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[Release] Wicked AI 2.2.0


f3cuk

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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

 

 

will give it a try, here is the ammo's taken out.

 

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

ai_wep_machine = [
["RPK_74"]
,["MK_48_DZ"]
,["M249_EP1_DZ"]
,["Pecheneg_DZ"]
,["M240_DZ"]
,["vil_PKP"]
,["Pecheneg_DZ"]
,["USSOF_Mk_48"]
,["vil_PKP_EOT"]
,["skavil_M60"]
,["skavil_M60e3"]
,["vil_zastava_m84"]
,["vil_PKM"]
,["vil_RPD"]
,["vil_Mg3"]
,["vil_M249_Para"]
,["Mk_48_DZ"]
,["vil_Minimi"]
,["vil_FnMag"]
,["vil_M240_B"]
,["M240_DZ"]
,["vil_MG4"]
,["vil_MG4E"]
,["M249_m145_EP1_DZE"]
,["m240_scoped_EP1_DZE"]
,["M60A4_EP1_DZE"]
]; // Light machine guns

ai_wep_sniper = [
["RH_hk417sp"]
,["RH_hk417s"]
,["RH_m21"]
,["RH_sc2"]
,["RH_sc2acog"]
,["RH_sc2aim"]
,["RH_sc2eot"]
,["RH_sc2shd"]
,["RH_sc2sp"]
,["RH_m1sacog"]
,["RH_m1saim"]
,["RH_m1seot"]
,["RH_m1sshd"]
,["RH_m1ssp"]
,["RH_m1st"]
,["RH_m1stacog"]
,["RH_m1staim"]
,["RH_m1steot"]
,["RH_m1stshd"]
,["RH_m1stsp"]
,["vil_SR25"]
,["vil_M110"]
,["SCAR_H_LNG_Sniper"]
,["SCAR_H_LNG_Sniper_SD"]
,["USSR_cheytacM200"]
,["USSR_cheytacM200_sd"]
,["FHQ_RSASS_TAN"]
,["FHQ_RSASS_SD_TAN"]
,["FHQ_XM2010_DESERT"]
,["FHQ_XM2010_SD_DESERT"]
,["FHQ_XM2010_NV_DESERT"]
,["FHQ_XM2010_NV_SD_DESERT"]
,["M14_EP1"]
,["vil_M21G"]
,["vil_M14G"]
,["vil_SVD_63"]
,["vil_SVD_N"]
,["vil_SVD_P21"]
,["vil_SVDK"]
,["DMR_DZ"]
,["M4SPR"]
,["M40A3"]
,["SVD_CAMO"]
,["huntingrifle"]
,["SVD_des_EP1"]
,["SVD"]
,["M24_des_EP1"]
,["M24"]
,["BAF_LRR_scoped"]
,["KSVK_DZE"]
,["VSS_vintorez"]
]; // Sniper rifles

 

Here is the full config.sqf with ammo taken out.

 

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

ai_wep_machine = [
["RPK_74"]
,["MK_48_DZ"]
,["M249_EP1_DZ"]
,["Pecheneg_DZ"]
,["M240_DZ"]
,["vil_PKP"]
,["Pecheneg_DZ"]
,["USSOF_Mk_48"]
,["vil_PKP_EOT"]
,["skavil_M60"]
,["skavil_M60e3"]
,["vil_zastava_m84"]
,["vil_PKM"]
,["vil_RPD"]
,["vil_Mg3"]
,["vil_M249_Para"]
,["Mk_48_DZ"]
,["vil_Minimi"]
,["vil_FnMag"]
,["vil_M240_B"]
,["M240_DZ"]
,["vil_MG4"]
,["vil_MG4E"]
,["M249_m145_EP1_DZE"]
,["m240_scoped_EP1_DZE"]
,["M60A4_EP1_DZE"]
]; // Light machine guns

