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[Release] Wicked AI 2.2.0


f3cuk

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I do not have any error like that, everything is working well for me. Maybe reinstall it.

 

Usually shows up when one mission ends and the next should begin.....

 

16:49:28 "WAI: [bandit] presidents_mansion ended at [3008.94,8352.04,0]"

16:50:00 "RUNNING EVENT: supply_drop on [2015,4,10,16,50]"

16:51:08 Error in expression <" + str(_mission)); };

wai_mission_data select _mission set [1, _type];

wai_miss>

16:51:08   Error position: <select _mission set [1, _type];

wai_miss>

16:51:08   Error select: Type Array, expected Number,Bool

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Usually shows up when one mission ends and the next should begin.....

 

16:49:28 "WAI: [bandit] presidents_mansion ended at [3008.94,8352.04,0]"

16:50:00 "RUNNING EVENT: supply_drop on [2015,4,10,16,50]"

16:51:08 Error in expression <" + str(_mission)); };

wai_mission_data select _mission set [1, _type];

wai_miss>

16:51:08   Error position: <select _mission set [1, _type];

wai_miss>

16:51:08   Error select: Type Array, expected Number,Bool

nowhere in my mission_init.sqf do I have a select _mission set[1 _type]

 

wai_mission_data select _mission set [2, _mines];
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Is it possible to call the spawn_group from a script outside WAI (to use it's AI) then change their alignment? For example I want a static location with Hero AI (military) who are BLUFOR until players enter a certain area then they switch to OPFOR or flag you as a bandit.

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Im having difficulty spawning static guns. I have no problem with17:34:54 Error in expression <[0,0,0], [], 10, "PRIVATE"];

_static = createVehicle [_class, [(_position2 sele>
17:34:54   Error position: <createVehicle [_class, [(_position2 sele>
17:34:54   Error Type Any, expected Number
17:34:54 File z\addons\dayz_server\WAI\compile\spawn_static.sqf, line 61 static groups but for some reason when I try to spawn static guns I get this error in the RPT

Here is my Static array.. any help would me much appreciated because Im stumped!

 

    [
        [                                    // Position(s) (can be multiple)
            [7735.0386, 15657.32]
        ],
        "ZU23_Ins",                            // Classname of turret
        "medium",                            // Skill level of unit (easy, medium, hard, extreme, Random)
        "Bandit2_DZ",                        // Skin classname, use "Random" or classname here
        "Bandit",                            // AI Type, "Hero" or "Bandit".
        "Random",                            // Primary gun set number. "Random" for random weapon set
        20,                                    // Number of magazines
        "Random",                            // Backpack classname, use "Random" or classname here
        "Random"                            // Gearset classname, use "Random" or classname here
    ] call spawn_static;
    
    [
    
        [                                    // Position(s) (can be multiple)
            [7717.7578, 15536.999, -0.073051259],                                // Position(s) (can be multiple)
            [7342.4844, 15851.473, -3.0517578e-005],
            [7366.084, 15823.681, -0.016011428]
        ],
        "KORD_high_TK_EP1",                            // Classname of turret
        "hard",                            // Skill level of unit (easy, medium, hard, extreme, Random)
        "Bandit2_DZ",                        // Skin classname, use "Random" or classname here
        "Bandit",                            // AI Type, "Hero" or "Bandit".
        "Random",                            // Primary gun set number. "Random" for random weapon set
        20,                                    // Number of magazines
        "Random",                            // Backpack classname, use "Random" or classname here
        "Random"                            // Gearset classname, use "Random" or classname here
    ] call spawn_static;

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You know it would be extremely stupid if this script didnt just assume it was a zero if nothing was there, but for shits and giggles Im gonna give it a try.

All be damned.. that did it.. thats... kind of stupid... It should just count the array and assume a zero if theres nothing there. Oh well. Thanks!

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ah ok fair enough bud. Is it worth the update?

I liked the newer version better... you can get locked vehicles with keys in the missions... find the key on the AI to claim the mission vehicles. Haven't had many problems until now.

 

-CJ-

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Hello f3cuk

 

First: Thanks for this great AI Mod.

 

Second: I have make a pull request to your testbranch (Arma 2 Version) with the fix for Vehicle Save on Windows Server: https://github.com/f3cuk/WICKED-AI/pull/142.

