oSoDirty Posted January 10, 2015 Report Share Posted January 10, 2015 Also, if anyone can tell me how to totally disable bandit missions that would be fantastic. Cheers. If 2.1.4 In config.sqf change: // Missions 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",12], ["armed_vehicle",13], ["bandit_base",8], ["captured_mv22",8], ["ikea_convoy",8], ["destroyed_ural",18], ["disabled_milchopper",10], ["mayors_mansion",10], ["weapon_cache",13] ]; 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] ]; to: // Missions 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",12], ["armed_vehicle",13], ["bandit_base",8], ["captured_mv22",8], ["ikea_convoy",8], ["destroyed_ural",18], ["disabled_milchopper",10], ["mayors_mansion",10], ["weapon_cache",13] ]; wai_bandit_missions = [ ["armed_vehicle",0], ["black_hawk_crash",0], ["captured_mv22",0], ["broken_down_ural",0], ["hero_base",0], ["ikea_convoy",0], ["medi_camp",0], ["presidents_mansion",0], ["sniper_extraction",0], ["weapon_cache",0] ]; if 2.2.0 inside config.sqf change: wai_bandit_limit = 2; to: wai_bandit_limit = 0; Link to comment Share on other sites More sharing options...
ElDubya Posted January 10, 2015 Report Share Posted January 10, 2015 I tried that man (2.2.0), and am pretty sure it disabled the whole thing. I'll give it another crack though, maybe I didn't wait long enough. Cheers. Link to comment Share on other sites More sharing options...
oSoDirty Posted January 10, 2015 Report Share Posted January 10, 2015 I use a test server that spawns missions within 2 min uptime. I havent personally used that feature. If it doesnt work the fix for 2.1.4 should also work. It just changes the spawn chance to 0% for each bandit mission. You can also just try to remove the entire bandit mission array. Edit: now that i think about it, that last bit will likely generate an undefined variable error. This should work 100% though In WAI/config.sqf remove: wai_bandit_missions = [ ["armed_vehicle",10], ["black_hawk_crash",11], ["captured_mv22",7], ["broken_down_ural",10], ["hero_base",6], ["medi_camp",12], ["presidents_mansion",7], ["sniper_extraction",11], ["weapon_cache",8], ["cargo_plane",10], ["patrol",8] ]; THEN inside WAI/Missions?init.sqf remove: wai_bandit_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]; }; Link to comment Share on other sites More sharing options...
pudgess Posted January 11, 2015 Report Share Posted January 11, 2015 how to enable wai_special_missions = [ ["bunny_ranch",100] ]; Link to comment Share on other sites More sharing options...
oSoDirty Posted January 11, 2015 Report Share Posted January 11, 2015 как включить правильно wai_special_missions = [ ["bunny_ranch",100] ]; how to turn right? lol thats what google translated there. Not sure what you are looking for here with the special missions. BUUUUTTT.. Я не рекомендую использовать их, потому что они имеют основные вопросы об ошибках Link to comment Share on other sites More sharing options...
ElDubya Posted January 11, 2015 Report Share Posted January 11, 2015 The 2.2.0 fix worked like a charm mate, cheers. I guess I didn't wait long enough for a mission to spawn when I tested that out the first time. Link to comment Share on other sites More sharing options...
pudgess Posted January 11, 2015 Report Share Posted January 11, 2015 how to turn right? lol thats what google translated there. Not sure what you are looking for here with the special missions. BUUUUTTT.. Я не рекомендую использовать их, потому что они имеют основные вопросы об ошибках Yes 3:43:57 File z\addons\dayz_server\WAI\missions\init.sqf, line 70 3:43:58 Error in expression <then { _bresult = 1; }; if((_currTime - _s_startTime >= _s_missionTime) && (s_mi> 3:43:58 Error position: <_s_startTime >= _s_missionTime) && (s_mi> 3:43:58 Error Undefined variable in expression: _s_starttime 3:43:58 File z\addons\dayz_server\WAI\missions\init.sqf, line 70 Link to comment Share on other sites More sharing options...
oSoDirty Posted January 11, 2015 Report Share Posted January 11, 2015 I see what you mean now. I'm not sure though. Never had any luck with them, They have been removed in the newer (2.2.0 beta) versions because of multiple problems with them. Link to comment Share on other sites More sharing options...
oSoDirty Posted January 11, 2015 Report Share Posted January 11, 2015 The 2.2.0 fix worked like a charm mate, cheers. I guess I didn't wait long enough for a mission to spawn when I tested that out the first time. Cool, no problem. Link to comment Share on other sites More sharing options...
ChickenPrism Posted January 11, 2015 Report Share Posted January 11, 2015 Might be going blind from reading all the posts but I didnt see my problem. Missions seem to spawn fine, however it is not announced to the server. It simply appers on the map. any ideas? Know that I have not changed anything in the config except disabling the minefield. Link to comment Share on other sites More sharing options...
