ElDubya Posted March 30, 2015 Report Share Posted March 30, 2015 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 Excellent man, I have PVE servers too :) Link to comment Share on other sites More sharing options...
megaz Posted March 31, 2015 Report Share Posted March 31, 2015 Excellent man, I have PVE servers too :) Hi guys link below for 4 missions - converted from old 1.6 these have been set to Extreme (Black missions) https://drive.google.com/file/d/0B1ZWkptRhF_7MS0tY3gwZFBVYjA/view?usp=sharing - new link Megaz DangerRuss 1 Link to comment Share on other sites More sharing options...
ElDubya Posted March 31, 2015 Report Share Posted March 31, 2015 Hi guys link below for 4 missions - converted from old 1.6 these have been set to Extreme (Black missions) https://drive.google.com/file/d/0B1ZWkptRhF_7SkdGY2JURXVMSzg/view?usp=sharing Megaz Thanks heaps man :) Link to comment Share on other sites More sharing options...
don2k7 Posted March 31, 2015 Report Share Posted March 31, 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? :) i have a couple of custom missions i can throw in if your interested i have invasion and drug dealer, just need to fix a error with drug dealer but once thats done i dont mind sharing with everone else also does anyone still have a copy of the 1.6 version with the old missions mentioned they wouldnt mind sharing as the op d/l no longer works? Link to comment Share on other sites More sharing options...
CharlesDarwin Posted March 31, 2015 Report Share Posted March 31, 2015 Thanks megaz and yes don please I would love to check out your custom missions if you're kind enough to share them! :) Link to comment Share on other sites More sharing options...
CharlesDarwin Posted April 1, 2015 Report Share Posted April 1, 2015 Oh and don the AI are spawning with RPG's and Stingers now, thanks very much for your help! don2k7 1 Link to comment Share on other sites More sharing options...
ElDubya Posted April 1, 2015 Report Share Posted April 1, 2015 i have a couple of custom missions i can throw in if your interested i have invasion and drug dealer, just need to fix a error with drug dealer but once thats done i dont mind sharing with everone else also does anyone still have a copy of the 1.6 version with the old missions mentioned they wouldnt mind sharing as the op d/l no longer works? I would also like to have a look at these missions please :) Link to comment Share on other sites More sharing options...
don2k7 Posted April 5, 2015 Report Share Posted April 5, 2015 Ok for those of you who are interested here is my drug lord/ drug dealer mission it is based on the manors mansion so credit to them if(isServer) then { private ["_complete","_druglord_himself","_crate_type","_mission","_position","_crate","_rndnum","_baserunover0","_baserunover1","_baserunover2","_baserunover3","_baserunover4","_baserunover5","_druglord"]; _position = [80] call find_position; _mission = [_position,"Extreme","druglord","Special",true] call mission_init; diag_log format["WAI: Mission druglord 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"]; //Hotel _baserunover0 = createVehicle ["Land_A_Villa_EP1",[(_position select 0) - 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover1 = createVehicle ["fiberplant",[(_position select 0) + 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover2 = createVehicle ["fiberplant",[(_position select 0), (_position select 1) - 40,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover3 = createVehicle ["fiberplant",[(_position select 0), (_position select 1) + 40,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover4 = createVehicle ["fiberplant",[(_position select 0) - 10, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover5 = createVehicle ["fiberplant",[(_position select 0) + 10, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5]; _directions = [90,270,0,180,0,180,270,90]; { _x setDir (_directions select _forEachIndex) } forEach _baserunover; { _x setVectorUp surfaceNormal position _x; } count _baserunover; //Troops [[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_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","at"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; //The druglord Himself _druglord = [[((_position select 0) + 5), _position select 1, 4.1],1,"Extreme","Random",4,"none","Special","Random",["Bandit",750],_mission] call spawn_group; _druglord_himself = (units _druglord) select 0; _druglord_himself disableAI "MOVE"; //Humvee Patrol [[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"HMMWV_Armored","Random","Bandit","Bandit",_mission] call vehicle_patrol; //Heli Paradrop [[(_position select 0),(_position select 1),0],[0,0,0],800,"UH1H_DZ",6,"Random","Random",4,"Random","Bandit","Random","Bandit",true,_mission] spawn heli_para; //Static guns [[[(_position select 0) - 10, (_position select 1) + 10, 0]],"M2StaticMG","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static; [[[(_position select 0) + 10, (_position select 1) - 10, 0]],"M2StaticMG","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static; //Condition _complete = [ [_mission,_crate], // mission number and crate ["assassinate",_druglord], // ["crate",wai_kill_percent], or ["kill"], or ["assassinate", _unitGroup], [_baserunover], // cleanup objects "The drug-lord is making a major expansion, go and take him out", // mission announcement "The drug-lord has been assassinated, free weed for the survivors ", // mission success "The drug-lord managed to get away from the assassination attempt" // mission fail ] call mission_winorfail; if(_complete) then { [_crate,0,0,[15,crate_items_druglord],2] call dynamic_crate; }; diag_log format["WAI: Mission druglord Ended At %1",_position]; h_missionrunning = false; }; i have this down as a special mission this version is for 2.1.4 i still have the 1.7.7 version if anyone wants that feel free to change this as you see fit also you need to add the crate to the config crate_items_druglord = ["ItemBriefcase100oz","ItemKiloHemp"]; will add my invasion mission later Link to comment Share on other sites More sharing options...
