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[Release] Wicked AI 2.2.0


f3cuk

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  Hi see this post on page before this adds a start trigger for when a player enters a area

 

 

Only thing is it will spawn them but not remove them  once player has left the area -

 

Still need a work around for that part - Any takers :)

 

MegaZ

What would happen if the only player gets killed by the last AI? Would all the AI respawn when he goes back for a second try?

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I get the following no matter what I try.

 

Straight out of the pack.

if((_currTime - _h_startTime >= _h_missionTime) && (!h_missionrunning)) >
16:40:18 Error position: <_h_missionTime) && (!h_missionrunning)) >
16:40:18 Error Undefined variable in expression: _h_missiontime
16:40:18 File z\addons\dayz_server\WAI\missions\init.sqf, line 71
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Hey guys...

 

I'm new to this modding stuff but... yeah it doesn't sound so hard to add WAI... But... It seems like i making something wrong... i followed exactly the instructions but ... The missions don't show up... 

Is there some special "option" i must activate first or something?!

Thanks in advance.

 

 

Nevermind... found the "Problem" (Thanks to the other threads with A.I. Missions) ...

Startpost says " ExecVM "\z\addons\dayz_server\WAI\init.sqf"; " but you have to set an []  before it.

 

Thanks for confusion.

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Ran in to an issue when attempting to add Overwatch guns to AI I have added the Overwatch config as mentioned in an earlier post and also tried my own, yet each time i try to give ai better snipers such as Cheytacs they all spawn un armed?

 

[[2627.96,5097.76,0.00152588],4,"extreme","sniper",4,"","Bandit2_DZ","Random","Bandit"] call spawn_group; <-- From my static file

 

Am I missing something obvious here?

 

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im not sure if its WAI, dzai or dzms

but I have lost alot of players fue to the roaming AI killing them...

I personally like them as it adds fear. however alot of my players are whiny little bitches that dont like to get shot at.

 

how and where do I disable the random  roaming AI 

there are like 3 AI running around in the woods and in towns 

 

I do not want to diable static spawns as I use that for AI island.

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im not sure if its WAI, dzai or dzms

but I have lost alot of players fue to the roaming AI killing them...

I personally like them as it adds fear. however alot of my players are whiny little bitches that dont like to get shot at.

 

how and where do I disable the random  roaming AI 

there are like 3 AI running around in the woods and in towns 

 

I do not want to diable static spawns as I use that for AI island.

 

I think that will be your DZAI , Look in DZAI/init/dzai_config and around line 118 find this DZAI_dynAISpawns = false; if this is set to true then Roaming AI will spawn just turn it off as in false

 

MegaZ

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Hi guys, im noob on this of DayZ server. This will be my first server.

 

I downloaded Wicked AI and did all instructions but the missions dont spawn.

 

I add this:     [] ExecVM "\z\addons\dayz_server\WAI\init.sqf";

 

Have i to conf something else?

 

Please help.

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Where do i edit the spawn locations of the missions?

 

Im running it on taviana but some missions seem to spawn in the sea giving me rpt errors.

 

Anyone?

Check your "config.sqf".

 

Make sure "wai_near_water" is set to something realistic. I am running WAI on Taviana 2.0 and it's working fine. No missions have spawned in or near water. Mine is set to "wai_near_water = 50;".

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I'm running WAI on Taviana, and it's working great.

 

Is there any way I can prevent the missions from spawning on mountain tops? I was thinking if there was a way to set an altitude limit that would be ideal. Like no missions will spawn higher than 60m above sea level. This would allow them to spawn on hills but not on mountains.

 

Thanks!

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Give them a location array should do it, here are my old Taviana locations, all in sensible places covering both islands.

 

find on each mission file :

_position = [30] call find_position;

 

replace with

_positionarray = [[16665.008,6183.1831,0],[17711.684,6312.3447,0],[17442.844,5034.8325,0],[17250.822,8099.0171,0],[16311.108,8404.6221,0],[15163.863,8138.272,0],[15052.753,9689.3564,0],[14536.239,11673.776,0],[13801.271,12299.523,0],[13811.67,13231.576,0],[12806.122,13682.48,0],[12895.81,14307.783,0],[11764.462,14874.194,0],[11811.919,15867.194,0],[11442.7,15899.821,0],[10651.606,17509.633,0],[11023.075,18388.391,0],[9830.6006,19424.344,0],[8483.9893,20021.035,0],[8265.1348,20881.066,0],[12675.704,19121.58,0],[14967.869,18462.926,0],[15138.043,17366.016,0],[15149.924,16094.297,0],[15198.698,14343.011,0],[16053.953,16223.898,0],[16002.803,14037.48,0],[17149.523,12562.753,0],[16590.836,11538.518,0],[16696.766,9795.2422,0],[15750.51,9821.0791,0],[9274.0557,7722.4824,0],[8854.3154,8261.5176,0],[7778.9141,9093.8115,0],[6072.1567,9944.6973,0],[5684.1387,8341.6025,0],[3915.4873,7882.4014,0],[2274.2927,7549.2588,0],[1711.1221,6832.3374,0],[4163.1504,6456.9678,0],[5677.3354,5908.9209,0],[7483.2227,4677.8555,0],[7748.0342,4308.8159,0],[8182.8174,6512.3086,0],[9375.5684,1960.1821,0],[11495.309,466.6373,0],[9930,3216.6116,0],[9541.5059,4502.3677,0],[8941.1084,5177.0493,0],[10099.235,5729.9028,0],[10298.205,6403.6235,0],[8494.6377,7845.4551,0],[7368.8223,7480.6504,0]];
_position = _positionarray call BIS_fnc_selectRandom;
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would this work for an array of AI foot patrols? (Basically an array like the gunners)

 

 

    [

        [                                    // Position(s) (can be multiple)

            [911.21,4532.76,2.62],

            [911.21,4533.76,2.62],

            [911.21,4534.76,2.62],

            [921.21,4545.76,2.62]

        ],

        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;

 

Anyone?