Sazarac Posted January 11, 2015 Report Share Posted January 11, 2015 Hey guys I have a question regarding skins and static groups. I'm using WAI 2.1.4. on overpoch napf. I have everything working perfectly, however, I would like to use MULTIPLE custom skins on the static groups as I do not want 15 guys all dressed the same. I can use 1 custom skin no problem, but as soon as I put in 2 or more, it breaks the static groups. These formats do not work: "gsc_scientist1","gsc_scientist2", ["gsc_scientist1","gsc_scientist2"], So what will work? Anyone know? I'm pretty close to getting things exaclty as I want with the exception of the skins. Thanks in advance. Link to comment Share on other sites More sharing options...
TBDominator Posted January 11, 2015 Report Share Posted January 11, 2015 Hey guys having an issue getting a small test mission to work. Errors as per server RPT file: 18:40:27 "WAI: [Mission:[Hero] Sniper Team]: Starting... [6641.96,14038.6,0]" 18:40:28 "WAI: Spawned a group of 4 AI (Bandit) at [6641.96,14038.6,0]" 18:40:28 "WAI: Spawned a group of 4 AI (Bandit) at [6641.96,14038.6,0]" 18:40:28 "WAI: Spawned a group of 2 AI (Bandit) at [6641.96,14038.6,0]" 18:40:28 "WAI: [Hero] Sniper Team are located at [6641.96,14038.6,0]" 18:40:29 Error in expression <me; { if((isPlayer _x) && (_x distance _position <= 1500)) then { _start = true> 18:40:29 Error position: <_position <= 1500)) then { _start = true> 18:40:29 Error Undefined variable in expression: _position 18:40:29 File z\addons\dayz_server\WAI\compile\mission_winorfail.sqf, line 59 18:40:30 Error in expression <me; { if((isPlayer _x) && (_x distance _position <= 1500)) then { _start = true> 18:40:30 Error position: <_position <= 1500)) then { _start = true> 18:40:30 Error Undefined variable in expression: _position 18:40:30 File z\addons\dayz_server\WAI\compile\mission_winorfail.sqf, line 59 18:40:31 Error in expression <me; { if((isPlayer _x) && (_x distance _position <= 1500)) then { _start = true> 18:40:31 Error position: <_position <= 1500)) then { _start = true> 18:40:31 Error Undefined variable in expression: _position 18:40:31 File z\addons\dayz_server\WAI\compile\mission_winorfail.sqf, line 59 18:40:32 Error in expression <me; and here is the mission SQF file: if(isServer) then { private ["_complete","_mission","_position"]; // Get mission number, important we do this early _mission = count wai_mission_data -1; _position = [30] call find_position; [_mission,_position,"Hard","Sniper Team","MainHero",true] call mission_init; diag_log format["WAI: [Mission:[Hero] Sniper Team]: Starting... %1",_position]; //Troops [[_position select 0,_position select 1,0],4,"Medium",[2,"AT"],4,"Random","GUE_Soldier_Sniper_DZ","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Hard",2,4,"Random","GUE_Soldier_Sniper_DZ","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],2,"Random",2,4,"Random","GUE_Soldier_Sniper_DZ","Random","Bandit",_mission] call spawn_group; //debug mode if(debug_mode) then { diag_log format["WAI: [Hero] Sniper Team are located at %1",_position]; }; //Condition _complete = [ [_mission], // mission number ["kill"], // ["kill"], or ["assassinate", _unitGroup], [""], // clean up objects, in this case no objects. "A crack bandit sniper team have taken up position. Go take them out, if you're game?", // mission announcement "Survivors have taken out the sniper team!", // mission success "The sniper team have achieved their goal and have vanished!" // mission fail ] call mission_winorfail; diag_log format["WAI: [Mission:[Hero] Sniper Team]: Ended at %1",_position]; h_missionsrunning = h_missionsrunning - 1; }; Can someone please help me on this? :) Link to comment Share on other sites More sharing options...
TBDominator Posted January 11, 2015 Report Share Posted January 11, 2015 Hey guys I have a question regarding skins and static groups. I'm using WAI 2.1.4. on overpoch napf. I have everything working perfectly, however, I would like to use MULTIPLE custom skins on the static groups as I do not want 15 guys all dressed the same. I can use 1 custom skin no problem, but as soon as I put in 2 or more, it breaks the static groups. These formats do not work: "gsc_scientist1","gsc_scientist2", ["gsc_scientist1","gsc_scientist2"], So what will work? Anyone know? I'm pretty close to getting things exaclty as I want with the exception of the skins. Thanks in advance. As far as I am aware you can use the "Random" class. Correct me if I am wrong "Random", // Skin classname, use "Random" or classname here Link to comment Share on other sites More sharing options...