ai_wep_sniper = [
["RH_hk417sp"]
,["RH_hk417s"]
,["RH_m21"]
,["RH_sc2"]
,["RH_sc2acog"]
,["RH_sc2aim"]
,["RH_sc2eot"]
,["RH_sc2shd"]
,["RH_sc2sp"]
,["RH_m1sacog"]
,["RH_m1saim"]
,["RH_m1seot"]
,["RH_m1sshd"]
,["RH_m1ssp"]
,["RH_m1st"]
,["RH_m1stacog"]
,["RH_m1staim"]
,["RH_m1steot"]
,["RH_m1stshd"]
,["RH_m1stsp"]
,["vil_SR25"]
,["vil_M110"]
,["SCAR_H_LNG_Sniper"]
,["SCAR_H_LNG_Sniper_SD"]
,["USSR_cheytacM200"]
,["USSR_cheytacM200_sd"]
,["FHQ_RSASS_TAN"]
,["FHQ_RSASS_SD_TAN"]
,["FHQ_XM2010_DESERT"]
,["FHQ_XM2010_SD_DESERT"]
,["FHQ_XM2010_NV_DESERT"]
,["FHQ_XM2010_NV_SD_DESERT"]
,["M14_EP1"]
,["vil_M21G"]
,["vil_M14G"]
,["vil_SVD_63"]
,["vil_SVD_N"]
,["vil_SVD_P21"]
,["vil_SVDK"]
,["DMR_DZ"]
,["M4SPR"]
,["M40A3"]
,["SVD_CAMO"]
,["huntingrifle"]
,["SVD_des_EP1"]
,["SVD"]
,["M24_des_EP1"]
,["M24"]
,["BAF_LRR_scoped"]
,["KSVK_DZE"]
,["VSS_vintorez"]
]; // 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;

};

 

*EDIT didnt work :(

Error in expression <	= getArray (configFile >> "cfgWeapons" >> _weapon >> "magazines");

if (count _>
Error position: <>> _weapon >> "magazines");

if (count _>
Error >>: Type Array, expected String
File z\addons\dayz_server\WAI\compile\functions.sqf, line 7

functions.sqf line 7

_ammoArray  = getArray (configFile >> "cfgWeapons" >> _weapon >> "magazines"); 
if (count _ammoArray > 0) then {
		_result = _ammoArray select 0;
		call {
			if(_result == "20Rnd_556x45_Stanag") 	exitWith { _result = "30Rnd_556x45_Stanag"; };
			if(_result == "30Rnd_556x45_G36") 		exitWith { _result = "30Rnd_556x45_Stanag"; };
			if(_result == "30Rnd_556x45_G36SD") 	exitWith { _result = "30Rnd_556x45_StanagSD"; };
		};
	};

Will i have to add all the ammos to this list loop?

 

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working defauit.sqf (just change coords/remove what you dont want)

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;

};

 

These are my weapon configs with overpoch weapons

		ai_wep_assault				= ["FHQ_ACR_BLK_CCO_F","FHQ_ACR_BLK_CCO_GL_F","FHQ_ACR_BLK_CCO_GL_SD","FHQ_ACR_BLK_CCO_GL_SD_F","FHQ_ACR_SNW_CCO_GL","FHQ_ACR_SNW_CCO_GL_F","FHQ_ACR_SNW_CCO_GL_SD","FHQ_ACR_SNW_CCO_GL_SD_F","FHQ_ACR_SNW_G33","FHQ_ACR_SNW_G33_F","FHQ_ACR_TAN_CCO_GL","FHQ_ACR_TAN_CCO_GL_F","FHQ_ACR_TAN_CCO_GL_SD","FHQ_ACR_TAN_CCO_GL_SD_F","FHQ_ACR_TAN_CCO_SD","FHQ_ACR_WDL_CCO_GL","FHQ_ACR_WDL_CCO_GL_F","FHQ_ACR_WDL_CCO_GL_SD","FHQ_ACR_WDL_CCO_GL_SD_F","RH_hk416acog","RH_hk416aim","RH_hk416eotech","RH_hk416sacog","RH_hk416saim","RH_hk416sd","RH_hk417","RH_hk417acog","RH_hk417aim","RH_hk417eotech","RH_hk417sd","RH_hk417sdacog","RH_hk417sdaim","RH_hk417sdeotech","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

and 

		ai_wep_sniper				= ["FHQ_MSR_DESERT","FHQ_MSR_SD_DESERT","FHQ_MSR_NV_DESERT","FHQ_MSR_NV_SD_DESERT","FHQ_RSASS_TAN","FHQ_RSASS_SD_TAN","M14_EP1","SCAR_H_LNG_Sniper_SD","M110_NVG_EP1","SVD_CAMO","VSS_Vintorez","DMR_DZ","M40A3"];	// Sniper rifles

Not all overpoch weapons are in but this will give you a good example of what to do.

