Bob_the_K Posted December 17, 2014 Report Share Posted December 17, 2014 MatthewK, the line: _vehicle addEventHandler ["GetIn",{_nil = [nil,(_this select 2),"loc",rTITLETEXT,"Warning: This vehicle will disappear on server restart!","PLAIN DOWN",5] call RE;}]; replaces the _vehicle at the bottom of the file? Or some place else near the end? I did the replace but no msg on-screen or error or warning in the .rpt file. oSo, I did see that but wasn't sure whether it left all vehicles on the map, all keyed vehicles on the map, or only keyed vehicles for which a player has the key. I hadn't actually made the change to test which one it really is. And will that not display the msg about vehicles disappearing when they have a key? Bob Link to comment Share on other sites More sharing options...
oSoDirty Posted December 17, 2014 Report Share Posted December 17, 2014 @Bob, Basically it will save all vehicles from the completed missions weather the key is obtained or not. So to unlock the vehicles that get stranded and locked, you can use the findkeycount function along with the unlocknonkey vehicles event to unlock them once a day so they can be taken and sold and arent wasting space in the DB. The event will only unlock vehicles that are locked with no key in existence, so no one who gets the key has to worry about their vehicle unlocking and being stolen. Link to comment Share on other sites More sharing options...
oSoDirty Posted December 17, 2014 Report Share Posted December 17, 2014 A couple of quick question guys. I've got everything running, missions plus one each of the static types. They are all working fine. I know I can have multiple machinegun placements, but can I have multiples of the others? The static group, paradrop and patrols? And if so, how to I implement them? Also I can't seem to find a way to set the respawn time for the static types. Where would that be? I've searched around and googled, but I guess I'm missing the answers to this. Thanks so much! I dont believe this script supports respawn for static AI, And to add more groups, paradrops etc...Just add another under the existing like so: [ [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; [ [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; You may notice its all the same top and bottom, I just did a quick copy and paste for an example. Everything in between /* .. and .. */ is olnly there for guidance and can be removed completely. It really doenst matter where you call you static spawns as the long as the format for each call is correct. Link to comment Share on other sites More sharing options...
Pureelites Posted December 17, 2014 Report Share Posted December 17, 2014 @ZyGHeliosProtocol now u know =) Do you ever post anything useful? Or you just come on the HELP forums to post garbage like the multiple posts you've made on this topic alone? No one cares that OMG you have such hard AI.... Trust me, you're not the only one.. People have rage quit from Ai on my server.. If his players think its hard, good for them.. Link to comment Share on other sites More sharing options...
oSoDirty Posted December 17, 2014 Report Share Posted December 17, 2014 Do you ever post anything useful? Or you just come on the HELP forums to post garbage like the multiple posts you've made on this topic alone? No one cares that OMG you have such hard AI.... Trust me, you're not the only one.. People have rage quit from Ai on my server.. If his players think its hard, good for them.. This as your 1st post says quite a bit about yourself as well. Pinkyizthebrain 1 Link to comment Share on other sites More sharing options...
ChesterCheetoz Posted December 18, 2014 Report Share Posted December 18, 2014 Hey there, great job on updating the script. I am currently having a problem though. Mission Ai spawn just fine and work perfectly and seem to "Complete" as intended. My issue is, while testing my server and leaving it online for 10+ hours, the missions that weren't done by players despawn due to inactivity, as intended as well, but the AI do not. After looking at my map with admin tools, I can see a dozen or more groups of Ai spread across the map. I am also having an issue where tons of zombies spawn, making it very very difficult to do anything. I tested this by disabling my antihack (Infistar) and seems to have fixed the issue.. At least what I could see so far. Not so many zombies and despawned missions are clear of Ai. My question is, is there anything I need to add/removed from my AH to fix the issue? Any help would be greatly appreciated. Thank you, Chris Link to comment Share on other sites More sharing options...
