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[Release] Wicked AI 2.2.0


f3cuk

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Has anyone done up an WAI weapons table for overpoch and care to share? Also, what numbers would I have to use to make these guys HARD? I have tried raising and lowering the values but it doesn't seem to make any difference? I raised them before and was able to run straight up to a static gunner. The only time he started shooting at me was when I shot at him with my pistol, otherwise he just stood there looking in the opposite direction.

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Search the thread (i know it's a pain), pretty sure overpoch arrays have been shared.

Which version are you usin and what are your combatmode and behaviour settings?

 

--

 

For those that want to know how to loot system works -> Read this: https://github.com/f3cuk/WICKED-AI/wiki/The-dynamic-crate

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So i have a working and tested setup for C130 or cargo plane missions or whatever you want to call them =]  im using 2.2.0 beta v3

 

THESE ARE TAVIANA COORDS CHANGE THE COORDS IN cargo_plane.sqf (hero and bandit) TO SUIT YOUR NEEDS!!!

 

 

1st of all you need to add this line in the vehicle arrays in the config:

        cargo_planes                = ["C130J_US_EP1_DZ","MV22_DZ","AN2_DZ"];

Note: You can add any aircraft you want the mission to choose from here.

 

 

Now since were already in the config add

["cargo_plane",8]

in each of the mission arrays.

 

Note: change the 8 and other numbers to add up to 100 for you array to work properly

 

 

Create 2 files (one in each of the mission folders-hero/bandit), both called cargo_plane.sqf  

 

Paste this into the hero cargo_plane.sqf

 

if(isServer) then {

	private 		["_complete","_vehicle","_rndnum","_crate_type","_crate","_mission","_vehname","_position","_vehclass"];

	// Get mission number, important we do this early
	_mission 		= count wai_mission_data -1;

	//Military Chopper
	_vehclass 		= cargo_planes call BIS_fnc_selectRandom;
	_vehname 		= getText (configFile >> "CfgVehicles" >> _vehclass >> "displayName");

	_position		= [9941.58,18686.4,0.001];
	[_mission,_position,"Medium",format["%1", _vehname],"MainHero",true] call mission_init;
	
	diag_log 		format["WAI: [Mission:[Hero] Cargo Plane]: Starting... %1",_position];

	//Setup the crate
	_crate_type 	= crates_medium call BIS_fnc_selectRandom;
	_crate 			= createVehicle [_crate_type,[(_position select 0),(_position select 1) + 5,0], [], 0, "CAN_COLLIDE"];
	
	//Troops
	_rndnum = 2 + round (random 4);
	[[_position select 0,_position select 1,0],_rndnum,"Medium",["Random","AT"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
	[[_position select 0,_position select 1,0],_rndnum,"Medium","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
	[[_position select 0,_position select 1,0],_rndnum,"Medium","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
	[[_position select 0,_position select 1,0],_rndnum,"Medium","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;

	//Static Guns
	[[
		[(_position select 0) + 30, (_position select 1) - 30, 0],
		[(_position select 0) + 30, (_position select 1) + 30, 0],
		[(_position select 0) - 30, (_position select 1) - 30, 0],
		[(_position select 0) - 30, (_position select 1) + 30, 0]
	],"M2StaticMG","Medium","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;

	//Spawn vehicle
	_vehicle		= [_vehclass,_position,_mission] call custom_publish;
	
	if(debug_mode) then {
		diag_log format["WAI: [Hero] cargo_plane spawned a %1",_vehname];
	};
	
	//Condition
	_complete = [
		[_mission,_crate],	// mission number and crate
		["crate"], 			// ["crate"], or ["kill",wai_kill_percent], or ["assassinate", _unitGroup],
		[_vehicle], 		// cleanup objects
		"A bandit squad is unloading a cargo plane! Save the cargo and take their aircraft!",	// mission announcement
		"Survivors have secured the cargo plane!",															// mission success
		"SUCKS TO SUCK! Survivors did not secure the aircraft in time"													// mission fail
	] call mission_winorfail;

	if(_complete) then {
		[_crate,[10,ai_wep_sniper],[4,crate_tools_sniper],[4,crate_items_sniper],2] call dynamic_crate;
		[_vehicle,[10,ai_wep_sniper],[4,crate_tools_sniper],[4,crate_items_sniper],2] call dynamic_crate;
	};

	diag_log format["WAI: [Mission:[Hero] Cargo Plane]: Ended at %1",_position];
	
	h_missionsrunning = h_missionsrunning - 1;
};

 

And this into the bandit cargo_plane.sqf 

if(isServer) then {

	private 		["_complete","_vehicle","_rndnum","_crate_type","_crate","_mission","_vehname","_position","_vehclass"];

	// Get mission number, important we do this early
	_mission 		= count wai_mission_data -1;

	//Military Chopper
	_vehclass 		= cargo_planes call BIS_fnc_selectRandom;
	_vehname 		= getText (configFile >> "CfgVehicles" >> _vehclass >> "displayName");

	_position		= [9941.58,18686.4,0.001];
	[_mission,_position,"Medium",format["%1", _vehname],"MainBandit",true] call mission_init;
	
	diag_log 		format["WAI: [Mission:[Bandit] Cargo Plane]: Starting... %1",_position];

	//Setup the crate
	_crate_type 	= crates_medium call BIS_fnc_selectRandom;
	_crate 			= createVehicle [_crate_type,[(_position select 0),(_position select 1) + 5,0], [], 0, "CAN_COLLIDE"];
	
	//Troops
	_rndnum = 2 + round (random 4);
	[[_position select 0,_position select 1,0],_rndnum,"Medium",["Random","AT"],4,"Random","Hero","Random","Hero",_mission] call spawn_group;
	[[_position select 0,_position select 1,0],_rndnum,"Medium","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group;
	[[_position select 0,_position select 1,0],_rndnum,"Medium","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group;
	[[_position select 0,_position select 1,0],_rndnum,"Medium","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group;

	//Static Guns
	[[
		[(_position select 0) + 30, (_position select 1) - 30, 0],
		[(_position select 0) + 30, (_position select 1) + 30, 0],
		[(_position select 0) - 30, (_position select 1) - 30, 0],
		[(_position select 0) - 30, (_position select 1) + 30, 0]
	],"M2StaticMG","Medium","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;

	//Spawn vehicle
	_vehicle		= [_vehclass,_position,_mission] call custom_publish;
	
	if(debug_mode) then {
		diag_log format["WAI: [Bandit] cargo_plane spawned a %1",_vehname];
	};
	
	//Condition
	_complete = [
		[_mission,_crate],	// mission number and crate
		["crate"], 			// ["crate"], or ["kill",wai_kill_percent], or ["assassinate", _unitGroup],
		[_vehicle], 		// cleanup objects
		"A Hero squad is unloading a cargo plane! Save the cargo and take their aircraft!",	// mission announcement
		"Survivors have secured the cargo plane!",															// mission success
		"SUCKS TO SUCK! Survivors did not secure the aircraft in time"													// mission fail
	] call mission_winorfail;

	if(_complete) then {
		[_crate,[10,ai_wep_sniper],[4,crate_tools_sniper],[4,crate_items_sniper],2] call dynamic_crate;
		[_vehicle,[10,ai_wep_sniper],[4,crate_tools_sniper],[4,crate_items_sniper],2] call dynamic_crate;
	};

	diag_log format["WAI: [Mission:[Bandit] Cargo Plane]: Ended at %1",_position];
	
	h_missionsrunning = h_missionsrunning - 1;
};

 

Remember to change the coords if you do not host a taviana or or epoch/overpoch-origins server.

 

Hope you enjoy!!

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Using WAI 2.1.4 and these are the settings : 

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

I just left that part stock, but changed some of these : 

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];

That's wrong, isn't it :) What would I have to change the combatmode and behavior too to make them very hard?

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So i have a working and tested setup for C130 or cargo plane missions or whatever you want to call them =]  im using 2.2.0 beta v3

 

THESE ARE TAVIANA COORDS CHANGE THE COORDS IN cargo_plane.sqf (hero and bandit) TO SUIT YOUR NEEDS!!!

 

 

1st of all you need to add this line in the vehicle arrays in the config:

        cargo_planes                = ["C130J_US_EP1_DZ","C130J"];

Note: You can add any aircraft you want the mission to choose from here.

 

 

Now since were already in the config add

["cargo_plane",8]

in each of the mission arrays.

