Yrgen Posted October 17, 2014 Report Share Posted October 17, 2014 How to change coordinates for dynamic missions map NAPF ? (Missions always in mountains) :( Link to comment Share on other sites More sharing options...
mimic Posted October 17, 2014 Report Share Posted October 17, 2014 How to change coordinates for dynamic missions map NAPF ? (Missions always in mountains) :( You can add coordinates to the blacklist so they don't spawn there anymore. Link to comment Share on other sites More sharing options...
chaingun427 Posted October 17, 2014 Report Share Posted October 17, 2014 I was using them but it seemed like their spawn rates were all over the place, sometimes not spawning for hours, sometimes respawning right on top of each other. I just recently got info that will let me set up hero ai for dzai as well, but i'm not sure if those ai will be hostile to hero players or not. We are running an Epoch Origins server with quite a bit of customization but having a limited amount of AI on top of player PVP and missions would be ideal for us. Link to comment Share on other sites More sharing options...
Richie Posted October 17, 2014 Report Share Posted October 17, 2014 How to change coordinates for dynamic missions map NAPF ? (Missions always in mountains) :( See my post for Mimic you'll need to create your own as they're for Taviana but it's a 2 minute job with the editor :) Link to comment Share on other sites More sharing options...
ShaneMartin Posted October 17, 2014 Report Share Posted October 17, 2014 Hi, I have an AI Island and would like to know the best settings for the AI, so they are the hardest that they can be. Many thanks, Shane Link to comment Share on other sites More sharing options...
Richie Posted October 17, 2014 Report Share Posted October 17, 2014 Hi, I have an AI Island and would like to know the best settings for the AI, so they are the hardest that they can be. Many thanks, Shane Change their skills, more info Here 0.1 makes them retarded 1.0 makes them killers Link to comment Share on other sites More sharing options...
Yrgen Posted October 18, 2014 Report Share Posted October 18, 2014 Richie Thanks!! At me parachutes of a landing are not cleared as it to correct? Link to comment Share on other sites More sharing options...
Fully Posted October 18, 2014 Report Share Posted October 18, 2014 Question about AI behavior. I'm using a Time acceleration script from here When a day is compressed the missions spawn much faster, which I know is not difficult to fix, but would this type of addon which affects mission time change AI behavior as well, effectively speeding up the time between their actions? If so how would I go about adjusting that as I want my server to have 4 hour days. I use the same mod 4 hours = 24hours. It makes no difference to this mission system. Link to comment Share on other sites More sharing options...
chaingun427 Posted October 18, 2014 Report Share Posted October 18, 2014 Quick question regarding the AI loot table. Where is it? I want to add some of the weapons etc that spawn for them into my custom loot table. Link to comment Share on other sites More sharing options...
reaperz73 Posted October 18, 2014 Report Share Posted October 18, 2014 Change their skills, more info Here 0.1 makes them retarded 1.0 makes them killers Link to comment Share on other sites More sharing options...
ATRealMaster Posted October 18, 2014 Report Share Posted October 18, 2014 I tried to add in custom group spawns, but nothing spawn. Here's my Line of code [ [13033.765,3154.4763,0.00037384033], // 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; Link to comment Share on other sites More sharing options...
f3cuk Posted October 18, 2014 Author Report Share Posted October 18, 2014 Read this line again. "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 ElDubya 1 Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted October 18, 2014 Report Share Posted October 18, 2014 my default static AI are taking 30 minutes to load in? :/ I have 20 groups of 5 AI, and 10x M2 Gunners in a single array, is it normal for it to take that long? could putting the AI in a single array speed it up? Link to comment Share on other sites More sharing options...
oSoDirty Posted October 18, 2014 Report Share Posted October 18, 2014 Does anyone know of a way to add items to the mission vehicles? Would love to be able to get rid of crate on vehicle missions and just have the loot spawned into the vehicles them selves. Thanks in advance, Dirty jackal40 1 Link to comment Share on other sites More sharing options...
