PeterBeer Posted August 23, 2014 Report Share Posted August 23, 2014 this will not work on my server i have done exactly what you said to do and no missions spawn in my server. i have even tried placing the exec line in the server monitor sqf and still nothing works please help i would love this to be on my server Are you with GTXGaming ? Link to comment Share on other sites More sharing options...
Havoc302 Posted August 23, 2014 Report Share Posted August 23, 2014 Once the version comes out that has hero and bandit missions I'll be dropping it on my server and making more missions for both that I'll be happy to share, they may need a little tweaking for other servers though as I have a theme with my bandits, they're not just some rag tag bunch of nobodies, they have a plan! :P Link to comment Share on other sites More sharing options...
PeterBeer Posted August 23, 2014 Report Share Posted August 23, 2014 I'm just waiting for multiple missions running at once to come on :) Link to comment Share on other sites More sharing options...
YourSpanishMomTaco Posted August 23, 2014 Report Share Posted August 23, 2014 I'm seeming to have a bit of trouble, I tried putting it in, but I doesn't want to save. Every time I click save, I reopen it, it's not there, just the Infistar AntiHack script is there not ExecVM "\z\addons\dayz_server\WAI\init.sqf";' Please help. Link to comment Share on other sites More sharing options...
PeterBeer Posted August 23, 2014 Report Share Posted August 23, 2014 I'm seeming to have a bit of trouble, I tried putting it in, but I doesn't want to save. Every time I click save, I reopen it, it's not there, just the Infistar AntiHack script is there not ExecVM "\z\addons\dayz_server\WAI\init.sqf";' Please help. Seems like host provider problem who you with ? Link to comment Share on other sites More sharing options...
YourSpanishMomTaco Posted August 23, 2014 Report Share Posted August 23, 2014 Seems like host provider problem who you with ? Survival Servers. Tried re-downloading PBO and trying to config a new one. No avail. Tried replacing the Infistar script with WAI script. Nada. Have to make a ticket I guess. I just said fuck it and paid someone to do it for me, was tired of Survival taking 10 years to get back to me. Nakama Mind 1 Link to comment Share on other sites More sharing options...
PeterBeer Posted August 23, 2014 Report Share Posted August 23, 2014 Want a challenge on the "Extreme" bandit camp Open "bandit_base.sqf" Replace with this code : if(isServer) then { private ["_tanktraps","_mines","_position","_box","_missiontimeout","_cleanmission","_playerPresent","_starttime","_currenttime","_cleanunits","_rndnum"]; _position = safepos call BIS_fnc_findSafePos; _tanktraps = []; _mines = []; diag_log format["WAI: Mission bandit base started at %1",_position]; _box = createVehicle ["RUVehicleBox",[(_position select 0),(_position select 1),0], [], 0, "CAN_COLLIDE"]; [_box] call Extra_Large_Gun_Box; _baserunover = 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 setDir 90; _baserunover1 setDir 270; _baserunover2 setDir 0; _baserunover3 setDir 180; _baserunover4 setDir 0; _baserunover5 setDir 180; _baserunover6 setDir 270; _baserunover7 setDir 90; _baserunover setVectorUp surfaceNormal position _baserunover; _baserunover1 setVectorUp surfaceNormal position _baserunover1; _baserunover2 setVectorUp surfaceNormal position _baserunover2; _baserunover3 setVectorUp surfaceNormal position _baserunover3; _baserunover4 setVectorUp surfaceNormal position _baserunover4; _baserunover5 setVectorUp surfaceNormal position _baserunover5; _baserunover6 setVectorUp surfaceNormal position _baserunover6; _baserunover7 setVectorUp surfaceNormal position _baserunover7; if(wai_enable_tank_traps) then { _tanktraps = [_position] call tank_traps; }; if(wai_enable_minefield) then { _mines = [_position,50,100,50] call minefield; }; _rndnum = round (random 3) + 4; [[_position select 0, _position select 1, 0],_rndnum,"hard","Random",4,"Random","Random","Random",true] call spawn_group; [[_position select 0, _position select 1, 0],4,"hard","Random",4,"Random","Random","Random",true] call spawn_group; [[_position select 0, _position select 1, 0],4,"Random","Random",4,"Random","Random","Random",true] call spawn_group; [[_position select 0, _position select 