SadBoy1981 Posted December 7, 2014 Report Share Posted December 7, 2014 The AI may die easily, but on a proper performing server they will head shot you at 1000+ m on max dif. And the static turrets much farther. This along with large numbers of AI in my opinion makes up for one shot kills, and depending on weapon, and distance. It's not always a one shot kill. If your AI stand up after taking a cheytac or a m107 round then something is wrong =] On some of my missions if you engage them within 600m there is no chance you will make it. M107 kill everyone, agree, but come and try AI in my server (Spec Trader) with your friends and after send me comment, then maybe u understand how easy or hard is AI ... My Ai stand up if u shoot just leg, hand.... so come and try, then u can coment again about how hard Ai is here Server name is Stay Alive Ru dont be scare) Here we are, look below... Link to comment Share on other sites More sharing options...
Bob_the_K Posted December 7, 2014 Report Share Posted December 7, 2014 I just put in 2.2.0 beta and we have a few people banging away at it... I put it in vanilla along with DZMS, which I've had running for awhile now. One thing that started up after I put in WAI is we're getting the message "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. ussr_cheytac." I've had "ussr_cheytac"; in my mission.sqm file for a long time. This only started after adding WAI. We'd never gotten that message before. Any ideas? Thanks, Bob Link to comment Share on other sites More sharing options...
jackal40 Posted December 7, 2014 Report Share Posted December 7, 2014 I've had the beta running well for a month now, yesterday I had an odd occurrence. At one mission the players asked for help because they thought all the AI were dead, but were not getting the loot spawning in the crate. I used some admin tools which allowed me to see the AI on the map - they were over 1000 meters away from the mission and moving further away. After I killed them, the loot spawned. I'm wondering if there is a way to prevent this in the future? Otherwise, everything is working great! Link to comment Share on other sites More sharing options...
oSoDirty Posted December 7, 2014 Report Share Posted December 7, 2014 . I just put in 2.2.0 beta and we have a few people banging away at it... I put it in vanilla along with DZMS, which I've had running for awhile now. One thing that started up after I put in WAI is we're getting the message "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. ussr_cheytac." I've had "ussr_cheytac"; in my mission.sqm file for a long time. This only started after adding WAI. We'd never gotten that message before. Any ideas? Thanks, Bob Well you say in vanilla, so i hear non epoch dayz mod. If you have the ussr in any config of WAI you will get that message no matter what since its an Overwatch/Overpoch specific weapon, Maybe im reading this wrong but if its DayZ 1.8.3 you need to remove it from mission.sqm, WAI, and any occurrence in the database to clear that message. I've had the beta running well for a month now, yesterday I had an odd occurrence. At one mission the players asked for help because they thought all the AI were dead, but were not getting the loot spawning in the crate. I used some admin tools which allowed me to see the AI on the map - they were over 1000 meters away from the mission and moving further away. After I killed them, the loot spawned. I'm wondering if there is a way to prevent this in the future? Otherwise, everything is working great! There has been an update to the beta. 2.2.0 v3 maybe a week or 2 ago It's posted a cpl pages back. The combat behavior was changed. Link to comment Share on other sites More sharing options...
Davred Posted December 7, 2014 Report Share Posted December 7, 2014 Hi im new here have question Have WAI oj my server, and im not sure how to make this ai on my missions more skilled ? anyone can help me with that ? how to turn on Roaming AI ? and how to turn on the AI vehicles patrol ? Link to comment Share on other sites More sharing options...
matt6950 Posted December 8, 2014 Report Share Posted December 8, 2014 Quick question. How would I remove all Heli patrols and "roaming" AI. I just want the missions and the static ai. Also the coordinates in the static file are they the database coordinates or the map coordinates? Link to comment Share on other sites More sharing options...
oSoDirty Posted December 8, 2014 Report Share Posted December 8, 2014 Quick question. How would I remove all Heli patrols and "roaming" AI. I just want the missions and the static ai. Also the coordinates in the static file are they the database coordinates or the map coordinates? there are no patrols or roaming AI in the default setup, the stuff in the staitc folder is just examples, you have to place the ones you want in the spaces below the */ /* anything you see inside these is an example */ matt6950 1 Link to comment Share on other sites More sharing options...