 

Note: change the 8 and other numbers to add up to 100 for you array to work properly

 

 

Create 2 files (one in each of the mission folders-hero/bandit), both called cargo_plane.sqf  

 

Paste this into the hero cargo_plane.sqf

 

if(isServer) then {

	private 		["_complete","_vehicle","_rndnum","_crate_type","_crate","_mission","_vehname","_position","_vehclass"];

	// Get mission number, important we do this early
	_mission 		= count wai_mission_data -1;

	//Military Chopper
	_vehclass 		= cargo_planes call BIS_fnc_selectRandom;
	_vehname 		= getText (configFile >> "CfgVehicles" >> _vehclass >> "displayName");

	_position		= [9941.58,18686.4,0.001];
	[_mission,_position,"Medium",format["%1", _vehname],"MainHero",true] call mission_init;
	
	diag_log 		format["WAI: [Mission:[Hero] Cargo Plane]: Starting... %1",_position];

	//Setup the crate
	_crate_type 	= crates_medium call BIS_fnc_selectRandom;
	_crate 			= createVehicle [_crate_type,[(_position select 0),(_position select 1) + 5,0], [], 0, "CAN_COLLIDE"];
	
	//Troops
	_rndnum = 2 + round (random 4);
	[[_position select 0,_position select 1,0],_rndnum,"Medium",["Random","AT"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
	[[_position select 0,_position select 1,0],_rndnum,"Medium","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
	[[_position select 0,_position select 1,0],_rndnum,"Medium","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
	[[_position select 0,_position select 1,0],_rndnum,"Medium","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;

	//Static Guns
	[[
		[(_position select 0) + 30, (_position select 1) - 30, 0],
		[(_position select 0) + 30, (_position select 1) + 30, 0],
		[(_position select 0) - 30, (_position select 1) - 30, 0],
		[(_position select 0) - 30, (_position select 1) + 30, 0]
	],"M2StaticMG","Medium","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;

	//Spawn vehicle
	_vehicle		= [_vehclass,_position,_mission] call custom_publish;
	
	if(debug_mode) then {
		diag_log format["WAI: [Hero] cargo_plane spawned a %1",_vehname];
	};
	
	//Condition
	_complete = [
		[_mission,_crate],	// mission number and crate
		["crate"], 			// ["crate"], or ["kill",wai_kill_percent], or ["assassinate", _unitGroup],
		[_vehicle], 		// cleanup objects
		"A bandit squad is unloading a cargo plane! Save the cargo and take their aircraft!",	// mission announcement
		"Survivors have secured the cargo plane!",															// mission success
		"SUCKS TO SUCK! Survivors did not secure the aircraft in time"													// mission fail
	] call mission_winorfail;

	if(_complete) then {
		[_crate,[10,ai_wep_sniper],[4,crate_tools_sniper],[4,crate_items_sniper],2] call dynamic_crate;
		[_vehicle,[10,ai_wep_sniper],[4,crate_tools_sniper],[4,crate_items_sniper],2] call dynamic_crate;
	};

	diag_log format["WAI: [Mission:[Hero] Cargo Plane]: Ended at %1",_position];
	
	h_missionsrunning = h_missionsrunning - 1;
};

 

And this into the bandit cargo_plane.sqf 

if(isServer) then {

	private 		["_complete","_vehicle","_rndnum","_crate_type","_crate","_mission","_vehname","_position","_vehclass"];

	// Get mission number, important we do this early
	_mission 		= count wai_mission_data -1;

	//Military Chopper
	_vehclass 		= cargo_planes call BIS_fnc_selectRandom;
	_vehname 		= getText (configFile >> "CfgVehicles" >> _vehclass >> "displayName");

	_position		= [9941.58,18686.4,0.001];
	[_mission,_position,"Medium",format["%1", _vehname],"MainBandit",true] call mission_init;
	
	diag_log 		format["WAI: [Mission:[Bandit] Cargo Plane]: Starting... %1",_position];

	//Setup the crate
	_crate_type 	= crates_medium call BIS_fnc_selectRandom;
	_crate 			= createVehicle [_crate_type,[(_position select 0),(_position select 1) + 5,0], [], 0, "CAN_COLLIDE"];
	
	//Troops
	_rndnum = 2 + round (random 4);
	[[_position select 0,_position select 1,0],_rndnum,"Medium",["Random","AT"],4,"Random","Hero","Random","Hero",_mission] call spawn_group;
	[[_position select 0,_position select 1,0],_rndnum,"Medium","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group;
	[[_position select 0,_position select 1,0],_rndnum,"Medium","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group;
	[[_position select 0,_position select 1,0],_rndnum,"Medium","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group;

	//Static Guns
	[[
		[(_position select 0) + 30, (_position select 1) - 30, 0],
		[(_position select 0) + 30, (_position select 1) + 30, 0],
		[(_position select 0) - 30, (_position select 1) - 30, 0],
		[(_position select 0) - 30, (_position select 1) + 30, 0]
	],"M2StaticMG","Medium","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;

	//Spawn vehicle
	_vehicle		= [_vehclass,_position,_mission] call custom_publish;
	
	if(debug_mode) then {
		diag_log format["WAI: [Bandit] cargo_plane spawned a %1",_vehname];
	};
	
	//Condition
	_complete = [
		[_mission,_crate],	// mission number and crate
		["crate"], 			// ["crate"], or ["kill",wai_kill_percent], or ["assassinate", _unitGroup],
		[_vehicle], 		// cleanup objects
		"A Hero squad is unloading a cargo plane! Save the cargo and take their aircraft!",	// mission announcement
		"Survivors have secured the cargo plane!",															// mission success
		"SUCKS TO SUCK! Survivors did not secure the aircraft in time"													// mission fail
	] call mission_winorfail;

	if(_complete) then {
		[_crate,[10,ai_wep_sniper],[4,crate_tools_sniper],[4,crate_items_sniper],2] call dynamic_crate;
		[_vehicle,[10,ai_wep_sniper],[4,crate_tools_sniper],[4,crate_items_sniper],2] call dynamic_crate;
	};

	diag_log format["WAI: [Mission:[Bandit] Cargo Plane]: Ended at %1",_position];
	
	h_missionsrunning = h_missionsrunning - 1;
};

 

Remember to change the coords if you do not host a taviana or or epoch/overpoch-origins server.

 

Hope you enjoy!!

Thanks, will test this out! :D I changed the _position statement to _position = [80] call find_position; so it will randomly find a spot, i hate my players knowing exactly where a mission is :P

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Thanks, will test this out! :D I changed the _position statement to _position = [80] call find_position; so it will randomly find a spot, i hate my players knowing exactly where a mission is :P

yea, im going to test it with multiple coords and see what i can do. i only use static coords in this particular mission for the ability/room to take off =]

 

i aim to get it working without having to make repeats of the mission with different coords to ensure that you dont waste your time killing a bunch of ai in hopes of selling an air plane to find that there is no room to take off

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yea, im going to test it with multiple coords and see what i can do. i only use static coords in this particular mission for the ability/room to take off =]

 

i aim to get it working without having to make repeats of the mission with different coords to ensure that you dont waste your time killing a bunch of ai in hopes of selling an air plane to find that there is no room to take off

just do something like this 

_pos1 = [X,Y,Z];

_pos2 = [X,Y,Z];

_pos3 = [X,Y,Z];

_pos4 = [X,Y,Z];

_position = [_pos1,_pos2,_pos3,_pos4] call BIS_fnc_selectRandom;

That will select a random pos from the array :D no need for multiple copies

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just do something like this 

_pos1 = [X,Y,Z];

_pos2 = [X,Y,Z];

_pos3 = [X,Y,Z];

_pos4 = [X,Y,Z];

_position = [_pos1,_pos2,_pos3,_pos4] call BIS_fnc_selectRandom;

That will select a random pos from the array :D no need for multiple copies

yep =] was just coming to report back lol

 

i did

 

_coord1 =

_coord2 =

_posistion =........

 

but yea, im a noob lol. i just poke through other scripts and what not till i find something that works.  But thanks! good to know if i had no luck elsewhere this would have been solved here! =]

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yep =] was just coming to report back lol

 

i did

 

_coord1 =

_coord2 =

_posistion =........

 

but yea, im a noob lol. i just poke through other scripts and what not till i find something that works.  But thanks! good to know if i had no luck elsewhere this would have been solved here! =]

Good to hear man :D I'm going to make some custom stuff later on, want to re-write the old stoner C130 carrying weed crash that was posted in the smoke weed script thread over to the new 2.2.0 Beta ^_^ I'll post it here when I'm done :)

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Good to hear man :D I'm going to make some custom stuff later on, want to re-write the old stoner C130 carrying weed crash that was posted in the smoke weed script thread over to the new 2.2.0 Beta ^_^ I'll post it here when I'm done :)

nice, im looking for a way to make missions choose from varoius crate configs... no luck so far. any useful imput on that woyld be appreciated!!

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Im trying to remove the crate from a mission. But once i do the mission no longer clears. I have tried changing the "crate" to "assassinate",  _group  in the complete= section and spawning in the group the same way the president is spawned in. I have also removed all varaiables that have anything to with crate "_crate or _crate_type....."  Has anyone had any luck with removing the crate and getting the mission to clear? If so, mind telling me how? The crate really likes to cause some grief with taking off in some planes in my cargo plane mission :(

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Hey ive been trying to get this new version a go, but i cant seem to get it to work 100%

 

In my rpt there is this error

23:12:20 Error in expression <tion = wai_mission_data select _mission select 3;
};

{
_x setVariable ["Aggress>
23:12:20 Error position: <select 3;
};

{
_x setVariable ["Aggress>
23:12:20 Error select: Type Number, expected Array,Config entry
23:12:20 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14

My static spawn file is

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
	*/
[[16472.6,18351.199,0.001],7,"Random","Random",4,"Random","Random","Random"] call spawn_group;
[[16472.6,18351.199,0.001],7,"Random","Random",4,"Random","Random","Random"] call spawn_group;
[[16472.6,18351.199,0.001],7,"Random","Random",4,"Random","Random","Random"] call spawn_group;
[[16472.6,18351.199,0.001],7,"Random","Random",4,"Random","Random","Random"] call spawn_group;
[[16309.9,18405.9,0.001],15,"Random","Random",4,"Random","Random","Random"] call spawn_group;
[[16084.9,18474.3,0.001],15,"Random","Random",4,"Random","Random","Random"] call spawn_group;
[[16872.9,18403.9,0.001],15,"Random","Random",4,"Random","Random","Random"] call spawn_group;
[[17160.5,18753.5,0.001],35,"Random","Random",4,"Random","Random","Random"] call spawn_group;

