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[Release] Wicked AI 2.2.0


f3cuk

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Hey,

 

I was wondering If someone could help me.

 

I am trying to tune my AI Island and have WickedAI static spawning the units, but when the static units = 0 I want two barriers to open and for the Island loot to spawn.

 

What would be the best way of achieving this, making a custom mission or using a custom script and placing a variable in the static spawn and then calling it from a script?

 

Thank you for your time,

 

Shane

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@RRP47: Yes the missions have been redone to easily enable AT support.

 

--

 

@Soldat: Please switch on debug mode and report with your RPT.

 

--

 

For the people that are experiencing problems with vehicle damage. Try to use this is your custom_publish_vehicle.sqf (untested)

 

if (isServer) then {

    private ["_unit","_ailist","_keyid","_carkey","_hit","_classnames","_count","_vehpos","_max_distance","_vehicle","_position_fixed","_position","_dir","_class","_dam","_damage","_hitpoints","_selection","_fuel","_key"];

    _count             = count _this;
    _classnames     = _this select 0;
    _position         = _this select 1;
    _mission         = _this select 2;
    _max_distance     = 35;
    _vehpos            = [];

    if (typeName(_classnames) == "ARRAY") then {
        _class = _classnames call BIS_fnc_selectRandom;
    } else {
        _class = _classnames;
    };

    if(_count > 3) then {

        _position_fixed = _this select 3;

        if(_count > 4) then {
            _dir = _this select 4;
        } else {
            _dir = floor(round(random 360));
        };

    } else {
        _position_fixed = false;
        _dir = floor(round(random 360));
    };

    if (!_position_fixed) then {    
        while{count _vehpos < 1} do {
            _vehpos = _position findEmptyPosition[10,_max_distance,_class];
            _max_distance = (_max_distance + 15);
        };
    } else {
        _vehpos = _position;
    };

    _vehicle = createVehicle [_class,_vehpos,[],5,"FORM"];
    _vehicle setDir _dir;
    _vehicle setVectorUp surfaceNormal position _vehicle;
    _vehicle setvelocity [0,0,1];
    
    _vehicle setVariable ["ObjectID","1",true];
    
    clearWeaponCargoGlobal _vehicle;
    clearMagazineCargoGlobal _vehicle;
    
    _fuel = 0;

    if (getNumber(configFile >> "CfgVehicles" >> _class >> "isBicycle") != 1) then {

        _hitpoints         = _vehicle call vehicle_getHitpoints;
        
        if(debug_mode) then { diag_log(format["WAI: Spawned %1 at %2",str(_class),str(_position)]); };
        
        {
            _dam         = (random((wai_vehicle_damage select 1) - (wai_vehicle_damage select 0)) + (wai_vehicle_damage select 0)) / 100;
            _selection    = getText(configFile >> "cfgVehicles" >> _class >> "HitPoints" >> _x >> "name");

            if ((_selection in dayZ_explosiveParts) && _dam > 0.8) then {
                _dam = 0.8
            };

            _isglass = ["glass", _selection] call KK_fnc_inString;

            if(!_isglass && _dam > 0.1) then {
                _hit = [_vehicle,_selection,_dam] call object_setHitServer;
                if(debug_mode) then { diag_log(format["WAI: Calculated damage for %1 is %2",str(_selection),str(_dam)]); };
            };

        } count _hitpoints;

        _fuel = ((wai_mission_fuel select 0) + random((wai_mission_fuel select 1) - (wai_mission_fuel select 0))) / 100;

        if(debug_mode) then { diag_log(format["WAI: Added %1 percent fuel to vehicle",str(_fuel)]); };

    };
    