megaz Posted April 7, 2015 Report Share Posted April 7, 2015 Hi guys has anyone worked out how or if its possible to Despawn AI units if player is not around a set area, What I want to do is spawn AI as a AI sector on map that only activates when a player is whin in a certain distance. I use this and it activates them but, I need to somehow get them to despawn posted here but never had a reply? This will spawn AI when players get near but once spawned they will not despawn till either killed or mission (if on timer ) Finishes. I used it for static AI but removed the Static AI as once they are spawned they are there until restart. Went back to using DZAI for my static spawns as triggers are so simple on that system. _position = [0,0,0]; // coords center of the mission _start = false; waitUntil{ { if((isPlayer _x) && (_x distance _position <= 1500)) then { _start = true }; } count playableUnits; (_start) }; MegaZ Link to comment Share on other sites More sharing options...
DangerRuss Posted April 7, 2015 Report Share Posted April 7, 2015 Ok for those of you who are interested here is my drug lord/ drug dealer mission it is based on the manors mansion so credit to them if(isServer) then { private ["_complete","_druglord_himself","_crate_type","_mission","_position","_crate","_rndnum","_baserunover0","_baserunover1","_baserunover2","_baserunover3","_baserunover4","_baserunover5","_druglord"]; _position = [80] call find_position; _mission = [_position,"Extreme","druglord","Special",true] call mission_init; diag_log format["WAI: Mission druglord 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"]; //Hotel _baserunover0 = createVehicle ["Land_A_Villa_EP1",[(_position select 0) - 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover1 = createVehicle ["fiberplant",[(_position select 0) + 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover2 = createVehicle ["fiberplant",[(_position select 0), (_position select 1) - 40,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover3 = createVehicle ["fiberplant",[(_position select 0), (_position select 1) + 40,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover4 = createVehicle ["fiberplant",[(_position select 0) - 10, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover5 = createVehicle ["fiberplant",[(_position select 0) + 10, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5]; _directions = [90,270,0,180,0,180,270,90]; { _x setDir (_directions select _forEachIndex) } forEach _baserunover; { _x setVectorUp surfaceNormal position _x; } count _baserunover; //Troops [[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Extreme","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_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","at"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; //The druglord Himself _druglord = [[((_position select 0) + 5), _position select 1, 4.1],1,"Extreme","Random",4,"none","Special","Random",["Bandit",750],_mission] call spawn_group; _druglord_himself = (units _druglord) select 0; _druglord_himself disableAI "MOVE"; //Humvee Patrol [[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"HMMWV_Armored","Random","Bandit","Bandit",_mission] call vehicle_patrol; //Heli Paradrop [[(_position select 0),(_position select 1),0],[0,0,0],800,"UH1H_DZ",6,"Random","Random",4,"Random","Bandit","Random","Bandit",true,_mission] spawn heli_para; //Static guns [[[(_position select 0) - 10, (_position select 1) + 10, 0]],"M2StaticMG","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static; [[[(_position select 0) + 10, (_position select 1) - 10, 0]],"M2StaticMG","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static; //Condition _complete = [ [_mission,_crate], // mission number and crate ["assassinate",_druglord], // ["crate",wai_kill_percent], or ["kill"], or ["assassinate", _unitGroup], [_baserunover], // cleanup objects "The drug-lord is making a major expansion, go and take him out", // mission announcement "The drug-lord has been assassinated, free weed for the survivors ", // mission success "The drug-lord managed to get away from the assassination attempt" // mission fail ] call mission_winorfail; if(_complete) then { [_crate,0,0,[15,crate_items_druglord],2] call dynamic_crate; }; diag_log format["WAI: Mission druglord Ended At %1",_position]; h_missionrunning = false; }; i have this down as a special mission this version is for 2.1.4 i still have the 1.7.7 version if anyone wants that feel free to change this as you see fit also you need to add the crate to the config crate_items_druglord = ["ItemBriefcase100oz","ItemKiloHemp"]; will add my invasion mission later This missions seems broken for me... players can never complete it. Link to comment Share on other sites More sharing options...