Yrgen Posted October 18, 2014 Report Share Posted October 18, 2014 Parachutes after a landing are not cleared :( Help(( Link to comment Share on other sites More sharing options...
f3cuk Posted October 18, 2014 Author Report Share Posted October 18, 2014 Does anyone know of a way to add items to the mission vehicles? Would love to be able to get rid of crate on vehicle missions and just have the loot spawned into the vehicles them selves. Thanks in advance, Dirty Should be as easy as replacing the _crate variable with the _vehicle you want to put the stuff in. Try this if(isServer) then { private ["_complete","_crate","_mission","_static_gun","_crate_type","_rndnum","_playerPresent","_vehname","_vehicle","_position","_vehclass"]; // Get mission number, important we do this early _mission = count wai_mission_data -1; //Armed Land Vehicle _vehclass = armed_vehicle call BIS_fnc_selectRandom; _vehname = getText (configFile >> "CfgVehicles" >> _vehclass >> "displayName"); _position = [30] call find_position; [_mission,_position,"Medium",format["Disabled %1",_vehname],"MainBandit",true] call mission_init; diag_log format["WAI: [Mission:[Bandit] Armed Vehicle]: Starting... %1",_position]; //Troops _rndnum = (2 + round (random 4)); [[_position select 0,_position select 1,0],_rndnum,"Medium",["Random","AT"],3,"Random","Hero","Random","Hero",_mission] call spawn_group; [[_position select 0,_position select 1,0],_rndnum,"Medium","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group; [[_position select 0,_position select 1,0],_rndnum,"Medium","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group; //Static Guns _static_gun = ai_static_weapons call BIS_fnc_selectRandom; [[ [(_position select 0),(_position select 1) + 10, 0] ],_static_gun,"Medium","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static; //Spawn vehicles _vehicle = [_vehclass,_position,_mission] call custom_publish; if(debug_mode) then { diag_log format["WAI: [Bandit] armed_vehicle spawned a %1",_vehname]; }; //Condition _complete = [ [_mission,_vehicle], // mission number and crate ["crate"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], [_vehicle], // cleanup objects "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 ] call mission_winorfail; if(_complete) then { [_vehicle,0,0,[25,crate_items_chainbullets],2] call dynamic_crate; }; diag_log format["WAI: [Mission:[Bandit] Armed Vehicle]: Ended at %1",_position]; b_missionsrunning = b_missionsrunning - 1; }; jackal40 and oSoDirty 2 Link to comment Share on other sites More sharing options...
Creep Posted October 18, 2014 Report Share Posted October 18, 2014 Alright got the code from wasteland cleaned up to the things we actually need convoy itself needs to be tested first Wasteland uses locationmarkers to get the start and the endpoint of the mission, I will change those to random positions as soon as possible, just need to test and clean up some more all the credits to the real scripts will go to: http://www.404games.co.uk/forum/index.php?/topic/1620-make-your-mission-dynamic-main-airdropped-side-convoy/ and their version of the normal wasteland server. Just for info the wasteland server uses A2Net but I disabled that option via config, so you wont need it. Also Wasteland uses a configfile in each folder which will be combined to one when I am done. also the A2Net requests will be removed and maybe the configfile will maybe completely removed Link to comment Share on other sites More sharing options...
megaz Posted October 18, 2014 Report Share Posted October 18, 2014 I tried to add in custom group spawns, but nothing spawn. Here's my Line of code [ [13033.765,3154.4763,0.00037384033], // 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; You have use one or the other not both: [ [13033.765,3154.4763,0.00037384033], // Position 4, // Number Of units "Random", // 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; OR [ [13033.765,3154.4763,0.00037384033], // Position 4, // Number Of units "Random", // 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; MegaZ Link to comment Share on other sites More sharing options...