    _vehicle setFuel _fuel;
    _vehicle addeventhandler ["HandleDamage",{ _this call vehicle_handleDamage } ];
    
    if (wai_lock_vehicles) then {
        _keyid = ceil(random(12500));
        _vehicle setVariable ["CharacterID",str(_keyid),true];

        call {
            if ((_keyid > 0) && (_keyid <= 2500))         exitWith {_carkey = format["ItemKeyGreen%1",_keyid];};
            if ((_keyid > 2500) && (_keyid <= 5000))    exitWith {_carkey = format["ItemKeyRed%1",_keyid-2500];};
            if ((_keyid > 5000) && (_keyid <= 7500))     exitWith {_carkey = format["ItemKeyBlue%1",_keyid-5000];};
            if ((_keyid > 7500) && (_keyid <= 10000))     exitWith {_carkey = format["ItemKeyYellow%1",_keyid-7500];};
            if ((_keyid > 10000) && (_keyid <= 12500))     exitWith {_carkey = format["ItemKeyBlack%1",_keyid-10000];};
        };

        _ailist = [];
        {
            if (_x getVariable ["mission",nil] == _mission) then {_ailist set [count _ailist, _x];};
        } count allUnits;

        _unit = _ailist select (floor(random(count _ailist)));
        
        _unit addWeapon _carkey;
        
        _vehicle setvehiclelock "locked";
    } else {
        _vehicle setVariable ["CharacterID","0",true];
    };

    PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_vehicle];

    if(wai_keep_vehicles) then {
        
        _vehicle addEventHandler ["GetIn", {
            _vehicle         = _this select 0;
            if(debug_mode) then { diag_log ("PUBLISH: Attempt " + str(_vehicle)); };

            _class             = typeOf _vehicle;
            _characterID     = _vehicle getVariable ["CharacterID", "0"];
            _worldspace        = [getDir _vehicle, getPosATL _vehicle];
            _hitpoints         = _vehicle call vehicle_getHitpoints;
            _damage         = damage _vehicle;
            _array             = [];

            {
                _hit = [_vehicle,_x] call object_getHit;
                _selection = getText (configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "HitPoints" >> _x >> "name");
                if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
            } count _hitpoints;

            _fuel     = fuel _vehicle;
            _uid     = _worldspace call dayz_objectUID2;

            _key     = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance,_class,_damage,_characterID,_worldspace,[],_array,_fuel,_uid];

            if(debug_mode) then { diag_log ("HIVE: WRITE: "+ str(_key)); };

            _key call server_hiveWrite;
            
            [_vehicle,_uid,_fuel,_damage,_array,_characterID,_class] call {

                private["_vehicle","_uid","_fuel","_damage","_array","_characterID","_done","_retry","_key","_result","_outcome","_oid","_class"];

                _vehicle         = _this select 0;
                _uid             = _this select 1;
                _fuel             = _this select 2;
                _damage         = _this select 3;
                _array             = _this select 4;
                _characterID    = _this select 5;
                _class             = _this select 6;
                _done             = false;

                while {!_done} do {
                    _key         = format["CHILD:388:%1:",_uid];
                    _result     = _key call server_hiveReadWrite;
                    _outcome     = _result select 0;

                    waitUntil {!isNil "_outcome"};

                    if(debug_mode) then { diag_log ("HIVE: WRITE: "+ str(_key)); };

                    if(_outcome == "PASS") then {
                        _oid = _result select 1;
                        _vehicle setVariable ["ObjectID", _oid, true];
                        if(debug_mode) then { diag_log("CUSTOM: Selected " + str(_oid)); };
                        _done  = true;
                    } else {
                        if(debug_mode) then { diag_log("CUSTOM: trying again to get id for: " + str(_uid)); };
                        _done = false;
                    };
                };

                if(!_done) then {
                    deleteVehicle _vehicle;
                    if(debug_mode) then { diag_log("CUSTOM: failed to get id for : " + str(_uid)); };
                } else {
                    _vehicle setVariable ["lastUpdate",time];
                };
            };

            _vehicle call fnc_veh_ResetEH;
            PVDZE_veh_Init = _vehicle;

            publicVariable "PVDZE_veh_Init";

            if(debug_mode) then { diag_log ("PUBLISH: Created " + (_class) + " with ID " + str(_uid)); };
        }];

    };

    _vehicle

};

This seems to have fixed the issue I was having. Thanks?

 

Any idea when this will come out of beta?

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Getting reports of missions not clearing and players are able to loot Javelin/RPGs.

