R0lling Posted December 11, 2015 Report Share Posted December 11, 2015 yeah saw it :D find_suitable_ammunition = { private["_weapon","_result","_ammoArray"]; _result = false; _weapon = _this; _ammoArray = getArray (configFile >> "cfgWeapons" >> _weapon >> "magazines"); if (count _ammoArray > 0) then { _result = _ammoArray select 0; call { if(_result == "20Rnd_556x45_Stanag") exitWith { _result = "30Rnd_556x45_Stanag"; }; if(_result == "30Rnd_556x45_G36") exitWith { _result = "30Rnd_556x45_Stanag"; }; if(_result == "30Rnd_556x45_G36SD") exitWith { _result = "30Rnd_556x45_StanagSD"; }; }; }; _result }; hero_warning = { private ["_warned"]; _position = _this select 0; _mission = _this select 1; _running = (typeName (wai_mission_data select _mission) == "ARRAY"); while {_running} do { { _warning_one = _x getVariable ["warning_one", false]; _warning_two = _x getVariable ["warning_two", false]; _warning_bandit = _x getVariable ["warning_bandit", false]; if((isPlayer _x) && ((_x distance _position) <= 1200) && (_x getVariable ["humanity", 0] > player_bandit)) then { if (_x distance _position > ai_hero_engage_range) then { if (!_warning_one && (_x distance _position <= 150)) then { _msg = format ["Warning! This is a restricted area! Come closer and we will engage!"]; [nil,_x,rTitleText,_msg,"PLAIN",10] call RE; _x setVariable ["warning_one", true]; }; } else { if (!_warning_two) then { _msg = format ["You were warned %1.", name _x]; [nil,_x,rTitleText,_msg,"PLAIN",10] call RE; _x setVariable ["warning_two", true]; }; }; }; } forEach playableUnits; _running = (typeName (wai_mission_data select _mission) == "ARRAY"); }; }; KK_fnc_inString = { private ["_needle","_haystack","_needleLen","_hay","_found"]; _needle = [_this, 0, "", [""]] call BIS_fnc_param; _haystack = toArray ([_this, 1, "", [""]] call BIS_fnc_param); _needleLen = count toArray _needle; _hay = +_haystack; _hay resize _needleLen; _found = false; for "_i" from _needleLen to count _haystack do { if (toString _hay == _needle) exitWith {_found = true}; _hay set [_needleLen, _haystack select _i]; _hay set [0, "x"]; _hay = _hay - ["x"] }; _found }; Link to comment Share on other sites More sharing options...
MatthewK Posted December 11, 2015 Report Share Posted December 11, 2015 That looks fine. Have you checked the mission that is calling the spawn squad file ? Paste it to Pastebin and share the link :p Link to comment Share on other sites More sharing options...
R0lling Posted December 11, 2015 Report Share Posted December 11, 2015 what do you mean with "checked the mission that is calling the spawn squad file? should i look into the missions and check if there are a "link" to spawn_squad? :/ Link to comment Share on other sites More sharing options...
MatthewK Posted December 11, 2015 Report Share Posted December 11, 2015 Do you get that error when you run any mission , or is it just happening with one in particular? Link to comment Share on other sites More sharing options...
