission,_crate], // mission number and crate ["crate"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], [_vehicle], // cleanup objects _hint = parseText format["<t align='center' color='#00FF11' shadow='2' size='1.75'>Mission!</t><br/><t align='center' color='#ffffff'>Heroes have taken an armed vehicle from the bandits! Check your map for the location!</t>"]; customRemoteMessage = ['hint', _hint]; publicVariable "customRemoteMessage"; _hint = parseText format["<t align='center' color='#00FF11' shadow='2' size='1.75'>SUCCESS!</t><br/><t align='center' color='#ffffff'>Bandits have secured the armed vehicle!</t>"]; customRemoteMessage = ['hint', _hint]; publicVariable "customRemoteMessage"; _hint = parseText format["<t align='center' color='#00FF11' shadow='2' size='1.75'>DEFEAT!</t><br/><t align='center' color='#ffffff'>Bandits did not secure the armed vehicle in time!</t>"]; //"Heroes have taken an armed vehicle from the bandits! Check your map for the location!", // mission announcement //"Bandits have secured the armed vehicle!", // mission success //"Bandits did not secure the armed vehicle in time" // mission fail If any of you guys have a sulution for this, this would be awesome Well than i found a "Solution" by just simply add to the Mission:winorfail.sqf [nil,nil,rHINT,_msgstart ,] call RE; But the messages are quite small no im Trying to get something like this parseText format["<t align='center' color='#00FF11' shadow='2' size='1.75'>Mission!</t><br/><t align='center' color='#ffffff'>Bandits have disabled an armed vehicle with lots of chain gun ammo in the gear! Check your map for the location!</t>"], parseText format["<t align='center' color='#00FF11' shadow='2' size='1.75'>SUCCESS!</t><br/><t align='center' color='#ffffff'>Survivors have secured the armed vehicle!</t>"], parseText format["<t align='center' color='#00FF11' shadow='2' size='1.75'>DEFEAT!</t><br/><t align='center' color='#ffffff'>Survivors did not secure the armed vehicle in time</t>"] But it wont fit evertime i got some other errors damn im about to pulling my hair :P EDIT: GOT IT WORKING http://gyazo.com/0bc6f5285aee3cc6ddcbc124f903b7b9 Link to comment Share on other sites More sharing options...
megaz Posted October 4, 2014 Report Share Posted October 4, 2014 nope just pastebin me the object_BackpackAction.sqf ill see what i can do Hi Zero Thanks here is the object_BackpackAction taked from the dayz_code.pbo http://pastebin.com/nFT7esfm MegaZ Link to comment Share on other sites More sharing options...
Havoc302 Posted October 4, 2014 Report Share Posted October 4, 2014 Is there any way to set no weapon, no backpack and no gear without it generating pages of RPT errors? Link to comment Share on other sites More sharing options...
Monegaskeren Posted October 4, 2014 Report Share Posted October 4, 2014 I believe it's this line here: diag_log format ["WAI: [Mission:[Hero] Bandit Base]: Starting... %1",_position]; Or in here _mission = [_position,"Hard","Bandit Base","MainHero",true] call mission_init; Thanks for the answer! I have not tested it but I believe this line: diag_log format ["WAI: [Mission:[Hero] Bandit Base]: Starting... %1",_position]; is only used in the console/rpt. I experimented with changing this line though: from _mission = [_position,"Hard","Bandit Base","MainHero",true] call mission_init; to _mission = [_position,"Hard","MY CUSTOM NAME","MainHero",true] call mission_init; for hero missions only. This resulted in no hero missions spawning, only the un-edited banditmissions. I really don't get it. Please help! Link to comment Share on other sites More sharing options...
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