Hux Posted December 18, 2014 Report Share Posted December 18, 2014 I'm running the 2.2.0 beta now but I can't see how to place custom locations in the mission files now. It looks like it's set up differently now. Mission example: http://pastebin.com/M9j2QfuV (Mayor's Mansion) I placed the line: _positionarray = [[856.919,9370.11,0.001],[3468.97,9430.79,0.001],[4721.69,1951.64,0.001],[8586.69,7174.76,0.001],[869.732,5158.03,0.001]]; I don't see the findsafeposition line to remove but I tried commenting out the: _position = [40] call find_position; That makes the markers not show so I'm lost... How do I use custom coords? Thank you. Link to comment Share on other sites More sharing options...
oSoDirty Posted December 18, 2014 Report Share Posted December 18, 2014 I'm running the 2.2.0 beta now but I can't see how to place custom locations in the mission files now. It looks like it's set up differently now. Mission example: http://pastebin.com/M9j2QfuV (Mayor's Mansion) I placed the line: _positionarray = [[856.919,9370.11,0.001],[3468.97,9430.79,0.001],[4721.69,1951.64,0.001],[8586.69,7174.76,0.001],[869.732,5158.03,0.001]]; I don't see the findsafeposition line to remove but I tried commenting out the: _position = [40] call find_position; That makes the markers not show so I'm lost... How do I use custom coords? Thank you. To choose from a random set location for all missions check post. Just replace with your coords. To use a static coord for a specific mission, just open the mission file and change _position = [80] call find_position; to _position = [coords here]; or change it to _coord1 = [coords here]; _coord2 = [coords here]; _coord3 = [coords here]; _coord4 = [coords here]; _coord5 = [coords here]; _position = [_coord1, _coord2, _coord3, _coord4, _coord5] call BIS_fnc_selectRandom; to select a random from a few set coords, You can add or remove as many as you want. Link to comment Share on other sites More sharing options...
Sazarac Posted December 19, 2014 Report Share Posted December 19, 2014 @oSoDirty Thanks! That's kinda what I thought, but didn't want to take the chance getting the syntax messed up. :P Ah, ok so that's why I can't find the respawn settings, there aren't any. No worries. Is it possible to put in a request for that to be added at some later date? That would be awesome. I know you guys do this on your spare time and I really do appreciate it! :wub: Thanks again. Link to comment Share on other sites More sharing options...
Hux Posted December 19, 2014 Report Share Posted December 19, 2014 _coord1 = [coords here]; _coord2 = [coords here]; _coord3 = [coords here]; _coord4 = [coords here]; _coord5 = [coords here]; _position = [_coord1, _coord2, _coord3, _coord4, _coord5] call BIS_fnc_selectRandom; to select a random from a few set coords, You can add or remove as many as you want. Thanks, that seems to work. I was also wondering how to use the settings in static spawns for aa units. Here is what I tried for Paradrop: [ [2587.17,3761.48,0.000282288], // Position that units will be dropped by [0,0,0], // Starting position of the heli 1000, // Radius from drop position a player has to be to spawn chopper "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) 4, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random","aa", // 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; Is the "Random","aa", part right? No units paradrop from heli when I test it. I also tried just "aa" Thanks for the help. Link to comment Share on other sites More sharing options...
oSoDirty Posted December 19, 2014 Report Share Posted December 19, 2014 Thanks, that seems to work. I was also wondering how to use the settings in static spawns for aa units. Here is what I tried for Paradrop: [ [2587.17,3761.48,0.000282288], // Position that units will be dropped by [0,0,0], // Starting position of the heli 1000, // Radius from drop position a player has to be to spawn chopper "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) 4, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random","aa", // 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; Is the "Random","aa", part right? No units paradrop from heli when I test it. I also tried just "aa" Thanks for the help. I haven't messed with that particular option, so TBH I'm not sure. I always left it "Random", This is mine. [ [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"; but "aa", should work. Link to comment Share on other sites More sharing options...
