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[Release] Wicked AI 2.2.0


f3cuk

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So, can anyone PLEASE enlighten me as to what this error is all about? Only happened after doing a clean install of WAI.

10:54:32 "WAI: [Mission:[Bandit] Black Hawk Crash]: Starting... [2756.09,6443.52,0]"
10:54:32 "WAI: Spawned a group of 3 AI (Hero) at [2756.09,6443.52,0]"
10:54:33 "WAI: Spawned a group of 3 AI (Hero) at [2756.09,6443.52,0]"
10:54:33 "WAI: Spawned a group of 3 AI (Hero) at [2756.09,6443.52,0]"
10:54:33 "WAI: Spawned in 2 M2StaticMG"
10:57:51 Error in expression < getVariable["actionSet", false];

if (!_actionSet) then {
s_player_holderPickup>
10:57:51   Error position: <_actionSet) then {
s_player_holderPickup>
10:57:51   Error Undefined variable in expression: _actionset
10:57:51 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13
10:58:35 "TIME SYNC: Local Time set to [2013,8,3,5,58]"
10:59:05 Error in expression < getVariable["actionSet", false];

if (!_actionSet) then {
s_player_holderPickup>
10:59:05   Error position: <_actionSet) then {
s_player_holderPickup>
10:59:05   Error Undefined variable in expression: _actionset
10:59:05 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13
10:59:05 "WAI: [Mission:[Hero] Bandit Base]: Ended at [1480.75,2292.71,0]"
11:00:08 "RUNNING EVENT: crash_spawner on [2014,11,4,6,0]"
11:01:50 "WAI: [Mission:[Bandit] Black Hawk Crash]: Ended at [2756.09,6443.52,0]"

Thanks in advance.

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This is the code it points to but I still don't get what the error is all about? I didn't alter this file when installing WAI?

if (!_actionSet) then {
	s_player_holderPickup = _holder addAction [format[(localize "STR_DAYZ_CODE_1"),_name], "\z\addons\dayz_code\actions\object_pickup.sqf",[_type,_classname,_holder], 20, true, true];
	player reveal _holder;
	_holder setVariable["actionSet", true];
};
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I'm still getting these after update to your testing branch day before yesterday.  I'm also using Linux based server with a writer.pl .. not sure if that has anything to do with it.  This spams my dump.log (Linux version of RPT) and then after about 15 seconds im ejected out of the vehicle and it disappears.

waitUntil {!isNil "_outcome"};


if(debug_mode) then>
 5:05:16   Error position: <!isNil "_outcome"};


if(debug_mode) then>
 5:05:16   Error Generic error in expression
 5:05:16 "HIVE: WRITE: "CHILD:388:138748119585274:""
 5:05:16 "ATTEMPT READ/WRITE: CHILD:388:138748119585274:"
 5:05:16 Suspending not allowed in this context
 5:05:16 Error in expression <utcome    = _result select 0;


waitUntil {!isNil "_outcome"};


if(debug_mode) then>
 5:05:16   Error position: <!isNil "_outcome"};


if(debug_mode) then>
 5:05:16   Error Generic error in expression
 5:05:16 "HIVE: WRITE: "CHILD:388:138748119585274:""
 5:05:16 "ATTEMPT READ/WRITE: CHILD:388:138748119585274:"
 5:05:16 Suspending not allowed in this context
 5:05:16 Error in expression <utcome    = _result select 0;


waitUntil {!isNil "_outcome"};


if(debug_mode) then>
 5:05:16   Error position: <!isNil "_outcome"};


if(debug_mode) then>
 5:05:16   Error Generic error in expres
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I'm still getting these after update to your testing branch day before yesterday.  I'm also using Linux based server with a writer.pl .. not sure if that has anything to do with it.  This spams my dump.log (Linux version of RPT) and then after about 15 seconds im ejected out of the vehicle and it disappears.