[[4414.8174,8502.6533,13.456329],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba
[[4046.5571,8583.1963,3.0517578e-005],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba
[[4102.689,8618.4141,-0.00012207031],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba
[[4164.832, 8626.1973, -3.0517578e-005],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba
[[4251.3823, 8591.6045, -9.1552734e-005],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;    //doba
[[4235.2007, 8427.5283, 0],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba
[[4390.7388, 8376.7646, -6.1035156e-005],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba
[[4406.0049, 8555.9668, 3.0517578e-005],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba
[[4524.3301, 8593.1494, 0],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba
[[4431.1138, 8652.1104, 9.1552734e-005],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba

	/*
	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
	*/

[[[16552.6,18217.3,15.516]],"Igla_AA_pod_East","hard","TK_GUE_Soldier_AAT_EP1","Random",4,"Random","Random"] call spawn_static;
[[[16610.7,18229.2,15.516]],"M2StaticMG","hard","TK_GUE_Soldier_AAT_EP1","Random",4,"Random","Random"] call spawn_static;		


	/*
	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
	*/
[[16412.7,18432.0,0.1],[16412.7,18432.0,0.001],26,3,"AH6J_EP1","Random","Random","Random"] spawn heli_patrol;
[[16390.2,18450.5,0.1],[16390.2,18450.5,0.001],27,3,"UH1H_DZ","Random","Random","Random"] spawn heli_patrol;		
[[16367.2,18470.0,0.1],[16367.2,18470.0,0.001],20,3,"AH6J_EP1","Random","Random","Random"] spawn heli_patrol;
[[17130.6,18118.8,0.1],[17130.6,18118.8,0.001],26,3,"UH1H_DZ","Random","Random","Random"] spawn heli_patrol;
[[17130.6,18118.8,0.1],[17130.6,18118.8,0.001],29,3,"UH1H_DZ","Random","Random","Random"] spawn heli_patrol;

	/* 
	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
	*/

[[16472.6,18351.199,0.001],[16479.6,18351.199,0.001],50,10,"ATV_US_EP1","easy","Random","Random"] spawn vehicle_patrol;
[[16472.6,18351.199,0.001],[16479.6,18351.199,0.001],50,10,"HMMWV_M2_USArmy","easy","Random","Random"] spawn vehicle_patrol;
[[16407.3,18405.9,0.001],[16407.3,18405.9,0.1],50,10,"HMMWV_TOW_DES_EP1","hard","Random","Random"] spawn vehicle_patrol;
[[17130.6,18118.8,0.001],[16479.6,18351.199,0.001],50,10,"HMMWV_M2_USArmy","easy","Random","Random"] spawn vehicle_patrol;
[[16872.9,18403.9,0.001],[16872.9,18403.9,0.001],50,10,"UAZ_MG_TK_EP1","easy","Random","Random"] spawn vehicle_patrol;
[[16084.9,18474.3,0.001],[16084.9,18474.3,0.001],50,10,"ATV_US_EP1","easy","Random","Random"] spawn vehicle_patrol;
[[16084.9,18474.3,0.001],[16084.9,18474.3,0.001],50,10,"UAZ_MG_TK_EP1","easy","Random","Random"] spawn vehicle_patrol;
[[16084.9,18474.3,0.001],[16084.9,18474.3,0.001],50,10,"HMMWV_M2_USArmy","easy","Random","Random"] spawn vehicle_patrol;
	/*
	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";

};
//Heres a Example

 

The ai Is spawning randomly around the map in groups. but nothing else. no heli patrol or static ai. and im getting that error from the bandit file.

 

 

Thanks for your help

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Hey ive been trying to get this new version a go, but i cant seem to get it to work 100%

 

In my rpt there is this error

23:12:20 Error in expression <tion = wai_mission_data select _mission select 3;
};

{
_x setVariable ["Aggress>
23:12:20 Error position: <select 3;
};

{
_x setVariable ["Aggress>
23:12:20 Error select: Type Number, expected Array,Config entry
23:12:20 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14

My static spawn file is

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
	*/
[[16472.6,18351.199,0.001],7,"Random","Random",4,"Random","Random","Random"] call spawn_group;
[[16472.6,18351.199,0.001],7,"Random","Random",4,"Random","Random","Random"] call spawn_group;
[[16472.6,18351.199,0.001],7,"Random","Random",4,"Random","Random","Random"] call spawn_group;
[[16472.6,18351.199,0.001],7,"Random","Random",4,"Random","Random","Random"] call spawn_group;
[[16309.9,18405.9,0.001],15,"Random","Random",4,"Random","Random","Random"] call spawn_group;
[[16084.9,18474.3,0.001],15,"Random","Random",4,"Random","Random","Random"] call spawn_group;
[[16872.9,18403.9,0.001],15,"Random","Random",4,"Random","Random","Random"] call spawn_group;
[[17160.5,18753.5,0.001],35,"Random","Random",4,"Random","Random","Random"] call spawn_group;

[[4414.8174,8502.6533,13.456329],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba
[[4046.5571,8583.1963,3.0517578e-005],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba
[[4102.689,8618.4141,-0.00012207031],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba
[[4164.832, 8626.1973, -3.0517578e-005],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba
[[4251.3823, 8591.6045, -9.1552734e-005],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;    //doba
[[4235.2007, 8427.5283, 0],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba
[[4390.7388, 8376.7646, -6.1035156e-005],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba
[[4406.0049, 8555.9668, 3.0517578e-005],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba
[[4524.3301, 8593.1494, 0],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba
[[4431.1138, 8652.1104, 9.1552734e-005],5,"Random","Random",4,"Random","Random","Random"] call spawn_group;  //doba

	/*
	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
	*/

[[[16552.6,18217.3,15.516]],"Igla_AA_pod_East","hard","TK_GUE_Soldier_AAT_EP1","Random",4,"Random","Random"] call spawn_static;
[[[16610.7,18229.2,15.516]],"M2StaticMG","hard","TK_GUE_Soldier_AAT_EP1","Random",4,"Random","Random"] call spawn_static;		


	/*
	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
	*/
[[16412.7,18432.0,0.1],[16412.7,18432.0,0.001],26,3,"AH6J_EP1","Random","Random","Random"] spawn heli_patrol;
[[16390.2,18450.5,0.1],[16390.2,18450.5,0.001],27,3,"UH1H_DZ","Random","Random","Random"] spawn heli_patrol;		
[[16367.2,18470.0,0.1],[16367.2,18470.0,0.001],20,3,"AH6J_EP1","Random","Random","Random"] spawn heli_patrol;
[[17130.6,18118.8,0.1],[17130.6,18118.8,0.001],26,3,"UH1H_DZ","Random","Random","Random"] spawn heli_patrol;
[[17130.6,18118.8,0.1],[17130.6,18118.8,0.001],29,3,"UH1H_DZ","Random","Random","Random"] spawn heli_patrol;

	/* 
	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
	*/

[[16472.6,18351.199,0.001],[16479.6,18351.199,0.001],50,10,"ATV_US_EP1","easy","Random","Random"] spawn vehicle_patrol;
[[16472.6,18351.199,0.001],[16479.6,18351.199,0.001],50,10,"HMMWV_M2_USArmy","easy","Random","Random"] spawn vehicle_patrol;
[[16407.3,18405.9,0.001],[16407.3,18405.9,0.1],50,10,"HMMWV_TOW_DES_EP1","hard","Random","Random"] spawn vehicle_patrol;
[[17130.6,18118.8,0.001],[16479.6,18351.199,0.001],50,10,"HMMWV_M2_USArmy","easy","Random","Random"] spawn vehicle_patrol;
[[16872.9,18403.9,0.001],[16872.9,18403.9,0.001],50,10,"UAZ_MG_TK_EP1","easy","Random","Random"] spawn vehicle_patrol;
[[16084.9,18474.3,0.001],[16084.9,18474.3,0.001],50,10,"ATV_US_EP1","easy","Random","Random"] spawn vehicle_patrol;
[[16084.9,18474.3,0.001],[16084.9,18474.3,0.001],50,10,"UAZ_MG_TK_EP1","easy","Random","Random"] spawn vehicle_patrol;
[[16084.9,18474.3,0.001],[16084.9,18474.3,0.001],50,10,"HMMWV_M2_USArmy","easy","Random","Random"] spawn vehicle_patrol;
	/*
	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";

};
//Heres a Example

The ai Is spawning randomly around the map in groups. but nothing else. no heli patrol or static ai. and im getting that error from the bandit file.