 

You dont need to add the ammo classnames, the mission system will add the ammo by it's self. Hope this helps. 

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I'm also seeing this error, not all the time.

17:07:01 Error select: Type Number, expected Array,Config entry 17:07:01 File z\addons\dayz_server\WAI\compile\hero_behaviour.sqf, line 14

Is anyone else having issues with Missions spawning when moving ai behavior from yellow to red? I can have 4-10 missions spawn on yellow behavior but only 0-1 spawns(# of missions set to 4/4) if I switch behavior to red.

Also how do I adjust time of mission spawn. I can have 8 missions spawn.. all time out and 8 more missions spawn. When those time out they stop spawning. Just asking...

Nice job on the project.....

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I have a question concerning the AI's use of flashlights at night. I noticed this evening, while doing a mission, that I was not seeing flashlight use by the AI (i.e. no flashlight beams as they moved around). Upon completing the mission, there were some AI with had flash lights as equipment and no NVGs - other had NVGs. I was used to seeing AI use flashlights when I used Sarge AI and was wondering if this is something new.

 

While I've made some adjustments to my ai_gear arrays, I'm curious if anyone else has seen (or failed to see) AI using flashlights? If you have, could you share your ai_gear lists?

 

Thanks!

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I have a question concerning the AI's use of flashlights at night. I noticed this evening, while doing a mission, that I was not seeing flashlight use by the AI (i.e. no flashlight beams as they moved around). Upon completing the mission, there were some AI with had flash lights as equipment and no NVGs - other had NVGs. I was used to seeing AI use flashlights when I used Sarge AI and was wondering if this is something new.

 

While I've made some adjustments to my ai_gear arrays, I'm curious if anyone else has seen (or failed to see) AI using flashlights? If you have, could you share your ai_gear lists?

 

Thanks!

I have never noticed any AI using flashlights, i also have never used sarge's AI. I have been using WAI since the original single mission release. Along with DZMS for quite a while.

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working defauit.sqf (just change coords/remove what you dont want)

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;

};

 

These are my weapon configs with overpoch weapons

		ai_wep_assault				= ["FHQ_ACR_BLK_CCO_F","FHQ_ACR_BLK_CCO_GL_F","FHQ_ACR_BLK_CCO_GL_SD","FHQ_ACR_BLK_CCO_GL_SD_F","FHQ_ACR_SNW_CCO_GL","FHQ_ACR_SNW_CCO_GL_F","FHQ_ACR_SNW_CCO_GL_SD","FHQ_ACR_SNW_CCO_GL_SD_F","FHQ_ACR_SNW_G33","FHQ_ACR_SNW_G33_F","FHQ_ACR_TAN_CCO_GL","FHQ_ACR_TAN_CCO_GL_F","FHQ_ACR_TAN_CCO_GL_SD","FHQ_ACR_TAN_CCO_GL_SD_F","FHQ_ACR_TAN_CCO_SD","FHQ_ACR_WDL_CCO_GL","FHQ_ACR_WDL_CCO_GL_F","FHQ_ACR_WDL_CCO_GL_SD","FHQ_ACR_WDL_CCO_GL_SD_F","RH_hk416acog","RH_hk416aim","RH_hk416eotech","RH_hk416sacog","RH_hk416saim","RH_hk416sd","RH_hk417","RH_hk417acog","RH_hk417aim","RH_hk417eotech","RH_hk417sd","RH_hk417sdacog","RH_hk417sdaim","RH_hk417sdeotech","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

and 

		ai_wep_sniper				= ["FHQ_MSR_DESERT","FHQ_MSR_SD_DESERT","FHQ_MSR_NV_DESERT","FHQ_MSR_NV_SD_DESERT","FHQ_RSASS_TAN","FHQ_RSASS_SD_TAN","M14_EP1","SCAR_H_LNG_Sniper_SD","M110_NVG_EP1","SVD_CAMO","VSS_Vintorez","DMR_DZ","M40A3"];	// Sniper rifles

Not all overpoch weapons are in but this will give you a good example of what to do.

 

You dont need to add the ammo classnames, the mission system will add the ammo by it's self. Hope this helps. 

 

Thanks for your gun config, you are right that it works but is there a way to add all the guns? 