R0lling Posted December 11, 2015 Report Share Posted December 11, 2015 if(isServer) then { private ["_complete","_baserunover","_mission","_directions","_position","_crate","_num","_crate_type","_baserunover0","_baserunover1","_baserunover2","_baserunover3","_baserunover4","_baserunover5","_baserunover6","_baserunover7"]; // Get mission number, important we do this early _mission = count wai_mission_data -1; _position = [80] call find_position; [_mission,_position,"Hard","Bandit Base","MainHero",true] call mission_init; diag_log format["WAI: [Mission:[Hero] Bandit Base]: Starting... %1",_position]; //Setup the crate _crate_type = crates_large call BIS_fnc_selectRandom; _crate = createVehicle [_crate_type,[(_position select 0),(_position select 1),0],[],0,"CAN_COLLIDE"]; //Buildings _baserunover0 = createVehicle ["land_fortified_nest_big",[(_position select 0) - 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover1 = createVehicle ["land_fortified_nest_big",[(_position select 0) + 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover2 = createVehicle ["land_fortified_nest_big",[(_position select 0), (_position select 1) - 40,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover3 = createVehicle ["land_fortified_nest_big",[(_position select 0), (_position select 1) + 40,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover4 = createVehicle ["Land_Fort_Watchtower",[(_position select 0) - 10, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover5 = createVehicle ["Land_Fort_Watchtower",[(_position select 0) + 10, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover6 = createVehicle ["Land_Fort_Watchtower",[(_position select 0), (_position select 1) - 10,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover7 = createVehicle ["Land_Fort_Watchtower",[(_position select 0), (_position select 1) + 10,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5,_baserunover6,_baserunover7]; _directions = [90,270,0,180,0,180,270,90]; { _x setDir (_directions select _forEachIndex) } forEach _baserunover; { _x setVectorUp surfaceNormal position _x; } count _baserunover; //Troops _num = 4 + round (random 3); [[_position select 0,_position select 1,0],_num,"Hard",["Random","AT"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; //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; //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; [[[(_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; //Heli Paradrop [[(_position select 0), (_position select 1), 0],[0,0,0],400,"UH1H_DZ",10,"Random","Random",4,"Random","Bandit","Random","Bandit",true,_mission] spawn heli_para; //Condition _complete = [ [_mission,_crate], // mission number and crate ["crate"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], [_baserunover], // cleanup objects "A jungle task force have set up a temporary encampment! Go and ambush it to make it yours!", // mission announcement "Survivors captured the base, HOOAH!!", // mission success "Survivors were unable to capture the base" // mission fail ] call mission_winorfail; if(_complete) then { [_crate,[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate; }; diag_log format["WAI: [Mission:[Hero] Bandit Base]: Ended at %1",_position]; h_missionsrunning = h_missionsrunning - 1; }; this is the mission Link to comment Share on other sites More sharing options...
MatthewK Posted December 11, 2015 Report Share Posted December 11, 2015 the error is for the ural attack mission and the hero bandit mission.. file looks fine to me though, error must be coming from something else. sorry :( Link to comment Share on other sites More sharing options...
MatthewK Posted December 11, 2015 Report Share Posted December 11, 2015 Try a fresh install of the WAI mission system. If the error is the same, then you might have another script somewhere conflicting. Link to comment Share on other sites More sharing options...
R0lling Posted December 11, 2015 Report Share Posted December 11, 2015 have reinstalled WAI but the same error popup in the .rpt 0:41:11 "WAI: [Mission:[Hero] Bandit Patrol]: Starting... [10420.7,8631.49,0]" 0:41:12 Error in expression <ret = _this select _ret; }; _ret;> 0:41:12 Error position: <_ret;> 0:41:12 Error Undefined variable in expression: _ret 0:41:12 File z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf, line 24 0:41:12 Error in expression <l BIS_fnc_selectRandom; }; }; _rocket = _launcher call find_suitable_ammunition;> 0:41:12 Error position: <_launcher call find_suitable_ammunition;> 0:41:12 Error Undefined variable in expression: _launcher 0:41:12 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 190 0:41:12 "WAI: Spawned a group of 3 AI (Bandit) at [10420.7,8631.49,0]" 0:41:13 Error in expression <ret = _this select _ret; }; _ret;> 0:41:13 Error position: <_ret;> 0:41:13 Error Undefined variable in expression: _ret 0:41:13 File z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf, line 24 0:41:13 Error in expression <l BIS_fnc_selectRandom; }; }; _rocket = _launcher call find_suitable_ammunition;> 0:41:13 Error position: <_launcher call find_suitable_ammunition;> 0:41:13 Error Undefined variable in expression: _launcher 0:41:13 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 190 Link to comment Share on other sites More sharing options...