 

 

Thanks for your help

 This is my static file.

p

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",							// Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and 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
	*/
	[
		[17472.4,5255.22,0.001],			// Position
		8,									// Number Of units
		"Random",							// Skill level of unit (easy, medium, hard, extreme, Random)
		"Random",							// Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and 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;




	/*
	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
	*/
	[
		[									// Position(s) (can be multiple)
			[17417.9,5258.19,0.001],
			[17423.6,5222.1,18.229],
			[17389.1,5298.62,11.57],
			[17361.7,5269.27,11.678]
		],
		"M2StaticMG",						// Classname of turret
		"Random",								// Skill level of unit (easy, medium, hard, extreme, Random)
		"Random",						// 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;




	/*
	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
	*/
	[
		[17417.9,5258.19,0],				// Position to patrol
		[17417.9,5258.25,30],							// Position to spawn chopper at
		350,								// Radius of patrol
		0,									// 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;




	/* 
	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
	*/
	[
		[17417.9,5258.19,0],				// Position to patrol
		[17378.5,5241.66,0.001],				// Position to spawn at
		250,								// Radius of patrol
		0,									// 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;




	/*
	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
	*/
	[
		[17378.5,5241.66,2.6292224],	// Position that units will be dropped by
		[16273.4,7363.43,30.999],							// Starting position of the heli
		40, 								// 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;
	diag_log "WAI: Static mission loaded";
	
		//Boxes
//Bandit Supply Base
_crate = createVehicle ["USVehicleBox",[17468.3,5184.75,0.001],[],0,"CAN_COLLIDE"];
[_crate,[2,ai_wep_over_powered],[8,crate_tools_sniper],[4,crate_backpacks_large]] call dynamic_crate;

};
 

100% working even crates work (you will have to change crate type since mine is added in myself and wont be in your config)  Just change the coords on the ones you want and lose the ones you dont add you groups and you should be good to go. Pretty sure the error is a false positive due the static script. WAI likes to throw errors when missions arent coded properly. I know mine does lol.

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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

 

 

Does anyone have a working custom static spawn for 2.2.0? My attempts dont spawn any roaming heli's or patrols.

 

My config has:

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

My custom static spawns worked with 2.1.4 -- is there changes that need to be made to make it work again?

 

 

Config.sqf

if(isServer) then {

	/* GENERAL CONFIG */

		debug_mode					= false;		// 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 			= 7200;			// time to clear bodies in seconds
		ai_clean_roadkill			= false; 		// 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_friendly_behaviour		= false;		// make ai friendly towards comrades

		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"]];
		ai_gear1					= [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]];
		ai_gear_random				= [ai_gear0,ai_gear1];	// Allows the possibility of random gear

		ai_wep_assault = [
["RH_hk416","30Rnd_556x45_Stanag"]
,["RH_hk416s","30Rnd_556x45_Stanag"]
,["RH_hk416saim","30Rnd_556x45_Stanag"]
,["RH_hk416seotech","30Rnd_556x45_Stanag"]
,["RH_hk416sacog","30Rnd_556x45_Stanag"]
,["RH_hk416sd","30Rnd_556x45_StanagSD"]
,["RH_hk416sdaim","30Rnd_556x45_StanagSD"]
,["RH_hk416sdeotech","30Rnd_556x45_StanagSD"]
,["RH_hk416aim","30Rnd_556x45_Stanag"]
,["RH_hk416eotech","30Rnd_556x45_Stanag"]
,["RH_hk416acog","30Rnd_556x45_Stanag"]
,["RH_hk416gl","30Rnd_556x45_Stanag"]
,["RH_hk416glaim","30Rnd_556x45_Stanag"]
,["RH_hk416gleotech","30Rnd_556x45_Stanag"]
,["RH_hk416glacog","30Rnd_556x45_Stanag"]
,["RH_hk416sgl","30Rnd_556x45_Stanag"]
,["RH_hk416sglaim","30Rnd_556x45_Stanag"]
,["RH_hk416sgleotech","30Rnd_556x45_Stanag"]
,["RH_hk416sglacog","30Rnd_556x45_Stanag"]
,["RH_hk416sdgl","30Rnd_556x45_StanagSD"]
,["RH_hk416sdglaim","30Rnd_556x45_StanagSD"]
,["RH_hk416sdgleotech","30Rnd_556x45_StanagSD"]
,["RH_hk417","RH_20Rnd_762x51_hk417"]
,["RH_hk417aim","RH_20Rnd_762x51_hk417"]
,["RH_hk417eotech","RH_20Rnd_762x51_hk417"]
,["RH_hk417acog","RH_20Rnd_762x51_hk417"]
,["RH_hk417s","RH_20Rnd_762x51_hk417"]
,["RH_hk417saim","RH_20Rnd_762x51_hk417"]
,["RH_hk417seotech","RH_20Rnd_762x51_hk417"]
,["RH_hk417sacog","RH_20Rnd_762x51_hk417"]
,["RH_hk417sd","RH_20Rnd_762x51_SD_hk417"]
,["RH_hk417sdaim","RH_20Rnd_762x51_SD_hk417"]
,["RH_hk417sdeotech","RH_20Rnd_762x51_SD_hk417"]
,["RH_hk417sdacog","RH_20Rnd_762x51_SD_hk417"]
,["RH_hk417sdsp","RH_20Rnd_762x51_SD_hk417"]
,["RH_hk417sgl","RH_20Rnd_762x51_hk417"]
,["RH_hk417sglaim","RH_20Rnd_762x51_hk417"]
,["RH_hk417sgleotech","RH_20Rnd_762x51_hk417"]
,["RH_hk417sglacog","RH_20Rnd_762x51_hk417"]
,["RH_ctar21","30Rnd_556x45_Stanag"]
,["RH_ctar21glacog","30Rnd_556x45_Stanag"]
,["RH_ctar21m","30Rnd_556x45_Stanag"]
,["RH_ctar21mgl","30Rnd_556x45_Stanag"]
,["RH_star21","30Rnd_556x45_Stanag"]
,["RH_mas","30Rnd_556x45_Stanag"]
,["RH_masaim","30Rnd_556x45_Stanag"]
,["RH_maseotech","30Rnd_556x45_Stanag"]
,["RH_masacog","30Rnd_556x45_Stanag"]
,["RH_massd","30Rnd_556x45_StanagSD"]
,["RH_massdaim","30Rnd_556x45_StanagSD"]
,["RH_massdeotech","30Rnd_556x45_StanagSD"]
,["RH_massdacog","30Rnd_556x45_StanagSD"]
,["RH_masb","30Rnd_556x45_Stanag"]
,["RH_masbaim","30Rnd_556x45_Stanag"]
,["RH_masbeotech","30Rnd_556x45_Stanag"]
,["RH_masbacog","30Rnd_556x45_Stanag"]
,["RH_masbsd","30Rnd_556x45_StanagSD"]
,["RH_masbsdaim","30Rnd_556x45_StanagSD"]
,["RH_masbsdeotech","30Rnd_556x45_StanagSD"]
,["RH_masbsdacog","30Rnd_556x45_StanagSD"]
,["SCAR_L_CQC","30Rnd_556x45_Stanag"]
,["SCAR_L_CQC_Holo","30Rnd_556x45_Stanag"]
,["SCAR_L_STD_Mk4CQT","30Rnd_556x45_Stanag"]
,["SCAR_L_STD_EGLM_RCO","30Rnd_556x45_Stanag"]
,["SCAR_L_CQC_EGLM_Holo","30Rnd_556x45_Stanag"]
,["SCAR_L_STD_HOLO","30Rnd_556x45_Stanag"]
,["SCAR_L_CQC_CCO_SD","30Rnd_556x45_StanagSD"]
,["SCAR_H_CQC_CCO","20rnd_762x51_B_SCAR"]
,["SCAR_H_CQC_CCO_SD","20rnd_762x51_SB_SCAR"]
,["SCAR_H_STD_EGLM_Spect","20rnd_762x51_B_SCAR"]
,["FHQ_ACR_WDL_IRN","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_IRN_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_IRN_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_IRN_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_CCO","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_CCO_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_CCO_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_CCO_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_RCO","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_RCO_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_RCO_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_RCO_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_HWS","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_HWS_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_HWS_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_HWS_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_G33","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_G33_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_G33_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_G33_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_HAMR","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_HAMR_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_HAMR_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_HAMR_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_IRN","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_IRN_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_IRN_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_IRN_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_CCO","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_CCO_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_CCO_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_CCO_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_RCO","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_RCO_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_RCO_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_RCO_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_HWS","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_HWS_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_HWS_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_HWS_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_G33","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_G33_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_G33_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_G33_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_HAMR","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_HAMR_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_IRN_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_IRN_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_IRN_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_IRN_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_CCO_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_CCO_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_CCO_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_CCO_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_RCO_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_RCO_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_RCO_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_RCO_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_HWS_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_HWS_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_HWS_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_HWS_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_G33_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_G33_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_G33_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_G33_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_HAMR_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_HAMR_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_HAMR_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_HAMR_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_IRN_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_IRN_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_IRN_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_IRN_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_CCO_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_CCO_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_CCO_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_CCO_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_RCO_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_RCO_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_RCO_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_RCO_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_HWS_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_HWS_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_HWS_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_HWS_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_G33_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_G33_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_G33_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_G33_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_HAMR_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_HAMR_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_HAMR_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["vil_G36KVA4","30Rnd_556x45_G36"]
,["vil_G36KA4","30Rnd_556x45_G36"]
,["vil_G36E","30Rnd_556x45_G36"]
,["vil_G36a2","30Rnd_556x45_G36"]
,["vil_AG36","30Rnd_556x45_G36"]
,["vil_AG36A2","30Rnd_556x45_G36"]
,["vil_AG36KV","30Rnd_556x45_G36"]
,["vil_AG36KA4","30Rnd_556x45_G36"]
,["vil_G36VA4","30Rnd_556x45_G36"]
,["vil_G36VA4Eot","30Rnd_556x45_G36"]
,["vil_G36KVZ","30Rnd_556x45_G36"]
,["vil_G36KSK","30Rnd_556x45_G36"]
,["vil_G36KSKdes","30Rnd_556x45_G36"]
,["vil_G36KSKdesES","30Rnd_556x45_G36"]
,["vil_G36CC","30Rnd_556x45_G36"]
,["vil_G36KSKES","30Rnd_556x45_G36"]
,["vil_G36KES","30Rnd_556x45_G36"]
,["vil_G36KV3","30Rnd_556x45_G36"]
,["vil_G36KV3Des","30Rnd_556x45_G36"]
,["vil_SKS","vil_10Rnd_762x39_SKS"]
,["vil_Galil","Vil_35Rnd_556x45_G"]
,["vil_Galil_arm","Vil_35Rnd_556x45_G"]
,["FN_FAL","20Rnd_762x51_FNFAL"]
,["FN_FAL_ANPVS4","20Rnd_762x51_FNFAL"]
,["G36A_camo","30Rnd_556x45_G36"]
,["G36C","30Rnd_556x45_G36"]
,["G36C_camo","30Rnd_556x45_G36"]
,["G36K_camo","30Rnd_556x45_G36"]
,["G36_C_SD_camo","30Rnd_556x45_G36"]
,["M16A2","30Rnd_556x45_Stanag"]
,["M16A2GL","30Rnd_556x45_Stanag"]
,["M16A4_ACG","30Rnd_556x45_Stanag"]
,["M4A1","30Rnd_556x45_Stanag"]
,["M4A1_Aim","30Rnd_556x45_Stanag"]
,["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"]
,["M4A1_HWS_GL_camo","30Rnd_556x45_Stanag"]
,["M4A3_CCO_EP1","30Rnd_556x45_Stanag"]
,["Sa58P_EP1","30Rnd_762x39_SA58"]
,["Sa58V_CCO_EP1","30Rnd_762x39_SA58"]
,["Sa58V_EP1","30Rnd_762x39_SA58"]
,["Sa58V_RCO_EP1","30Rnd_762x39_SA58"]
,["m8_compact","30Rnd_556x45_G36"]
,["m8_sharpshooter","30Rnd_556x45_G36"]
,["m8_holo_sd","30Rnd_556x45_G36SD"]
,["m8_carbine","30Rnd_556x45_G36"]
,["BAF_L85A2_RIS_SUSAT","30Rnd_556x45_Stanag"]
,["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"]
,["M4A1_HWS_GL_SD_Camo","30Rnd_556x45_StanagSD"]
,["AK_107_PSO","30Rnd_545x39_AK"]
]; // 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"]
,["vil_PKP","100Rnd_762x54_PK"]
,["Pecheneg_DZ","100Rnd_762x54_PK"]
,["USSOF_Mk_48","100Rnd_762x51_M240"]
,["vil_PKP_EOT","100Rnd_762x54_PK"]
,["skavil_M60","100Rnd_762x51_M240"]
,["skavil_M60e3","100Rnd_762x51_M240"]
,["vil_zastava_m84","100Rnd_762x54_PK"]
,["vil_PKM","100Rnd_762x54_PK"]
,["vil_RPD","vil_100Rnd_762x39_RPD"]
,["vil_Mg3","100Rnd_762x51_M240"]
,["vil_M249_Para","200Rnd_556x45_M249"]
,["Mk_48_DZ","100Rnd_762x51_M240"]
,["vil_Minimi","200Rnd_556x45_M249"]
,["vil_FnMag","100Rnd_762x51_M240"]
,["vil_M240_B","100Rnd_762x51_M240"]
,["M240_DZ","100Rnd_762x51_M240"]
,["vil_MG4","200Rnd_556x45_M249"]
,["vil_MG4E","200Rnd_556x45_M249"]
,["M249_m145_EP1_DZE","100Rnd_556x45_M249"]
,["m240_scoped_EP1_DZE","100Rnd_762x51_M240"]
,["M60A4_EP1_DZE","100Rnd_762x51_M240"]
]; // Light machine guns