 

Config:

 

if(isServer) then {



/* GENERAL CONFIG */

debug_mode = true; // enable debug
use_blacklist = true; // use blacklist
blacklist = [
[[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 = 1800; // time to clear bodies in seconds
ai_clean_roadkill = false; // clean bodies that are roadkills
ai_roadkill_damageweapon = 75; // percentage of chance a roadkill will destroy weapon AI is carrying

ai_bandit_combatmode = "RED"; // combatmode of bandit AI
ai_bandit_behaviour = "COMBAT"; // behaviour of bandit AI

ai_hero_combatmode = "RED"; // combatmode of hero AI
ai_hero_behaviour = "COMBAT"; // behaviour of hero AI
ai_friendly_behaviour = false;
player_bandit = -5000; // this is the amount you declare someone to be a bandit on your server, bandit AI will not attack you if ai_friendly_behaviour is true
player_hero = 5000; // this is the amount you declare someone to be a hero on your server, hero AI will not attack you if ai_friendly_behaviour is true

ai_share_info = true; // AI share info on player position
ai_share_distance = 300; // 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 = ["KORD_high_TK_EP1","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","ItemRadio"]];
ai_gear1 = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight","ItemRadio"]];
ai_gear_random = [ai_gear0,ai_gear1]; // Allows the possibility of random gear

ai_wep_assault = ["M16A4_ACG","Sa58V_RCO_EP1","SCAR_L_STD_Mk4CQT","M8_sharpshooter","M4A1_HWS_GL_camo","SCAR_L_STD_HOLO","M4A3_CCO_EP1","M4A3_CCO_EP1","M4A1_AIM_SD_camo","M16A4","m8_carbine","BAF_L85A2_RIS_Holo","Sa58V_CCO_EP1"]; // Assault
ai_wep_machine = ["RPK_74","MK_48_DZ","M249_EP1_DZ","Pecheneg_DZ","M240_DZ"]; // Light machine guns
ai_wep_sniper = ["M14_EP1","SCAR_H_LNG_Sniper_SD","M110_NVG_EP1","SVD_CAMO","VSS_Vintorez","DMR_DZ","M40A3"]; // 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 = ["M136","RPG18","JAVELIN"];
ai_wep_launchers_AA = ["Strela","Igla","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"];
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 = true; // 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 = 1500; // avoid spawning missions this close to other missions, these are defined in wai_mission_markers
wai_avoid_traders = 1000; // avoid spawning missions this close to traders
wai_avoid_town = 0; // avoid spawning missions this close to towns, *** doesn't function with infiSTAR enabled ***
wai_avoid_road = 0; // avoid spawning missions this close to roads
wai_avoid_water = 100; // avoid spawning missions this close to water


wai_mission_timer = [600,1200]; // time between missions 5-15 minutes
wai_mission_timeout = [1200,1800]; // time each missions takes to despawn if inactive 15-30 minutes
wai_timeout_distance = 750; // 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 = 600; // time after a mission is complete to clean mission buildings

wai_mission_fuel = [10,30]; // fuel inside mission spawned vehicles [min%,max%]
wai_vehicle_damage = [10,80]; // damages to spawn vehicles with [min%,max%]
wai_keep_vehicles = true; // save vehicles to database and keep them after restart
wai_lock_vehicles = true; // lock mission vehicles and add keys to random AI bodies (be careful with ai_clean_dead if this is true)

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 = 1; // missions only starts if server FPS is over wai_server_fps

wai_kill_percent = 60; // percentage of AI players that must be killed at "crate" missions to be able to trigger completion

wai_high_value = true; // enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate
wai_high_value_chance = 5; // 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_radio_announce = false; // Setting this to true will announce the missions to those that hold a Radio only
wai_hero_limit = 3;
wai_bandit_limit = 3;
wai_special_limit = 1;
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",11],
["armed_vehicle",12],
["bandit_base",7],
["captured_mv22",7],
["ikea_convoy",7],
["destroyed_ural",16],
["disabled_milchopper",9],
["mayors_mansion",9],
["weapon_cache",12],
["bandit_patrol",10]
];
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","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","ChainSawB","ChainSawG","ChainSawP","ChainSawR"];

crate_tools = ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"];
crate_tools_buildable = ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"];
crate_tools_sniper = ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"];

crate_items = ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"];
crate_items_high_value = ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit"];
crate_items_food = ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"];
crate_items_buildables = ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"];
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 */

WAIconfigloaded = true;

};

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This seems to have fixed the issue I was having. Thanks?