matt6950 Posted December 8, 2014 Report Share Posted December 8, 2014 Thank you can you also answer the question about the coordinates in the static file are they the database coordinates or the map coordinates? Also I followed the instructions on the 1st page install but it didn't work. Place your custom group spawns below */ [ [953.237,4500.10360,0.001], // Position 10, // 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 5, // 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; this is what I have in the static file is that correct? Also is there anywhere to add a probability out of 100 of the units spawning Link to comment Share on other sites More sharing options...
oSoDirty Posted December 8, 2014 Report Share Posted December 8, 2014 database. looks good to me. all i ever did was copy and paste them then change coords. Link to comment Share on other sites More sharing options...
matt6950 Posted December 8, 2014 Report Share Posted December 8, 2014 So as far as I can work out them cords are NWAF but when I join the game no AI. so I can only assume that the script is not working. My Dayz server pbo is located here /81.19.211.120_9502/@DayZ_Epoch_Server/addons/ Install says to add ExecVM "\z\addons\dayz_server\WAI\init.sqf"; that file path is incorrect for me isn't it? Link to comment Share on other sites More sharing options...
Bob_the_K Posted December 8, 2014 Report Share Posted December 8, 2014 Thanks oSoDirty, I'm running an Epoch Overwatch Origins server. What I meant by vanilla is that when I first put in a script, I make no changes to it, just installing it as the developer posted it. Once it's running correctly (or close), then I add things and tune it - like in this case, I'll be adding the Overwatch weapons, loot,etc. But I'm trying to figure out where the message is coming from first. It doesn't always come up and still lets people play. There was nothing in the .rpt files to indicate where it's coming from. Link to comment Share on other sites More sharing options...
oSoDirty Posted December 8, 2014 Report Share Posted December 8, 2014 Best way is log out where you want them to spawn and find yourself in the database. this is mine, you'll have to change the coords, its in taviana. 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; Link to comment Share on other sites More sharing options...
oSoDirty Posted December 8, 2014 Report Share Posted December 8, 2014 Thanks oSoDirty, I'm running an Epoch Overwatch Origins server. What I meant by vanilla is that when I first put in a script, I make no changes to it, just installing it as the developer posted it. Once it's running correctly (or close), then I add things and tune it - like in this case, I'll be adding the Overwatch weapons, loot,etc. But I'm trying to figure out where the message is coming from first. It doesn't always come up and still lets people play. There was nothing in the .rpt files to indicate where it's coming from. That's quite odd, I run the same mods and once i added it to my mission.sqm it went away. I fought with all the weapons with _BASE at the end of the classnames. avoid them lol!! Link to comment Share on other sites More sharing options...
Bob_the_K Posted December 8, 2014 Report Share Posted December 8, 2014 Yep, I found that out, too.. I thought I purged all of them out of the database. Maybe I missed one. I'll have to go through it again to be sure. Link to comment Share on other sites More sharing options...
Bob_the_K Posted December 9, 2014 Report Share Posted December 9, 2014 I'm at the point of trying to add in some static units. It's using the default.sqf based on the msg I get in the .rpt file. But no AI spawn in and I now get this msg in the server .rpt fiile: 19:44:08 Error in expression }; if(_pos_z == 0) then { if(floor(random 2) == 1) th> 19:44:08 Error position: <== 0) then { if(floor(random 2) == 1) th> 19:44:08 Error ==: Type Array, expected Number,String,Object,Side,Group,Text,Config entry,Display (dialog),Control,Team member,Task,Location 19:44:08 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 48 19:44:09 "WAI: Initialising missions" 19:44:09 Error in expression }; if(_pos_z == 0) then { if(floor(random 2) == 1) th> 19:44:09 Error position: <== 0) then { if(floor(random 2) == 1) th> 19:44:09 Error ==: Type Array, expected Number,String,Object,Side,Group,Text,Config entry,Display (dialog),Control,Team member,Task,Location 19:44:09 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 48 Here's the defaul;t.sqf. I'm not sure I have the syntax for looping through like units.' if(isServer) then { //Custom Spawns file// //Sector B [ [ [22487.2,20048.4,0], [22394.4,20038.6,0], [22645.1,20042.2,0], [22561.5,20147.3,0] ], // Position 5, // 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 6, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "FR_OHara_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ diag_log "WAI: Static mission loaded"; }; What did I do wrong? Link to comment Share on other sites More sharing options...