 

Did you make the list from trial and error? is there an issue with some guns now?

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Thanks for your gun config, you are right that it works but is there a way to add all the guns? 

 

Did you make the list from trial and error? is there an issue with some guns now?

When i made my overpoch server, it was still kinda new so i had to take my loot table and filter it down to just classnames of weapons and make it into an sql to add them to my data base so i just picked a couple at random.

Just be careful of typos, and the xm2010 is buggy as hell for me so i dont use it at all. Ill try to get a list of classnames and post it here or in a link. Im using a new rig so it make take a few to find the files.

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i tried adding those weapons to the config.sqf but for whatever reason the missions don't seem to work. Would really love the overwatch weapons to work

The ones in the spoiler from above work. Check for typos, a missing " [ ] , or ; will get you every time.

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will give it a try, here is the ammo's taken out.

 

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

ai_wep_machine = [
["RPK_74"]
,["MK_48_DZ"]
,["M249_EP1_DZ"]
,["Pecheneg_DZ"]
,["M240_DZ"]
,["vil_PKP"]
,["Pecheneg_DZ"]
,["USSOF_Mk_48"]
,["vil_PKP_EOT"]
,["skavil_M60"]
,["skavil_M60e3"]
,["vil_zastava_m84"]
,["vil_PKM"]
,["vil_RPD"]
,["vil_Mg3"]
,["vil_M249_Para"]
,["Mk_48_DZ"]
,["vil_Minimi"]
,["vil_FnMag"]
,["vil_M240_B"]
,["M240_DZ"]
,["vil_MG4"]
,["vil_MG4E"]
,["M249_m145_EP1_DZE"]
,["m240_scoped_EP1_DZE"]
,["M60A4_EP1_DZE"]
]; // Light machine guns

ai_wep_sniper = [
["RH_hk417sp"]
,["RH_hk417s"]
,["RH_m21"]
,["RH_sc2"]
,["RH_sc2acog"]
,["RH_sc2aim"]
,["RH_sc2eot"]
,["RH_sc2shd"]
,["RH_sc2sp"]
,["RH_m1sacog"]
,["RH_m1saim"]
,["RH_m1seot"]
,["RH_m1sshd"]
,["RH_m1ssp"]
,["RH_m1st"]
,["RH_m1stacog"]
,["RH_m1staim"]
,["RH_m1steot"]
,["RH_m1stshd"]
,["RH_m1stsp"]
,["vil_SR25"]
,["vil_M110"]
,["SCAR_H_LNG_Sniper"]
,["SCAR_H_LNG_Sniper_SD"]
,["USSR_cheytacM200"]
,["USSR_cheytacM200_sd"]
,["FHQ_RSASS_TAN"]
,["FHQ_RSASS_SD_TAN"]
,["FHQ_XM2010_DESERT"]
,["FHQ_XM2010_SD_DESERT"]
,["FHQ_XM2010_NV_DESERT"]
,["FHQ_XM2010_NV_SD_DESERT"]
,["M14_EP1"]
,["vil_M21G"]
,["vil_M14G"]
,["vil_SVD_63"]
,["vil_SVD_N"]
,["vil_SVD_P21"]
,["vil_SVDK"]
,["DMR_DZ"]
,["M4SPR"]
,["M40A3"]
,["SVD_CAMO"]
,["huntingrifle"]
,["SVD_des_EP1"]
,["SVD"]
,["M24_des_EP1"]
,["M24"]
,["BAF_LRR_scoped"]
,["KSVK_DZE"]
,["VSS_vintorez"]
]; // Sniper rifles

 

Remove the [ and ] on each line as per my example. e.g.

 

ai_wep_assault = [ << only need this opening one
"RH_hk416"
,"RH_hk416s"
,"RH_hk416saim"
,"RH_hk416seotech"
,etc
,etc
,etc
] <<< and this closing one

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Any update on the

 

bandit_behavior.sqf  error on line 14

same with hero-behavior.sqf error line 14.  ??

 

once this trips no more missions spawn :(

 

Thanks for your time................

 

 

 

 

Settings:

Bandit - Red - Safe

Hero - Yellow - Combat.

If either is set to Red Combat, missions don't spawn.

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A little trick for mission crate randomization.