 

Any idea when this will come out of beta?

 

I'm the only one testing it which is a process of trial and error and tends to get quite lengthy. We are getting great feedback from our community, but there is still quite a bit of testing and work to do. In short -> I don't know yet.

--

 

@Cen: That is weird, did you do any kind of customization apart from the config.sqf? I have noticed that sometimes one or two AI groups spawn quite far away from the objective, I'm still working on why this is happening, but it might explain why missions arent clearing (meanwhile try lowering your wai_kill_percent to something like 40).

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Is it possible to spawn static AIi from triggers?

EG: Player enters a city activates the trigger and AI with custom loadout spawn?

 

2nd question:

Can you give vehicle AI patrols waypoints along a certain route and make it loop?

 

 

See this post :

 

 

Still looking for a way to make AI despawn if player dies or leaves the area, Any one able to help with this ???

 

 

Thanks

MegaZ

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I've just switched my server over to panthera, but no missions are spawning at all! :wacko: How would I go about getting them loading? There is no errors in RPT, just this

16:20:58 "WAI: AI Config File Loaded"
16:20:59 "WAI: AI Monitor Started"
16:20:59 "WAI: Initialising missions"
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For anyone running Taviana that is tired of having the majority of missions spawn on mountain tops where it's almost impossible to engage the AI I have created a static list of locations that were hand selected by myself and two of my other admins. This list contains over 160 locations across the map. All in locations that provide cover for the player and the AI. To add this to your WAI do the following.