DangerRuss Posted April 7, 2015 Report Share Posted April 7, 2015 Hi guys link below for 4 missions - converted from old 1.6 these have been set to Extreme (Black missions) https://drive.google.com/file/d/0B1ZWkptRhF_7MS0tY3gwZFBVYjA/view?usp=sharing - new link Megaz Just so everyone who is using these is aware.. Bandit missions are supposed to end with b_missionrunning not h_missionsrunning and you're supposed to be killing heroes not bandits. And the opposite is true for hero missions. So if you add these make sure you put them in the right folders.. I think the beachhead mission in the bandit folder needs to be changed to be an actual bandit mission or just removed. Link to comment Share on other sites More sharing options...
don2k7 Posted April 7, 2015 Report Share Posted April 7, 2015 This missions seems broken for me... players can never complete it. hi dangerruss thanks for letting me know but to complete it you only really need to kill the druglord (like majors mansion or the president is in town missions) I have this live on the I run at the moment and it completes ok everytime. also did extensive testing on my test server, out of interest what is your wai_kill_percent ratio set at? you could out the //Heli Paradrop to see if that helps please feel free to make changes it to suit your server I only added it to mine because players wanted a want to get hemp and have the using hemp to get high scripts. Link to comment Share on other sites More sharing options...
DangerRuss Posted April 7, 2015 Report Share Posted April 7, 2015 hi dangerruss thanks for letting me know but to complete it you only really need to kill the druglord (like majors mansion or the president is in town missions) I have this live on the I run at the moment and it completes ok everytime. also did extensive testing on my test server, out of interest what is your wai_kill_percent ratio set at? you could out the //Heli Paradrop to see if that helps please feel free to make changes it to suit your server I only added it to mine because players wanted a want to get hemp and have the using hemp to get high scripts. yea for some reason, when you kill the drug lord, the smoke pops on the crate and the mission is ended but the marker doesn't disappear on the map and the crate doesn't fill and so it never is completable even if all of the ai are dead. wai_kill_percent = 30; Link to comment Share on other sites More sharing options...
FredEvoX Posted April 7, 2015 Report Share Posted April 7, 2015 Hey, for starters, beautiful missions system. Just 1 question: ai_skill_medium = [["aimingAccuracy",0.70],["aimingShake",0.60],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Medium Can someone define how these work? (The bold) how many meters does 0.80 equal and how much time is 0.80? Link to comment Share on other sites More sharing options...
megaz Posted April 7, 2015 Report Share Posted April 7, 2015 Just so everyone who is using these is aware.. Bandit missions are supposed to end with b_missionrunning not h_missionsrunning and you're supposed to be killing heroes not bandits. And the opposite is true for hero missions. So if you add these make sure you put them in the right folders.. I think the beachhead mission in the bandit folder needs to be changed to be an actual bandit mission or just removed. Yes that's why I posted on original thread I use these on PVE server. I use both Hero and Bandit missions and are for the Hero to kill all AI as ALL AI are bandits. : ) MegaZ Link to comment Share on other sites More sharing options...
don2k7 Posted April 7, 2015 Report Share Posted April 7, 2015 yea for some reason, when you kill the drug lord, the smoke pops on the crate and the mission is ended but the marker doesn't disappear on the map and the crate doesn't fill and so it never is completable even if all of the ai are dead. wai_kill_percent = 30; im using a custom crate did you add that to the config? Link to comment Share on other sites More sharing options...
DangerRuss Posted April 8, 2015 Report Share Posted April 8, 2015 im using a custom crate did you add that to the config? yes Link to comment Share on other sites More sharing options...
don2k7 Posted April 8, 2015 Report Share Posted April 8, 2015 yes are you getting any errors in your rpt log? Link to comment Share on other sites More sharing options...
FredEvoX Posted April 8, 2015 Report Share Posted April 8, 2015 Hey, for starters, beautiful missions system. Just 1 question: ai_skill_medium = [["aimingAccuracy",0.70],["aimingShake",0.60],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Medium Can someone define how these work? (The bold) how many meters does 0.80 equal and how much time is 0.80? Bump for this answer Link to comment Share on other sites More sharing options...