waitUntil {!isNil "_outcome"};


if(debug_mode) then>
 5:05:16   Error position: <!isNil "_outcome"};


if(debug_mode) then>
 5:05:16   Error Generic error in expression
 5:05:16 "HIVE: WRITE: "CHILD:388:138748119585274:""
 5:05:16 "ATTEMPT READ/WRITE: CHILD:388:138748119585274:"
 5:05:16 Suspending not allowed in this context
 5:05:16 Error in expression <utcome    = _result select 0;


waitUntil {!isNil "_outcome"};


if(debug_mode) then>
 5:05:16   Error position: <!isNil "_outcome"};


if(debug_mode) then>
 5:05:16   Error Generic error in expression
 5:05:16 "HIVE: WRITE: "CHILD:388:138748119585274:""
 5:05:16 "ATTEMPT READ/WRITE: CHILD:388:138748119585274:"
 5:05:16 Suspending not allowed in this context
 5:05:16 Error in expression <utcome    = _result select 0;


waitUntil {!isNil "_outcome"};


if(debug_mode) then>
 5:05:16   Error position: <!isNil "_outcome"};


if(debug_mode) then>
 5:05:16   Error Generic error in expres

 

 

Might have to do with Linux, but  probably just some Testbranch code that hasn't been tested yet. Never a wise idea to use the Testbranch. Stick to our releases.

 

 

This is the code it points to but I still don't get what the error is all about? I didn't alter this file when installing WAI?

if (!_actionSet) then {
	s_player_holderPickup = _holder addAction [format[(localize "STR_DAYZ_CODE_1"),_name], "\z\addons\dayz_code\actions\object_pickup.sqf",[_type,_classname,_holder], 20, true, true];
	player reveal _holder;
	_holder setVariable["actionSet", true];
};

 

Please post your complete object_BackpackAction.sqf

 

I'm also running the beta and would like to turn down how many missions spawn at once please and thank you.

 

Change wai_hero_lmit / wai_bandit_limit / wai_special_limit to suit your needs.

 

 

I want to install the Beta Version now. But i have a Question. 

You can change how much missions spawns. 

 

 

wai_hero_limit = 2;
wai_bandit_limit = 2;
wai_special_limit = 1;
 
does that means that 2 hero, 2 bandit and a special mission spawns at the same time?

 

 

True.

 

@f3cuk

We have been running your wai 2.2.0 beta since it is out. Everyone in our do like it, great work man.

I had a little question is possible WAI make error in the server_functions?

anyway great work

 

Thanks, most of the work is done by Jossy though. What error are you talking about?

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i have a question: i got the Static AI enabled, but i dont have the addon that is requierd, where can i get that? and how can i enable AI patrol and Chopper patrols ?

 

Greets

-Holland

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Please post your complete object_BackpackAction.sqf

private ["_holder","_type","_classname","_name","_actionSet"];
_holder = _this select 0;
_type = _this select 1;
_classname = _this select 2;

// Exit if player zombie
if(player isKindOf "PZombie_VB") exitWith {};

_name = getText (configFile >> _type >> _classname >> "displayName");

_actionSet = _holder getVariable["actionSet", false];

if (!_actionSet) then {
	s_player_holderPickup = _holder addAction [format[(localize "STR_DAYZ_CODE_1"),_name], "\z\addons\dayz_code\actions\object_pickup.sqf",[_type,_classname,_holder], 20, true, true];
	player reveal _holder;
	_holder setVariable["actionSet", true];
};
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So, can anyone PLEASE enlighten me as to what this error is all about? Only happened after doing a clean install of WAI.

10:54:32 "WAI: [Mission:[Bandit] Black Hawk Crash]: Starting... [2756.09,6443.52,0]"
10:54:32 "WAI: Spawned a group of 3 AI (Hero) at [2756.09,6443.52,0]"
10:54:33 "WAI: Spawned a group of 3 AI (Hero) at [2756.09,6443.52,0]"
10:54:33 "WAI: Spawned a group of 3 AI (Hero) at [2756.09,6443.52,0]"
10:54:33 "WAI: Spawned in 2 M2StaticMG"
10:57:51 Error in expression < getVariable["actionSet", false];

if (!_actionSet) then {
s_player_holderPickup>
10:57:51   Error position: <_actionSet) then {
s_player_holderPickup>
10:57:51   Error Undefined variable in expression: _actionset
10:57:51 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13
10:58:35 "TIME SYNC: Local Time set to [2013,8,3,5,58]"
10:59:05 Error in expression < getVariable["actionSet", false];

