DangerRuss Posted March 16, 2015 Report Share Posted March 16, 2015 Where do you define the skills? For example, DZMS has this: // Array of AI Skills DZMSSkills0 = [ ["aimingAccuracy",0.10,0.125], ["aimingShake",0.45,0.55], ["aimingSpeed",0.45,0.55], ["endurance",0.40,0.50], ["spotDistance",0.30,0.45], ["spotTime",0.30,0.45], ["courage",0.40,0.60], ["reloadSpeed",0.50,0.60], ["commanding",0.40,0.50], ["general",0.40,0.60] ]; Is there something similar for WAI? Im not using the same version as you, but for me its in the main config.sqf Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted March 16, 2015 Report Share Posted March 16, 2015 Main config.sqf has a section for editing the skills Somehow I missed that in the config. I guess I expected to see it more spread out like the DZMS example. Thanks! Link to comment Share on other sites More sharing options...
ReDBaroN Posted March 17, 2015 Report Share Posted March 17, 2015 hey f3cuk, are you still working on this? I know you mentioned a few posts back that you were reworking the beta version to get it ready for release. Is this still your plan? Thanks Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted March 17, 2015 Report Share Posted March 17, 2015 How big of an area does the blacklist protect? Link to comment Share on other sites More sharing options...
SmokeyBR Posted March 18, 2015 Report Share Posted March 18, 2015 as far as i know, i think the blacklist is not set as radius circle but with a retangle. so as big as you make the retangle Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted March 18, 2015 Report Share Posted March 18, 2015 as far as i know, i think the blacklist is not set as radius circle but with a retangle. so as big as you make the retangle I guess I don't understand the black list then because I only put one set of coordinates for the black list and assumed there was a radius from that point like everything else AI related. Link to comment Share on other sites More sharing options...
Zero Remorse Posted March 18, 2015 Report Share Posted March 18, 2015 Any ETA on version 2.2+ with the extra missions and further enhancements? Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted March 18, 2015 Report Share Posted March 18, 2015 I think that all the DEVs or most have abandoned A2 for A3 but I'm just not hearing enough good about a3 epoch to even think about doing a server.. and looking at the numbers of players on a3 servers.. I see a lot more playing a2 versions. Don't know why everyone such a rush to go a3 ..maybe by fall will be better but so far, a2 Im sticking with .. and hoping 1.06 will maybe bring some back ?? But I guess a3 epoch is more like dayz in first year or two .. will get better in time Link to comment Share on other sites More sharing options...
SmokeyBR Posted March 18, 2015 Report Share Posted March 18, 2015 I guess I don't understand the black list then because I only put one set of coordinates for the black list and assumed there was a radius from that point like everything else AI related. f3cuk explains better here Link to comment Share on other sites More sharing options...
Cenda1986 Posted March 20, 2015 Report Share Posted March 20, 2015 Hello nice work and only one question. Where is remote switch on off.sqf? :-( Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted March 20, 2015 Report Share Posted March 20, 2015 Hello nice work and only one question. Where is remote switch on off.sqf? :-( RFLOL Remote on and off switch :D :lol: :huh: :blink: :ph34r: :D only remote is by your tv or on your keyring. Link to comment Share on other sites More sharing options...
Cenda1986 Posted March 20, 2015 Report Share Posted March 20, 2015 If you do not want me to help so I do not know why laughing at my question. I downloaded 2.2.0 and there is remote.sqf everything works as it should so I wanted to try if it works radio Right click on the radio and window pops me remote_switch_on_off.sqf not found so I ask where can I find the script if it exists, and if not so what am I wrong. Thank you for your help and ridicule Forgive. Excuse my English Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted March 20, 2015 Report Share Posted March 20, 2015 Radio has nothing to do with WAI .dzai ...tell u your being hunted via radio.. but still no right click radio options for either U should have clarified what you where talking about in the first place.. maybe some other mod ... like group management .. Link to comment Share on other sites More sharing options...
stonXer Posted March 20, 2015 Report Share Posted March 20, 2015 Hello nice work and only one question. Where is remote switch on off.sqf? :-( 2.2? we didnt install the remote, worked fine without Link to comment Share on other sites More sharing options...
