FragZ Posted November 6, 2014 Report Share Posted November 6, 2014 I am still struggling to spawn static AIs for my AI bases... I use the default.sqf file static_missions = true; in config.sqf Here is my default.sqf: 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 */ [ [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; /* 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", 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 "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 "WAI: Static mission loaded"; }; Link to comment Share on other sites More sharing options...
megaz Posted November 6, 2014 Report Share Posted November 6, 2014 I am still struggling to spawn static AIs for my AI bases... I use the default.sqf file static_missions = true; in config.sqf Here is my default.sqf: [ [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 Check your first set or cords - [13624.906, 3200.7109, -8.392334e-005], the last bit looks wrong, + you have space in between the 3 different sets (dont know if that will stop it) The rest is the same as mine that works MegaZ Link to comment Share on other sites More sharing options...
FragZ Posted November 6, 2014 Report Share Posted November 6, 2014 Check your first set or cords - [13624.906, 3200.7109, -8.392334e-005], the last bit looks wrong, + you have space in between the 3 different sets (dont know if that will stop it) The rest is the same as mine that works MegaZ Found out it was only the Skin classname. Coords are correct Link to comment Share on other sites More sharing options...
Tanita-Corp Posted November 7, 2014 Report Share Posted November 7, 2014 hi boys. wai_use_launchers = true; // add a rocket launcher to each spawned AI group wai_remove_launcher = true; // remove rocket launcher from AI on death ai not use launchers(((( any idea to fix??? Link to comment Share on other sites More sharing options...
Proximus Posted November 7, 2014 Report Share Posted November 7, 2014 Anyone having troubles about the AI killing each other? I have opened a topic for it with my question, any help appriciated. Anyone? :( Link to comment Share on other sites More sharing options...
Haliakala Posted November 7, 2014 Report Share Posted November 7, 2014 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; }; nobody has any ideas on this? Link to comment Share on other sites More sharing options...
Nazgul Posted November 7, 2014 Report Share Posted November 7, 2014 hi boys. ai not use launchers(((( any idea to fix??? Same problem here , not working ... anyone can help ? mine config.sqf 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 = ["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","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 = 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 = 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 = 1800; // 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 = true; // 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 Link to comment Share on other sites More sharing options...
Jim90 Posted November 7, 2014 Report Share Posted November 7, 2014 When you set "wai_keep_vehicles" to false, there is no warning in v2.1.4 telling the player that the vehicle is going to disappear at restart. Has anyone figured out how to added a warning for this like DZMS has? "Warning: This vehicle will disappear on server restart!" DZMS v1.1 has it added in DZMSFunctions.sqf at line 156 so that it shows up when you get into a mission spawned vehicle. Would it be possible to add something like this to WAI. Many thanks to all of the WAI creators for this excellent mod. Link to comment Share on other sites More sharing options...
Tanita-Corp Posted November 8, 2014 Report Share Posted November 8, 2014 hi boys. ai not use launchers(((( any idea to fix??? any any??? maybe uts bug or not? Link to comment Share on other sites More sharing options...
sexy sax man Posted November 9, 2014 Report Share Posted November 9, 2014 This may have been answered already but when I set the gear for my crates at missions as so, It gives me back an error "Warning Message: Bad vehicle type..." for all items i put in the box. any ideas?? _crate = createVehicle ["USVehicleBox",[2908.57,6249.8,0.232063],[],0,"CAN_COLLIDE"]; [_crate,0,[2,crate_weapons_buildables],[4,crate_tools_buildable],[30,crate_items_buildables],[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large],4] call dynamic_crate; Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted November 9, 2014 Report Share Posted November 9, 2014 Having some weird issue, I had 4 static WAI missions in the @DayZ_Epoch_Server\addons\dayz_server\WAI\static\chernarus.sqf one for each ai city ,, on map .. all 4 used to work now only one works , nothing changed to the chernarus.sqf , started getting errors.. I do have DZAI, DZMS, DZMS hot spots and WAI all running .. is it possible just too many going at once.. previously just had DZAI and WAI .. WAI runs reg missions and static gunners for 4 locations , now on the skalisty island works .. the other 3 don't, one always gives me errors in random lines below the skalisty m2 static misson If I disable the other 3 and just run skalisty works fine, but really wanted all 4 like previous even though its the same sqf I had running with old server with just WAI and DZAI ..ANy Thoughts ? Link to comment Share on other sites More sharing options...
SadBoy1981 Posted November 9, 2014 Report Share Posted November 9, 2014 i use older version, and i just want to add wai_kill_percent 100% Who can help with this? How much files i must to edit? Link to comment Share on other sites More sharing options...
Havoc302 Posted November 9, 2014 Report Share Posted November 9, 2014 Is there going to be an ARMA 3 Epoch version of this sometime in the distant future? Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted November 9, 2014 Report Share Posted November 9, 2014 Having some weird issue, I had 4 static WAI missions in the @DayZ_Epoch_Server\addons\dayz_server\WAI\static\chernarus.sqf one for each ai city ,, on map .. all 4 used to work now only one works , nothing changed to the chernarus.sqf , started getting errors.. I do have DZAI, DZMS, DZMS hot spots and WAI all running .. is it possible just too many going at once.. previously just had DZAI and WAI .. WAI runs reg missions and static gunners for 4 locations , now on the skalisty island works .. the other 3 don't, one always gives me errors in random lines below the skalisty m2 static misson If I disable the other 3 and just run skalisty works fine, but really wanted all 4 like previous even though its the same sqf I had running with old server with just WAI and DZAI ..ANy Thoughts ? Disable DSMS, AND DZMS Hotspots .. only DZAI, and WAI .. still doing it Link to comment Share on other sites More sharing options...