if (!_actionSet) then {
s_player_holderPickup>
10:59:05   Error position: <_actionSet) then {
s_player_holderPickup>
10:59:05   Error Undefined variable in expression: _actionset
10:59:05 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13
10:59:05 "WAI: [Mission:[Hero] Bandit Base]: Ended at [1480.75,2292.71,0]"
11:00:08 "RUNNING EVENT: crash_spawner on [2014,11,4,6,0]"
11:01:50 "WAI: [Mission:[Bandit] Black Hawk Crash]: Ended at [2756.09,6443.52,0]"

Thanks in advance.

 

hey eldubya, jake here.

rather than looking at object_BackpackAction.sqf...

look at  the mission file for black hawk crash, check your static gun arrays. make sure the positioning for the backpack is correct in the arrays. 

looking at github, they look fine to me and seem to match the other missions. and if you haven't altered the mission files at all from what is on github, then it should be fine.

 

so the next thing i would check is your ai_packs array in the main config.sqf file,

if the selectrandom function is selecting an invalid classname it could cause an error like you are seeing.

 

sometimes 'error in expressions' are caused by something bad being sent from elsewhere, rather than the file the rpt error is pointing to.

and this seems clear to me, the error is being caused around the time your static guns are being called in.

so it's either an issue with this

//Static Guns
[[
[(_position select 0) + 25, (_position select 1) + 25, 0],
[(_position select 0) - 25, (_position select 1) - 25, 0]
],"M2StaticMG","Easy","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;

or... ai_packs

 

when its choosing "Random" it's picking the wrong one. or something that doesn't actually exist.

 

aside from that i probably couldnt give you too much help, the version of WAI on our servers is completely different. i forked off from 0.17 and did something similar to f3cuk, but went in a completely different direction.

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I cannot spawn static AIs. How would I do so? I added my configs to Chernarus.sqf in the static folder...


Looks like this:


 

Place your custom group spawns below
	*/
	[
		[13624.906, 3200.7109, -8.392334e-005],			// Position
		28,									// Number Of units
		"hard",							// 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
		"Soldier_DZ",							// Skin classname, use "Random" or classname here
		"Random",							// Gearset number. "Random" for random gear set
		"Bandit"							// AI Type, "Hero" or "Bandit".
	] call spawn_group;

		[
		[9610.84,11279.6,0],			// Position
		15,									// Number Of units
		"hard",							// 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
		"Soldier_DZ",							// Skin classname, use "Random" or classname here
		"Random",							// Gearset number. "Random" for random gear set
		"Bandit"							// AI Type, "Hero" or "Bandit".
	] call spawn_group;
	
	[
		[4481.76,10249.8,0],			// Position
		10,									// Number Of units
		"hard",							// 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
		"Soldier_DZ",							// Skin classname, use "Random" or classname here
		"Random",							// Gearset number. "Random" for random gear set
		"Bandit"							// AI Type, "Hero" or "Bandit".
	] call spawn_group;
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I cannot spawn static AIs. How would I do so? I added my configs to Chernarus.sqf in the static folder...

Looks like this:

 

Place your custom group spawns below
	*/
	[
		[13624.906, 3200.7109, -8.392334e-005],			// Position
		28,									// Number Of units
		"hard",							// 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
		"Soldier_DZ",							// Skin classname, use "Random" or classname here
		"Random",							// Gearset number. "Random" for random gear set
		"Bandit"							// AI Type, "Hero" or "Bandit".
	] call spawn_group;

		[
		[9610.84,11279.6,0],			// Position
		15,									// Number Of units
		"hard",							// 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
		"Soldier_DZ",							// Skin classname, use "Random" or classname here
		"Random",							// Gearset number. "Random" for random gear set
		"Bandit"							// AI Type, "Hero" or "Bandit".
	] call spawn_group;
	
	[
		[4481.76,10249.8,0],			// Position
		10,									// Number Of units
		"hard",							// 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
		"Soldier_DZ",							// Skin classname, use "Random" or classname here
		"Random",							// Gearset number. "Random" for random gear set
		"Bandit"							// AI Type, "Hero" or "Bandit".
	] call spawn_group;

have you enabled the static ai in config.sqf?


