Green_Thumb Posted July 18, 2015 Report Share Posted July 18, 2015 Finished missions dont cleanup buildings any solution for this? WAI 2.2.0 running My config is this wai_clean_mission = true; wai_clean_mission_time = 300; btw AI corpse get deleted after set time. Only error in RPT: WARNING: Function 'name' - Abdul-Basir Jalali is dead (seems to be an AI) Link to comment Share on other sites More sharing options...
HeroeZGaming Posted July 18, 2015 Report Share Posted July 18, 2015 Is it any of the missions, or just a specific one? Link to comment Share on other sites More sharing options...
ElDubya Posted July 19, 2015 Report Share Posted July 19, 2015 Guys, if it's Cavemans extra missions that are giving you trouble, with all due respect you should be posting on HIS forum thread, not one dealing with WAI 2.2.0. This thread should only contain stuff pertinent to WAI, not extra missions that were writen by someone else. Threads get confusing otherwise. Link to comment Share on other sites More sharing options...
Green_Thumb Posted July 19, 2015 Report Share Posted July 19, 2015 Its like all mission buildings get not cleared after finish them. BTW ive got only original missions from WAI no extra missions Link to comment Share on other sites More sharing options...
SpiritWolfix Posted July 20, 2015 Report Share Posted July 20, 2015 Hi, im use a Chernarus map, and missions spawns outside a map, how fix it? SpiritWolfix 1 Link to comment Share on other sites More sharing options...
Pavillin Posted July 21, 2015 Report Share Posted July 21, 2015 Does this work on Namalsk like it would Chernarus? Link to comment Share on other sites More sharing options...
ElDubya Posted July 21, 2015 Report Share Posted July 21, 2015 Does this work on Namalsk like it would Chernarus? It does, but it needs a LOT of work regarding mission spawnpoints. Because of the Namalsk landscape, you will need to go around and collect coords using an admin tool (or similar) of suitable flat, open areas. Otherwise you end up with Mayors Mansion missions spawning in the middle of 2 hundred trees on the side of a steep mountain and similar. I actually started doing this the other day and ended up with 90 spawn points then started to add them to WAI missions. In the end I went with a different mission system for my Namalsk server as it was just too much work for me. Link to comment Share on other sites More sharing options...
lonewolfgaming Posted July 21, 2015 Report Share Posted July 21, 2015 I have a PVE server and was wondering if there was some kind of additional scripting that can be added to the hero missions to make them give humanity instead of deducting it? Link to comment Share on other sites More sharing options...
HeroeZGaming Posted July 22, 2015 Report Share Posted July 22, 2015 If you are looking to have more missions that give positive go to your wai config.sqf, and look for //missions. Change those options to suit your needs. Link to comment Share on other sites More sharing options...
ElDubya Posted July 22, 2015 Report Share Posted July 22, 2015 I have a PVE server and was wondering if there was some kind of additional scripting that can be added to the hero missions to make them give humanity instead of deducting it? I too run PVE servers and this is my setup. ai_kills_gain = true; // add kill to bandit/human kill score ai_humanity_gain = true; // gain humanity for killing AI ai_add_humanity = 20; // amount of humanity gained for killing a bandit AI ai_remove_humanity = 0; // amount of humanity lost for killing a hero AI ai_special_humanity = 100; // amount of humanity gain or loss for killing a special AI dependant on player alignment // Missions wai_radio_announce = true; // Setting this to true will announce the missions to those that hold a radio only wai_hero_limit = 2; // define how many hero missions can run at once wai_bandit_limit = 0; // define how many bandit missions can run at once Link to comment Share on other sites More sharing options...
lonewolfgaming Posted July 22, 2015 Report Share Posted July 22, 2015 thanks ElDubya, that's what I was kinda figuring how to do it by just turning the bandit missions off Link to comment Share on other sites More sharing options...
ElDubya Posted July 23, 2015 Report Share Posted July 23, 2015 Yeah, just do it like I have above and any new missions will be added to the Hero folder and then adjust to config as nesessary to make sure they all add up to 100. // Missions wai_radio_announce = true; // Setting this to true will announce the missions to those that hold a radio only wai_hero_limit = 2; // define how many hero missions can run at once wai_bandit_limit = 0; // define how many bandit missions can run at once /* wai_special_limit = 1; // define how many special missions can run at once */ wai_hero_missions = [ // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages ["black_hawk_crash",4], ["armed_vehicle",4], ["bandit_base",5], ["captured_mv22",4], ["ikea_convoy",4], ["destroyed_ural",5], ["disabled_milchopper",5], ["mayors_mansion",4], ["weapon_cache",4], //["gem_tower",8], ["cannibal_cave",4], ["crop_raider",4], ["slaughter_house",4], ["drone_pilot",4], ["medi_camp",5], ["bandit_patrol",5], ["drugbust",5], ["armybase",4], ["abandoned_trader",5], ["lumberjack",4], ["tankcolumn",5], ["macdonald",4], ["radioshack",4], ["junkyard",4] ]; 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] ]; I still have the bandot missions in the Bandit folder, but they aren't called anyway. Link to comment Share on other sites More sharing options...