 

In the missions themselves you will see something like this towards the bottom

	if(_complete) then {
		[_crate,[2,ai_wep_sniper],[1,crate_tools_sniper],[1,crate_items_sniper],2] call dynamic_crate;
	};

You can change it too

	// Random crate loadouts
    _ld1 = [_crate,0,0,[25,crate_items_chainbullets],2] call dynamic_crate;
    _ld2 = [_crate,[2,ai_wep_sniper],[1,crate_tools_sniper],[1,crate_items_sniper],1] call dynamic_crate;
    _ld3 = [_crate,0,0,[70,crate_items_medical],0] call dynamic_crate;
    _ld4 = [_crate,10,4,0,2] call dynamic_crate;
    _rndLoadout = [_ld1, _ld2, _ld3, _ld4] call BIS_fnc_selectRandom;
	
	if(_complete) then {
		_rndLoadout;
	};

This will make the crate loadouts even more random so players wont know what to expect each time they see the mission come up. Pick different load outs from the missions mix them up and keep it interesting!

 

I also add the new variables to the end of the private array at the top of the mission files.    

,"_ld1","_ld2","_ld3","_ld4","_rndLoadout"

Enjoy!

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Check  server rpt, what is usually happening, is there is an error in a missions code, and when it selects the mission with an error, it stops the timer.

The rpt will tell you which mission it is, i'm willing to bet its disabled mil chopper =] It did it to me too.

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I also use 2.2.0 beta & yes, but the rpt should help you fix it.

I more or less changed it than took it out really.

 

I made a cargo plane mission. (I posted and explained it a few pages back) You can try that if you would like. (takes a small and easy edit in the config.sqf)

What i did is lose the disabled mil chopper, converted and added the medi camp to the hero missions, and added a hero and bandit cargo plane mission. It evened it out and they run flawless every restart.

I can give you the converted medi_camp.sqf if you would like.

But if you post your error and the mission in a code box / spoiler, i may be able to help you.

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I dont suppose anyone can shed some light on this for me ?

 

21:14:39 "WAI: [Mission:[bandit] Presidents in Town]: Starting... [9805.42,13263.4,0]"
21:14:40 "WAI: Spawned a group of 4 AI (Hero) at [9805.42,13263.4,0]"
21:14:41 "WAI: Spawned a group of 4 AI (Hero) at [9805.42,13263.4,0]"
21:14:41 Error in expression <n {
for "_i" from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapo>
21:14:41   Error position: <addMagazine _magazine;
};
_unit addweapo>
21:14:41   Error addmagazine: Type Bool, expected Array,String
21:14:41 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 141
 
 
 
What can i do to fix it?  on line 141 
 
if (!_unarmed) then {
for "_i" from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapon _weapon;
_unit selectWeapon _weapon;
};
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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

 

Can you add back TankTraps, was so good, and also how to make Ai more harder to kill, same as zombie, almost only headshoots. Try missions today and thay die if i shoot them only in legs. i use also DZAI so they use bandage, stand up afer i shoot them, but there they are too much easy.

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Guys I have asked before, But no one had an answer so I just thought I would ask again as I would rearly like to put the Wiked AI back in my AI island  (Using DZAI at the moment) I need a de-spawn trigger once AI have been spawned. 

This is what f3cuk gave me for spawning the AI (which works) but I just want them to despawn:

 

_position     = [0,0,0]; // coords center of the mission
_start         = false;
waitUntil{
    {
        if((isPlayer _x) && (_x distance _position <= 1500)) then {
            _start = true
        };
    } count playableUnits;
    (_start)
};

 

 

I am not a scripter but try a few things but not managed to get anything to work  not sure if something like this would work (this example does not work  :(  )

 

_position     = [0,0,0]; // coords center of the mission
_start         = true;
waitUntil{
    {
        if((isPlayer _x) && (_x distance _position <= 1500)) then {
            _start = false
        };
    } count playableUnits;
    (_end)
};

 

thanks for any help 

 

MegaZ

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how to add zu23 and m252 to misson

config.sqf

		ai_static_weapons 			= ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG","ZU23_CDF","DSHKM_CDF","Igla_AA_pod_East","M252"]; // static guns

in mission files

	[[[(_position select 0) - 10, (_position select 1) + 10, 0]],"ZU23_CDF","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;
	[[[(_position select 0) + 10, (_position select 1) - 10, 0]],"M252","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static; 

b_560_95_1.png

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