/* 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 */

if you've edited chernarus.sqf then set custom_per_world to true.

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I'm trying to set up a "special" mission, to occur in one place, with 2 vehicles placed in a specific static locations, inside the mission's zone. any insight into how I can accomplish this? also if it could run once per restart would be awesome. any help is appreciated.

 

should add that I am still running 2.1.4, as the AI seem more aggressive than 2.2 so I rolled back.

Edited by RRP47
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There is a lot of players driving an armored vehcle and completing missions, and none of the ais shoot them, is there a way to make them shoot vehicles?

Yes, the AI must have a weapon that can damage the vehicle, for example an RPG. I usually add two, 1-man, RPG teams to each mission.

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I have an odd issue, I have added some ow weapons to the spawn arrays and I get that dreaded "YOU CAN NOT PLAY EDIT", and "PRIVATE=SCOPE", "FHQ_XM2010_Base".

Even though I have what I believe to be the proper arrays in the mission.sqm.

 

 

 

                "gms_k98",
                "RH_m14",
                "FHQ_Remington",
                "FHQ_Remington_ammo",
                "FHQ_Remington_msr",
                "FHQ_Remington_xm2010",
                "FHQ_Remington_acr",
                "FHQ_Remington_rsass",

 

Any thoughts on this?

Thank you.

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I have an odd issue, I have added some ow weapons to the spawn arrays and I get that dreaded "YOU CAN NOT PLAY EDIT", and "PRIVATE=SCOPE", "FHQ_XM2010_Base".

Even though I have what I believe to be the proper arrays in the mission.sqm.

 

 

 

                "gms_k98",

                "RH_m14",

                "FHQ_Remington",

                "FHQ_Remington_ammo",

                "FHQ_Remington_msr",

                "FHQ_Remington_xm2010",

                "FHQ_Remington_acr",

                "FHQ_Remington_rsass",

 

Any thoughts on this?

Thank you.

 

what are the classnames you're using in the array in your config?

Edited by RRP47
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Hi people, been trying for a while now but seem to be at a loss, Not sure if it can be done, I have a AI island that has around 120 AI in total, I have 30 spawn as server starts then another 50+ when a player reaches a set distance from the island (currently 2000) and then there Heli and Vehicle patrols and para drops when AI are attacked, What I want to do (if possible) is spawn say the first 30 AI and as soon as they start getting killed say 25% then more AI spawn just a few groups at a time say 2-3 groups of 10 and repeat this a few time till I have the total amount that I want, This will help the load on the server as when all 120+ Ai spawn my fps does drop at bit. I have no way of despawning the AI once someone has triggered them so the 100 odd AI that have been activated stay on servertill restart. Any one done something like this or can help me with setting this up, Thanks

MegaZ

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Hy, im trying to get AI patrol enabled on my server,

How can i do that? And if i enable Static AI, what do i need to do next? And where can i get the addon that is requierd for static ai??

 

Greets

-Holland

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is there any way to make the boss in the bunny ranch  actually beat the girls... like with a melee weapon instead of shoot em...i tried removing his weapon and adding a melee crowbar to his  gear but he just runs around aimlessly  and when killed the weapon isnt in his invintory....also the bunny ranch loot stays empty after the boss dies 

 

//Bunny Ranch Owner
_dirtyowner = [[_position select 0, _position select 1, 0],1,"Extreme","MeleeCrowbar",4,"Random","Ins_Lopotev","Random",["Bandit",500],_mission] call spawn_group;
 
[
[_mission,_crate], // mission number and crate
["assassinate",_dirtyowner], // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
[_baserunover], // cleanup objects
"The Owner of the Bunny Ranch has been beating his girls again, go give him a taste of his own medicine!", // mission announcement
"The Bunny Ranch is YOURS! The Girls want to show their gratitude", // mission success
"News reports of several women found beaten to death!" // mission fail
] call mission_winorfail;
 
diag_log format["WAI: Mission Bunny Ranch Ended At %1",_position];
 
s_missionrunning = false;
};
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