  • Un-pbo your dayz_server.pbo
  • Open "find_position.sqf" in dayz_server\WAI\compile
  • Find:
    _position = _safepos call BIS_fnc_findSafePos;
  • Replace it with:
    _positionarray=[[1597.95,7796.32,0],[1407.11,7675.38,0],[1256.62,7264.48,0],[1723.58,6839.25,0],[2220.62,6858.96,0],[2809.91,7143.97,0],[3107.23,7457.66,0],[3650.35,7446.32,0],[3820.82,7197.22,0],[3952.38,7912.19,0],[6918.91,9812.67,0],[6287.9,9963.71,0],[7559.36,7643.43,0],[7814.62,6674.76,0],[10739.1,6216.73,0],[9603.31,5150.85,0],[9368.66,5117.56,0],[9177.42,5646.36,0],[3059.6,2479.72,0],[9706.54,4018.54,0],[3110.76,2526.85,0],[3154.13,2469,0],[8099.72,6270.38,0],[3105.45,2413.02,0],[8386.23,5637.73,0],[5614.82,5905.37,0],[4201.3,6498.69,0],[11968.8,21125.7,0],[7749.75,4314.87,0],[11842.2,21123.3,0],[7434.79,4369.14,0],[11845.6,21006.4,0],[7765.27,4496.49,0],[11963.6,21007.5,0],[7479.78,4673.05,0],[8246.08,3344.67,0],[7819.3,22039.3,0],[8742,2735.71,0],[9041.79,2433.26,0],[9691.88,1839.39,0],[8228.29,21833.7,0],[10134.1,1541.68,0],[10636.7,1043.94,0],[11876.4,1461.04,0],[11341.1,820.65,0],[8370.27,21604.2,0],[11441.9,1220.85,0],[8345.85,20831.8,0],[10051.8,3058.11,0],[9736.88,3482.97,0],[9705.32,4019.74,0],[8512.2,5472.35,0],[5872.05,9599.13,0],[6314.56,9946.64,0],[8352.17,20825.3,0],[6067.6,9903.98,0],[8608.41,20220.2,0],[5904.69,8756.55,0],[8453.68,20006,0],[5786.78,8510,0],[8767.44,19923.6,0],[5433.03,9069.76,0],[7742.97,8108.24,0],[8545.79,19636.3,0],[3157.36,7472.48,0],[1860.94,7369.7,0],[8958.19,19639.1,0],[8838.21,19101.3,0],[10322.6,19297,0],[9983.85,18894,0],[10570.3,18588.6,0],[10736.4,18256.1,0],[10820.2,17959.9,0],[11163.5,17677.3,0],[10379.1,17966.5,0],[10163.6,18570.2,0],[10623.2,17468.7,0],[12185.6,19149.1,0],[11703.6,15226.9,0],[12510.6,19179.2,0],[17662.4,6092.56,0],[12510.6,19189.2,0],[17437.1,6228.96,0],[13055.4,19401.6,0],[17696.3,6374.39,0],[13494.6,19275.1,0],[13345.4,19485.2,0],[17001.5,6165.3,0],[14029.1,19221.6,0],[17141.7,7055.56,0],[14280.4,19015.6,0],[17635.6,7506.03,0],[14280.4,19015.6,0],[17354.2,7739.4,0],[14473.9,18840.1,0],[16851.2,8047.88,0],[14966.7,18467.6,0],[16802.4,8344.31,0],[14902.4,18507.6,0],[14839.5,18178.9,0],[15397.2,8633.78,0],[15007.1,18040.9,0],[15640.7,9370.8,0],[15169.2,17314.5,0],[15063.8,9740.1,0],[15205.3,9740,0],[15305.9,16956.7,0],[15170.1,16796.9,0],[15750,9847.14,0],[15412.8,16312.9,0],[15270.5,10315.1,0],[15460,16214.8,0],[14488.9,10582.2,0],[15689.7,16059.6,0],[16582.6,11507.8,0],[15344.3,15953.1,0],[16544.6,12040.5,0],[16092.4,15594.7,0],[14336.7,11548.8,0],[16375.7,14827.4,0],[14510.9,11741.4,0],[16142.1,14685.7,0],[14522.2,11707,0],[16391.4,14579.8,0],[16447.1,14296.8,0],[16140.4,14172.5,0],[13974.2,12549.4,0],[15808.2,14426.8,0],[12647,12561,0],[15384.3,14254.5,0],[13590.2,12660.4,0],[13900.1,12960.7,0],[15225.7,14334.3,0],[13062,13029.3,0],[16120.7,13382.9,0],[16399.1,13342,0],[12721.9,12983.3,0],[13512.9,13841.8,0],[16916.7,12819.5,0],[13053.4,14379.3,0],[16755.1,12686.9,0],[16752.9,12536.1,0],[12814.8,14575.6,0],[16588.7,12741.9,0],[12918.9,14842.8,0],[12305,14971,0],[16588.9,12514.8,0],[12159.3,15234.8,0],[12055.1,15655,0],[13741.7,9259.81,0],[11905.8,15300.6,0],[11437.9,15909,0],[14512.9,14163.5,0],[11437.9,15909,0],[14458.3,14156,0],[11091.1,15825.2,0],[13781.5,15822.4,0],[11226.3,16118.1,0],[13769.2,15825.5,0],[13750.9,9235.33,0],[13024.8,17174,0]];
    _position = _positionarray call BIS_fnc_selectRandom;
    //_position 	= _safepos call BIS_fnc_findSafePos;
  • Repack dayz_server.pbo and upload to your server
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Ok 70 pages.... I have searched 30 of them so far. Im just gonna ask. I created a custom mission for my chernarus map. How do I enable it? I tried naming it Chernarus and turnig it on at the bottom of the config file.:

 

 

	/* STATIC MISSIONS CONFIG */

		static_missions				= false;				// use static mission file
		custom_per_world			= true;			// use a custom mission file per world

	/* END STATIC MISSIONS CONFIG */

 

 

Thanks!

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Insert "yourmission.sqf" in the static folder.