Pasquale Posted November 9, 2014 Report Share Posted November 9, 2014 Why AI does not use RPG, M136...? ai_wep_launchers_AT = ["M136","RPG18","JAVELIN]; ai_wep_launchers_AA = ["Strela","Igla","STINGER]; wai_use_launchers = true; // add a rocket launcher to each spawned AI groupwai_remove_launcher = true; // remove rocket launcher from AI on death What could be the problem? Markokil321 1 Link to comment Share on other sites More sharing options...
Cubitron Posted November 9, 2014 Report Share Posted November 9, 2014 i get back to 2.1.4 the 2.2.0 is to Buggy Link to comment Share on other sites More sharing options...
Tricks Posted November 9, 2014 Report Share Posted November 9, 2014 I have been noticing with the beta, when u get close to your restart. Missions stop spawning in. Link to comment Share on other sites More sharing options...
f3cuk Posted November 9, 2014 Author Report Share Posted November 9, 2014 Is there going to be an ARMA 3 Epoch version of this sometime in the distant future? Ehm server files of A3 Epoch have not been publicly released. When they will, we are probably going to port this to A3 Epoch. I have been noticing with the beta, when u get close to your restart. Missions stop spawning in. Probably because your server FPS is getting below the threshold for new missions to spawn in. i get back to 2.1.4 the 2.2.0 is to Buggy .. It's a beta, it's not meant for a live server. We release beta's so server admins can try it and we can get feedback. Simply stating it's to buggy won't resolve anything. Link to comment Share on other sites More sharing options...
Tricks Posted November 10, 2014 Report Share Posted November 10, 2014 Ehm server files of A3 Epoch have not been publicly released. When they will, we are probably going to port this to A3 Epoch. Probably because your server FPS is getting below the threshold for new missions to spawn in. .. It's a beta, it's not meant for a live server. We release beta's so server admins can try it and we can get feedback. Simply stating it's to buggy won't resolve anything. Thank you, I will have a look. Link to comment Share on other sites More sharing options...
williamjbrown Posted November 10, 2014 Report Share Posted November 10, 2014 Great to see WAI still going. Keep up the work community. Link to comment Share on other sites More sharing options...
DutchDevil Posted November 10, 2014 Report Share Posted November 10, 2014 Are patrols and roaming AI disabled standardt? Since i cant find a way to get them to work.. only got missions working but no patrols etc. Link to comment Share on other sites More sharing options...
Cubitron Posted November 10, 2014 Report Share Posted November 10, 2014 Ehm server files of A3 Epoch have not been publicly released. When they will, we are probably going to port this to A3 Epoch. Probably because your server FPS is getting below the threshold for new missions to spawn in. .. It's a beta, it's not meant for a live server. We release beta's so server admins can try it and we can get feedback. Simply stating it's to buggy won't resolve anything. Yes youre right, sorry for my wrong words, i dont use my Brain ;) . Its a great job Link to comment Share on other sites More sharing options...
Silence4All Posted November 10, 2014 Report Share Posted November 10, 2014 Loving the 2.1.4 so far. Has been on the server all day & my rpt looks great except the bunny ranch mission isnt spawning. Here is the cut from my rpt 17:15:00 "RUNNING EVENT: Bunny_Ranch on [2014,11,11,16,15]" 17:15:00 "WAI: Mission Bunny Ranch Started At [5173.04,5330.81]" 17:15:00 Error in expression <= time; _unarmed = false; if(_aitype == "Hero") then { _unitGroup = createGro> 17:15:00 Error position: <== "Hero") then { _unitGroup = createGro> 17:15:00 Error ==: Type Bool, expected Number,String,Object,Side,Group,Text,Config entry,Display (dialog),Control,Team member,Task,Location 17:15:00 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 42 17:15:00 Error in expression <.5], [], 0, "CAN_COLLIDE"]; [_box] call Bunny_Safe; diag_log format["WAI: Missi> 17:15:00 Error position: <Bunny_Safe; diag_log format["WAI: Missi> 17:15:00 Error Undefined variable in expression: bunny_safe 17:15:00 File z\addons\dayz_server\modules\Bunny_Ranch.sqf, line 14 Would love to see this mission running. How can I fix it? Link to comment Share on other sites More sharing options...
Saltzman Posted November 11, 2014 Report Share Posted November 11, 2014 You Wicked AI title says 2.2.0 beta out now! However in your thread I do not see where I can download them. Can you give me a link please? Link to comment Share on other sites More sharing options...
f3cuk Posted November 11, 2014 Author Report Share Posted November 11, 2014 WICKED AI BETA 2.2.0 v3 Updated Beta release for 2.2.0 Added decent radio support Better vehicle damager Some perfomance tuning Finetuned missions / settings Note: Installation instructions have been changed, please read them carefully. Download Wicked AI BETA 2.2.0 v3 Link to comment Share on other sites More sharing options...
Recommended Posts