		ai_wep_sniper = [
["RH_hk417sp","RH_20Rnd_762x51_hk417"]
,["RH_hk417s","RH_20Rnd_762x51_hk417"]
,["RH_m21","RH_20Rnd_762x51_hk417"]
,["RH_sc2","RH_20Rnd_762x51_hk417"]
,["RH_sc2acog","RH_20Rnd_762x51_hk417"]
,["RH_sc2aim","RH_20Rnd_762x51_hk417"]
,["RH_sc2eot","RH_20Rnd_762x51_hk417"]
,["RH_sc2shd","RH_20Rnd_762x51_hk417"]
,["RH_sc2sp","RH_20Rnd_762x51_hk417"]
,["RH_m1sacog","RH_20Rnd_762x51_hk417"]
,["RH_m1saim","RH_20Rnd_762x51_hk417"]
,["RH_m1seot","RH_20Rnd_762x51_hk417"]
,["RH_m1sshd","RH_20Rnd_762x51_hk417"]
,["RH_m1ssp","RH_20Rnd_762x51_hk417"]
,["RH_m1st","RH_20Rnd_762x51_hk417"]
,["RH_m1stacog","RH_20Rnd_762x51_hk417"]
,["RH_m1staim","RH_20Rnd_762x51_hk417"]
,["RH_m1steot","RH_20Rnd_762x51_hk417"]
,["RH_m1stshd","RH_20Rnd_762x51_hk417"]
,["RH_m1stsp","RH_20Rnd_762x51_hk417"]
,["vil_SR25","20Rnd_762x51_DMR"]
,["vil_M110","20Rnd_762x51_DMR"]
,["SCAR_H_LNG_Sniper","20rnd_762x51_B_SCAR"]
,["SCAR_H_LNG_Sniper_SD","20rnd_762x51_SB_SCAR"]
,["USSR_cheytacM200","USSR_5Rnd_408"]
,["USSR_cheytacM200_sd","USSR_5Rnd_408"]
,["FHQ_RSASS_TAN","FHQ_rem_20Rnd_762x51_PMAG_NT"]
,["FHQ_RSASS_SD_TAN","FHQ_rem_20Rnd_762x51_PMAG_NT_SD"]
,["FHQ_XM2010_DESERT","FHQ_rem_5Rnd_300Win_XM2010_NT"]
,["FHQ_XM2010_SD_DESERT","FHQ_rem_5Rnd_300Win_XM2010_NT_SD"]
,["FHQ_XM2010_NV_DESERT","FHQ_rem_5Rnd_300Win_XM2010_NT"]
,["FHQ_XM2010_NV_SD_DESERT","FHQ_rem_5Rnd_300Win_XM2010_NT_SD"]
,["M14_EP1","20Rnd_762x51_DMR"]
,["vil_M21G","20Rnd_762x51_DMR"]
,["vil_M14G","20Rnd_762x51_DMR"]
,["vil_SVD_63","10Rnd_762x54_SVD"]
,["vil_SVD_N","10Rnd_762x54_SVD"]
,["vil_SVD_P21","10Rnd_762x54_SVD"]
,["vil_SVDK","10Rnd_762x54_SVD"]
,["DMR_DZ","20Rnd_762x51_DMR"]
,["M4SPR","20Rnd_556x45_Stanag"]
,["M40A3","5Rnd_762x51_M24"]
,["SVD_CAMO","10Rnd_762x54_SVD"]
,["huntingrifle","5x_22_LR_17_HMR"]
,["SVD_des_EP1","10Rnd_762x54_SVD"]
,["SVD","10Rnd_762x54_SVD"]
,["M24_des_EP1","5Rnd_762x51_M24"]
,["M24","5Rnd_762x51_M24"]
,["BAF_LRR_scoped","5Rnd_86x70_L115A1"]
,["KSVK_DZE","5Rnd_127x108_KSVK"]
,["VSS_vintorez","10Rnd_9x39_SP5_VSS"]
]; // 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			= 750;								// avoid spawning missions this close to other missions, these are defined in wai_mission_markers
		wai_avoid_traders			= 750;								// 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				= 50;								// avoid spawning missions this close to water

		
		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			= [5,60];							// fuel inside mission spawned vehicles [min%,max%]
		wai_vehicle_damage			= [20,70];							// 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				= 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

		// Missions
		wai_radio_announce			= true;								// Setting this to true will announce the missions to those that hold a radio only
		wai_hero_limit				= 1;								// define how many hero missions can run at once
		wai_bandit_limit			= 1;								// define how many bandit missions can run at once
		/* wai_special_limit			= 1;								// define how many special missions can run at once */
		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",6],
										["ikea_convoy",7],
										["destroyed_ural",16],
										["disabled_milchopper",9],
										["mayors_mansion",9],
										["weapon_cache",12],
										["bandit_patrol",11]
									];
		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]
									];
		
		// 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","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				= true;		// use static mission file
		custom_per_world			= true;		// use a custom mission file per world

	/* END STATIC MISSIONS CONFIG */

	WAIconfigloaded = true;

};

And here is my custom static spawn

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",							// Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and 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;








	//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;








	//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;







	//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;






	//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"],		// 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;



	diag_log "WAI: Static mission loaded";

};

Thanks for all your help in trying to get my static spawns working once again.