DangerRuss Posted April 9, 2015 Report Share Posted April 9, 2015 are you getting any errors in your rpt log? No Im not having any errors except one related to the minefields but thats in every mission. Im honestly having a really difficult time with WICKED ai in general. Lots of times missions dont' despawn or spawn. Idk what Im doing wrong Ive gone over every mission that I add new and compare it to default missions and all of the variables and code look fine, but then I have issues. Strange. I think Im going back to DZMS and maybe just working on customizing it a bit more. Link to comment Share on other sites More sharing options...
don2k7 Posted April 9, 2015 Report Share Posted April 9, 2015 No Im not having any errors except one related to the minefields but thats in every mission. Im honestly having a really difficult time with WICKED ai in general. Lots of times missions dont' despawn or spawn. Idk what Im doing wrong Ive gone over every mission that I add new and compare it to default missions and all of the variables and code look fine, but then I have issues. Strange. I think Im going back to DZMS and maybe just working on customizing it a bit more. thats strange im not getting any errors relating to minefields. i only have the odd occasion when the mission appears and the ai spawn in but the mission marker doesnt show. what missions are you running? would you like a complete copy of my missions? Link to comment Share on other sites More sharing options...
DangerRuss Posted April 10, 2015 Report Share Posted April 10, 2015 thats strange im not getting any errors relating to minefields. i only have the odd occasion when the mission appears and the ai spawn in but the mission marker doesnt show. what missions are you running? would you like a complete copy of my missions? if you wouldn't mind that would be awesome! Maybe it's just one of the missions messing everything up? I set it back to default and just changed the difficulties and loot. I was running all of these 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",5], ["large_convoy",5], ["Medical_Marijuana",10], ["farmer_resupply",10], ["large_convoy",5], ["Meggen",5], ["armed_vehicle",5], ["bandit_base",5], ["captured_mv22",5], ["ikea_convoy",5], ["destroyed_ural",5], ["disabled_milchopper",5], ["mayors_mansion",5], ["weapon_cache",5], ["BeachHead",10], ["farmer_resupply",5], ["OfficeSpace",5] ]; wai_bandit_missions = [ ["armed_vehicle",5], ["large_convoy",5], ["Medical_Marijuana",5], ["farmer_resupply",5], ["large_convoy",5], ["black_hawk_crash",5], ["captured_mv22",5], ["broken_down_ural",5], ["hero_base",5], ["ikea_convoy",10], ["medi_camp",5], ["presidents_mansion",5], ["sniper_extraction",5], ["weapon_cache",5], ["BeachHead",5], ["Meggen",10], ["OfficeSpace",10] ]; /* Link to comment Share on other sites More sharing options...
Petite Posted April 10, 2015 Report Share Posted April 10, 2015 I looked at all file but didn't find any place to change markers where mission spawn, is it possible to add my own marker for chernarus, its all the time at the same places and I would like some to spawn more north, east and west of the map. There is so many nice place. Thanks I got the bunny ranch working but the damn Owner and his bandit keep killing the girl is there any way to prevent it? Link to comment Share on other sites More sharing options...
-CJ- Posted April 10, 2015 Report Share Posted April 10, 2015 I've been searching for a fix for this error that is causing the mission system to crash, but so far I've not found a solution. It seems to be a problem that others are having as well as the searches have turned up numerous posts with the same error. Has anybody been able to pinpoint the cause of it yet? I'm using 2.2.0 b3 13:29:35 Error in expression <" + str(_mission)); }; wai_mission_data select _mission set [1, _type]; wai_miss> 13:29:35 Error position: <select _mission set [1, _type]; wai_miss> 13:29:35 Error select: Type Array, expected Number,Bool 13:29:35 File z\addons\dayz_server\WAI\compile\mission_init.sqf, line 18 -CJ- Link to comment Share on other sites More sharing options...
Petite Posted April 10, 2015 Report Share Posted April 10, 2015 I've been searching for a fix for this error that is causing the mission system to crash, but so far I've not found a solution. It seems to be a problem that others are having as well as the searches have turned up numerous posts with the same error. Has anybody been able to pinpoint the cause of it yet? I'm using 2.2.0 b3 13:29:35 Error in expression <" + str(_mission)); }; wai_mission_data select _mission set [1, _type]; wai_miss> 13:29:35 Error position: <select _mission set [1, _type]; wai_miss> 13:29:35 Error select: Type Array, expected Number,Bool 13:29:35 File z\addons\dayz_server\WAI\compile\mission_init.sqf, line 18 -CJ- I do not have any error like that, everything is working well for me. Maybe reinstall it. Link to comment Share on other sites More sharing options...
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