WoodWill Posted October 18, 2014 Report Share Posted October 18, 2014 I have a question. As soon as i modify anything in the "config.sqf" the WICKED AI no longer work. No missions show up or no missions spawn. When i restore the default "config.sqf" the mission go back to working. My edited config: if(isServer) then { /* GENERAL CONFIG */ debug_mode = false; // enable debug use_blacklist = true; // use blacklist blacklist = [ [[5533.00,8445.00],[6911.00,7063.00]], // Stary [[0,16000,0],[1000,-0,0]], // Left [[0,16000,0],[16000.0,14580.3,0]] // Top ]; /* END GENERAL CONFIG */ /* AI CONFIG */ ai_clear_body = false; // instantly clear bodies ai_clean_dead = true; // clear bodies after certain amount of time ai_cleanup_time = 900; // time to clear bodies in seconds ai_clean_roadkill = true; // clean bodies that are roadkills ai_roadkill_damageweapon = 0; // percentage of chance a roadkill will destroy weapon AI is carrying ai_bandit_combatmode = "YELLOW"; // combatmode of bandit AI ai_bandit_behaviour = "COMBAT"; // behaviour of bandit AI ai_hero_combatmode = "YELLOW"; // combatmode of hero AI ai_hero_behaviour = "COMBAT"; // behaviour of hero AI ai_share_info = true; // AI share info on player position ai_share_distance = 400; // Distance from killed AI for AI to share your rough position ai_kills_gain = true; // add kill to bandit/human kill score ai_humanity_gain = true; // gain humanity for killing AI ai_add_humanity = 50; // amount of humanity gained for killing a bandit AI ai_remove_humanity = 50; // amount of humanity lost for killing a hero AI ai_special_humanity = 150; // amount of humanity gain or loss for killing a special AI dependant on player alignment ai_skill_extreme = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Extreme ai_skill_hard = [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Hard ai_skill_medium = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Medium ai_skill_easy = [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Easy ai_skill_random = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy]; ai_static_useweapon = true; // Allows AI on static guns to have a loadout ai_static_weapons = ["DSHKM_Ins","M2StaticMG"]; // static guns ai_static_skills = false; // Allows you to set custom array for AI on static weapons. (true: On false: Off) ai_static_array = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; ai_gear0 = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]]; ai_gear1 = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]]; ai_gear_random = [ai_gear0,ai_gear1]; // Allows the possibility of random gear ai_wep_assault = [["M16A4_ACG","30Rnd_556x45_Stanag"],["Sa58V_RCO_EP1","30Rnd_762x39_AK47"],["SCAR_L_STD_Mk4CQT","30Rnd_556x45_Stanag"],["M8_sharpshooter","30Rnd_556x45_Stanag"],["M4A1_HWS_GL_camo","30Rnd_556x45_Stanag"],["SCAR_L_STD_HOLO","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"],["M16A4","30Rnd_556x45_Stanag"],["m8_carbine","30Rnd_556x45_Stanag"],["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"],["Sa58V_CCO_EP1","30Rnd_762x39_AK47"]]; // Assault ai_wep_machine = [["RPK_74","75Rnd_545x39_RPK"],["MK_48_DZ","100Rnd_762x51_M240"],["M249_EP1_DZ","200Rnd_556x45_M249"],["Pecheneg_DZ","100Rnd_762x54_PK"],["M240_DZ","100Rnd_762x51_M240"]]; // Light machine guns ai_wep_sniper = [["M14_EP1","20Rnd_762x51_DMR"],["SCAR_H_LNG_Sniper_SD","20Rnd_762x51_SB_SCAR"],["M110_NVG_EP1","20rnd_762x51_B_SCAR"],["SVD_CAMO","10Rnd_762x54_SVD"],["VSS_Vintorez","20Rnd_9x39_SP5_VSS"],["DMR","20Rnd_762x51_DMR"],["M40A3","5Rnd_762x51_M24"]]; // Sniper rifles ai_wep_random = [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine]; // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle ai_wep_launchers_AT = ["RPG18"]; ai_wep_launchers_AA = ["STINGER"]; ai_packs = ["DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"]; ai_hero_skin = ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"]; ai_bandit_skin = ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"]; ai_special_skin = ["Functionary1_EP1_DZ"]; ai_all_skin = [ai_hero_skin,ai_bandit_skin,ai_special_skin]; ai_add_skin = false; // adds unit skin to inventory on death /* END AI CONFIG */ /* WAI MISSIONS CONFIG */ wai_mission_system = true; // use built in mission system wai_mission_markers = ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"]; wai_avoid_missions = true; // avoid spawning near other missions, these are defined in wai_mission_markers wai_avoid_traders = true; // avoid spawning missions near traders wai_mission_spread = 750; // make missions spawn this far apart from one another and other markers wai_near_town = 0; // make missions check for towns around this radius wai_near_road = 0; // make missions check for roads around this radius