Cenda1986 Posted March 20, 2015 Report Share Posted March 20, 2015 F3cuk it has 2.2.0 ust ask but I'm asking wrong :-) amount I try to look at the group managment and thank you for your help. Here F3cuk remote.sqf https://gist.github.com/Cenda1986/1f32fbfa92a4f57b9f3c To learn what it is that someone knows remote.sqf Link to comment Share on other sites More sharing options...
SmokeyBR Posted March 20, 2015 Report Share Posted March 20, 2015 Cenda1986 go on the testbranch at the bottom should have instructions to install radio messages https://github.com/f3cuk/WICKED-AI/tree/Testbranch Link to comment Share on other sites More sharing options...
CR4NK Posted March 24, 2015 Report Share Posted March 24, 2015 I've been working with WAI old one and this for longer time, reworked them for my server purposes, adding new missions, broadcast informations etc etc, and from my experience WAI 2.1.4 ++ is very heavy and causing massive lags for server. As im not 100% sure what is causing that, I was focused on external usage of mission system and changing how does it look for players, however in my opinion problem lies within timers for missions. Hero and Bandit missions have seperate timers with start, stop (timeout) and bit of randomizer while old WAI system got only start "time between missions" and timeout, with one mission type. If you enabled special mission types then you have 3 clocks working all the time in the background for mission system. I wont go further and explain how it is affecting server. Solution is simple, and yet not simple. Rework mission init system. I always wanted to have hero and bandit missions with cap of 2 missions for each side, So i have two options now: - I can go back to old WAI, and create 2 different mission systems, one bandit one hero with all improvements i've created. - Rework WAI 2+ init and timers. HINT for you coders: What I was thinking about and what i will do is to call missions from Epoch Events, so all timers will be gone (except of timeout, which will be built in mission itself), and there will be check and the beggining if there are allready missions on map (max 2) Before you will jump on me - RETHINK 5 TIMES case "I KNOW WHAT IM TALKING ABOUT", coz I've read a lot off let say gentle "not smart" opinions. Big thanks for creators of rewritten WAI system, you did hell of a job. Check what I could achieve with new system: Click on Gallery picture: Is there any chance to get this mission system? Link to comment Share on other sites More sharing options...
megaz Posted March 29, 2015 Report Share Posted March 29, 2015 Hi Guys and Posted a few qustions back about converting the old 1.6 missions to work with this: Well i have converted one and all works as it should, But I get a few RTP errors and was wondering if any of you know what the problem could be? here is a list of the errors: 9:12:39 Error in expression < nil) then { deleteVehicle _x; }; }; } forEach _clean; _cleaned = true; }; s> 9:12:39 Error position: <forEach _clean; _cleaned = true; }; s> 9:12:39 Error foreach: Type String, expected Array 9:12:39 File z\addons\dayz_server\WAI\compile\mission_winorfail.sqf, line 236 --------------------------------------------------------------------------- 9:04:40 Error in expression <tion = wai_mission_data select _mission select 3; }; { _x setVariable ["Aggress> 9:04:40 Error position: <select 3; }; { _x setVariable ["Aggress> 9:04:40 Error select: Type Number, expected Array,Config entry 9:04:40 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14 ----------------------------------------------------------------------------- ---------------------------------------------------------------------- 9:08:38 Error in expression < getVariable["actionSet", false]; if (!_actionSet) then { s_player_holderPickup> 9:08:38 Error position: <_actionSet) then { s_player_holderPickup> 9:08:38 Error Undefined variable in expression: _actionset 9:08:38 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13 ------------------------------------------------------------------------ Mission I converted here: if(isServer) then { private ["_complete","_crate","_mission","_position","_crate_type","_rndnum","_vehicle"]; // Get mission number, important we do this early _mission = count wai_mission_data -1; // Get a safe position 80 meters from the nearest object _position = [15183,15005.2,0.00167561]; // Initialise the mission variable with the following options, [position, difficulty, mission name, mission type (MainHero/Mainbandit), minefield (true or false)] call mission_init; [_mission,_position,"Extreme","BeachHead","MainHero",true] call