Hux Posted December 21, 2014 Report Share Posted December 21, 2014 I've been trying to get the Bunny Ranch mission to work but it never shows up. Could someone take a look at the mission & my config to see if it looks ok? I'm running the 2.2.0 beta. Bunny Ranch: if(isServer) then { private ["_mission","_baserunover","_position","_crate","_crate_type","_girls","_girls1","_girls2","_girls3","_girls4","_dirtyowner"]; // Get mission number, important we do this early _mission = count wai_mission_data -1; _coord1 = [8545.19,2843.71,0.001]; _coord2 = [8283.11,4486.07,0.001]; _coord3 = [4721.69,1951.64,0.001]; _coord4 = [1090.29,9385.47,0.001]; _coord5 = [2123.78,1707.07,0.001]; _position = [_coord1, _coord2, _coord3, _coord4, _coord5] call BIS_fnc_selectRandom; [_mission,_position,"ColorPink","Bunny Ranch","Special",false] call mission_init; diag_log format ["WAI: Mission Bunny Ranch Started At %1",_position]; //Setup the crate _crate_type = crates_large call BIS_fnc_selectRandom; _crate = createVehicle [_crate_type,[(_position select 0),(_position select 1),0],[],0,"CAN_COLLIDE"]; [_crate,0,0,10,0] call dynamic_crate; //Ranch & Girls _baserunover = createVehicle ["Land_A_Villa_EP1",[(_position select 0), (_position select 1),0],[], 0, "CAN_COLLIDE"]; _girls1 = [[_position select 0, _position select 1, 0],4,"Extreme","Unarmed",0,"Random","RU_Hooker2","Random",["Hero",80],_mission] call spawn_group; _girls2 = [[_position select 0, _position select 1, 0],2,"Extreme","Unarmed",0,"Random","RU_Hooker3","Random",["Hero",80],_mission] call spawn_group; _girls3 = [[_position select 0, _position select 1, 0],2,"Extreme","Unarmed",0,"Random","RU_Hooker4","Random",["Hero",80],_mission] call spawn_group; _girls4 = [[_position select 0, _position select 1, 0],2,"Extreme","Unarmed",0,"Random","RU_Hooker5","Random",["Hero",80],_mission] call spawn_group; _girls = [_girls1,_girls2,_girls3,_girls4]; //Bunny Ranch Owner _dirtyowner = [[_position select 0, _position select 1, 0],1,"Extreme","Random",4,"Random","Ins_Lopotev","Random",["Bandit",500],_mission] call spawn_group; [ [_mission,_crate], // mission number and crate ["assassinate",_dirtyowner], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], [_baserunover], // cleanup objects "The Owner of the Bunny Ranch has been beating his girls again, go give him a taste of his own medicine!", // mission announcement "The Bunny Ranch is YOURS! The Girls want to show their gratitude", // mission success "News reports of several women found beaten to death!" // mission fail ] call mission_winorfail; diag_log format["WAI: Mission Bunny Ranch Ended At %1",_position]; s_missionsrunning = s_missionsrunning - 1; }; My config: 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 = 500; // 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 = 0; // 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 = [900,1800]; // 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",10], ["black_hawk_crash",10], ["captured_mv22",6], ["broken_down_ural",10], ["hero_base",6], ["ikea_convoy",8], ["medi_camp",16], ["presidents_mansion",6], ["sniper_extraction",8], ["weapon_cache",10], ["weed",10] ]; wai_special_missions = [ ["bunny_ranch",100] ]; // 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 = ["ItemKiloHemp","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 = false; // use a custom mission file per world /* END STATIC MISSIONS CONFIG */ WAIconfigloaded = true; }; I'm also trying to get Weed mission to work. Weed: if(isServer) then { private ["_complete","_mission","_baserunover","_position","_crate","_crate_type","_girls","_girls1","_girls2","_girls3","_girls4","_dirtyowner"]; // Get mission number, important we do this early _mission = count wai_mission_data -1; _position = [50] call find_position; _mission = [_position,"Extreme","Weed","MainBandit",true] call mission_init; diag_log format ["WAI: Mission weed Started At %1",_position]; //Setup the crate _crate_type = crates_small call BIS_fnc_selectRandom; _crate = createVehicle ["BAF_VehicleBox",[(_position select 0),(_position select 1),.1], [], 0, "CAN_COLLIDE"]; [_crate,0,0,[40,crate_items_president],2] call dynamic_crate; //Ranch & Girls _baserunover1 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"]; _baserunover2 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"]; _baserunover3 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"]; _baserunover4 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"]; _baserunover5 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"]; _baserunover = [_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5]; //Troops [[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group; _complete = [ [_mission,_crate], // mission number and crate ["crate"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], [_baserunover], // cleanup objects "The Frito Bandito and his bandits have started harvesting a marijuana field! Take them out to gather the crop yourself!! Better Bring a machette. Check your map for the location!", // mission announcement "The marijuana has been secured by survivors!", // mission success "The Bandits made off with the Marijuana, Next time stop those bastards!!" // mission fail ] call mission_winorfail; if(_complete) then { [_crate,0,0,[20,crate_items_president],2] call dynamic_crate; }; diag_log format["WAI: Mission weed Ended At %1",_position]; h_missionrunning = false; }; Thank you. Link to comment Share on other sites More sharing options...