Disturbed2015 Posted July 26, 2015 Report Share Posted July 26, 2015 This works for Napf, correct? Link to comment Share on other sites More sharing options...
ElDubya Posted July 26, 2015 Report Share Posted July 26, 2015 Sure does. Works great. Link to comment Share on other sites More sharing options...
Disturbed2015 Posted July 26, 2015 Report Share Posted July 26, 2015 Ok just checking cause I seen "wai/static/napf.sqf" not found. Everything seems to be running good though. Link to comment Share on other sites More sharing options...
ElDubya Posted July 26, 2015 Report Share Posted July 26, 2015 That's probably because you haven't set up any static AI positions, although I have never seen that message myself. Link to comment Share on other sites More sharing options...
Disturbed2015 Posted July 27, 2015 Report Share Posted July 27, 2015 That's probably because you haven't set up any static AI positions, although I have never seen that message myself. Makes sense, ty. Link to comment Share on other sites More sharing options...
Pavillin Posted July 30, 2015 Report Share Posted July 30, 2015 I gathered spawn point coordinates on Namalsk. Where do I put them so missions start spawning at those coordinates? Link to comment Share on other sites More sharing options...
ElDubya Posted July 30, 2015 Report Share Posted July 30, 2015 It not that simple unfortunately. You can try osodirty's solution : To use a static coord for a specific mission, just open the mission file and change _position = [80] call find_position; to _position = [coords here]; or change it to _coord1 = [coords here]; _coord2 = [coords here]; _coord3 = [coords here]; _coord4 = [coords here]; _coord5 = [coords here]; _position = [_coord1, _coord2, _coord3, _coord4, _coord5] call BIS_fnc_selectRandom; to select a random from a few set coords, You can add or remove as many as you want. I gathered around 90 suitable co-ordinates, put them all into each mission file but I must have had an error somewhere as every mission that popped up did so in exactly the same spot as the last one. In the end, I ditched it and used a different mission system. Link to comment Share on other sites More sharing options...
Pavillin Posted July 30, 2015 Report Share Posted July 30, 2015 It not that simple unfortunately. You can try osodirty's solution : To use a static coord for a specific mission, just open the mission file and change _position = [80] call find_position; to _position = [coords here]; or change it to _coord1 = [coords here]; _coord2 = [coords here]; _coord3 = [coords here]; _coord4 = [coords here]; _coord5 = [coords here]; _position = [_coord1, _coord2, _coord3, _coord4, _coord5] call BIS_fnc_selectRandom; to select a random from a few set coords, You can add or remove as many as you want. I gathered around 90 suitable co-ordinates, put them all into each mission file but I must have had an error somewhere as every mission that popped up did so in exactly the same spot as the last one. In the end, I ditched it and used a different mission system. Ok thank you for this I'll have a go and see what I get Link to comment Share on other sites More sharing options...
Pavillin Posted July 31, 2015 Report Share Posted July 31, 2015 I got the spawns working but after I kill all the AI and run up to the crate and the mission doesn't complete/finish and nothing spawns in the crate. Any ideas why? Link to comment Share on other sites More sharing options...
HeroeZGaming Posted July 31, 2015 Report Share Posted July 31, 2015 Read a few pages back. Link to comment Share on other sites More sharing options...
JonasF Posted July 31, 2015 Report Share Posted July 31, 2015 Using the latest version, on a dedicated server and with infistar, turned of that experimental stuff. A problem even though turning off that AI should have launchers as loot players still can get some launcer weapons from them. Also dont have launchers in weapon loot but in crates they sometimes find it... am I missing something in my configs here ? Its a militarised server so its a bit ok.. but still not :) They are getting SMAW and M136 as loot.. Link to comment Share on other sites More sharing options...
ReDBaroN Posted July 31, 2015 Report Share Posted July 31, 2015 Using the latest version, on a dedicated server and with infistar, turned of that experimental stuff. A problem even though turning off that AI should have launchers as loot players still can get some launcer weapons from them. Also dont have launchers in weapon loot but in crates they sometimes find it... am I missing something in my configs here ? Its a militarised server so its a bit ok.. but still not :) They are getting SMAW and M136 as loot..try the 'find in files' function within notepad++ and search on the WAI folder. If not, my guess is that you are using an arma box that has those weapons in as standard and you're script isn't clearing them out first. Link to comment Share on other sites More sharing options...
JonasF Posted July 31, 2015 Report Share Posted July 31, 2015 I did try the find thing, and M136 is a weapon they are allowed to use, but shouldnt keep as loot. So I guess that what you are saying about the weapons in as standard is what is going on. Will try to investigate how to fix that. Is there a chanse you can point me to where to look on this? At the moment I cant figure it out :/ Link to comment Share on other sites More sharing options...
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