nidico100 Posted January 8, 2016 Report Share Posted January 8, 2016 Hey, I created a mission with the WAI Example. this is the result: Spoiler if(isServer) then { // I think all variables private ["_mission","_position","_crate1","_crate2","_crate3","_crate4","_fiberplants"]; // position _position = [9015.7412, 12935.761]; // mission_init call with variables [_mission,_position,"hard","Weed Delivery","mainbandit",false] call mission_init; // console diag_log format["WAI: Mission Weed Delivery started at %1",_position]; // loot crates _crate1 = createVehicle ["SpecialWeaponsBox",[9016.3799, 12927.087, 3.5677726],[],0,"CAN_COLLIDE"]; //weapons _crate1 = setPos [9016.3799, 12927.087, 3.5677726]; //only AK's _crate1 addweaponCargoGlobal [["AK_74",5],["AK_74_Kobra",3],["AK_47_M",1],["AK_47_S",1]]; //and magazines _crate1 addmagazineCargoGlobal [["30Rnd_762x39_AK47",10],["30Rnd_545x39_AK",40]]; //end crate 1 _crate2 = createVehicle ["GuerillaCacheBox",[9009.8037, 12930.672, 3.6088436],[],0,"CAN_COLLIDE"]; //hemp _crate2 = setPos [9009.8037, 12930.672, 3.6088436]; //50 kilo _crate2 addmagazineCargoGlobal [["ItemKiloHemp",50]]; //end crate 2 _crate3 = createVehicle ["USOrdnanceBox",[9013.2539, 12930.277, 0.34331667],[],0,"CAN_COLLIDE"]; //zombieparts _crate3 = setPos [9013.2539, 12930.277, 0.34331667]; //because of bodies in the basement _crate3 addmagazineCargoGlobal [["ItemZombieParts",12]]; //end crate 3 _crate4 = createVehicle ["USOrdnanceBox",[9027.3027, 12928.585, 0.02336337],[],0,"CAN_COLLIDE"]; //hemp _crate4 = setPos [9027.3027, 12928.585, 0.02336337]; //only 7 kilo in the garden house _crate4 addmagazineCargoGlobal [["ItemKiloHemp",7]]; //end crate 4 // Buildings(weed ["fiberplant"]) _fiberplant_1 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9023.6328, 12938.506, -3.8146973e-005], [], 0, "CAN_COLLIDE"]; _fiberplant_1 = _this; _this setPos [9023.6328, 12938.506, -3.8146973e-005]; }; _fiberplant_2 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9021.6475, 12941.2, 7.6293945e-006], [], 0, "CAN_COLLIDE"]; _fiberplant_2 = _this; _this setPos [9021.6475, 12941.2, 7.6293945e-006]; }; _fiberplant_3 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9023.8242, 12943.091, -4.5776367e-005], [], 0, "CAN_COLLIDE"]; _fiberplant_3 = _this; _this setPos [9023.8242, 12943.091, -4.5776367e-005]; }; _fiberplant_4 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9024.2988, 12945.313], [], 0, "CAN_COLLIDE"]; _fiberplant_4 = _this; _this setPos [9024.2988, 12945.313]; }; _fiberplant_5 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9021.1719, 12944.113, 8.392334e-005], [], 0, "CAN_COLLIDE"]; _fiberplant_5 = _this; _this setPos [9021.1719, 12944.113, 8.392334e-005]; }; _fiberplant_6 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9018.8135, 12941.938, 3.0517578e-005], [], 0, "CAN_COLLIDE"]; _fiberplant_6 = _this; _this setPos [9018.8135, 12941.938, 3.0517578e-005]; }; _fiberplant_7 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9020.6094, 12938.231, -6.1035156e-005], [], 0, "CAN_COLLIDE"]; _fiberplant_7 = _this; _this setPos [9020.6094, 12938.231, -6.1035156e-005]; }; _fiberplant_8 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9020.3262, 12946.362, 7.6293945e-006], [], 0, "CAN_COLLIDE"]; _fiberplant_8 = _this; _this setPos [9020.3262, 12946.362, 7.6293945e-006]; }; _fiberplant_9 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9018.3203, 12944.568, 3.0517578e-005], [], 0, "CAN_COLLIDE"]; _fiberplant_9 = _this; _this setPos [9018.3203, 12944.568, 3.0517578e-005]; }; _fiberplant_10 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9026.6826, 12946.492, 6.1035156e-005], [], 0, "CAN_COLLIDE"]; _fiberplant_10 = _this; _this setPos [9026.6826, 12946.492, 6.1035156e-005]; }; _fiberplant_11 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9029.8789, 12941.016, 2.2888184e-005], [], 0, "CAN_COLLIDE"]; _fiberplant_11 = _this; _this setPos [9029.8789, 12941.016, 2.2888184e-005]; }; _fiberplant_12 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9024.502, 12947.974, 0.00015258789], [], 0, "CAN_COLLIDE"]; _fiberplant_12 = _this; _this setPos [9024.502, 12947.974, 0.00015258789]; }; _fiberplant_13 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9022.1025, 12947.898, 6.8664551e-005], [], 0, "CAN_COLLIDE"]; _fiberplant_13 = _this; _this setPos [9022.1025, 12947.898, 6.8664551e-005]; }; _fiberplant_14 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9016.8174, 12947.158, -5.3405762e-005], [], 0, "CAN_COLLIDE"]; _fiberplant_14 = _this; _this setPos [9016.8174, 12947.158, -5.3405762e-005]; }; _fiberplant_15 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9019.251, 12948.965, -2.2888184e-005], [], 0, "CAN_COLLIDE"]; _fiberplant_15 = _this; _this setPos [9019.251, 12948.965, -2.2888184e-005]; }; _fiberplant_16 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9015.417, 12944.541, -2.2888184e-005], [], 0, "CAN_COLLIDE"]; _fiberplant_16 = _this; _this setPos [9015.417, 12944.541, -2.2888184e-005]; }; _fiberplant_17 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9017.5029, 12939.988, 5.3405762e-005], [], 0, "CAN_COLLIDE"]; _fiberplant_17 = _this; _this setPos [9017.5029, 12939.988, 5.3405762e-005]; }; _fiberplant_18 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9016.2764, 12942.37, 7.6293945e-006], [], 0, "CAN_COLLIDE"]; _fiberplant_18 = _this; _this setPos [9016.2764, 12942.37, 7.6293945e-006]; }; _fiberplant_19 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9026.7568, 12941.954, 3.8146973e-005], [], 0, "CAN_COLLIDE"]; _fiberplant_19 = _this; _this setPos [9026.7568, 12941.954, 3.8146973e-005]; }; _fiberplant_20 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9027.7598, 12939.567, 6.8664551e-005], [], 0, "CAN_COLLIDE"]; _fiberplant_20 = _this; _this setPos [9027.7598, 12939.567, 6.8664551e-005]; }; _fiberplant_21 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9029.4951, 12943.715, -7.6293945e-006], [], 0, "CAN_COLLIDE"]; _fiberplant_21 = _this; _this setPos [9029.4951, 12943.715, -7.6293945e-006]; }; _fiberplant_22 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9026.4277, 12937.903, 7.6293945e-006], [], 0, "CAN_COLLIDE"]; _fiberplant_22 = _this; _this setPos [9026.4277, 12937.903, 7.6293945e-006]; }; _fiberplant_23 = objNull; if (true) then { _this = createVehicle ["fiberplant", [9027.1074, 12944.475, 0.00015258789], [], 0, "CAN_COLLIDE"]; _fiberplant_23 = _this; _this setPos [9027.1074, 12944.475, 0.00015258789]; }; // put all fiberplants to one variable _fiberplants = [_fiberplant_1,_fiberplant_2,_fiberplant_3,_fiberplant_4,_fiberplant_5,_fiberplant_6,_fiberplant_7,_fiberplant_8,_fiberplant_9,_fiberplant_10,_fiberplant_11,_fiberplant_12,_fiberplant_13,_fiberplant_14,_fiberplant_15,_fiberplant_16,_fiberplant_17,_fiberplant_18,_fiberplant_19,_fiberplant_20,_fiberplant_21,_fiberplant_22,_fiberplant_23]; // units (1 master, 3 sniper, 8 soldiers) [[9015.7412, 12935.761],1,"extreme","ai_wep_machine",6,"Random","ai_hempchef","ai_gear_hempfarm","Bandit"] call spawn_group; [[9015.7412, 12935.761],3,"hard","ai_wep_sniper",3,"Random","ai_hempfarm","ai_gear_hempfarm","Bandit"] call spawn_group; [[9015.7412, 12935.761],8,"hard","ai_wep_hempfarm",6,"Random","ai_hempfarm","ai_gear_hempfarm","Bandit"] call spawn_group; // Mission objective options and messages [ [_mission,_crate1,_crate2,_crate3,_crate4], // mission variable (from line 9) and crate ["crate"], [], // buildings to cleanup after mission is complete, does not include the crate "A drug delivery is up to go out, hurry up to claim the weed!", // announcement "The weed was taken by survivors!", // success "The delivery is gone!!" // fail ] call mission_winorfail; // End of mission diag_log format["WAI: Mission Weed Delivery ended at %1 ended",_position]; h_missionsrunning = h_missionsrunning - 1;}; i placed some other buildings on that location in another file (which works fine), which are standing there all the time (i wanted that so) my question is how can i make this mission spawn always on restart and then not again? also that the fiberplants don't despawn after mission cleared? also no timeout for the mission? and is there any other mistake in that script? Here is my WAI config.sqf because of the loadouts: Spoiler if(isServer) then { /* GENERAL CONFIG */ debug_mode = false; // enable debug use_blacklist = true; // use blacklist blacklist = [ [[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 = 3600; // 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 = "RED"; // combatmode of bandit AI ai_bandit_behaviour = "COMBAT"; // behaviour of bandit AI ai_hero_combatmode = "RED"; // combatmode of hero AI ai_hero_behaviour = "COMBAT"; // behaviour of hero AI ai_friendly_behaviour = true; // make ai friendly towards comrades player_bandit = -5000; // this is the amount you declare someone to be a bandit on your server, bandit AI will not attack you if ai_friendly_behaviour is true player_hero = 5000; // this is the amount you declare someone to be a hero on your server, hero AI will not attack you if ai_friendly_behaviour is true 