oSoDirty Posted December 21, 2014 Report Share Posted December 21, 2014 Pretty sure special missions are disabled in beta. But you could try to add it as a hero and or bandit mission. Not to sure about the weed script tho. Looks right to me. I think if you ditch the bunny ranch mission, the weed should work just fine. The special mission to the best of my knowledge was removed due to it breaking the mission limits and letting countless missions spawn every where. Link to comment Share on other sites More sharing options...
Bob_the_K Posted December 21, 2014 Report Share Posted December 21, 2014 I've got the Bunny Ranch to kind of work. It spawns in, I added a few more, and different hookers, changed the guy to a more pimp-like outfit, etc. But the logic doesn't seem to work right for the success or failure of the mission and the crates are always empty. But it doesn't seem to let other missions spawn endlessly. One thing to note, the numbers in each of the mission types are supposed to add up to 100 - the number being the % chance of that mission starting. He made a statement in the installation section that they have to add up to 100. So being as the Bunny Ranch is my only special mission, it's set at 100%. But then it spawns over and over since it is the only special. Kinda defeats the intent of it being a rare mission. I haven't played around with setting it at less than 100 to see if that decreases the spawn frequency. Link to comment Share on other sites More sharing options...
Hux Posted December 21, 2014 Report Share Posted December 21, 2014 Thanks for the replies. I moved the Bunny Ranch mission over to hero to see if that works. @ Bob_the_K Would you mind posting your bunny_ranch.sqf? Thank you. Link to comment Share on other sites More sharing options...
Fallen Posted December 22, 2014 Report Share Posted December 22, 2014 Crates still fly away when a player gets close and accesses it.... Link to comment Share on other sites More sharing options...
Bob_the_K Posted December 22, 2014 Report Share Posted December 22, 2014 Here's my Bunny Ranch: if(isServer) then { private ["_mission","_baserunover","_position","_crate","_crate_type","_girls","_girls1","_girls2","_girls3","_girls4","_dirtyowner"]; // Get mission number, important we do this early _mission = count wai_mission_data -1; _position = [10] call find_position; [_mission,_position,"ColorPink","Bunny Ranch","Special",false] call mission_init; diag_log format ["WAI: Mission Bunny Ranch Started At %1",_position]; //Setup the crate _crate_type = crates_large call BIS_fnc_selectRandom; _crate = createVehicle [_crate_type,[(_position select 0),(_position select 1),0],[],0,"CAN_COLLIDE"]; [_crate,0,0,10,0] call dynamic_crate; //Ranch & Girls _baserunover = createVehicle ["Land_A_Villa_EP1",[(_position select 0), (_position select 1),0],[], 0, "CAN_COLLIDE"]; _girls1 = [[_position select 0, _position select 1, 0],2,"Extreme","Unarmed",0,"Random","RU_Hooker2","Random",["Hero",80],_mission] call spawn_group; _girls2 = [[_position select 0, _position select 1, 0],2,"Extreme","Unarmed",0,"Random","RU_Hooker3","Random",["Hero",80],_mission] call spawn_group; _girls3 = [[_position select 0, _position select 1, 0],2,"Extreme","Unarmed",0,"Random","RU_Hooker4","Random",["Hero",80],_mission] call spawn_group; _girls4 = [[_position select 0, _position select 1, 0],2,"Extreme","Unarmed",0,"Random","RU_Hooker5","Random",["Hero",80],_mission] call spawn_group; _girls5 = [[_position select 0, _position select 1, 0],2,"Extreme","Unarmed",0,"Random","ValentinaVictim","Random",["Hero",80],_mission] call spawn_group; _girls6 = [[_position select 0, _position select 1, 0],2,"Extreme","Unarmed",0,"Random","RU_Hooker1","Random",["Hero",80],_mission] call spawn_group; _girls = [_girls1,_girls2,_girls3,_girls4,_girls5,_girls6]; //Bunny Ranch Owner _dirtyowner = [[_position select 0, _position select 1, 0],1,"Extreme","Random",4,"Random","RU_Rocker4","Random",["Bandit",500],_mission] call spawn_group; [ [_mission,_crate], // mission number and crate ["assassinate",_dirtyowner], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], [_baserunover], // cleanup