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@f3cuk
@Jossy
 
I love all the updates and sorting of the code you fellas have done. All works well except for this error when I try to use static spawns. I do have static_missions = true; in the config. Here is what came from the RPT:

9:33:53 "WAI: AI Config File Loaded"
9:33:55 "WAI: AI Monitor Started"
9:33:55 "WAI: Initialising missions"
9:33:55 "WAI: Initialising static missions"
9:33:56 Error in expression <unit] joinSilent _unitGroup;

call {
if(_aitype == "hero") exitWith { _unit se>
9:33:56 Error position: <_aitype == "hero") exitWith { _unit se>
9:33:56 Error Undefined variable in expression: _aitype
9:33:56 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 109
9:33:56 Error in expression < call BIS_fnc_selectRandom;
};

_unit = _unitGroup createUnit [_aiskin,[_pos_x,_>
9:33:56 Error position: <_unitGroup createUnit [_aiskin,[_pos_x,_>
9:33:56 Error enableai: Undefined variable in expression: _unitgroup
9:33:56 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 105
9:33:56 Error in expression <gun	= _gun select 0;
};

if (typeName _aitype == "ARRAY") then {
_gain = _a>
9:33:56 Error position: <_aitype == "ARRAY") then {
_gain = _a>
9:33:56 Error Undefined variable in expression: _aitype
9:33:56 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 23

And here is what I have in the default.sqf

if(isServer) then {


	//Custom Spawns file//
/*
Custom group spawns Eg.

[[953.237,4486.48,0.001], //position
4,						  //Number Of units
1,					      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",			      //Primary gun set number. "Random" for random weapon set.
4,						  //Number of magazines
"",						  //Backpack "" for random or classname here.
"Bandit2_DZ",			  //Skin "" for random or classname here.
"Random"                  //Gearset number. "Random" for random gear set.
] call spawn_group;

Place your custom group spawns below
*/
[[18091,2546.45,0.001], //position
5,						  //Number Of units
1,					      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",			      //Primary gun set number. "Random" for random weapon set.
4,						  //Number of magazines
"",						  //Backpack "" for random or classname here.
"Bandit2_DZ",			  //Skin "" for random or classname here.
"Random"                  //Gearset number. "Random" for random gear set.
] call spawn_group;

[[10095.5,7551.79,0.001], //position
5,						  //Number Of units
1,					      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",			      //Primary gun set number. "Random" for random weapon set.
4,						  //Number of magazines
"",						  //Backpack "" for random or classname here.
"Bandit2_DZ",			  //Skin "" for random or classname here.
"Random"                  //Gearset number. "Random" for random gear set.
] call spawn_group;

[[14326.1,16931.7,0.001], //position
5,						  //Number Of units
1,					      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",			      //Primary gun set number. "Random" for random weapon set.
4,						  //Number of magazines
"",						  //Backpack "" for random or classname here.
"Bandit2_DZ",			  //Skin "" for random or classname here.
"Random"                  //Gearset number. "Random" for random gear set.
] call spawn_group;




/*
Custom static weapon spawns Eg. (with one position)

[[[911.21545,4532.7612,2.6292224]], //position(s) (can be multiple).
"M2StaticMG",             //Classname of turret
0.5,					  //Skill level 0-1. Has no effect if using custom skills
"Bandit2_DZ",			  //Skin "" for random or classname here.
1,						  //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False)
2,						  //Number of magazines. (not needed if ai_static_useweapon = False)
"",						  //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False)
"Random"				  //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False)
] call spawn_static;

Custom static weapon spawns Eg. (with mutiple positions)

[[[911.21545,4532.7612,2.6292224],[921.21545,4532.7612,2.6292224]], //position(s) (can be multiple).
"M2StaticMG",             //Classname of turret
0.5,					  //Skill level 0-1. Has no effect if using custom skills
"Bandit2_DZ",			  //Skin "" for random or classname here. 
1,						  //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False)
2,						  //Number of magazines. (not needed if ai_static_useweapon = False)
"",						  //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False)
"Random"				  //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False)
] 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)
1						//Skill level of units 
] spawn heli_patrol;

Place your heli patrols below
*/
[[10153.6,13537.4,6.9],    //Position to patrolCenter Of Map
[10153.6,13537.4,150],  // Position to spawn chopper at
5500,					//Radius of patrol
36,                     //Number of waypoints to give
"UH1H_DZ",		        //Classname of vehicle (make sure it has driver and two gunners)
1						//Skill level of units 
] spawn heli_patrol;

[[11301.9,6982.56,6.3],    //Position to patrol
[11301.9,6982.56,150],  // Position to spawn chopper at
5500,					//Radius of patrol
36,                     //Number of waypoints to give
"UH1H_DZ",		        //Classname of vehicle (make sure it has driver and two gunners)
1						//Skill level of units 
] spawn heli_patrol;


/* 
Custom Vehicle patrol spawns Eg. (Watch out they are stupid)

[[15202.3,11490.8,0],   //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)
1						//Skill level of units 
] spawn vehicle_patrol;

Place your vehicle patrols below this line
*/

[[10216.5,9166.04,0.002],   //Position to patrol Center of Map
[11301.9,6982.56,6.3],	// Position to spawn at
5800,					//Radius of patrol
36,                     //Number of waypoints to give
"HMMWV_Armored",		//Classname of vehicle (make sure it has driver and gunner)
1						//Skill level of units 
] spawn vehicle_patrol;


/*
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
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli 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";

};

ANY and ALL help would be be greatly appreciated.

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Seems to be an error in your syntax. This is the 2.1.4. syntax for spawning groups..

[    
    [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;
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Ok, I downloaded the Release 2.2.0 and I have that all sorted out and working now. I am getting this from the RPT but none of the Heli Patrols are being loaded.
 

13:42:43 "WAI: AI Config File Loaded"
13:42:44 "WAI: Initialising static missions"
13:42:44 "WAI: AI Monitor Started"
13:42:46 "infiSTAR.de AdminReq: [1234,B 1-1-C:1 (REDRUM) REMOTE,"76561198144983467"]"
13:42:46 "infiSTAR.de AdminReqProceed: B 1-1-C:1 (REDRUM) REMOTE"
13:42:46 "infiSTAR.de ******ADMIN-LOGIN******: REDRUM(76561198144983467)"
13:42:47 "WAI: Initialising missions"
13:42:53 "WAI: Spawned a group of 4 AI (Bandit) at [18091,2546.45,0.001]"
13:42:57 "WAI: Spawned a group of 4 AI (Bandit) at [10095.5,7551.79,0.001]"
13:42:57 "WAI: Spawned a group of 4 AI (Bandit) at [14326.1,16931.7,0.001]"
13:42:57 "WAI: Static mission loaded"

Here is what I have for it:

	Place your heli patrols below
	*/
	[
		[10153.6,13537.4,6.8],				// Northern Position to patrol
		[10153.6,13537.4,108],				// Position to spawn chopper at
		5500,								// Radius of patrol
		12,									// 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;

	[
		[11301.9,6982.56,6.2],				// Southern Position to patrol 
		[11301.9,6982.56,108],				// Position to spawn chopper at
		5500,								// Radius of patrol
		12,									// 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;

Is there a place in one of the configs where I am missing a switch or something?

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Ok, I downloaded the Release 2.2.0 and I have that all sorted out and working now. I am getting this from the RPT but none of the Heli Patrols are being loaded.

 

13:42:43 "WAI: AI Config File Loaded"
13:42:44 "WAI: Initialising static missions"
13:42:44 "WAI: AI Monitor Started"
13:42:46 "infiSTAR.de AdminReq: [1234,B 1-1-C:1 (REDRUM) REMOTE,"76561198144983467"]"
13:42:46 "infiSTAR.de AdminReqProceed: B 1-1-C:1 (REDRUM) REMOTE"
13:42:46 "infiSTAR.de ******ADMIN-LOGIN******: REDRUM(76561198144983467)"
13:42:47 "WAI: Initialising missions"
13:42:53 "WAI: Spawned a group of 4 AI (Bandit) at [18091,2546.45,0.001]"
13:42:57 "WAI: Spawned a group of 4 AI (Bandit) at [10095.5,7551.79,0.001]"
13:42:57 "WAI: Spawned a group of 4 AI (Bandit) at [14326.1,16931.7,0.001]"
13:42:57 "WAI: Static mission loaded"

Here is what I have for it:

	Place your heli patrols below
	*/
	[
		[10153.6,13537.4,6.8],				// Northern Position to patrol
		[10153.6,13537.4,108],				// Position to spawn chopper at
		5500,								// Radius of patrol
		12,									// 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;

	[
		[11301.9,6982.56,6.2],				// Southern Position to patrol 
		[11301.9,6982.56,108],				// Position to spawn chopper at
		5500,								// Radius of patrol
		12,									// 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;

Is there a place in one of the configs where I am missing a switch or something?

 

 

Ive been trying to figure out the same thing. Seems I found the problem. 

The guns in your config, for some reason cant be all the guns for overpoch. Ive used the default config and changed the last 2 vars to true and my custom static spawn script and it worked. When I decided to add in the overpoch guns it seems to not work again.