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The same old:

"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

This line is malformed, it tells you to use

"Random",

 or

["Random","at"],

and the part after and including // is the comment that should have started before the 'or'.

 

While this should be obvious to anyone having even a rudimentary understanding of code, it's clearly bad practise on part of the developers to put an instruction to the user somewhere where it'll be parsed instead of into the comment.

I suggest the developers finally clear this up in the download.

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Is there a way to make the AI Patrol the area around the mission so they're not always clumped up directly on it?

I adjusted "group_waypoints.sqf" so it looks like this:

 

if (isServer) then {

	private ["_wp","_skill","_mission","_wp_rad","_wp","_pos_x","_pos_y","_pos_z","_unitGroup","_position"];

	_unitGroup 		= _this select 0;
	_position 		= _this select 1;
	_pos_x 			= _position select 0;
	_pos_y 			= _position select 1;
	_pos_z 			= _position select 2;
	_wp_rad 		= 250;

	if(count _this > 2) then {

		_skill = _this select 2;
	
		call {
			if(_skill == "easy") 	exitWith { _wp_rad = 60; };
			if(_skill == "medium") 	exitWith { _wp_rad = 100; };
			if(_skill == "hard") 	exitWith { _wp_rad = 180; };
			if(_skill == "extreme") exitWith { _wp_rad = 250; };
			if(_skill == "random") 	exitWith { _wp_rad = random(100); };
		};

	};

	{
		_wp = _unitGroup addWaypoint [_x,10];
		_wp setWaypointType "MOVE";

	} count [[_pos_x,(_pos_y+_wp_rad),0],[(_pos_x+_wp_rad),_pos_y,0],[_pos_x,(_pos_y-_wp_rad),0],[(_pos_x-_wp_rad),_pos_y,0]];

	_wp = _unitGroup addWaypoint [[_pos_x,_pos_y,0],_wp_rad];
	_wp setWaypointType "CYCLE";

};

Increased the _wp_rad value hoping it would make the AI patrol around a larger area.

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I think that will be your DZAI , Look in DZAI/init/dzai_config and around line 118 find this DZAI_dynAISpawns = false; if this is set to true then Roaming AI will spawn just turn it off as in false

 

MegaZ

I already disabled them

//Enable or disable dynamic AI spawns. If enabled, AI spawn locations will be generated for randomly selected players at randomized intervals (Default: true)
DZAI_dynAISpawns = false;
 
I cannot find any setting like this in DZMS or WAI
 
any idea where the settings would be to stop the roaming AI  for DZMS or WAI ???
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WICKED AI BETA 2.2.0

 

Hi all, yes we are still alive. And yes we still plan on releasing 2.2.0, but first things first which means we are releasing the Beta 2.2.0. All of the work on this has been done by Jossy so all credits go to him.Since this is a Beta your best bet is not to use it in a production environment until fully tested. That being said, we have successfully ran 2.2.0 on our live server for a few weeks now and would like to get some extra input from the community. Since multiple mission support is introduced in this release and with the knowledge that AI tends to be pretty CPU intensive, we are mainly looking for extra info performance wise.

 

Thanks to Havoc 302 we were able to add another mission. Yet, truth be told, we are a little disappointed in community effort generate more content. Our main goal for 2.2.0. was extra missions, since we're both on very little time it's not something we can do ourselves.

 

Anyway, have fun with this one and please report any issues found!

 

Release BETA 2.2.0

  • Multiple mission support
  • Option: Locked vehicles with keys randomly on AI
  • Option: Friendly AI
  • Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf)
  • Added: Bandit Patrol mission (Havoc302)
  • Updated all missions for better AT support
  • General code enhancements

Upcoming in 2.2.0+

  • C130 Missions
  • More missions
  • Dynamic loot revisited

Version history

  • 16-10-2014 : BETA release (2.2.0)
  • 03-09-2014 : Minor bugfixes (2.1.4)
  • 03-09-2014 : Minor bugfixes (2.1.3)
  • 02-09-2014 : Minor bugfixes and improvements (2.1.2)
  • 01-09-2014 : Minor bugfixes (2.1.1)
  • 31-08-2014 : Release (2.1.0)
  • 26-08-2014 : BETA release (2.1.0)
  • 24-08-2014 : Minor bugfixes (2.0.5)
  • 20-08-2014 : Minor bugfixes (2.0.4)
  • 20-08-2014 : Minor bugfixes (2.0.3)
  • 19-08-2014 : Minor bugfixes (2.0.2)
  • 17-08-2014 : Minor bugfixes (2.0.1)
  • 17-08-2014 : Major update to (2.0.0)
  • 13-08-2014 : Added anti abuse options (1.9.3)
  • 12-08-2014 : Normalization update (1.9.2)
  • 12-08-2014 : Bugfix medi camp (1.9.1)
  • 09-08-2014 : Major dynamic update (1.9.0)
  • 03-08-2014 : Bugfix MV22 mission (1.8.2)
  • 02-08-2014 : Restructured and code cleaned (1.8.1)

Installation Instructions

  • Unpack dayz_server.pbo
  • Open the download and extract the WAI folder to your dayz_server directory
  • In server_monitor.sqf find allowConnection = true; add above ExecVM "\z\addons\dayz_server\WAI\init.sqf";
  • Repack dayz_server.pbo

Github
This project has been published on Github and development will be ongoing there. Git(hub) helps keeping things in one place. Any issues with this mod can both be posted either there or in this topic (however we'd slightly prefer over there).








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Wicked AI BETA 2.2.0

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