objects "The Owner of the Bunny Ranch has been beating his girls again, go give him a taste of his own medicine!", // mission announcement "The Bunny Ranch is YOURS! The Girls want to show their gratitude. Woo woo!", // mission success "News reports of several women found beaten to death!" // mission fail ] call mission_winorfail; diag_log format["WAI: Mission Bunny Ranch Ended At %1",_position]; s_missionsrunning = s_missionsrunning - 1; }; And here's missions/init.sqf since that needed a few changes, too: if(isServer) then { private["_marker","_unitGroup","_b_missionTime","_h_missionTime","_h_startTime","_b_startTime","_result","_cnt","_currTime","_mission"]; diag_log "WAI: Initialising missions"; // Mission functions call compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\position_functions.sqf"; mission_init = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\mission_init.sqf"; mission_winorfail = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\mission_winorfail.sqf"; minefield = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\minefield.sqf"; custom_publish = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\custom_publish_vehicle.sqf"; trader_markers = call get_trader_markers; markerready = true; wai_mission_data = []; wai_hero_mission = []; wai_bandit_mission = []; wai_special_mission = []; h_missionsrunning = 0; b_missionsrunning = 0; s_missionsrunning = 0; _h_startTime = floor(time); _b_startTime = floor(time); _s_startTime = floor(time); _delayTime = floor(time); _h_missionTime = nil; _b_missionTime = nil; _s_missionTime = nil; _mission = ""; _hresult = 0; _bresult = 0; _sresult = 0; // Set mission frequencies from config { for "_i" from 1 to (_x select 1) do { wai_hero_mission set [count wai_hero_mission, _x select 0]; }; } count wai_hero_missions; { for "_i" from 1 to (_x select 1) do { wai_bandit_mission set [count wai_bandit_mission, _x select 0]; }; } count wai_bandit_missions; { for "_i" from 1 to (_x select 1) do { wai_special_mission set [count wai_special_mission, _x select 0]; }; } count wai_special_missions; // Start mission monitor while {true} do { _cnt = {alive _x} count playableUnits; _currTime = floor(time); if (isNil "_h_missionTime") then { _h_missionTime = ((wai_mission_timer select 0) + random((wai_mission_timer select 1) - (wai_mission_timer select 0))); }; if (isNil "_b_missionTime") then { _b_missionTime = ((wai_mission_timer select 0) + random((wai_mission_timer select 1) - (wai_mission_timer select 0))); }; if (isNil "_s_missionTime") then { _s_missionTime = ((wai_mission_timer select 0) + random((wai_mission_timer select 1) - (wai_mission_timer select 0))); }; if((_currTime - _h_startTime >= _h_missionTime) && (h_missionsrunning < wai_hero_limit)) then { _hresult = 1; }; if((_currTime - _b_startTime >= _b_missionTime) && (b_missionsrunning < wai_bandit_limit)) then { _bresult = 1; }; if((_currTime - _s_startTime >= _s_missionTime) && (s_missionsrunning < wai_special_limit)) then { _sresult = 1; }; if(h_missionsrunning == wai_hero_limit) then { _h_startTime = floor(time); }; if(b_missionsrunning == wai_bandit_limit) then { _b_startTime = floor(time); }; //if(s_missionsrunning == wai_special_limit) then { _s_startTime = floor(time); }; if((_cnt >= wai_players_online) && (diag_fps >= wai_server_fps)) then { if (_hresult == 1) then { waitUntil {_currTime = floor(time);(_currTime - _delayTime > 10 && markerready)}; markerready = false; h_missionsrunning = h_missionsrunning + 1; _h_startTime = floor(time); _delayTime = floor(time); _h_missionTime = nil; _hresult = 0; wai_mission_markers set [(count wai_mission_markers), ("MainHero" + str(count wai_mission_data))]; wai_mission_data = wai_mission_data + [[0,"",[],[0,0,0]]]; _mission = wai_hero_mission call BIS_fnc_selectRandom; execVM format ["\z\addons\dayz_server\WAI\missions\hero\%1.sqf",_mission]; }; if (_bresult == 1) then { waitUntil {_currTime = floor(time);(_currTime - _delayTime > 10 && markerready)}; markerready = false; b_missionsrunning = b_missionsrunning + 1; _b_startTime = floor(time); _delayTime = floor(time); _b_missionTime = nil; _bresult = 0; wai_mission_markers set [(count wai_mission_markers), ("MainBandit" + str(count wai_mission_data))]; wai_mission_data = wai_mission_data + [[0,"",[],[0,0,0]]]; _mission = wai_bandit_mission call BIS_fnc_selectRandom; execVM format ["\z\addons\dayz_server\WAI\missions\bandit\%1.sqf",_mission]; }; if (_sresult == 1) then { waitUntil {_currTime = floor(time);(_currTime - _delayTime > 10 && markerready)}; markerready = false; s_missionsrunning = s_missionsrunning + 1; _s_startTime = floor(time); _delayTime = floor(time); _s_missionTime = nil; _sresult = 0; wai_mission_markers set [(count wai_mission_markers), ("Special" + str(count wai_mission_data))]; wai_mission_data = wai_mission_data + [[0,"",[],[0,0,0]]]; _mission = wai_special_mission call BIS_fnc_selectRandom; execVM format ["\z\addons\dayz_server\WAI\missions\special\%1.sqf",_mission]; }; }; sleep 1; }; }; My crates don't fly away either. The colored smoke starts but the crates are empty. Link to comment Share on other sites More sharing options...
Hux Posted December 22, 2014 Report Share Posted December 22, 2014 Here's my Bunny Ranch: if(isServer) then { private ["_mission","_baserunover","_position","_crate","_crate_type","_girls","_girls1","_girls2","_girls3","_girls4","_dirtyowner"]; // Get mission number, important we do this early _mission = count wai_mission_data -1; _position = [10] call find_position; [_mission,_position,"ColorPink","Bunny Ranch","Special",false] call mission_init; diag_log format ["WAI: Mission Bunny Ranch Started At %1",_position]; //Setup the crate _crate_type = crates_large call BIS_fnc_selectRandom; _crate = createVehicle [_crate_type,[(_position select 0),(_position select 1),0],[],0,"CAN_COLLIDE"]; [_crate,0,0,10,0] call dynamic_crate; //Ranch & Girls _baserunover = createVehicle ["Land_A_Villa_EP1",[(_position select 0), (_position select 1),0],[], 0, "CAN_COLLIDE"]; _girls1 = [[_position select 0, _position select 1, 0],2,"Extreme","Unarmed",0,"Random","RU_Hooker2","Random",["Hero",80],_mission] call spawn_group; _girls2 = [[_position select 0, _position select 1, 0],2,"Extreme","Unarmed",0,"Random","RU_Hooker3","Random",["Hero",80],_mission] call spawn_group; _girls3 = [[_position select 0, _position select 1, 0],2,"Extreme","Unarmed",0,"Random","RU_Hooker4","Random",["Hero",80],_mission] call spawn_group; _girls4 = [[_position select 0, _position select 1, 0],2,"Extreme","Unarmed",0,"Random","RU_Hooker5","Random",["Hero",80],_mission] call spawn_group; _girls5 = [[_position select 0, _position select 1, 0],2,"Extreme","Unarmed",0,"Random","ValentinaVictim","Random",["Hero",80],_mission] call spawn_group; _girls6 = [[_position select 0, _position select 1, 0],2,"Extreme","Unarmed",0,"Random","RU_Hooker1","Random",["Hero",80],_mission] call spawn_group; _girls = [_girls1,_girls2,_girls3,_girls4,_girls5,_girls6]; //Bunny Ranch Owner _dirtyowner = [[_position select 0, _position select 1, 0],1,"Extreme","Random",4,"Random","RU_Rocker4","Random",["Bandit",500],_mission] call spawn_group; [ [_mission,_crate], // mission number and crate ["assassinate",_dirtyowner], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], [_baserunover], // cleanup objects "The Owner of the Bunny Ranch has been beating his girls again, go give him a taste of his own medicine!", // mission announcement "The Bunny Ranch is YOURS! The Girls want to show their gratitude. Woo woo!", // mission success "News reports of several women found beaten to death!" // mission fail ] call mission_winorfail; diag_log format["WAI: Mission Bunny Ranch Ended At %1",_position]; s_missionsrunning = s_missionsrunning - 1; }; And here's missions/init.sqf since that needed a few changes, too: if(isServer) then { private["_marker","_unitGroup","_b_missionTime","_h_missionTime","_h_startTime","_b_startTime","_result","_cnt","_currTime","_mission"]; diag_log "WAI: Initialising missions"; // Mission functions call compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\position_functions.sqf"; mission_init = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\mission_init.sqf"; mission_winorfail = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\mission_winorfail.sqf"; minefield = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\minefield.sqf"; custom_publish = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\custom_publish_vehicle.sqf"; trader_markers = call get_trader_markers; markerready = true; wai_mission_data = []; wai_hero_mission = []; wai_bandit_mission = []; wai_special_mission = []; h_missionsrunning = 0; b_missionsrunning = 0; s_missionsrunning = 0; _h_startTime = floor(time); _b_startTime = floor(time); _s_startTime = floor(time); _delayTime = floor(time); _h_missionTime = nil; _b_missionTime = nil; _s_missionTime = nil; _mission = ""; _hresult = 0; _bresult = 0; _sresult = 0; // Set mission frequencies from config { for "_i" from 1 to (_x select 1) do { wai_hero_mission set [count wai_hero_mission, _x select 0]; }; } count wai_hero_missions; { for "_i" from 1 to (_x select 1) do { wai_bandit_mission set [count wai_bandit_mission, _x select 0]; }; } count wai_bandit_missions; { for "_i" from 1 to (_x select 1) do { wai_special_mission set [count wai_special_mission, _x select 0]; }; } count wai_special_missions; // Start mission monitor while {true} do { _cnt = {alive _x} count playableUnits; _currTime = floor(time); if (isNil "_h_missionTime") then { _h_missionTime = ((wai_mission_timer select 0) + random((wai_mission_timer select 1) - (wai_mission_timer select 0))); }; if (isNil "_b_missionTime") then { _b_missionTime = ((wai_mission_timer select 0) + random((wai_mission_timer select 1) - (wai_mission_timer select 0))); }; if (isNil "_s_missionTime") then { _s_missionTime = ((wai_mission_timer select 0) + random((wai_mission_timer select 1) - (wai_mission_timer select 0))); }; if((_currTime - _h_startTime >= _h_missionTime) && (h_missionsrunning < wai_hero_limit)) then { _hresult = 1; }; if((_currTime - _b_startTime >= _b_missionTime) && (b_missionsrunning < wai_bandit_limit)) then { _bresult = 1; }; if((_currTime - _s_startTime >= _s_missionTime) && (s_missionsrunning < wai_special_limit)) then { _sresult = 1; }; if(h_missionsrunning == wai_hero_limit) then { _h_startTime = floor(time); }; if(b_missionsrunning == wai_bandit_limit) then { _b_startTime = floor(time); }; //if(s_missionsrunning == wai_special_limit) then { _s_startTime = floor(time); }; if((_cnt >= wai_players_online) && (diag_fps >= wai_server_fps)) then { if (_hresult == 1) then { waitUntil {_currTime = floor(time);(_currTime - _delayTime > 10 && markerready)}; markerready = false; h_missionsrunning = h_missionsrunning + 1; _h_startTime = floor(time); _delayTime = floor(time); _h_missionTime = nil; _hresult = 0; wai_mission_markers set [(count wai_mission_markers), ("MainHero" + str(count wai_mission_data))]; wai_mission_data = wai_mission_data + [[0,"",[],[0,0,0]]]; _mission = wai_hero_mission call BIS_fnc_selectRandom; execVM format ["\z\addons\dayz_server\WAI\missions\hero\%1.sqf",_mission]; }; if (_bresult == 1) then { waitUntil {_currTime = floor(time);(_currTime - _delayTime > 10 && markerready)}; markerready = false; b_missionsrunning = b_missionsrunning + 1; _b_startTime = floor(time); _delayTime = floor(time); _b_missionTime = nil; _bresult = 0; wai_mission_markers set [(count wai_mission_markers), ("MainBandit" + str(count wai_mission_data))]; wai_mission_data = wai_mission_data + [[0,"",[],[0,0,0]]]; _mission = wai_bandit_mission call BIS_fnc_selectRandom; execVM format ["\z\addons\dayz_server\WAI\missions\bandit\%1.sqf",_mission]; }; if (_sresult == 1) then { waitUntil {_currTime = floor(time);(_currTime - _delayTime > 10 && markerready)}; markerready = false; s_missionsrunning = s_missionsrunning + 1; _s_startTime = floor(time); _delayTime = floor(time); _s_missionTime = nil; _sresult = 0; wai_mission_markers set [(count wai_mission_markers), ("Special" + str(count wai_mission_data))]; wai_mission_data = wai_mission_data + [[0,"",[],[0,0,0]]]; _mission = wai_special_mission call BIS_fnc_selectRandom; execVM format ["\z\addons\dayz_server\WAI\missions\special\%1.sqf",_mission]; }; }; sleep 1; }; }; My crates don't fly away either. The colored smoke starts but the crates are empty. Thank you. Link to comment Share on other sites More sharing options...