 

Third: For all that have Problems with Vehicles from Missions are at Mission position after restart or some other strange behavior with vehicles, look what i change here: https://github.com/f3cuk/WICKED-AI/pull/142/files

 

 

Rotzloch

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21:47:47 Warning Message: Script z\addons\dayz_server\WAI\customsettings.sqf not found
21:47:47 "WAI: AI Config File Loaded"
21:47:47 "WAI: AI Monitor Started"
 
 
i not have this file

What file is calling customsettings.sqf?  What files do you have in the WAI root folder?

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Alright, so currently setting up static AI:

if(isServer) then {


	//Custom Spawns file//
	/*
	Custom group spawns Eg.

	[
		[953.237,4486.48,0.001],			// Position
		4,									// Number Of units
		"Random",							// Skill level of unit (easy, medium, hard, extreme, Random)
		"Random",	or ["Random","at"],		// Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
		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;

	Place your custom group spawns below
	*/
	
	[
		[912610.7,9063.89,0.00136805],			// Position
		5,									// Number Of units
		"Random",							// Skill level of unit (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
		"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;
	
	[
		[12674.8,9115.46,0.00143719],			// Position
		5,									// Number Of units
		"Random",							// Skill level of unit (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
		"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;
	
	[
		[12681.4,9012.06,0.00143862],			// Position
		5,									// Number Of units
		"Random",							// Skill level of unit (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
		"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;
	
	[
		[12674.2,9065.81,0.00143909],			// Position
		3,									// Number Of units
		"Random",							// Skill level of unit (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
		"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;
	
	[
		[12663.3,9091.74,0.001441],			// Position
		3,									// Number Of units
		"Random",							// Skill level of unit (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
		"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;




	/*
	Custom static weapon spawns Eg. (with mutiple positions)

	[
		[									// Position(s) (can be multiple)
			[911.21,4532.76,2.62],
			[921.21,4542.76,2.62]
		],
		"M2StaticMG",						// Classname of turret
		"easy",								// Skill level of unit (easy, medium, hard, extreme, Random)
		"Bandit2_DZ",						// Skin classname, use "Random" or classname here
		"Bandit",							// AI Type, "Hero" or "Bandit".
		"Random",							// Primary gun set number. "Random" for random weapon set
		2,									// Number of magazines
		"Random",							// Backpack classname, use "Random" or classname here
		"Random"							// Gearset classname, use "Random" or classname here
	] call spawn_static;

	Place your custom static weapon spawns below
	*/
	

[
		[									// Position(s) (can be multiple)
			[12680.1,9025.89,0.00143862],
			[12637.1,9062.92,0.00142097]
		],
		"M2StaticMG",						// Classname of turret
		"easy",								// Skill level of unit (easy, medium, hard, extreme, Random)
		"Random",						// Skin classname, use "Random" or classname here
		"Bandit",							// AI Type, "Hero" or "Bandit".
		"Random",							// Primary gun set number. "Random" for random weapon set
		2,									// Number of magazines
		"Random",							// Backpack classname, use "Random" or classname here
		"Random"							// Gearset classname, use "Random" or classname here
	] call spawn_static;



	/*
	Custom Chopper Patrol spawn Eg.

	[
		[725.391,4526.06,0],				// Position to patrol
		[0,0,0],							// Position to spawn chopper at
		2000,								// Radius of patrol
		10,									// Number of waypoints to give
		"UH1H_DZ",							// Classname of vehicle (make sure it has driver and two gunners)
		"Random",							// Skill level of units (easy, medium, hard, extreme, Random)
		"Random",							// Skin classname, use "Random" or classname here
		"Bandit"							// AI Type, "Hero" or "Bandit".
	] spawn heli_patrol;

	Place your heli patrols below
	*/





	/* 
	Custom Vehicle patrol spawns Eg. (Watch out they are stupid)

	[
		[725.391,4526.06,0],				// Position to patrol
		[725.391,4526.06,0],				// Position to spawn at
		200,								// Radius of patrol
		10,									// Number of waypoints to give
		"HMMWV_Armored",					// Classname of vehicle (make sure it has driver and gunner)
		"Random",							// Skill level of units (easy, medium, hard, extreme, Random)
		"Random",							// Skin classname, use "Random" or classname here
		"Bandit"							// AI Type, "Hero" or "Bandit".
	] spawn vehicle_patrol;

	Place your vehicle patrols below this line
	*/





	/*
	Paradropped unit custom spawn Eg.