mission_init; diag_log format["WAI: Mission BeachHead started at %1",_position]; //Setup the crate _crate_type = crates_large call BIS_fnc_selectrandom; // Choose between crates_large, crates_medium and crates_small _crate = createVehicle [_crate_type,[(_position select 0),(_position select 1),0],[],0,"CAN_COLLIDE"]; //Troops _rndnum = 4 + round (random 3); [[_position select 0,_position select 1,0],_rndnum,"Extreme",["Random","AT"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],_rndnum,"Extreme",["Random","AA"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],_rndnum,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0, _position select 1, 0],_rndnum,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; //Static Guns [[[(_position select 0) - 10, (_position select 1) + 10, 0]],"M2StaticMG","Extreme","bandit","bandit",0,2,"random","random",_mission] call spawn_static; [[[(_position select 0) + 10, (_position select 1) - 10, 0]],"M2StaticMG","Extreme","bandit","bandit",0,2,"random","random",_mission] call spawn_static; [[[(_position select 0) + 10, (_position select 1) + 10, 0]],"M2StaticMG","Extreme","bandit","bandit",0,2,"random","random",_mission] call spawn_static; //RHIB Patrol [[15087.2,14897.9,3.81432],[15000.2,14800,0],50,2,"RHIB","Extreme","Bandit","Bandit",_mission] call vehicle_patrol; [[15091.8,15078.5,0.00125651],[15000,15000,0],50,2,"RHIB","Extreme","Bandit","Bandit",_mission] call vehicle_patrol; //Humvee Patrol [[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"HMMWV_Armored","Hard","Bandit","Bandit",_mission] call vehicle_patrol; //Heli Paradrop [[(_position select 0), (_position select 1), 0],[0,0,0],50,"UH1H_DZ",10,"Random","Random",4,"Random","Bandit","Random","Bandit",true,_mission] spawn heli_para; // Mission objective options and messages _complete = [ [_mission,_crate], // mission variable (from line 9) and crate ["crate"], // Mission objective type (["crate"], or ["kill"], or ["assassinate", _assassinate]) //[_vehicle], // cleanup objects "Legion Bandit team have landed, watch for water/air support! Use teamwork", // mission announcement "Survivors have secured the beach", // mission success "Survivors did not secure the beach in time" // mission fail ] call mission_winorfail; if(_complete) then { [_crate,5,0,[15,crate_items_chainbullets],2] call dynamic_crate; }; // End of mission diag_log format["WAI: Mission BeachHead ended at %1",_position]; h_missionsrunning = h_missionsrunning - 1; }; Link to comment Share on other sites More sharing options...
EPD Posted March 29, 2015 Report Share Posted March 29, 2015 Hi Guys and Posted a few qustions back about converting the old 1.6 missions to work with this: Well i have converted one and all works as it should, But I get a few RTP errors and was wondering if any of you know what the problem could be? here is a list of the errors: 9:12:39 Error in expression < nil) then { deleteVehicle _x; }; }; } forEach _clean; _cleaned = true; }; s> 9:12:39 Error position: <forEach _clean; _cleaned = true; }; s> 9:12:39 Error foreach: Type String, expected Array 9:12:39 File z\addons\dayz_server\WAI\compile\mission_winorfail.sqf, line 236 --------------------------------------------------------------------------- 9:04:40 Error in expression <tion = wai_mission_data select _mission select 3; }; { _x setVariable ["Aggress> 9:04:40 Error position: <select 3; }; { _x setVariable ["Aggress> 9:04:40 Error select: Type Number, expected Array,Config entry 9:04:40 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14 ----------------------------------------------------------------------------- ---------------------------------------------------------------------- 9:08:38 Error in expression < getVariable["actionSet", false]; if (!_actionSet) then { s_player_holderPickup> 9:08:38 Error position: <_actionSet) then { s_player_holderPickup> 9:08:38 Error Undefined variable in expression: _actionset 9:08:38 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13 ------------------------------------------------------------------------ Mission I converted here: if(isServer) then { private ["_complete","_crate","_mission","_position","_crate_type","_rndnum","_vehicle"]; // Get mission number, important we do this early _mission = count wai_mission_data -1; // Get a safe position 80 meters from the nearest object _position = [15183,15005.2,0.00167561]; // Initialise the mission variable with the following options, [position, difficulty, mission name, mission type (MainHero/Mainbandit), minefield (true or false)] call