S3M4J Posted December 25, 2014 Report Share Posted December 25, 2014 can some one help am having trouble with getting ai to spawn and roam Link to comment Share on other sites More sharing options...
oSoDirty Posted December 25, 2014 Report Share Posted December 25, 2014 The AI don't roam so much as patrol a set area, just look through the pages. Lot's of posted working static files. Link to comment Share on other sites More sharing options...
Gooober Posted December 26, 2014 Report Share Posted December 26, 2014 Is there a place to adjust the mission spawns when a player is close? Reason for asking.. If a player is within say 500 meters. The vehicles, crate(no loot), static(dead) and ai(all dead) will spawn. Is there a setting I can adjust to allow everything to live or not spawn? Link to comment Share on other sites More sharing options...
ATRealMaster Posted December 27, 2014 Report Share Posted December 27, 2014 My Missions aren't spawning on Tavi. Here's My server_monitor.sqf: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; allowConnection = true; sm_done = true; publicVariable "sm_done"; Link to comment Share on other sites More sharing options...
Bob_the_K Posted December 27, 2014 Report Share Posted December 27, 2014 Back in post 1649 ( ), oSoDirty responded to my question about vehicles saving vs despawning... So it's an all or nothing thing. I tried with true and false. If true, all vehicles are saved to map, whether a player found a key or not. That means there are a lot of locked vehicles on the map that are unlockable without admin powers. If false, ALL mission vehicles despawn on reset - whether a player found a key or not, whether they are locked or not. I'm looking to despawn any mission vehicles where a player did not find a key and only retain those vehicles where a player found a key. Any thoughts? Link to comment Share on other sites More sharing options...
jackal40 Posted December 28, 2014 Report Share Posted December 28, 2014 Back in post 1649 ( ), oSoDirty responded to my question about vehicles saving vs despawning... So it's an all or nothing thing. I tried with true and false. If true, all vehicles are saved to map, whether a player found a key or not. That means there are a lot of locked vehicles on the map that are unlockable without admin powers. If false, ALL mission vehicles despawn on reset - whether a player found a key or not, whether they are locked or not. I'm looking to despawn any mission vehicles where a player did not find a key and only retain those vehicles where a player found a key. Any thoughts? I don't use the locked vehicles. I also use a script at restart that will delete an unused vehicle after 7 days. BEGIN DELETE FROM object_data WHERE object_data.LastUpdated < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 7 DAY) AND object_data.CharacterID =0 AND object_data.Inventory ='[]' AND object_data.Hitpoints <> '[]'; DELETE FROM object_data WHERE object_data.LastUpdated < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 7 DAY) AND object_data.CharacterID =0 AND object_data.Inventory ='[[[],[]],[[],[]],[[],[]]]' AND object_data.Hitpoints <> '[]'; END Link to comment Share on other sites More sharing options...
S3M4J Posted December 28, 2014 Report Share Posted December 28, 2014 can anyone help, my heli dont attack bandit players [ [12266.4,12613.1,0.001], // Position to patrol [13372.2,13780.8,0.002], // Position to spawn chopper at 2000, // Radius of patrol 15, // Number of waypoints to give "UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners) "extreme", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Hero" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; Link to comment Share on other sites More sharing options...
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