Call it in the static "init"

In the config static_mission = true

EDIT:

If it's not a static, and you want it random chance like the others, put "yourmission.sqf" in the appropriate missions folder, make sure you add "your mission" to the mission arrays in the config.

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Hi, First time poster.

 

 I'm not new to scripting, unpacking, and packing .pbo's.  I am new however to using Wicked A.I, and I am running a Epoch server (1.051).

 

Here is my problem....

 

 I am getting the "waiting for server to authenticate" if I install the Wicked A.I. If I disable it I have no problems what so ever.

 

 Here is what is at the bottom of my .rpt.

 

 

 

21:18:46 Warning Message: Script z\addons\dayz_server\init\server_functions.sqf not found
21:18:46 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf not found
21:18:46 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf not found
21:18:46 "Res3tting B!S effects..."
21:18:46 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
21:18:46 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not found
21:21:14 Client: Remote object 2:9 not found
21:21:14 Client: Remote object 2:10 not found
21:21:14 Client: Remote object 2:11 not found

 

 This is about the easiest script to install, so I cannot see why I am having this problem.

 

Any help I get will be greatly appreciated.... Thanks ahead of time.

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Okay I have figured it out, and it was rather easy to do once I finally new what I was looking at.

 

 I use the latest PBOmanager, and for some stupid reason it doesn't repack the pbo with a set prefix which is odd, but nontheless that is what is does.

 

Here is a link for those who do use PBOmanager which helped me figure out what the heck was going on.

 

Link: https://github.com/vbawol/DayZ-Epoch/issues/914

 

Cheers,and I hope this helps.

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Insert "yourmission.sqf" in the static folder.

Call it in the static "init"

In the config static_mission = true

EDIT:

If it's not a static, and you want it random chance like the others, put "yourmission.sqf" in the appropriate missions folder, make sure you add "your mission" to the mission arrays in the config.

Ok I followed the steps, think there is something wrong with my mission I created. I followed the example, but don't think I did it correctly. Here it is:

if(isServer) then {//Custom Spawns file//	[		[51.9343,3700.33,5980.68,0.00143433],// Position		15,									// Number Of units		"extreme",							// Skill level of unit (easy, medium, hard, extreme, Random)		"Random",							// Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher		6,									// Number of magazines		"Random",							// Backpack classname, use "Random" or classname here		"UN_CDF_Soldier_EP1",				// Skin classname, use "Random" or classname here		"Random",							// Gearset number. "Random" for random gear set		"Hero"								// AI Type, "Hero" or "Bandit".	] call spawn_group;		[		[									// Position(s) (can be multiple)			[37.2128,3699.22,6034.16,0.00210571],			[62.5079,3741.13,5987.5,0.00140381],			[202.899,3701.39,5929.29,0.00128174],			[284.797,3659.37,5995.22,0.00161743]		],		"M2StaticMG",						// Classname of turret		"extreme",							// Skill level of unit (easy, medium, hard, extreme, Random)		"UN_CDF_Soldier_EP1",				// Skin classname, use "Random" or classname here		"Hero",								// 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;		[		[									// Position(s) (can be multiple)			[229.189,3697.21,6014.72,0.00143433],			[348.414,3724.33,5954.43,0.00143433]		],		"Igla_AA_pod_TK_EP1",				// Classname of turret		"extreme",							// Skill level of unit (easy, medium, hard, extreme, Random)		"UN_CDF_Soldier_EP1",				// Skin classname, use "Random" or classname here		"Hero",							 	// 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;		[		[127.001,3697.86,5994.07,0.00143433],// Position to patrol		[0,0,0],							// Position to spawn chopper at		500,								// 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;		[		[247.47,[3729.51,6011.85,0.00161743],// Position to patrol		[247.47,[3729.51,6011.85,0.00161743],// Position to spawn at		400,								// Radius of patrol		20,									// Number of waypoints to give		"HMMWV_Armored",					// Classname of vehicle (make sure it has driver and gunner)		"extreme",							// Skill level of units (easy, medium, hard, extreme, Random)		"UN_CDF_Soldier_EP1",				// Skin classname, use "Random" or classname here		"Hero"								// AI Type, "Hero" or "Bandit".	] spawn vehicle_patrol;		[		[102.766,3906.25,6121.03,0.0012207],// Position that units will be dropped by		[0,0,0],							// Starting position of the heli		50,									// Radius from drop position a player has to be to spawn chopper		"CH_47F_EP1_DZE",					// Classname of chopper (Make sure it has 2 gunner seats!)		8,									// Number of units to be para dropped		"hard",								// 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		6,									// Number of magazines		"Random",							// Backpack classname, use "Random" or classname here		"UN_CDF_Soldier_EP1",				// Skin classname, use "Random" or classname here		"Random",							// Gearset number. "Random" for random gear set.		"Hero",								// AI Type, "Hero" or "Bandit".		false								// true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. 	] spawn heli_para;		[		[60.2804,3455.18,5823.83,0.00100708],// Position that units will be dropped by		[0,0,0],							// Starting position of the heli		50,									// Radius from drop position a player has to be to spawn chopper		"CH_47F_EP1_DZE",					// Classname of chopper (Make sure it has 2 gunner seats!)		8,									// Number of units to be para dropped		"hard",								// 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		6,									// Number of magazines		"Random",							// Backpack classname, use "Random" or classname here		"UN_CDF_Soldier_EP1",				// Skin classname, use "Random" or classname here		"Random",							// Gearset number. "Random" for random gear set.		"Hero",								// AI Type, "Hero" or "Bandit".		false								// true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. 	] spawn heli_para;