ElDubya Posted January 11, 2015 Report Share Posted January 11, 2015 Hey guys I have a question regarding skins and static groups. I'm using WAI 2.1.4. on overpoch napf. I have everything working perfectly, however, I would like to use MULTIPLE custom skins on the static groups as I do not want 15 guys all dressed the same. I can use 1 custom skin no problem, but as soon as I put in 2 or more, it breaks the static groups. These formats do not work: "gsc_scientist1","gsc_scientist2", ["gsc_scientist1","gsc_scientist2"], So what will work? Anyone know? I'm pretty close to getting things exaclty as I want with the exception of the skins. Thanks in advance. These skins are notoriously buggy man, I won't even have them as player options from a skin trader. Link to comment Share on other sites More sharing options...
ElDubya Posted January 11, 2015 Report Share Posted January 11, 2015 Might be going blind from reading all the posts but I didnt see my problem. Missions seem to spawn fine, however it is not announced to the server. It simply appers on the map. any ideas? Know that I have not changed anything in the config except disabling the minefield. Have you got this set to true? wai_radio_announce = true; // Setting this to true will announce the missions to those that hold a radio only If so, set it to false. Link to comment Share on other sites More sharing options...
pudgess Posted January 11, 2015 Report Share Posted January 11, 2015 where can I download additional missions? Link to comment Share on other sites More sharing options...
ReDBaroN Posted January 11, 2015 Report Share Posted January 11, 2015 Hi, has anyone worked out how to fix the missions not finishing when completed in v2.1.4? All AI dead, crate empty and no smoke? Have the % AI killed set to 75% and done the obvious to check for any AI that have wandered off but, there aren't any.. I have noticed though that in some cases some of the AI seem to spawn already dead. Or, has everyone taken the leap to v2.2.0 v3 beta? Has that solved this issue? Thanks for any help. :) Link to comment Share on other sites More sharing options...
pudgess Posted January 11, 2015 Report Share Posted January 11, 2015 help make custom mission? to a certain place flew 4 helicopters from landing parachutists. ? Link to comment Share on other sites More sharing options...
ElDubya Posted January 11, 2015 Report Share Posted January 11, 2015 Hi, has anyone worked out how to fix the missions not finishing when completed in v2.1.4? All AI dead, crate empty and no smoke? Have the % AI killed set to 75% and done the obvious to check for any AI that have wandered off but, there aren't any.. I have noticed though that in some cases some of the AI seem to spawn already dead. Or, has everyone taken the leap to v2.2.0 v3 beta? Has that solved this issue? Thanks for any help. :) I switched from 2.1.4 to 2.2.0 and haven't had a "mission doesn't complete error" yet. Got them all the time on 2.1.4. ReDBaroN 1 Link to comment Share on other sites More sharing options...
ReDBaroN Posted January 11, 2015 Report Share Posted January 11, 2015 I switched from 2.1.4 to 2.2.0 and haven't had a "mission doesn't complete error" yet. Got them all the time on 2.1.4. thanks man. Appreciate the feedback :-) ElDubya 1 Link to comment Share on other sites More sharing options...
Sazarac Posted January 11, 2015 Report Share Posted January 11, 2015 As far as I am aware you can use the "Random" class. Correct me if I am wrong "Random", // Skin classname, use "Random" or classname here As I said, I want a custom skin, not random. The custom skin is working. I want more then one custom skin per group. Do you know how to make this work? Link to comment Share on other sites More sharing options...
Sazarac Posted January 11, 2015 Report Share Posted January 11, 2015 These skins are notoriously buggy man, I won't even have them as player options from a skin trader. The skin works fine. It's not for players, only for AI. These will not be left for players and they aren't for sale. I need to know how to have more then one custom skin at time for static spawn groups, do you know how to do that? Link to comment Share on other sites More sharing options...
oSoDirty Posted January 11, 2015 Report Share Posted January 11, 2015 Hi, has anyone worked out how to fix the missions not finishing when completed in v2.1.4? All AI dead, crate empty and no smoke? Have the % AI killed set to 75% and done the obvious to check for any AI that have wandered off but, there aren't any.. I have noticed though that in some cases some of the AI seem to spawn already dead. Or, has everyone taken the leap to v2.2.0 v3 beta? Has that solved this issue? Thanks for any help. :) I have noticed when the kill % is 51 or higher it seems to cause some issues for me in both versions ReDBaroN 1 Link to comment Share on other sites More sharing options...
ReDBaroN Posted January 11, 2015 Report Share Posted January 11, 2015 I have noticed when the kill % is 51 or higher it seems to cause some issues for me in both versions Thanks, I have gone with the upgrade to v2.2.0 from the test branch now and will change that the % kill back to 50% if we have problems through this restart. Link to comment Share on other sites More sharing options...
turbo_dude555 Posted January 11, 2015 Report Share Posted January 11, 2015 Hey all, using V3 beta for the lockable mission vehicles but no keys are on the AI? Not sure why, it's all enabled and the cars ARE locked. Just...no keys lol. Any help would be greatly appreciated! Link to comment Share on other sites More sharing options...
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