wai_near_water = 50; // nearest water allowed near missions wai_mission_timer = [300,900]; // time between missions 5-15 minutes wai_mission_timeout = [900,1800]; // 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 = 750; // time after a mission is complete to clean mission buildings wai_mission_fuel = [10,20]; // fuel inside mission spawned vehicles [min%,max%] wai_vehicle_damage = [20,80]; // damages to spawn vehicles with [min%,max%] wai_keep_vehicles = true; // save vehicles to database and keep them after restart wai_crates_smoke = true; // pop smoke on crate when mission is finished during daytime wai_crates_flares = true; // pop flare on crate when mission is finished during nighttime wai_players_online = 1; // number of players online before mission starts wai_server_fps = 5; // missions only starts if server FPS is over wai_server_fps wai_kill_percent = 30; // percentage of AI players that must be killed at "crate" missions to be able to trigger completion wai_high_value = false; // enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate wai_high_value_chance = 1; // chance in percent you find above mentioned item wai_enable_minefield = true; // enable minefields to better defend missions wai_use_launchers = true; // add a rocket launcher to each spawned AI group wai_remove_launcher = true; // remove rocket launcher from AI on death // Missions wai_hero_missions = [ // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages ["black_hawk_crash",12], ["armed_vehicle",13], ["bandit_base",8], ["captured_mv22",8], ["ikea_convoy",8], ["destroyed_ural",18], ["disabled_milchopper",10], ["mayors_mansion",10], ["weapon_cache",13] ]; wai_bandit_missions = [ ["armed_vehicle",12], ["black_hawk_crash",14], ["captured_mv22",6], ["broken_down_ural",14], ["hero_base",6], ["ikea_convoy",8], ["medi_camp",16], ["presidents_mansion",6], ["sniper_extraction",8], ["weapon_cache",10] ]; /* wai_special_missions = [ ["bunny_ranch",100] ]; */ // Vehicle arrays armed_vehicle = ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Offroad_DSHKM_Gue_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"]; armed_chopper = ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"]; civil_chopper = ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"]; military_unarmed = ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"]; cargo_trucks = ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"]; refuel_trucks = ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"]; civil_vehicles = ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"]; // Dynamic box array crates_large = ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"]; crates_medium = ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"]; crates_small = ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"]; crate_weapons_buildables = [["ChainSaw","ItemJerryMixed"],["ChainSawB","ItemJerryMixed"],["ChainSawG","ItemJerryMixed"],["ChainSawP","ItemJerryMixed"],["ChainSawR","ItemJerryMixed"]]; crate_tools = ["Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"]; crate_tools_buildable = ["ItemToolbox","ItemEtool","ItemKnife"]; crate_tools_sniper = ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"]; crate_items = ["FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodCanBakedBeans","FoodCanPasta","FoodCanSardines","FoodrabbitCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemLightBulb","ItemSandbag","ItemTankTrap","ItemWire","PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"]; crate_items_high_value = ["ItemVault","30m_plot_kit"]; crate_items_food = ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanPasta","FoodCanSardines","FoodrabbitCooked"]; crate_items_buildables = ["forest_large_net_kit","park_bench_kit","ItemCanvas",["ItemLightBulb",5],["ItemTankTrap",10],["ItemWire",10]; crate_items_vehicle_repair = ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"]; crate_items_medical = ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"]; crate_items_chainbullets = ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"]; crate_items_sniper = [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"]; crate_items_president = ["ItemDocument","ItemGoldBar10oz"]; crate_backpacks_all = ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"]; crate_backpacks_large = ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"]; crate_random = [crate_items,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets]; /* END WAI MISSIONS CONFIG */ /* STATIC MISSIONS CONFIG */ static_missions = false; // use static mission file custom_per_world = false; // use a custom mission file per world /* END STATIC MISSIONS CONFIG */ configloaded = true; }; Link to comment Share on other sites More sharing options...