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WICKED AI 2.1.4

Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!

---

Releasenote

First of a big thank you to Jossy for making this possible, he's been great in cleaning up my mess ( :P) and adding most of the new features. Also a thumbs up for the community in helping us come up with some great ideas and test the Beta, which has created opportunity for us to fix many bugs before release. You guys are awesome!

Some numbers on this update - by far the biggest one yet - it has almost 150 new commits since 2.0.5 including about 3000 addittions and 2000 removals in 69 files (which pretty much means we have fiddled with every single file).

 

Our next update will be focussed mainly on adding new content. Which means we really need your help, our first goal is to have at least 20 different missions for each side and to have at least 5 special missions that are 'completely' different. Any help on this is greatly appreciated, if you do not know how to script but do have a great idea for a mission, be sure to share.

Release 2.1.0

  • Bandit and hero missions
  • Dynamic loot on all missions
  • More missions
  • Multi mission support
  • Better markers
  • And much more

Upcoming in 2.2.0+

  • C130 Missions
  • More missions
  • Further enhancements

Howto and instructions

We realise that the documentation for the changes has not been our top priority, up until now we've mainly focused on rebuilding the missions system and in that process some things have changed regarding how the mission files work. We'll be looking into making a decent set of instructions. In the meanwhile please bear with us and feel free to ask any questions in this topic.

Version history

  • 03-09-2014 : Minor bugfixes (2.1.4)
  • 03-09-2014 : Minor bugfixes (2.1.3)
  • 02-09-2014 : Minor bugfixes (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).

 

Download

Wicked AI 2.1.4

Please put the paste installing and setting up a complete method to send me, thank you very much thank

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weapons_list = [];
    _cfgweapons = configFile >> 'cfgWeapons';
    for "_i" from 0 to (count _cfgweapons)-1 do
    {
        _weapon = _cfgweapons select _i;
        if (isClass _weapon) then
        {
            _key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
            if (getNumber (_weapon >> "scope") == 2 and getText(_weapon >> "picture") != "" and !(configName(inheritsFrom(_weapon)) in _key_colors)) then
            {
                _wpn_type = configName _weapon;
                weapons_list set [count weapons_list, _wpn_type];
                diag_log text format ["WeaponList: %1",_wpn_type];
            };
        };
    };

and

magazines_list = [];
    _cfgmagazines = configFile >> 'cfgMagazines';
    for "_i" from 0 to (count _cfgmagazines)-1 do
    {
        _magazine = _cfgmagazines select _i;
        if (isClass _magazine) then
        {
            if (getNumber (_magazine >> "scope") == 2 and getText(_magazine >> "picture") != "") then
            {
                _mag_type = configName _magazine;
                magazines_list set [count magazines_list, _mag_type];
                diag_log text format ["Ammo List: %1", _mag_type];
            };
        };
    };

 

This code will give you a list of all weapons and ammo available to spawn to your RPT.