1, 0],4,"Random","Random",4,"Random","Random","Random",true] call spawn_group; [[_position select 0, _position select 1, 0],4,"Random","Random",4,"Random","Random","Random",true] call spawn_group; [[_position select 0, _position select 1, 0],4,"Random","Random",4,"Random","Random","Random",true] call spawn_group; [[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"HMMWV_Armored","Random"] spawn vehicle_patrol; [[[(_position select 0) - 10, (_position select 1) + 10, 0]],"M2StaticMG","easy","Random",0,2,"Random","Random",true] call spawn_static; [[[(_position select 0) + 10, (_position select 1) - 10, 0]],"M2StaticMG","easy","Random",0,2,"Random","Random",true] call spawn_static; [[[(_position select 0) + 10, (_position select 1) + 10, 0]],"M2StaticMG","easy","Random",0,2,"Random","Random",true] call spawn_static; [[[(_position select 0) - 10, (_position select 1) - 10, 0]],"M2StaticMG","easy","Random",0,2,"Random","Random",true] call spawn_static; [[(_position select 0), (_position select 1), 0],[0,0,0],400,"CH53_DZE",10,1,"Random",4,"Random","Random","Random",false] spawn heli_para; [[(_position select 0), (_position select 1), 0],[0,0,0],400,"CH53_DZE",10,1,"Random",4,"Random","Random","Random",false] spawn heli_para; [_position,"[Extreme] Bandit Base"] execVM wai_marker; [nil,nil,rTitleText,"Bandits have setup temporary encampment, Go and ambush it to make it yours","PLAIN",10] call RE; _missiontimeout = true; _cleanmission = false; _playerPresent = false; _starttime = floor(time); while {_missiontimeout} do { sleep 5; _currenttime = floor(time); { if((isPlayer _x) && (_x distance _position <= 150)) then { _playerPresent = true }; } forEach playableUnits; if (_currenttime - _starttime >= wai_mission_timeout) then { _cleanmission = true; }; if ((_playerPresent) || (_cleanmission)) then { _missiontimeout = false; }; }; if (_playerPresent) then { [0] call mission_type; [_box,"Survivors captured the base, HOOAH",[_tanktraps,_mines]] call mission_succes; } else { [[_box,_baserunover,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5,_baserunover6,_baserunover7,_tanktraps,_mines],"Survivors were unable to capture the base"] call mission_failure; }; diag_log format["WAI: Mission bandit base ended at %1 ended",_position]; missionrunning = false; }; Lets just say Backup is coming ! Jossy 1 Link to comment Share on other sites More sharing options...
BigDaddy Posted August 23, 2014 Report Share Posted August 23, 2014 I'm seeming to have a bit of trouble, I tried putting it in, but I doesn't want to save. Every time I click save, I reopen it, it's not there, just the Infistar AntiHack script is there not ExecVM "\z\addons\dayz_server\WAI\init.sqf";' Please help. have not tested it try this 1. make a folder in your mission.pbo and call it custom. 2. copy the server_monitor.sqf in to the new custom folder. 3 now open server_monitor.sqf and search for allowConnection = true; and add the line shown below [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; allowConnection = true 4 open your init.sqf in the mission.pbo and search for _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; and change it to _serverMonitor = [] execVM "custom\server_monitor.sqf"; pack your mission.pbo and upload it restart the server and have fun with your missions. or try this 1. make a folder in your mission.pbo and call it custom. 2. copy the server_monitor.sqf in to the new custom folder. 3 now open server_monitor.sqf and search for allowConnection = true; and add the line shown below [] ExecVM "custom\WAI\init.sqf"; allowConnection = true 4 copy the WAI folder in the custom folder 5 open your init.sqf in the mission.pbo and search for _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; and change it to _serverMonitor = [] execVM "custom\server_monitor.sqf"; pack your mission.pbo and upload it restart the server and have fun with your missions. Link to comment Share on other sites More sharing options...
BigDaddy Posted August 23, 2014 Report Share Posted August 23, 2014 ups Link to comment Share on other sites More sharing options...
PeterBeer Posted August 23, 2014 Report Share Posted August 23, 2014 About 2 hours in to server running the mission stop loading anyone else got this No errors in the logs Link to comment Share on other sites More sharing options...