ATRealMaster Posted October 19, 2014 Report Share Posted October 19, 2014 Edited, but nothing spawn, here's my Spawn File(RPT log shows nothing about spawning groups, only missions): 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 */ [[13671.355, 2892.8167, -1.5258789e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops// [[13687.221, 2931.012, 2.6702881e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13741.079, 2945.6494, -9.5367432e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13691.315, 2857.7407, -3.8146973e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13729.353, 2856.2568, 3.4332275e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13730.628, 2812.7852, -0.00022125244],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13990.835, 2788.1887, 0.00024223328],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13870.401, 2810.1841, -1.9073486e-005],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13487.625, 3380.8669, 0.00036621094],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13408.095, 3336.6536, -0.00019073486],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops// [[13377.609, 3288.2527, -0.0002784729],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13245.426, 3362.8286, -0.00010251999],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13112.573, 3197.2249, -0.00059127808],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13033.765, 3154.4763, 0.00037384033],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13109.765, 3132.3279, 0.00085258484],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops [[13372.726, 3103.7449, 0.00038146973],4,2,"Random",4,"","Bandit2_DZ","Random"] call spawn_group; //ground troops /* 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 */ /* 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 */ /* Paradropped unit custom spawn Eg. [ [911.21545,4532.7612,2.6292224], // Position that units will be dropped by [0,0,0], // Starting position of the heli 400, // Radius from drop position a player has to be to spawn chopper "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) 5, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; Place your paradrop spawns under this line */ diag_log format["WAI: Static mission for %1 loaded", missionName]; }; Link to comment Share on other sites More sharing options...
oSoDirty Posted October 19, 2014 Report Share Posted October 19, 2014 Should be as easy as replacing the _crate variable with the _vehicle you want to put the stuff in. Try this if(isServer) then { private ["_complete","_crate","_mission","_static_gun","_crate_type","_rndnum","_playerPresent","_vehname","_vehicle","_position","_vehclass"]; // Get mission number, important we do this early _mission = count wai_mission_data -1; //Armed Land Vehicle _vehclass = armed_vehicle call BIS_fnc_selectRandom; _vehname = getText (configFile >> "CfgVehicles" >> _vehclass >> "displayName"); _position = [30] call find_position; [_mission,_position,"Medium",format["Disabled %1",_vehname],"MainBandit",true] call mission_init; diag_log format["WAI: [Mission:[Bandit] Armed Vehicle]: Starting... %1",_position]; //Troops _rndnum = (2 + round (random 4)); [[_position select 0,_position select 1,0],_rndnum,"Medium",["Random","AT"],3,"Random","Hero","Random","Hero",_mission] call spawn_group; [[_position select 0,_position select 1,0],_rndnum,"Medium","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group; [[_position select 0,_position select 1,0],_rndnum,"Medium","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group; //Static Guns _static_gun = ai_static_weapons call BIS_fnc_selectRandom; [[ [(_position select 0),(_position select 1) + 10, 0] ],_static_gun,"Medium","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static; //Spawn vehicles _vehicle = [_vehclass,_position,_mission] call custom_publish; if(debug_mode) then { diag_log format["WAI: [Bandit] armed_vehicle spawned a %1",_vehname]; }; //Condition _complete = [ [_mission,_vehicle], // mission number and crate ["crate"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], [_vehicle], // cleanup objects "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 ] call mission_winorfail; if(_complete) then { [_vehicle,0,0,[25,crate_items_chainbullets],2] call dynamic_crate; }; diag_log format["WAI: [Mission:[Bandit] Armed Vehicle]: Ended at %1",_position]; b_missionsrunning = b_missionsrunning - 1; }; Thanks, giving this a try. Will post back once the correct mission spawns and i get some results =] Link to comment Share on other sites More sharing options...
oSoDirty Posted October 19, 2014 Report Share Posted October 19, 2014 @ f3cuk thanks a bunch! works like a charm! Link to comment Share on other sites More sharing options...
oSoDirty Posted October 19, 2014 Report Share Posted October 19, 2014 Also was wondering, in here if(_complete) then { [_crate,[2,crate_weapons_buildables],[4,crate_tools_buildable],[30,crate_items_buildables],4] call dynamic_crate; }; how exactly does this array work? i have noticed a lot of differences for the crate calls and dont quite understand them yet. for example in the mv22 its [_crate,0,0,[80,crate_items_medical],0] or weapon cache its simply [_crate,10,4,0,2] I understand the ones that are defined, but what about the undefined numbers? and am i limited to only 4 types per crate? Link to comment Share on other sites More sharing options...
elsingaa93 Posted October 19, 2014 Report Share Posted October 19, 2014 Can I use this script on namalsk? Link to comment Share on other sites More sharing options...
dy3rx Posted October 19, 2014 Report Share Posted October 19, 2014 delete me Link to comment Share on other sites More sharing options...
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