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Ok I followed the steps, think there is something wrong with my mission I created. I followed the example, but don't think I did it correctly. Here it is:

if(isServer) then {//Custom Spawns file//	[		[51.9343,3700.33,5980.68,0.00143433],// Position		15,									// Number Of units		"extreme",							// Skill level of unit (easy, medium, hard, extreme, Random)		"Random",							// Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher		6,									// Number of magazines		"Random",							// Backpack classname, use "Random" or classname here		"UN_CDF_Soldier_EP1",				// Skin classname, use "Random" or classname here		"Random",							// Gearset number. "Random" for random gear set		"Hero"								// AI Type, "Hero" or "Bandit".	] call spawn_group;		[		[									// Position(s) (can be multiple)			[37.2128,3699.22,6034.16,0.00210571],			[62.5079,3741.13,5987.5,0.00140381],			[202.899,3701.39,5929.29,0.00128174],			[284.797,3659.37,5995.22,0.00161743]		],		"M2StaticMG",						// Classname of turret		"extreme",							// Skill level of unit (easy, medium, hard, extreme, Random)		"UN_CDF_Soldier_EP1",				// Skin classname, use "Random" or classname here		"Hero",								// 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;		[		[									// Position(s) (can be multiple)			[229.189,3697.21,6014.72,0.00143433],			[348.414,3724.33,5954.43,0.00143433]		],		"Igla_AA_pod_TK_EP1",				// Classname of turret		"extreme",							// Skill level of unit (easy, medium, hard, extreme, Random)		"UN_CDF_Soldier_EP1",				// Skin classname, use "Random" or classname here		"Hero",							 	// 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;		[		[127.001,3697.86,5994.07,0.00143433],// Position to patrol		[0,0,0],							// Position to spawn chopper at		500,								// 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;		[		[247.47,[3729.51,6011.85,0.00161743],// Position to patrol		[247.47,[3729.51,6011.85,0.00161743],// Position to spawn at		400,								// Radius of patrol		20,									// Number of waypoints to give		"HMMWV_Armored",					// Classname of vehicle (make sure it has driver and gunner)		"extreme",							// Skill level of units (easy, medium, hard, extreme, Random)		"UN_CDF_Soldier_EP1",				// Skin classname, use "Random" or classname here		"Hero"								// AI Type, "Hero" or "Bandit".	] spawn vehicle_patrol;		[		[102.766,3906.25,6121.03,0.0012207],// Position that units will be dropped by		[0,0,0],							// Starting position of the heli		50,									// Radius from drop position a player has to be to spawn chopper		"CH_47F_EP1_DZE",					// Classname of chopper (Make sure it has 2 gunner seats!)		8,									// Number of units to be para dropped		"hard",								// 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		6,									// Number of magazines		"Random",							// Backpack classname, use "Random" or classname here		"UN_CDF_Soldier_EP1",				// Skin classname, use "Random" or classname here		"Random",							// Gearset number. "Random" for random gear set.		"Hero",								// AI Type, "Hero" or "Bandit".		false								// true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. 	] spawn heli_para;		[		[60.2804,3455.18,5823.83,0.00100708],// Position that units will be dropped by		[0,0,0],							// Starting position of the heli		50,									// Radius from drop position a player has to be to spawn chopper		"CH_47F_EP1_DZE",					// Classname of chopper (Make sure it has 2 gunner seats!)		8,									// Number of units to be para dropped		"hard",								// 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		6,									// Number of magazines		"Random",							// Backpack classname, use "Random" or classname here		"UN_CDF_Soldier_EP1",				// Skin classname, use "Random" or classname here		"Random",							// Gearset number. "Random" for random gear set.		"Hero",								// AI Type, "Hero" or "Bandit".		false								// true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. 	] spawn heli_para;

Can anyone help?

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