Petite Posted December 9, 2014 Report Share Posted December 9, 2014 I have the Wicked AI working on my server and guys really love it I got a few question and few things thats not working and I don't find any answer. 1-Where do I change the number of AI in a mission, I would like to add more in the president some badass players want hard time there. 2-In the static, I have a zu-23 spawning at bandit camp but soon the server restart they both die instantly also the same with the armored SUV server restart and vehicle disappear, I have 2 other vehicle that are fine (jackal and vodnik) with the older version never had that problem. 3-Its often the same mission never saw spawning the bunny ranch I changed in the config all mission to spawn 100% 4-I have at least 2 missions that not end when players kill all AI .... The ural Attack and the sniper Extraction. I don't know what to do to fix it. I do not have any error in my RTP. So far its the best missions and everybody on my server love it Link to comment Share on other sites More sharing options...
oSoDirty Posted December 9, 2014 Report Share Posted December 9, 2014 The special mission is buggy so its disabled, to make more ai just look in the mission files them self and look for where the ai spawn. And changing all to 100% doesnt work properly. the numbers are supposed to add up to 100. About the missions not ending im not sure what the issue there is. If you mean simply by killing, not all missions are set up to that way, some you have to get close to, And im not sure what the static problem is, maybe it's not in your servers allowed vehicles list. Link to comment Share on other sites More sharing options...
Bob_the_K Posted December 9, 2014 Report Share Posted December 9, 2014 Figured out my static issue... just gotta pay close attention to the brackets, commas, and such. Especially when nesting. Link to comment Share on other sites More sharing options...
Gooober Posted December 9, 2014 Report Share Posted December 9, 2014 Is there any script out there to despawn a mission if certain # of corpuses within so many meters? I have players that just run in with a pistol shot an ai. die.... repeat repeat and repeat.... until completion. Link to comment Share on other sites More sharing options...
ZyGHeliosProtocol Posted December 9, 2014 Report Share Posted December 9, 2014 Thanks for the great work you did with WAI f3cuk, the mods and additions are really awesome! I just have one question though, I'm having an issue with adding custom weapon classes to WAI. What I would like to do is give the static mission AI a different variety/frequency of weapons than my standard mission AI, but for the life of me I cannot get this to work! The goal is to create custom weapons classes for static WAI emplacements with the new local variables ai_wep_class_1, ai_wep_class_2, etc up to _5, with a custom