Jossy Posted August 23, 2014 Report Share Posted August 23, 2014 (edited) About 2 hours in to server running the mission stop loading anyone else got this No errors in the logs could be this https://github.com/f3cuk/WICKED-AI/blob/master/WAI/missions/ikea_convoy.sqf#L124 also if you are running any missions with [1] call mission_type; they might stop working, this will all change with the major update though Edited August 23, 2014 by Jossy Link to comment Share on other sites More sharing options...
jackal40 Posted August 23, 2014 Report Share Posted August 23, 2014 Just wanted to say thanks for updating this! I'm really enjoying the simpler configurations. Will the upcoming Bandit and hero missions also allow friendly AI? If not, can I get some suggestions on how to best implement this? I tried adding another folder of the complete WAI install, with all createGroup statements changed to west - however these AI would still attack the player. I'm hoping to replicate the features Sarge AI had of having both bandits and friendly AI. Again, thanks for the great work! Link to comment Share on other sites More sharing options...
Jossy Posted August 23, 2014 Report Share Posted August 23, 2014 Just wanted to say thanks for updating this! I'm really enjoying the simpler configurations. Will the upcoming Bandit and hero missions also allow friendly AI? If not, can I get some suggestions on how to best implement this? I tried adding another folder of the complete WAI install, with all createGroup statements changed to west - however these AI would still attack the player. I'm hoping to replicate the features Sarge AI had of having both bandits and friendly AI. Again, thanks for the great work! It's not something that's currently being worked on, it is possible, but it would raise issues of players being able to just run up to the crate and take loot so it would take a while to implement safeguards and such. Certainly something I could work on after this update Link to comment Share on other sites More sharing options...
jackal40 Posted August 23, 2014 Report Share Posted August 23, 2014 It's not something that's currently being worked on, it is possible, but it would raise issues of players being able to just run up to the crate and take loot so it would take a while to implement safeguards and such. Certainly something I could work on after this update I did not have missions in mind, but rather static AI only. I wouldn't want to make things easier for the players but would like to add some emersive elements. Link to comment Share on other sites More sharing options...
jotreu Posted August 23, 2014 Report Share Posted August 23, 2014 I followed the instructions and checked all steps twice that i made, but the missions/WAI is not starting. (even not on RTP on server-start) I use Epoch v1.0.5.1 and the map Sauerland. In the RTP log is a error that appears every few milliseconds: ////////////////////////////////////////////////////////////////////////////// RTP log ////////////////////////////////////////////////////////////////////////////// _qty = {_x == _vehicle} count serverVehicleCounter; > 7:29:27 Error position: <_vehicle} count serverVehicleCounter; > 7:29:27 Error Undefined variable in expression: _vehicle 7:29:27 File z\addons\dayz_server\init\server_functions.sqf, line 256 > 7:29:27 Error Undefined variable in expression: _vehicle 7:29:27 File z\addons\dayz_server\init\server_functions.sqf, line 256 7:29:27 Error in expression <imit = _random select 1; _qty = {_x == _vehicle} count serverVehicleCounter; > 7:29:27 Error position: <_vehicle} count serverVehicleCounter; > 7:29:27 Error position: <_vehicle} count serverVehicleCounter; > 7:29:27 Error Undefined variable in expression: _vehicle ///////////////////////////////////////////////////////////////////////////// and ///////////////////////////////////////////////////////////////////////////// > 7:32:51 Error Undefined variable in expression: _vehicle 7:32:51 File z\addons\dayz_server\init\server_functions.sqf, line 256 7:32:51 Error in expression <VehiclesList select _index; _vehicle = _random select 0; _velimit = _random sel> 7:32:51 Error position: <_random select 0; _velimit = _random sel> 7:32:51 Error Undefined variable in expression: _random 7:32:51 File z\addons\dayz_server\init\server_functions.sqf, line 253 7:32:51 Error in expression <imit = _random select 1; _qty = {_x == _vehicle} count serverVehicleCounter; > 7:32:51 Error position: <_vehicle} count serverVehicleCounter; > 7:32:51 Error Undefined variable in expression: _vehicle 7:32:51 File z\addons\dayz_server\init\server_functions.sqf, line 256 7:32:51 Error in expression <VehiclesList select _index; _vehicle = _random select 0; _velimit = _random sel> 7:32:51 Error position: <_random select 0; _velimit = _random sel> 7:32:51 Error Undefined variable in expression: _random 7:32:51 File z\addons\dayz_server\init\server_functions.sqf, line 253 ////////////////////////////////////////////////////////////////////////////// Bevore i installed this version of WAI i used an old version of WAI (not for epoch version 1.0.5.1 but some times the missions starts correct) that means, that i didnt change anything from the "server_functions.sqf" i only add the line from the install-instruction at the end of the "server_functions"-file, deleted the old "WAI"-folder and put the "WAI"-folder from here to my d"ayz_server.pbo". I even tried it with "[] " bevore "ExecVM". //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// end of "server_functions.sqf" //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ... ... ... 