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 = 10; // 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 = 0; // 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 = []; // 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","ItemAntibiotic"],["ItemRadio","ItemMachete","ItemCrowbar"]]; ai_gear1 = [["ItemBandage","ItemSodaPepsi","ItemMorphine"],["Binocular_Vector"]]; ai_gear2 = [["ItemDocument","FoodCanFrankBeans","ItemHeatPack"],["ItemToolbox"]]; ai_gear3 = [["ItemWaterbottle","ItemBloodbag"],["ItemCompass","ItemCrowbar"]]; ai_gear4 = [["ItemBandage","ItemEpinephrine","ItemPainkiller"],["ItemGPS","ItemKeyKit"]]; ai_gear_random = [ai_gear0,ai_gear1,ai_gear2,ai_gear3,ai_gear4]; // Allows the possibility of random gear ai_gear5 = [["ItemMorphine","ItemSodaPepsi","ItemKiloHemp"],["Binocular_Vector"]]; ai_gear6 = [["ItemKiloHemp","FoodCanFrankBeans","ItemWaterbottle"],["ItemToolbox"]]; ai_gear7 = [["ItemWaterbottle","ItemBloodbag"],["ItemMachete","Binocular_Vector"]]; ai_gear_hempfarm = [ai_gear5,ai_gear6,ai_gear7]; // Allows the possibility of random gear ai_wep_assault = ["M16A4_ACG","Sa58V_RCO_EP1","SCAR_L_STD_Mk4CQT","M8_sharpshooter","M4A1_HWS_GL_camo","SCAR_L_STD_HOLO","M4A3_CCO_EP1","M4A3_CCO_EP1","M4A1_AIM_SD_camo","M16A4","m8_carbine","BAF_L85A2_RIS_Holo","Sa58V_CCO_EP1"]; // Assault ai_wep_machine = ["RPK_74","MK_48_DZ","M249_EP1_DZ","Pecheneg_DZ","M240_DZ"]; // Light machine guns ai_wep_sniper = ["M14_EP1","SCAR_H_LNG_Sniper_SD","M110_NVG_EP1","SVD_CAMO","VSS_Vintorez","DMR_DZ","M40A3"]; // 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 = ["M136","RPG18","JAVELIN"]; ai_wep_launchers_AA = ["Strela","Igla","STINGER"]; ai_wep_hempfarm = ["AK_74","AKS_74_Kobra","AK_47_M","AK_47_S"]; 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_hempfarm = ["GUE_Soldier_Crew_DZ","GUE_Soldier_CO_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_2_DZ"]; ai_hempchef = ["Soldier_Sniper_PMC_DZ"]; ai_add_skin = false; // 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 = 750; // avoid spawning missions this close to other missions, these are defined in wai_mission_markers wai_avoid_traders = 750; // avoid spawning missions this close to traders wai_avoid_town = 0; // avoid spawning missions this close to towns, *** doesn't function with infiSTAR enabled *** wai_avoid_road = 0; // avoid spawning missions this close to roads wai_avoid_water = 50; // avoid spawning missions this close to water wai_mission_timer = [30,900]; // 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 = [5,60]; // fuel inside mission spawned vehicles [min%,max%] wai_vehicle_damage = [20,70]; // damages to spawn vehicles with [min%,max%] wai_keep_vehicles = false; // save vehicles to database and keep them after restart wai_linux_server = false; // false = Windows (HiveExt.dll) true = Linux Server (writer.pl) has no effect when "wai_keep_vehicles = false;" wai_lock_vehicles = false; // lock mission vehicles and add keys to random AI bodies (be careful with ai_clean_dead if this is true 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 = 30; // 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 = 5; // chance in percent you find above mentioned item wai_enable_minefield = false; // enable minefields to better defend missions wai_use_launchers = false; // add a rocket launcher to each spawned AI group wai_remove_launcher = true; // remove rocket launcher from AI on death // Missions wai_radio_announce = true; // Setting this to true will announce the missions to those that hold a radio only wai_hero_limit = 1; // define how many hero missions can run at once wai_bandit_limit = 1; // define how many bandit 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 ["patrol",10], ["black_hawk_crash",11], ["armed_vehicle",11], ["bandit_base",7], ["captured_mv22",6], ["ikea_convoy",7], ["destroyed_ural",10], ["disabled_milchopper",9], ["mayors_mansion",9], ["weapon_cache",10], ["bandit_patrol",10] ]; wai_bandit_missions = [ ["patrol",10], ["armed_vehicle",10], ["black_hawk_crash",10], ["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] ]; // Vehicle arrays armed_vehicle = ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"]; armed_chopper = []; 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","ChainSawB","ChainSawG","ChainSawP","ChainSawR"]; 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"]; 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_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 */ WAIconfigloaded = true; }; Link to comment Share on other sites More sharing options...