mission_init; [_mission,_position,"Extreme","BeachHead","MainHero",true] call mission_init; diag_log format["WAI: Mission BeachHead started at %1",_position]; //Setup the crate _crate_type = crates_large call BIS_fnc_selectrandom; // Choose between crates_large, crates_medium and crates_small _crate = createVehicle [_crate_type,[(_position select 0),(_position select 1),0],[],0,"CAN_COLLIDE"]; //Troops _rndnum = 4 + round (random 3); [[_position select 0,_position select 1,0],_rndnum,"Extreme",["Random","AT"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],_rndnum,"Extreme",["Random","AA"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],_rndnum,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0, _position select 1, 0],_rndnum,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; //Static Guns [[[(_position select 0) - 10, (_position select 1) + 10, 0]],"M2StaticMG","Extreme","bandit","bandit",0,2,"random","random",_mission] call spawn_static; [[[(_position select 0) + 10, (_position select 1) - 10, 0]],"M2StaticMG","Extreme","bandit","bandit",0,2,"random","random",_mission] call spawn_static; [[[(_position select 0) + 10, (_position select 1) + 10, 0]],"M2StaticMG","Extreme","bandit","bandit",0,2,"random","random",_mission] call spawn_static; //RHIB Patrol [[15087.2,14897.9,3.81432],[15000.2,14800,0],50,2,"RHIB","Extreme","Bandit","Bandit",_mission] call vehicle_patrol; [[15091.8,15078.5,0.00125651],[15000,15000,0],50,2,"RHIB","Extreme","Bandit","Bandit",_mission] call vehicle_patrol; //Humvee Patrol [[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"HMMWV_Armored","Hard","Bandit","Bandit",_mission] call vehicle_patrol; //Heli Paradrop [[(_position select 0), (_position select 1), 0],[0,0,0],50,"UH1H_DZ",10,"Random","Random",4,"Random","Bandit","Random","Bandit",true,_mission] spawn heli_para; // Mission objective options and messages _complete = [ [_mission,_crate], // mission variable (from line 9) and crate ["crate"], // Mission objective type (["crate"], or ["kill"], or ["assassinate", _assassinate]) //[_vehicle], // cleanup objects "Legion Bandit team have landed, watch for water/air support! Use teamwork", // mission announcement "Survivors have secured the beach", // mission success "Survivors did not secure the beach in time" // mission fail ] call mission_winorfail; if(_complete) then { [_crate,5,0,[15,crate_items_chainbullets],2] call dynamic_crate; }; // End of mission diag_log format["WAI: Mission BeachHead ended at %1",_position]; h_missionsrunning = h_missionsrunning - 1; }; You can't just comment [_vehicle], even if you are not using any. Change: //[_vehicle], // cleanup objects to [], // cleanup objects Link to comment Share on other sites More sharing options...
ElDubya Posted March 30, 2015 Report Share Posted March 30, 2015 Our first goal is to have at least 20 different missions for each side and to have at least 5 special missions that are 'completely' different. Any news on this please? EDIT : Or has anyone else written extra missions/enhancements for WAI that work and that we can all have, pretty please? :) Link to comment Share on other sites More sharing options...
CharlesDarwin Posted March 30, 2015 Report Share Posted March 30, 2015 We are trying to add RPGs/Stingers to our WAI missions. For some reason, I am having no luck with this at all. I have done this: wai_use_launchers = true; // add a rocket launcher to each spawned AI group wai_remove_launcher = true; // remove rocket launcher from AI on death and: ai_wep_launchers_AT = ["RPG7V","PG7VR"]; ai_wep_launchers_AA = ["Stinger","Stinger"]; None of the WAI mission spawn said weapons but run normally otherwise. I also tried this, but it resulted in 3-5 weaponless AI running around each mission: ai_wep_random = [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine,ai_wep_launchers_AT,ai_wep_launchers_AA]; // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle Also, tried adding these two lines under each group within the individual mission config files (which resulted in exactly two weaponless AI at each WAI mission spawn): [[_position select 0,_position select 1,0],1,"hard","at",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],1,"hard","aa",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; If anyone could point me in the proper direction, I would appreciate it a lot. A side note: the bunnyranch is never spawning for me, either. I have this directly under the bandit/hero mission in the config.sqf: wai_special_missions = [ ["bunny_ranch",100] ]; Link to comment Share on other sites More sharing options...