912 server_logUnlockLockEvent = { 913 private["_player", "_obj", "_objectID", "_objectUID", "_statusText", "_status"]; 914 _player = _this select 0; ... _obj = _this select 1; ... _status = _this select 2; ... if (!isNull(_obj)) then { ... _objectID = _obj getVariable["ObjectID", "0"]; ... _objectUID = _obj getVariable["ObjectUID", "0"]; ... _statusText = "UNLOCKED"; ... if (_status) then { ... [_obj, "gear"] call server_updateObject; ... _statusText = "LOCKED"; ... }; ... diag_log format["SAFE %5: ID:%1 UID:%2 BY %3(%4)", _objectID, _objectUID, (name _player), (getPlayerUID _player), _statusText]; ... }; ... }; ... 929 ExecVM "\z\addons\dayz_server\WAI\init.sqf"; <------- that is what i have added //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// in the "config.sqf" i have set the "wai_mission_timer" to 1-2 minutes. is this maybe the problem? i hope someone can help me :( Link to comment Share on other sites More sharing options...
ZarX Posted August 23, 2014 Report Share Posted August 23, 2014 So going to ask this again... I need to add hand held launchers to my guys.. Should I just create another array and give it a % based chance for them to spawn with it or add it to the other arrays already there? Link to comment Share on other sites More sharing options...
DaVIdoSS Posted August 23, 2014 Report Share Posted August 23, 2014 You can use existed array to add launchers. If you create new one you need to edit spawn_group.sqf . Link to comment Share on other sites More sharing options...
f3cuk Posted August 23, 2014 Author Report Share Posted August 23, 2014 @jotreu: 1-2 minutes mission timers seems unreasonably short. --- I did not have missions in mind, but rather static AI only. I wouldn't want to make things easier for the players but would like to add some emersive elements. Static friendly AI is something I will definitely look at. I've got this idea of adding them to my safezones and making them hostile to zombies and people who do illegal stuff (like steal). It would be awesome if they would track down these rule breakers and send them to prison (t.p. to prison location and remove all items from their body). The only way to get out of the prison is by escaping and that is kinda hard cause there would be static AI protecting it. jackal40 1 Link to comment Share on other sites More sharing options...
err0r Posted August 23, 2014 Report Share Posted August 23, 2014 Anyway to keep the AI in the marker area as i have noticed they tend to flock to nearby vehicles after a few mins of mission spawn. Link to comment Share on other sites More sharing options...
PeterBeer Posted August 23, 2014 Report Share Posted August 23, 2014 Almost the end of the weekend where's that major update ;) Link to comment Share on other sites More sharing options...
Hux Posted August 24, 2014 Report Share Posted August 24, 2014 How do I disable the flares that light on crates? It's blinding with NVG. I reallly like this version of WAI...it's set up very nicely. Thank you. Link to comment Share on other sites More sharing options...
Jossy Posted August 24, 2014 Report Share Posted August 24, 2014 How do I disable the flares that light on crates? It's blinding with NVG. I reallly like this version of WAI...it's set up very nicely. Thank you. wai_crates_smoke = false; will turn off flares, and smokes Link to comment Share on other sites More sharing options...
PeterBeer Posted August 24, 2014 Report Share Posted August 24, 2014 This kinda need fixing when you do bandit base mission OR Ikea mission choppers come with Backup right but it takes some time getting to you Picture : They stay there for 4 minutes then took 3 minutes getting to the mission by then there gone xD anyway to spawn them within 2000m of the actually mission Link to comment Share on other sites More sharing options...
Hux Posted August 24, 2014 Report Share Posted August 24, 2014 wai_crates_smoke = false; will turn off flares, and smokes Oh I was hoping to keep the smoke & just get rid of the flares... Thanks for the answer. Link to comment Share on other sites More sharing options...
Jossy Posted August 24, 2014 Report Share Posted August 24, 2014 Oh I was hoping to keep the smoke & just get rid of the flares... Thanks for the answer. I'll write that option up in this coming update right now ;) Link to comment Share on other sites More sharing options...
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