	[
		[911.21545,4532.7612,2.6292224],	// Position that units will be dropped by
		[0,0,0],							// Starting position of the heli
		400,								// 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",	or ["Random","at"],		// 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;

	Place your paradrop spawns under this line
	*/

	diag_log "WAI: Static mission loaded";

};

I have a couple issues though.

  1. No AI spawn on the turrets.
  2. Not all the AI spawn that I have instructed to do so in the files. Example, I've set it for 4 units to spawn, but only 2 will.

Most of the units spawn but not all of them?

Does anyone know why?

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Learn how to use spoilers FFS.

 

 

First block of code:

 

[
        [953.237,4486.48,0.001],            // Position
        4,                                    // Number Of units
        "Random",                            // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",    // NEEDS COMMENT MARKS HERE     or ["Random","at"],        // 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
        "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;

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That's commented out man... So it doesn't matter.

//Custom Spawns file//
	/* ---OPENING COMMENT
	Custom group spawns Eg.

	[
		[953.237,4486.48,0.001],			// Position
		4,									// Number Of units
		"Random",							// Skill level of unit (easy, medium, hard, extreme, Random)
		"Random",	or ["Random","at"],		// Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
		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;

	Place your custom group spawns below
	*/ ----CLOSING COMMENT
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[
        [953.237,4486.48,0.001],            // Position
        4,                                    // Number Of units
        "Random",                            // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",    or ["Random","at"],  <that's not commented out, you can't have "or" in there.      // 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
        "Random",                            // Skin classname, use "Random" or classname here
        "Random",                            // Gearset number. "Random" for random gear set
        "Bandit"                            // AI Type, "Hero" or "Bandit".

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it should look like:

 

[
        [953.237,4486.48,0.001],            // Position
        4,                                    // Number Of units
        "Random",                            // Skill level of unit (easy, medium, hard, extreme, Random)
         ["Random","at"],        // 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
        "Random",                            // Skin classname, use "Random" or classname here
        "Random",                            // Gearset number. "Random" for random gear set
        "Bandit"                            // AI Type, "Hero" or "Bandit".

 

OR

 

 

[

        [953.237,4486.48,0.001],            // Position
        4,                                    // Number Of units
        "Random",                            // Skill level of unit (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
        "Random",                            // Skin classname, use "Random" or classname here
        "Random",                            // Gearset number. "Random" for random gear set
        "Bandit"                            // AI Type, "Hero" or "Bandit".

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21:47:47 Warning Message: Script z\addons\dayz_server\WAI\customsettings.sqf not found
21:47:47 "WAI: AI Config File Loaded"
21:47:47 "WAI: AI Monitor Started"
 
 
i not have this file

 

 

you do not have to worry about that file, the call exists so you dont have to go through your config.sqf everytime you update WAI, if you set up a customsettings.sqf you can just backup that file when updating, and the new update will read ur configs from customsettings.sqf.

 

dont know how well it works thou.

 

Havoc...

it seems to be commented out

like so..

/*
anything
in bettween 
the /*(open), */(close)
will be comments
*/

Triage rpt errors help... instead of going through youre entire code

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you do not have to worry about that file, the call exists so you dont have to go through your config.sqf everytime you update WAI, if you set up a customsettings.sqf you can just backup that file when updating, and the new update will read ur configs from customsettings.sqf.

 

dont know how well it works thou.

 

Havoc...

it seems to be commented out

like so..

/*
anything
in bettween 
the /*(open), */(close)
will be comments
*/
Triage rpt errors help... instead of going through youre entire code

Holy shit you're right, I think most of it's commented out now that you mention that, I'm on my phone right now so I can throw it into notepad++ but yeah looks like most of the file is commented out.

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Alright, currently having some issues with WAI, as follows.

  • When AI die their entire gear get deleted.
  • When you kill all the AI the mission doesn't end.
  • When you kill AI on machine guns they go into a sitting position.

There are no errors in my RPT log either, trust me I looked.

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Alright, currently having some issues with WAI, as follows.

  • When AI die their entire gear get deleted.
  • When you kill all the AI the mission doesn't end.
  • When you kill AI on machine guns they go into a sitting position.

There are no errors in my RPT log either, trust me I looked.

 

AHconfig.sqf

​_CUF = false;
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