 

 

Here is my config.sqf

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 			= 7200;			// time to clear bodies in seconds
		ai_clean_roadkill			= false; 		// 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_friendly_behaviour		= false;		// make ai friendly towards comrades

		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"]];
		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","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","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			= 750;								// avoid spawning missions this close to other missions, these are defined in wai_mission_markers
		wai_avoid_traders			= 750;								// 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				= 50;								// avoid spawning missions this close to water

		
		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			= [5,60];							// fuel inside mission spawned vehicles [min%,max%]
		wai_vehicle_damage			= [20,70];							// 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				= 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

		// Missions
		wai_radio_announce			= true;								// Setting this to true will announce the missions to those that hold a radio only
		wai_hero_limit				= 1;								// define how many hero missions can run at once
		wai_bandit_limit			= 1;								// define how many bandit missions can run at once
		/* wai_special_limit			= 1;								// define how many special missions can run at once */
		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",6],
										["ikea_convoy",7],
										["destroyed_ural",16],
										["disabled_milchopper",9],
										["mayors_mansion",9],
										["weapon_cache",12],
										["bandit_patrol",11]
									];
		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]
									];
		
		// 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","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				= true;		// use static mission file
		custom_per_world			= true;		// use a custom mission file per world

	/* END STATIC MISSIONS CONFIG */

	WAIconfigloaded = true;

};

 

Here is my chernarus.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",							// Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and 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
	*/
	[
		[10434.6,2282.19,0],			// Position
		8,									// Number Of units
		"Random",							// Skill level of unit (easy, medium, hard, extreme, Random)
		"Random",							// Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and 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;




	/*
	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
	
	[
		[									// Position(s) (can be multiple)
			[17417.9,5258.19,0.001],
			[17423.6,5222.1,18.229],
			[17389.1,5298.62,11.57],
			[17361.7,5269.27,11.678]
		],
		"M2StaticMG",						// Classname of turret
		"Random",								// Skill level of unit (easy, medium, hard, extreme, Random)
		"Random",						// 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;




	/*
	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
	*/
	[
		[12032,9169,0],				// Position to patrol
		[11456,8819,0],							// Position to spawn chopper at
		700,							// Radius of patrol
		6,									// 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;

[
		[6351,2495,0],				// Position to patrol
		[6906,2828,0],							// Position to spawn chopper at
		1000,							// 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;

[
		[6587,2888,0],				// Position to patrol
		[6353,2446,0],							// Position to spawn chopper at
		1000,							// 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;
	/* 
	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
	*/
	[
		[6587,2888,0],				// Position to patrol
		[6353,2446,0],				// Position to spawn at
		450,								// 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;




	/*
	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
	*/
	[
		[4759.0679,2559.97,0],	// Position that units will be dropped by
		[7159,8063,0],							// Starting position of the heli
		340, 								// Radius from drop position a player has to be to spawn chopper
		"UH1H_DZ",							// Classname of chopper (Make sure it has 2 gunner seats!)
		8,									// 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;
	
		[
		[12477.137,12577.86,0],	// Position that units will be dropped by
		[7159,8063,0],							// Starting position of the heli
		340, 								// Radius from drop position a player has to be to spawn chopper
		"UH1H_DZ",							// Classname of chopper (Make sure it has 2 gunner seats!)
		8,									// 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;
	
	
			[
		[4550.4219,10231.07,0],	// Position that units will be dropped by
		[7159,8063,0],							// Starting position of the heli
		340, 								// Radius from drop position a player has to be to spawn chopper
		"UH1H_DZ",							// Classname of chopper (Make sure it has 2 gunner seats!)
		8,									// 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;
	diag_log "WAI: Static mission loaded";
	


};

 

I would love to have all the guns working with WAI, does anyone know if I am on to something or if im missing something?

 

Here is my overpoch guns, which i normall copy paste into config.sqf

 

ai_wep_assault = [
["RH_hk416","30Rnd_556x45_Stanag"]
,["RH_hk416s","30Rnd_556x45_Stanag"]
,["RH_hk416saim","30Rnd_556x45_Stanag"]
,["RH_hk416seotech","30Rnd_556x45_Stanag"]
,["RH_hk416sacog","30Rnd_556x45_Stanag"]
,["RH_hk416sd","30Rnd_556x45_StanagSD"]
,["RH_hk416sdaim","30Rnd_556x45_StanagSD"]
,["RH_hk416sdeotech","30Rnd_556x45_StanagSD"]
,["RH_hk416aim","30Rnd_556x45_Stanag"]
,["RH_hk416eotech","30Rnd_556x45_Stanag"]
,["RH_hk416acog","30Rnd_556x45_Stanag"]
,["RH_hk416gl","30Rnd_556x45_Stanag"]
,["RH_hk416glaim","30Rnd_556x45_Stanag"]
,["RH_hk416gleotech","30Rnd_556x45_Stanag"]
,["RH_hk416glacog","30Rnd_556x45_Stanag"]
,["RH_hk416sgl","30Rnd_556x45_Stanag"]
,["RH_hk416sglaim","30Rnd_556x45_Stanag"]
,["RH_hk416sgleotech","30Rnd_556x45_Stanag"]
,["RH_hk416sglacog","30Rnd_556x45_Stanag"]
,["RH_hk416sdgl","30Rnd_556x45_StanagSD"]
,["RH_hk416sdglaim","30Rnd_556x45_StanagSD"]
,["RH_hk416sdgleotech","30Rnd_556x45_StanagSD"]
,["RH_hk417","RH_20Rnd_762x51_hk417"]
,["RH_hk417aim","RH_20Rnd_762x51_hk417"]
,["RH_hk417eotech","RH_20Rnd_762x51_hk417"]
,["RH_hk417acog","RH_20Rnd_762x51_hk417"]
,["RH_hk417s","RH_20Rnd_762x51_hk417"]
,["RH_hk417saim","RH_20Rnd_762x51_hk417"]
,["RH_hk417seotech","RH_20Rnd_762x51_hk417"]
,["RH_hk417sacog","RH_20Rnd_762x51_hk417"]
,["RH_hk417sd","RH_20Rnd_762x51_SD_hk417"]
,["RH_hk417sdaim","RH_20Rnd_762x51_SD_hk417"]
,["RH_hk417sdeotech","RH_20Rnd_762x51_SD_hk417"]
,["RH_hk417sdacog","RH_20Rnd_762x51_SD_hk417"]
,["RH_hk417sdsp","RH_20Rnd_762x51_SD_hk417"]
,["RH_hk417sgl","RH_20Rnd_762x51_hk417"]
,["RH_hk417sglaim","RH_20Rnd_762x51_hk417"]
,["RH_hk417sgleotech","RH_20Rnd_762x51_hk417"]
,["RH_hk417sglacog","RH_20Rnd_762x51_hk417"]
,["RH_ctar21","30Rnd_556x45_Stanag"]
,["RH_ctar21glacog","30Rnd_556x45_Stanag"]
,["RH_ctar21m","30Rnd_556x45_Stanag"]
,["RH_ctar21mgl","30Rnd_556x45_Stanag"]
,["RH_star21","30Rnd_556x45_Stanag"]
,["RH_mas","30Rnd_556x45_Stanag"]
,["RH_masaim","30Rnd_556x45_Stanag"]
,["RH_maseotech","30Rnd_556x45_Stanag"]
,["RH_masacog","30Rnd_556x45_Stanag"]
,["RH_massd","30Rnd_556x45_StanagSD"]
,["RH_massdaim","30Rnd_556x45_StanagSD"]
,["RH_massdeotech","30Rnd_556x45_StanagSD"]
,["RH_massdacog","30Rnd_556x45_StanagSD"]
,["RH_masb","30Rnd_556x45_Stanag"]
,["RH_masbaim","30Rnd_556x45_Stanag"]
,["RH_masbeotech","30Rnd_556x45_Stanag"]
,["RH_masbacog","30Rnd_556x45_Stanag"]
,["RH_masbsd","30Rnd_556x45_StanagSD"]
,["RH_masbsdaim","30Rnd_556x45_StanagSD"]
,["RH_masbsdeotech","30Rnd_556x45_StanagSD"]
,["RH_masbsdacog","30Rnd_556x45_StanagSD"]
,["SCAR_L_CQC","30Rnd_556x45_Stanag"]
,["SCAR_L_CQC_Holo","30Rnd_556x45_Stanag"]
,["SCAR_L_STD_Mk4CQT","30Rnd_556x45_Stanag"]
,["SCAR_L_STD_EGLM_RCO","30Rnd_556x45_Stanag"]
,["SCAR_L_CQC_EGLM_Holo","30Rnd_556x45_Stanag"]
,["SCAR_L_STD_HOLO","30Rnd_556x45_Stanag"]
,["SCAR_L_CQC_CCO_SD","30Rnd_556x45_StanagSD"]
,["SCAR_H_CQC_CCO","20rnd_762x51_B_SCAR"]
,["SCAR_H_CQC_CCO_SD","20rnd_762x51_SB_SCAR"]
,["SCAR_H_STD_EGLM_Spect","20rnd_762x51_B_SCAR"]
,["FHQ_ACR_WDL_IRN","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_IRN_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_IRN_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_IRN_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_CCO","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_CCO_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_CCO_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_CCO_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_RCO","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_RCO_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_RCO_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_RCO_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_HWS","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_HWS_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_HWS_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_HWS_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_G33","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_G33_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_G33_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_G33_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_HAMR","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_HAMR_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_HAMR_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_HAMR_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_IRN","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_IRN_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_IRN_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_IRN_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_CCO","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_CCO_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_CCO_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_CCO_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_RCO","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_RCO_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_RCO_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_RCO_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_HWS","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_HWS_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_HWS_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_HWS_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_G33","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_G33_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_G33_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_G33_GL_F","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_HAMR","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_BLK_HAMR_GL","FHQ_rem_30Rnd_680x43_ACR"]
,["FHQ_ACR_WDL_IRN_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_IRN_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_IRN_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_IRN_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_CCO_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_CCO_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_CCO_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_CCO_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_RCO_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_RCO_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_RCO_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_RCO_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_HWS_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_HWS_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_HWS_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_HWS_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_G33_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_G33_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_G33_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_G33_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_HAMR_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_HAMR_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_HAMR_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_WDL_HAMR_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_IRN_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_IRN_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_IRN_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_IRN_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_CCO_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_CCO_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_CCO_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_CCO_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_RCO_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_RCO_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_RCO_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_RCO_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_HWS_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_HWS_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_HWS_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_HWS_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_G33_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_G33_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_G33_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_G33_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_HAMR_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_HAMR_GL_SD","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["FHQ_ACR_BLK_HAMR_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"]
,["vil_G36KVA4","30Rnd_556x45_G36"]
,["vil_G36KA4","30Rnd_556x45_G36"]
,["vil_G36E","30Rnd_556x45_G36"]
,["vil_G36a2","30Rnd_556x45_G36"]
,["vil_AG36","30Rnd_556x45_G36"]
,["vil_AG36A2","30Rnd_556x45_G36"]
,["vil_AG36KV","30Rnd_556x45_G36"]
,["vil_AG36KA4","30Rnd_556x45_G36"]
,["vil_G36VA4","30Rnd_556x45_G36"]
,["vil_G36VA4Eot","30Rnd_556x45_G36"]
,["vil_G36KVZ","30Rnd_556x45_G36"]
,["vil_G36KSK","30Rnd_556x45_G36"]
,["vil_G36KSKdes","30Rnd_556x45_G36"]
,["vil_G36KSKdesES","30Rnd_556x45_G36"]
,["vil_G36CC","30Rnd_556x45_G36"]
,["vil_G36KSKES","30Rnd_556x45_G36"]
,["vil_G36KES","30Rnd_556x45_G36"]
,["vil_G36KV3","30Rnd_556x45_G36"]
,["vil_G36KV3Des","30Rnd_556x45_G36"]
,["vil_SKS","vil_10Rnd_762x39_SKS"]
,["vil_Galil","Vil_35Rnd_556x45_G"]
,["vil_Galil_arm","Vil_35Rnd_556x45_G"]
,["FN_FAL","20Rnd_762x51_FNFAL"]
,["FN_FAL_ANPVS4","20Rnd_762x51_FNFAL"]
,["G36A_camo","30Rnd_556x45_G36"]
,["G36C","30Rnd_556x45_G36"]
,["G36C_camo","30Rnd_556x45_G36"]
,["G36K_camo","30Rnd_556x45_G36"]
,["G36_C_SD_camo","30Rnd_556x45_G36"]
,["M16A2","30Rnd_556x45_Stanag"]
,["M16A2GL","30Rnd_556x45_Stanag"]
,["M16A4_ACG","30Rnd_556x45_Stanag"]
,["M4A1","30Rnd_556x45_Stanag"]
,["M4A1_Aim","30Rnd_556x45_Stanag"]
,["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"]
,["M4A1_HWS_GL_camo","30Rnd_556x45_Stanag"]
,["M4A3_CCO_EP1","30Rnd_556x45_Stanag"]
,["Sa58P_EP1","30Rnd_762x39_SA58"]
,["Sa58V_CCO_EP1","30Rnd_762x39_SA58"]
,["Sa58V_EP1","30Rnd_762x39_SA58"]
,["Sa58V_RCO_EP1","30Rnd_762x39_SA58"]
,["m8_compact","30Rnd_556x45_G36"]
,["m8_sharpshooter","30Rnd_556x45_G36"]
,["m8_holo_sd","30Rnd_556x45_G36SD"]
,["m8_carbine","30Rnd_556x45_G36"]
,["BAF_L85A2_RIS_SUSAT","30Rnd_556x45_Stanag"]
,["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"]
,["M4A1_HWS_GL_SD_Camo","30Rnd_556x45_StanagSD"]
,["AK_107_PSO","30Rnd_545x39_AK"]
]; // 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"]
,["vil_PKP","100Rnd_762x54_PK"]
,["Pecheneg_DZ","100Rnd_762x54_PK"]
,["USSOF_Mk_48","100Rnd_762x51_M240"]
,["vil_PKP_EOT","100Rnd_762x54_PK"]
,["skavil_M60","100Rnd_762x51_M240"]
,["skavil_M60e3","100Rnd_762x51_M240"]
,["vil_zastava_m84","100Rnd_762x54_PK"]
,["vil_PKM","100Rnd_762x54_PK"]
,["vil_RPD","vil_100Rnd_762x39_RPD"]
,["vil_Mg3","100Rnd_762x51_M240"]
,["vil_M249_Para","200Rnd_556x45_M249"]
,["Mk_48_DZ","100Rnd_762x51_M240"]
,["vil_Minimi","200Rnd_556x45_M249"]
,["vil_FnMag","100Rnd_762x51_M240"]
,["vil_M240_B","100Rnd_762x51_M240"]
,["M240_DZ","100Rnd_762x51_M240"]
,["vil_MG4","200Rnd_556x45_M249"]
,["vil_MG4E","200Rnd_556x45_M249"]
,["M249_m145_EP1_DZE","100Rnd_556x45_M249"]
,["m240_scoped_EP1_DZE","100Rnd_762x51_M240"]
,["M60A4_EP1_DZE","100Rnd_762x51_M240"]
]; // Light machine guns