class that is all .50/.338 or HE -> ai_wep_aggressor below are snippets of config.sqf, heli_para.sqf, spawn_group.sqf, and spawn_static.sqf that contain the changes that I have made to try and make the custom wai weapons classes work. Aside from the changes that I have made to add these classes, these are the stock WAI files config.sqf ai_wep_assault = [["M16A4_ACG","30Rnd_556x45_Stanag"],["Sa58V_RCO_EP1","30Rnd_762x39_AK47"],["SCAR_L_STD_Mk4CQT","30Rnd_556x45_Stanag"],["M8_sharpshooter","30Rnd_556x45_Stanag"],["M4A1_HWS_GL_camo","30Rnd_556x45_Stanag"],["SCAR_L_STD_HOLO","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["vil_G36KSKdesES","30Rnd_556x45_G36"],["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"],["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"],["Sa58V_CCO_EP1","30Rnd_762x39_AK47"],["vil_AeK_3_K","30Rnd_762x39_AK47"],["AK_107_GL_pso","30Rnd_545x39_AK"],["RH_hk416sglacog","30Rnd_556x45_Stanag"],["RH_hk416sdglaim","30Rnd_556x45_StanagSD"],["RH_ctar21glacog","30Rnd_556x45_Stanag"],["RH_massdacog","30Rnd_556x45_StanagSD"],["RH_masbsdeotech","30Rnd_556x45_StanagSD"],["RH_acrbglacog","30Rnd_556x45_Stanag"],["FHQ_ACR_WDL_HAMR_GL","FHQ_rem_30Rnd_680x43_ACR"],["FHQ_ACR_BLK_RCO_SD","FHQ_rem_30Rnd_680x43_ACR_SD"],["FHQ_ACR_BLK_HAMR_SD","FHQ_rem_30Rnd_680x43_ACR_SD"],["FHQ_ACR_SNW_HAMR_F","FHQ_rem_30Rnd_680x43_ACR"]]; // 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"]]; // Light machine guns ai_wep_sniper = [["M14_EP1","20Rnd_762x51_DMR"],["SCAR_H_LNG_Sniper_SD","20Rnd_762x51_SB_SCAR"],["M110_NVG_EP1","20rnd_762x51_B_SCAR"],["SVD_CAMO","10Rnd_762x54_SVD"],["VSS_Vintorez","20Rnd_9x39_SP5_VSS"],["DMR","20Rnd_762x51_DMR"],["vil_M21G","20Rnd_762x51_DMR"],["vil_SR25SD","20Rnd_762x51_DMR"],["vil_vsk94","vil_20Rnd_9x39_SP6_OC"],["RH_m14acog","20Rnd_762x51_DMR"],["RH_m21","20Rnd_762x51_DMR"],["RH_m1ssp","20Rnd_762x51_DMR"],["SCAR_H_LNG_Sniper","20rnd_762x51_B_SCAR"],["SCAR_H_CQC_CCO_SD","20rnd_762x51_SB_SCAR"],["FHQ_ACR_SNW_G33_GL_F","FHQ_rem_30Rnd_680x43_ACR"],["vil_SV_98_SD","vil_10Rnd_762x54_SV"],["vil_SVD_P21","10Rnd_762x54_SVD"],["vil_PSL1","vil_10Rnd_PSL"],["vil_SVDK","vil_10Rnd_SVDK"],["vil_AG3EOT","vil_20Rnd_762x51_G3"],["KSVK_DZE","5Rnd_127x108_KSVK"],["FHQ_MSR_BASE","FHQ_rem_7Rnd_338Lapua_MSR_NT"],["FHQ_MSR_SD_DESERT","FHQ_rem_7Rnd_338Lapua_MSR_NT_SD"],["FHQ_RSASS_TAN","FHQ_rem_20Rnd_762x51_PMAG_NT"],["FHQ_RSASS_SD_TAN","FHQ_rem_20Rnd_762x51_PMAG_NT_SD"],["M107_DZ","10Rnd_127x99_m107"]]; // Sniper rifles // Added Weapon Classes for AI at Camps/Cities added and/or statically guarded ai_wep_class_1 = [["M16A4_ACG","30Rnd_556x45_Stanag"],["SCAR_L_STD_Mk4CQT","30Rnd_556x45_Stanag"],["M8_sharpshooter","30Rnd_556x45_Stanag"],["M4A1_HWS_GL_camo","30Rnd_556x45_Stanag"],["SCAR_L_STD_HOLO","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["vil_G36KSKdesES","30Rnd_556x45_G36"],["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"],["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"],["AK_107_GL_pso","30Rnd_545x39_AK"],["RH_hk416sglacog","30Rnd_556x45_Stanag"],["RH_hk416sdglaim","30Rnd_556x45_StanagSD"],["RH_ctar21glacog","30Rnd_556x45_Stanag"],["RH_massdacog","30Rnd_556x45_StanagSD"],["RH_masbsdeotech","30Rnd_556x45_StanagSD"],["RH_acrbglacog","30Rnd_556x45_Stanag"],["bizon_silenced","64Rnd_9x19_SD_Bizon"],["bizon","64Rnd_9x19_Bizon"],["Saiga12K","8Rnd_B_Saiga12_74Slug"],["m8_carbineGL","30Rnd_556x45_G36"],["Remington870_lamp","8Rnd_B_Beneli_74Slug"],["MG36_camo","100Rnd_556x45_BetaCMag"],["vil_SKS","vil_10Rnd_762x39_SKS"],["vil_MP5SD_EOTech","30Rnd_9x19_MP5SD"]]; // Lower end weapons for the easier to defeat ai ai_wep_class_2 = [["RH_hk416sdglaim","30Rnd_556x45_StanagSD"],["RH_ctar21glacog","30Rnd_556x45_Stanag"],["RH_massdacog","30Rnd_556x45_StanagSD"],["RH_masbsdeotech","30Rnd_556x45_StanagSD"],["RH_acrbglacog","30Rnd_556x45_Stanag"],["MG36_camo","100Rnd_556x45_BetaCMag"],["FN_FAL","20Rnd_762x51_FNFAL"],["G36_C_SD_camo","30Rnd_556x45_G36SD"],["FHQ_ACR_SNW_RCO","FHQ_rem_30Rnd_680x43_ACR"],["FHQ_ACR_SNW_RCO_GL","FHQ_rem_30Rnd_680x43_ACR"],["FHQ_ACR_SNW_HAMR_GL_F","FHQ_rem_30Rnd_680x43_ACR"],["FHQ_ACR_BLK_HAMR_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"],["vil_vsk94","vil_20Rnd_9x39_SP6_OC"],["Sa58V_RCO_EP1","30Rnd_762x39_SA58"],["Sa58V_CCO_EP1","30Rnd_762x39_SA58"],["SCAR_H_CQC_CCO","20rnd_762x51_B_SCAR"],["vil_MP5SD_EOTech","30Rnd_9x19_MP5SD"]]; // A moderately well equipped ai class ai_wep_class_3 = [["RPK_74","75Rnd_545x39_RPK"],["MK_48_DZ","100Rnd_762x51_M240"],["VSS_Vintorez","20Rnd_9x39_SP5_VSS"],["DMR_dz","20Rnd_762x51_DMR"],["M14_EP1","20Rnd_762x51_DMR"],["SCAR_L_CQC_CCO_SD","30Rnd_556x45_StanagSD"],["SCAR_H_LNG_Sniper_SD","20rnd_762x51_SB_SCAR"],["SCAR_H_CQC_CCO","20rnd_762x51_B_SCAR"],["SCAR_H_CQC_CCO_SD","20rnd_762x51_SB_SCAR"],["SVD_CAMO","10Rnd_762x54_SVD"],["FHQ_ACR_BLK_HAMR_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"],["Vil_AKS_74_UN_kobra","30Rnd_545x39_AKSD"],["vil_SV_98_69","vil_10Rnd_762x54_SV"],["vil_AeK_3_K","30Rnd_762x39_AK47"],["vil_MP5SD_EOTech","30Rnd_9x19_MP5SD"],["vil_G3TGSb","vil_20Rnd_762x51_G3"],["RH_m21","20Rnd_762x51_DMR"],["RH_m14acog","20Rnd_762x51_DMR"]]; // AI with higher skill levels will carry this military weaponry ai_wep_class_4 = [["FHQ_RSASS_TAN","FHQ_rem_20Rnd_762x51_PMAG_NT"],["Pecheneg_DZ","100Rnd_762x54_PK"],["FHQ_RSASS_SD_TAN","FHQ_rem_20Rnd_762x51_PMAG_NT_SD"],["DMR_dz","20Rnd_762x51_DMR"],["vil_G3TGSb","vil_20Rnd_762x51_G3"],["RH_m1stsp","20Rnd_762x51_DMR"],["RH_m21","20Rnd_762x51_DMR"],["RH_m14acog","20Rnd_762x51_DMR"],["vil_Groza_SD","vil_20Rnd_9x39_SP6_OC"],["M40A3","5Rnd_762x51_M24"],["M249_m145_EP1","100Rnd_556x45_M249"],["M110_NVG_EP1","20Rnd_762x51_B_SCAR"],["RH_hk417sdacog","RH_20Rnd_762x51_SD_hk417"],["RH_hk417sdsp","RH_20Rnd_762x51_SD_hk417"],["vil_SV_98_69","vil_10Rnd_762x54_SV"],["vil_AeK_3_K","30Rnd_762x39_AK47"],["RH_sc2aim","20Rnd_762x51_DMR"],["BAF_LRR_scoped_W","5Rnd_86x70_L115A1"],["m240_scoped_EP1","100Rnd_762x51_M240"],["SCAR_H_STD_EGLM_Spect","20rnd_762x51_B_SCAR"],["SCAR_H_LNG_Sniper","20rnd_762x51_B_SCAR"],["FN_FAL_ANPVS4","20Rnd_762x51_FNFAL"],["M107_DZ","10Rnd_127x99_m107"],["FHQ_MSR_BASE","FHQ_rem_7Rnd_338Lapua_MSR_NT"],["MK_48_DZ","100Rnd_762x51_M240"],["VSS_Vintorez","20Rnd_9x39_SP5_VSS"],["FHQ_ACR_BLK_HAMR_GL_SD_F","FHQ_rem_30Rnd_680x43_ACR_SD"],["Vil_AKS_74_UN_kobra","30Rnd_545x39_AKSD"],["SCAR_H_CQC_CCO","20rnd_762x51_B_SCAR"],["vil_MP5SD_EOTech","30Rnd_9x19_MP5SD"]]; // High end military large caliber or high fire rate weapons class ai_wep_class_5 = [["M110_NVG_EP1","20rnd_762x51_B_SCAR"],["AA12_PMC","20Rnd_B_AA12_Pellets"],["SCAR_H_STD_TWS_SD","20Rnd_762x51_SB_SCAR"],["m8_tws_sd","30Rnd_556x45_G36SD"],["m8_tws","100Rnd_556x45_BetaCMag"],["FHQ_ACR_BLK_TWS","FHQ_rem_30Rnd_680x43_ACR"],["FHQ_RSASS_TWS_TAN","FHQ_rem_20Rnd_762x51_PMAG_NT"],["AA12_PMC","20Rnd_B_AA12_Pellets"],["AKS_74_GOSHAWK","30Rnd_545x39_AK"],["AKS_74_NSPU","30Rnd_545x39_AK"],["FN_FAL_ANPVS4","20Rnd_762x51_FNFAL"],["M107_DZ","10Rnd_127x99_m107"],["FHQ_MSR_BASE","FHQ_rem_7Rnd_338Lapua_MSR_NT"]]; // AA12 with shot Thermal and NVG rifles ai_wep_aggressor = [["FHQ_MSR_BASE","FHQ_rem_7Rnd_338Lapua_MSR_NT"],["FHQ_MSR_SD_DESERT","FHQ_rem_7Rnd_338Lapua_MSR_NT_SD"],["BAF_AS50_scoped","10Rnd_127x99_m107"],["KSVK_DZE","5Rnd_127x108_KSVK"],["M107_DZ","10Rnd_127x99_m107"],["AA12_PMC","20Rnd_B_AA12_HE"],["BAF_LRR_scoped_W","5Rnd_86x70_L115A1"]]; //.338 snipers .50 snipers aa12 HE heli_para.sqf for "_x" from 1 to _paranumber do { _helipos = getpos _helicopter; call { if (typeName(_gun) == "SCALAR") then { if(_gun == 0) exitWith { _aiweapon = ai_wep_assault; }; if(_gun == 1) exitWith { _aiweapon = ai_wep_machine; }; if(_gun == 2) exitWith { _aiweapon = ai_wep_sniper; }; if(_gun == 3) exitWith { _aiweapon = ai_wep_class_1; }; if(_gun == 4) exitWith { _aiweapon = ai_wep_class_2; }; if(_gun == 5) exitWith { _aiweapon = ai_wep_class_3; }; if(_gun == 6) exitWith { _aiweapon = ai_wep_class_4; }; if(_gun == 7) exitWith { _aiweapon = ai_wep_class_5; }; if(_gun == 8) exitWith { _aiweapon = ai_wep_aggressor; }; } else { if(_gun == "random") exitWith { _aiweapon = ai_wep_random call BIS_fnc_selectRandom; }; }; }; spawn_group.sqf for "_x" from 1 to _unitnumber do { call { if(typeName(_gun) == "SCALAR") then { if(_gun == 0) exitWith { _aiweapon = ai_wep_assault; }; if(_gun == 1) exitWith { _aiweapon = ai_wep_machine; }; if(_gun == 2) exitWith { _aiweapon = ai_wep_sniper; }; if(_gun == 3) exitWith { _aiweapon = ai_wep_class_1; }; if(_gun == 4) exitWith { _aiweapon = ai_wep_class_2; }; if(_gun == 5) exitWith { _aiweapon = ai_wep_class_3; }; if(_gun == 6) exitWith { _aiweapon = ai_wep_class_4; }; if(_gun == 7) exitWith { _aiweapon = ai_wep_class_5; }; if(_gun == 8) exitWith { _aiweapon = ai_wep_aggressor; }; } else { if(_gun == "random") exitWith { _aiweapon = ai_wep_random call BIS_fnc_selectRandom; }; if(_gun == "unarmed") exitWith { _unarmed = true; }; }; }; spawn_static.sqf call { if(typeName(_gun) == "SCALAR") then { if(_gun == 0) exitWith { _aiweapon = ai_wep_assault; }; if(_gun == 1) exitWith { _aiweapon = ai_wep_machine; }; if(_gun == 2) exitWith { _aiweapon = ai_wep_sniper; }; if(_gun == 3) exitWith { _aiweapon = ai_wep_class_1; }; if(_gun == 4) exitWith { _aiweapon = ai_wep_class_2; }; if(_gun == 5) exitWith { _aiweapon = ai_wep_class_3; }; if(_gun == 6) exitWith { _aiweapon = ai_wep_class_4; }; if(_gun == 7) exitWith { _aiweapon = ai_wep_class_5; }; if(_gun == 8) exitWith { _aiweapon = ai_wep_aggressor; }; } else { if(_gun == "random") exitWith { _aiweapon = ai_wep_random call BIS_fnc_selectRandom; }; if(_gun == "unarmed") exitWith { _unarmed = true; }; }; }; Any input or tips/tricks/ideas/dreams/_bottled_genie is more than welcome, if someone could point me in the right direction it would be more than appreciated -Helios Link to comment Share on other sites More sharing options...
SadBoy1981 Posted December 10, 2014 Report Share Posted December 10, 2014 SPOILER dude TEXT [ /spoiler] (without space) Link to comment Share on other sites More sharing options...
f3cuk Posted December 10, 2014 Author Report Share Posted December 10, 2014 @ZyGHeliosProtocol: What version are you running? And do you get any errors in your server RPT file? Link to comment Share on other sites More sharing options...
SadBoy1981 Posted December 10, 2014 Report Share Posted December 10, 2014 @ZyGHeliosProtocol: What version are you running? And do you get any errors in your server RPT file? can u put back tank traps please? Link to comment Share on other sites More sharing options...
ZyGHeliosProtocol Posted December 10, 2014 Report Share Posted December 10, 2014 @f3cuk it appears as if I am using version 2.1.0 @SadBoy1981 I am sorry for the spoiler thingamobob, I've never posted code anywhere, I see it sometimes when i get stuck, but never got stuck enough to need to use it lol. Anywho, again any ideas are appreciated. Now that I see that I am using an older version, i will go ahead and update. I know how to copy and paste (sometimes the paste gets lost in the digestion process because eating it doesn't seem like a half bad idea), so I'll bring my custom classes into the latest version and let you know how that turns out tomorrow (roughly 11pm EST) when I get home from work. Thanks -Helios Link to comment Share on other sites More sharing options...
SadBoy1981 Posted December 10, 2014 Report Share Posted December 10, 2014 @ZyGHeliosProtocol now u know =) Link to comment Share on other sites More sharing options...
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