kheldar125 Posted January 24, 2016 Report Share Posted January 24, 2016 Hey all, Iv got a few custom missions iv made for our server as events etc. does anyone know if its possible to remote execute a mission through infistars admin menu for example? as I don't want these events running randomly. Iv got additions to infistars menu working fine but need a point in the right direction with calling the mission. any help would be appreciated cheers. Link to comment Share on other sites More sharing options...
ElDubya Posted January 24, 2016 Report Share Posted January 24, 2016 You can remote execute missions (and anything really) using Sandbird's script. I use it for different AI islands, car races, events, etc. Link to comment Share on other sites More sharing options...
way420 Posted February 1, 2016 Report Share Posted February 1, 2016 I would like to run 2 wai I'm running a overpochins server wai 1 runs sector b and bandit island with alil dzai support from what I can tell so I wanted to add wai2 just to run the wia missions I went threw and changed every wai to wai2 in every file it loads in no missions spawn and in rpt all that comes up is no owner what am I doing wrong can sumone help me point me in the right direction Link to comment Share on other sites More sharing options...
MatthewK Posted February 1, 2016 Report Share Posted February 1, 2016 26 minutes ago, way420 said: I would like to run 2 wai I'm running a overpochins server wai 1 runs sector b and bandit island with alil dzai support from what I can tell so I wanted to add wai2 just to run the wia missions I went threw and changed every wai to wai2 in every file it loads in no missions spawn and in rpt all that comes up is no owner what am I doing wrong can sumone help me point me in the right direction You would need to change all the global variables etc too. Missions in WAI2 are probably not loading because mission-started variables set in WAI1 are preventing WAI2 from working! Run DZMS for the regular missions , it's going to be a lot cleaner and easier to manage :) Link to comment Share on other sites More sharing options...
way420 Posted February 1, 2016 Report Share Posted February 1, 2016 ty for the answer I did go threw each mission as well and change that to wai2 as well I just got this feeling like I'm so close but missing sumthing what I first started and tried it messed with every mission and ai now it don't already run missions from dzms but wanted more its a small amount of friends on it so lots of missions lots of ai Link to comment Share on other sites More sharing options...
MatthewK Posted February 1, 2016 Report Share Posted February 1, 2016 17 minutes ago, way420 said: ty for the answer I did go threw each mission as well and change that to wai2 as well I just got this feeling like I'm so close but missing sumthing what I first started and tried it messed with every mission and ai now it don't already run missions from dzms but wanted more its a small amount of friends on it so lots of missions lots of ai Not everything will be that obvious , WAI wise. like: markerready .. I'm sure there are dozens more like this both global and public :( Every file in here would need to be checked and edited: https://github.com/f3cuk/WICKED-AI/tree/master/WAI/compile Link to comment Share on other sites More sharing options...
way420 Posted February 1, 2016 Report Share Posted February 1, 2016 dam ty Link to comment Share on other sites More sharing options...