ai_wep_sniper = [
["RH_hk417sp","RH_20Rnd_762x51_hk417"]
,["RH_hk417s","RH_20Rnd_762x51_hk417"]
,["RH_m21","RH_20Rnd_762x51_hk417"]
,["RH_sc2","RH_20Rnd_762x51_hk417"]
,["RH_sc2acog","RH_20Rnd_762x51_hk417"]
,["RH_sc2aim","RH_20Rnd_762x51_hk417"]
,["RH_sc2eot","RH_20Rnd_762x51_hk417"]
,["RH_sc2shd","RH_20Rnd_762x51_hk417"]
,["RH_sc2sp","RH_20Rnd_762x51_hk417"]
,["RH_m1sacog","RH_20Rnd_762x51_hk417"]
,["RH_m1saim","RH_20Rnd_762x51_hk417"]
,["RH_m1seot","RH_20Rnd_762x51_hk417"]
,["RH_m1sshd","RH_20Rnd_762x51_hk417"]
,["RH_m1ssp","RH_20Rnd_762x51_hk417"]
,["RH_m1st","RH_20Rnd_762x51_hk417"]
,["RH_m1stacog","RH_20Rnd_762x51_hk417"]
,["RH_m1staim","RH_20Rnd_762x51_hk417"]
,["RH_m1steot","RH_20Rnd_762x51_hk417"]
,["RH_m1stshd","RH_20Rnd_762x51_hk417"]
,["RH_m1stsp","RH_20Rnd_762x51_hk417"]
,["vil_SR25","20Rnd_762x51_DMR"]
,["vil_M110","20Rnd_762x51_DMR"]
,["SCAR_H_LNG_Sniper","20rnd_762x51_B_SCAR"]
,["SCAR_H_LNG_Sniper_SD","20rnd_762x51_SB_SCAR"]
,["USSR_cheytacM200","USSR_5Rnd_408"]
,["USSR_cheytacM200_sd","USSR_5Rnd_408"]
,["FHQ_RSASS_TAN","FHQ_rem_20Rnd_762x51_PMAG_NT"]
,["FHQ_RSASS_SD_TAN","FHQ_rem_20Rnd_762x51_PMAG_NT_SD"]
,["FHQ_XM2010_DESERT","FHQ_rem_5Rnd_300Win_XM2010_NT"]
,["FHQ_XM2010_SD_DESERT","FHQ_rem_5Rnd_300Win_XM2010_NT_SD"]
,["FHQ_XM2010_NV_DESERT","FHQ_rem_5Rnd_300Win_XM2010_NT"]
,["FHQ_XM2010_NV_SD_DESERT","FHQ_rem_5Rnd_300Win_XM2010_NT_SD"]
,["M14_EP1","20Rnd_762x51_DMR"]
,["vil_M21G","20Rnd_762x51_DMR"]
,["vil_M14G","20Rnd_762x51_DMR"]
,["vil_SVD_63","10Rnd_762x54_SVD"]
,["vil_SVD_N","10Rnd_762x54_SVD"]
,["vil_SVD_P21","10Rnd_762x54_SVD"]
,["vil_SVDK","10Rnd_762x54_SVD"]
,["DMR_DZ","20Rnd_762x51_DMR"]
,["M4SPR","20Rnd_556x45_Stanag"]
,["M40A3","5Rnd_762x51_M24"]
,["SVD_CAMO","10Rnd_762x54_SVD"]
,["huntingrifle","5x_22_LR_17_HMR"]
,["SVD_des_EP1","10Rnd_762x54_SVD"]
,["SVD","10Rnd_762x54_SVD"]
,["M24_des_EP1","5Rnd_762x51_M24"]
,["M24","5Rnd_762x51_M24"]
,["BAF_LRR_scoped","5Rnd_86x70_L115A1"]
,["KSVK_DZE","5Rnd_127x108_KSVK"]
,["VSS_vintorez","10Rnd_9x39_SP5_VSS"]
]; // Sniper rifles

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The new config has guns only, NO AMMO!

 

so:

ai_wep_assault = [
["RH_hk416","30Rnd_556x45_Stanag"]
,["RH_hk416s","30Rnd_556x45_Stanag"]
,["RH_hk416saim","30Rnd_556x45_Stanag"]
,["RH_hk416seotech","30Rnd_556x45_Stanag"]

becomes:

ai_wep_assault = [
"RH_hk416"
,"RH_hk416s"
,"RH_hk416saim"
,"RH_hk416seotech"

Share it when your done, others would appreciate it

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