don2k7 Posted March 30, 2015 Report Share Posted March 30, 2015 We are trying to add RPGs/Stingers to our WAI missions. For some reason, I am having no luck with this at all. I have done this: wai_use_launchers = true; // add a rocket launcher to each spawned AI group wai_remove_launcher = true; // remove rocket launcher from AI on death and: ai_wep_launchers_AT = ["RPG7V","PG7VR"]; ai_wep_launchers_AA = ["Stinger","Stinger"]; None of the WAI mission spawn said weapons but run normally otherwise. I also tried this, but it resulted in 3-5 weaponless AI running around each mission: ai_wep_random = [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine,ai_wep_launchers_AT,ai_wep_launchers_AA]; // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle Also, tried adding these two lines under each group within the individual mission config files (which resulted in exactly two weaponless AI at each WAI mission spawn): [[_position select 0,_position select 1,0],1,"hard","at",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],1,"hard","aa",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; If anyone could point me in the proper direction, I would appreciate it a lot. A side note: the bunnyranch is never spawning for me, either. I have this directly under the bandit/hero mission in the config.sqf: wai_special_missions = [ ["bunny_ranch",100] ]; try this works for me [[_position select 0,_position select 1,0],4,"Random",["Random","at"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Random",["Random","aa"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; CharlesDarwin 1 Link to comment Share on other sites More sharing options...
CharlesDarwin Posted March 30, 2015 Report Share Posted March 30, 2015 try this works for me [[_position select 0,_position select 1,0],4,"Random",["Random","at"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Random",["Random","aa"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; I tried what you said, but I got 4 dead AI spawned at each WAI mission now, weaponless. Am I correct that you also have: wai_use_launchers = true; // add a rocket launcher to each spawned AI group wai_remove_launcher = true; // remove rocket launcher from AI on death and: ai_wep_launchers_AT = ["RPG7V","PG7VR"]; ai_wep_launchers_AA = ["Stinger","Stinger"]; ? 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 Have you changed this line at all? Thanks very much for your help, I appreciate it a lot. Link to comment Share on other sites More sharing options...
don2k7 Posted March 30, 2015 Report Share Posted March 30, 2015 I tried what you said, but I got 4 dead AI spawned at each WAI mission now, weaponless. Am I correct that you also have: wai_use_launchers = true; // add a rocket launcher to each spawned AI group wai_remove_launcher = true; // remove rocket launcher from AI on death and: ai_wep_launchers_AT = ["RPG7V","PG7VR"]; ai_wep_launchers_AA = ["Stinger","Stinger"]; ? 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 Have you changed this line at all? Thanks very much for your help, I appreciate it a lot. heres my config if(isServer) then { /* GENERAL CONFIG */ debug_mode = false; // enable debug use_blacklist = true; // use blacklist blacklist = [ [[5533.00,8445.00],[6911.00,7063.00]], // Stary [[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_share_info = true; // AI share info on player position ai_share_distance = 300; // Distance from killed AI for AI to share your rough position ai_kills_gain = true; // add kill to bandit/human kill score ai_humanity_gain = true; // gain humanity for killing AI ai_add_humanity = 50; // amount of humanity gained for killing a bandit AI ai_remove_humanity = 50; // amount of humanity lost for killing a hero AI ai_special_humanity = 150; // amount of humanity gain or loss for killing a special AI dependant on player alignment ai_skill_extreme = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Extreme ai_skill_hard = [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Hard ai_skill_medium = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Medium ai_skill_easy = [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Easy ai_skill_random = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy]; ai_static_useweapon = true; // Allows AI on static guns to have a loadout ai_static_weapons = ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"]; // static guns ai_static_skills = false; // Allows you to set custom array for AI on static weapons. (true: On false: Off) ai_static_array = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; ai_gear0 = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight","ItemRadio"]]; ai_gear1 = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight","ItemRadio"]]; ai_gear_random = [ai_gear0,ai_gear1]; // Allows the possibility of random gear 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"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"],["M16A4","30Rnd_556x45_Stanag"],["m8_carbine","30Rnd_556x45_Stanag"],["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"],["Sa58V_CCO_EP1","30Rnd_762x39_AK47"]]; // Assault ai_wep_machine = [["RPK_74","75Rnd_545x39_RPK"],["MK_48_DZ","100Rnd_762x51_M240"],["M249_m145_EP1_DZE","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"],["M40A3","5Rnd_762x51_M24"]]; // 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 = ["RPG7V"]; ai_wep_launchers_AA = ["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 = true; // avoid spawning near other missions, these are defined in wai_mission_markers wai_avoid_traders = true; // avoid spawning missions near traders wai_mission_spread = 750; // make missions spawn this far apart from one another and other markers wai_near_town = 0; // make missions check for towns around this radius wai_near_road = 0; // make missions check for roads around this radius wai_near_water = 50; // nearest water allowed near missions wai_mission_timer = [300,600]; // 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 = [10,20]; // fuel inside mission spawned vehicles [min%,max%] wai_vehicle_damage = [20,80]; // damages to spawn vehicles with [min%,max%] wai_keep_vehicles = true; // save vehicles to database and keep them after restart 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 = 70; // 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_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",10], ["bandit_base",8], ["captured_mv22",8], ["ikea_convoy",8], ["destroyed_ural",18], ["disabled_milchopper",10], ["mayors_mansion",10], ["weapon_cache",10], ["farmer_resupply",6] ]; wai_bandit_missions = [ ["armed_vehicle",12], ["black_hawk_crash",14], ["captured_mv22",6], ["broken_down_ural",12], ["hero_base",6], ["ikea_convoy",8], ["medi_camp",14], ["presidents_mansion",6], ["sniper_extraction",8], ["weapon_cache",10], ["farmer_resupply",6] ]; wai_special_missions = [ ["bunny_ranch",25], ["drug_dealer",25], ["invasion",25], ["large_convoy",25] ]; // Vehicle arrays armed_vehicle = ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_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","ItemJerryMixed"],["ChainSawB","ItemJerryMixed"],["ChainSawG","ItemJerryMixed"],["ChainSawP","ItemJerryMixed"],["ChainSawR","ItemJerryMixed"]]; 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","m107_DZ","RPG7V"]; crate_items_food = ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"]; crate_items_buildables = ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"]; crate_items_vehicle_repair = ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"]; crate_items_medical = ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"]; crate_items_chainbullets = ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"]; crate_items_sniper = [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"]; crate_items_president = ["ItemDocument","ItemGoldBar10oz"]; crate_items_drugdealer = ["ItemBriefcase100oz","ItemKiloHemp"]; crate_items_largeconvoy = ["ChainSaw","ItemJerryMixed","ItemVault","30m_plot_kit",["CinderBlocks",50],["MortarBucket",10],"PartWoodPile"]; 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 = False; // use static mission file custom_per_world = False; // use a custom mission file per world /* END STATIC MISSIONS CONFIG */ configloaded = true; CharlesDarwin 1 Link to comment Share on other sites More sharing options...
megaz Posted March 30, 2015 Report Share Posted March 30, 2015 Our first goal is to have at least 20 different missions for each side and to have at least 5 special missions that are 'completely' different. Any news on this please? EDIT : Or has anyone else written extra missions/enhancements for WAI that work and that we can all have, pretty please? :) Im just converting missions from version 1.6 over once ive done them will post them up here, Dont rearly know how to code but learning more each day :) So far I have BeachHead Meggen OfficeSpace all converted and working- I use on a PVE server so will need to change Bandit to Hero if using on PVP servers MegaZ Link to comment Share on other sites More sharing options...
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