MatthewK Posted February 1, 2016 Report Share Posted February 1, 2016 Don't know if you already knew this, but WAI has support for static missions. You can call the code from your own files, so for example you could have 1 or more static missions on any Island(s) that you run at server start, then just run WAI dynamic missions as normal. I used it on my old server, I had a couple of WAI static missions running via Epoch events and another at startup through server_monitor.sqf and then the dynamic missions via WAI itself.. Did you understand that? :p Link to comment Share on other sites More sharing options...
way420 Posted February 1, 2016 Report Share Posted February 1, 2016 not really m using ElDubya great release of overpochins I already humped the crap outa it by adding even more mods to it but when ever I touch the missions in any way it takes away ai from the islands so I figured two wai might do the trick all the missions systems in it seem to be tied together I'm learning as I go I can handle adding mods like a pro but writing my own script I'm not there yet lol Link to comment Share on other sites More sharing options...
MatthewK Posted February 1, 2016 Report Share Posted February 1, 2016 You can call the AI with a simple snippet like this: (this code could be run from an Epoch event script).. Go with DZMS and good luck :) [ [953.237,4486.48,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", 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; I used to use this type of code to spawn AI and paradrops onto douche bags camping the hills of Cherno. Just for kicks :D Link to comment Share on other sites More sharing options...
ElDubya Posted February 1, 2016 Report Share Posted February 1, 2016 4 hours ago, way420 said: not really m using ElDubya great release of overpochins I already humped the crap outa it by adding even more mods to it but when ever I touch the missions in any way it takes away ai from the islands so I figured two wai might do the trick all the missions systems in it seem to be tied together I'm learning as I go I can handle adding mods like a pro but writing my own script I'm not there yet lol My files already have "Manual Execution" installed. Check out the modules folder for details and then Sandbird's thread for how to use it. Link to comment Share on other sites More sharing options...
Petite Posted February 3, 2016 Report Share Posted February 3, 2016 Mission often doesn't end even if all Ai are killed, any Idea why and how to fix it ? Link to comment Share on other sites More sharing options...
lonewolfgaming Posted February 5, 2016 Report Share Posted February 5, 2016 I have a question about adding D30s to a mission. Would I just add it under static weapons, or would I need to call it in like a locked vehicle to keep players from being kicked trying to use it once the mission is done? Link to comment Share on other sites More sharing options...
Phail Posted February 6, 2016 Report Share Posted February 6, 2016 On 2/1/2016 at 9:17 AM, way420 said: I would like to run 2 wai I'm running a overpochins server wai 1 runs sector b and bandit island with alil dzai support from what I can tell so I wanted to add wai2 just to run the wia missions I went threw and changed every wai to wai2 in every file it loads in no missions spawn and in rpt all that comes up is no owner what am I doing wrong can sumone help me point me in the right direction I did it when we had a Tavi server. You put this in your server PBO, server_monitor.sqf place [] ExecVM "\z\addons\dayz_server\IAW\initIAW.sqf"; above allowConnection = true; http://www.mediafire.com/download/tbx7y28dpfiw6fq/IAW.zip The AI will not spawn until someone is 4000 meters out or closer, it reduces server load when people are not doing it. There are no crates spawned with this, i used WAI to spawn the crates in WAI/static/default.sqf Example Spoiler //Boxes //Bandit Supply Base _crate = createVehicle ["USVehicleBox",[22172.7,19868.7,0.001],[],0,"CAN_COLLIDE"]; _objectID = str(round(random 999999)); _crate setVariable ["ObjectID", _objectID, true]; _crate setVariable ["ObjectUID", _objectID, true]; _crate setVariable ["permaLoot",true]; _crate addEventHandler ["HandleDamage", {}]; //sems to make crate almost indestructible //PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor, _crate]; //above line commented out if present in dynamic_crate.sqf [_crate,[25,ai_wep_box],8,[30,crate_items_buildables],1,[100,ammo_list]] call dynamic_crate; diag_log "WAI: Crate Static loaded"; _crate1 = createVehicle ["BAF_VehicleBox",[22161.9,19852.7,0.001],[],0,"CAN_COLLIDE"]; _objectID = str(round(random 999999)); _crate1 setVariable ["ObjectID", _objectID, true]; _crate1 setVariable ["ObjectUID", _objectID, true]; _crate1 setVariable ["permaLoot",true]; _crate1 addEventHandler ["HandleDamage", {}]; //sems to make crate almost indestructible //PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor, _crate1]; //above line commented out if present in dynamic_crate.sqf [_crate1,[25,ai_wep_box],8,[30,crate_items_buildables],1,[100,ammo_list]] call dynamic_crate; diag_log "WAI: Crate Static loaded"; _crate3 = createVehicle ["USSpecialWeaponsBox",[22173.4,19833.9,0.001], [], 0, "CAN_COLLIDE"]; _objectID = str(round(random 999999)); _crate3 setVariable ["ObjectID", _objectID, true]; _crate3 setVariable ["ObjectUID", _objectID, true]; _crate3 setVariable ["permaLoot",true]; _crate3 addEventHandler ["HandleDamage", {}]; //sems to make crate almost indestructible //PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor, _crate3]; //above line commented out if present in dynamic_crate.sqf [_crate3,[25,ai_wep_box],8,[30,crate_items_buildables],1,[100,ammo_list]] call dynamic_crate; diag_log "WAI: Crate Static loaded"; _crate4 = createVehicle ["USBasicWeaponsBox",[22195.2,19834.8,0.001], [], 0, "CAN_COLLIDE"]; _objectID = str(round(random 999999)); _crate4 setVariable ["ObjectID", _objectID, true]; _crate4 setVariable ["ObjectUID", _objectID, true]; _crate4 setVariable ["permaLoot",true]; _crate4 addEventHandler ["HandleDamage", {}]; //sems to make crate almost indestructible //PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor, _crate4]; //above line commented out if present in dynamic_crate.sqf [_crate4,[25,ai_wep_box],8,[30,crate_items_buildables],1,[100,ammo_list]] call dynamic_crate; diag_log "WAI: Crate Static loaded"; _crate5 = createVehicle ["RUVehicleBox",[22204.7,19851.9,0.001], [], 0, "CAN_COLLIDE"]; _objectID = str(round(random 999999)); _crate5 setVariable ["ObjectID", _objectID, true]; _crate5 setVariable ["ObjectUID", _objectID, true]; _crate5 setVariable ["permaLoot",true]; _crate5 addEventHandler ["HandleDamage", {}]; //sems to make crate almost indestructible //PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor, _crate5]; //above line commented out if present in dynamic_crate.sqf [_crate5,[25,ai_wep_box],8,[30,crate_items_buildables],1,[100,ammo_list]] call dynamic_crate; diag_log "WAI: Crate Static loaded"; _crate6 = createVehicle ["USSpecialWeaponsBox",[22197.3,19869.1,0.00], [], 0, "CAN_COLLIDE"]; _objectID = str(round(random 999999)); _crate6 setVariable ["ObjectID", _objectID, true]; _crate6 setVariable ["ObjectUID", _objectID, true]; _crate6 setVariable ["permaLoot",true]; _crate6 addEventHandler ["HandleDamage", {}]; //sems to make crate almost indestructible //PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor, _crate6]; //above line commented out if present in dynamic_crate.sqf [_crate6,[25,ai_wep_box],8,[30,crate_items_buildables],1,[100,ammo_list]] call dynamic_crate; diag_log "WAI: Crate Static loaded"; Please change all lines that look like this or it will not work, I have redone WAI on our servers to improve performance and errors. [_crate,[25,ai_wep_box],8,[30,crate_items_buildables],1,[100,ammo_list]] call dynamic_crate; way420 1 Link to comment Share on other sites More sharing options...
way420 Posted February 7, 2016 Report Share Posted February 7, 2016 23 hours ago, Phail said: I did it when we had a Tavi server. You put this in your server PBO, server_monitor.sqf place [] ExecVM "\z\addons\dayz_server\IAW\initIAW.sqf"; above allowConnection = true; http://www.mediafire.com/download/tbx7y28dpfiw6fq/IAW.zip The AI will not spawn until someone is 4000 meters out or closer, it reduces server load when people are not doing it. There are no crates spawned with this, i used WAI to spawn the crates in WAI/static/default.sqf Example Hidden Content Please change all lines that look like this or it will not work, I have redone WAI on our servers to improve performance and errors. [_crate,[25,ai_wep_box],8,[30,crate_items_buildables],1,[100,ammo_list]] call dynamic_crate; OMG! ty so much for this Link to comment Share on other sites More sharing options...
R4id3n84 Posted February 8, 2016 Report Share Posted February 8, 2016 Heyho So i installed latest release on my Namalsk Overpoch server which is in Testing The missions are taking ages to spawn and the bandit missions don't always shoot at players which i've never seen before Any idea what could be causing this ? Link to comment Share on other sites More sharing options...
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