Rolcsi Posted October 31, 2016 Report Share Posted October 31, 2016 Hi please help give rpt error Error in expression <n { for "_i" from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapo> 19:33:56 Error position: <addMagazine _magazine; }; _unit addweapo> What is this? Link to comment Share on other sites More sharing options...
juandayz Posted October 31, 2016 Report Share Posted October 31, 2016 27 minutes ago, Rolcsi said: Hi please help give rpt error Error in expression <n { for "_i" from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapo> 19:33:56 Error position: <addMagazine _magazine; }; _unit addweapo> What is this? check your spawn_group.sqf ( WAI/COMPILE/ ) this line must be: if (!_unarmed) then { for "_i" from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapon _weapon; _unit selectWeapon _weapon; }; Link to comment Share on other sites More sharing options...
Rolcsi Posted October 31, 2016 Report Share Posted October 31, 2016 I check but i don't know what modify. Link to comment Share on other sites More sharing options...
juandayz Posted October 31, 2016 Report Share Posted October 31, 2016 3 hours ago, Rolcsi said: I check but i don't know what modify. but you have the same bunch of code? Link to comment Share on other sites More sharing options...
DAKA Posted November 3, 2016 Report Share Posted November 3, 2016 Hello, so I have WAI installed, with some custom spawn missions and the default ones. Here is are the 2 errors that I am getting. 2:47:20 Error in expression <launcher call find_suitable_ammunition; _unit addMagazine _rocket; _unit addMaga> 2:47:20 Error position: <_unit addMagazine _rocket; _unit addMaga> 2:47:20 Error Undefined variable in expression: _unit 2:47:20 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 193 and this one 2:47:20 "WAI: Spawned a group of any AI (Bandit) at [1532.32,4476.64,0]" 2:47:20 Error in expression <I: Spawned a group of %1 AI (%3) at %2",_unitnumber,_position,_aitype]; _unitGr> 2:47:20 Error position: <_unitnumber,_position,_aitype]; _unitGr> 2:47:20 Error Undefined variable in expression: _unitnumber 2:47:20 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 219 Any help would be great. Link to comment Share on other sites More sharing options...
DAKA Posted November 16, 2016 Report Share Posted November 16, 2016 Hi all. Can anyone help me. Keep getting this message. 6:53:28 Error in expression <tion = wai_mission_data select _mission select 3; }; { _x setVariable ["Aggress> 6:53:28 Error position: <select 3; }; { _x setVariable ["Aggress> 6:53:28 Error select: Type Number, expected Array,Config entry 6:53:28 File z\addons\dayz_server\WAI\compile\hero_behaviour.sqf, line 14 anyone know how to fix it? Link to comment Share on other sites More sharing options...
EagerBeaver Posted November 18, 2016 Report Share Posted November 18, 2016 Hey :) Someone has probably asked this question but 93 pages is a bit much to search lol :P But umm how and where can i edit the amount of units that spawn @ a mission ? There is a few missions where there is like 20 - 24 ai and umm thats a bit much lol and it also lags my server for a few seconds when the mission is starting.. I would prefer less units around 15.. And just a little bit more skilled then the default WAI ai :) Thanx :) Link to comment Share on other sites More sharing options...
Tech_Support Posted November 18, 2016 Report Share Posted November 18, 2016 Edit each mission file MISSION_EXAMPLE.sqf if(isServer) then { private ["_baserunover","_mission","_directions","_position","_crate","_crate_type","_num"]; // Get a safe position 80 meters from the nearest object _position = [80] call find_position; // Initialise the mission variable with the following options, [position, difficulty, mission name, mission type (MainHero/Mainbandit), minefield (true or false)] call mission_init; [_mission,_position,"hard","Test Mission","MainHero",true] call mission_init; diag_log format["WAI: Mission Test Mission started at %1",_position]; //Setup the crate _crate_type = crates_large call BIS_fnc_selectrandom; // Choose between crates_large, crates_medium and crates_small _crate = createVehicle [_crate_type,[(_position select 0),(_position select 1),0],[],0,"CAN_COLLIDE"]; // Crate Spawn Example // Parameters: 0: _crate // 1: Max number of guns OR [MAX number of guns,gun_array] // 2: Max number of tools OR [MAX number of tools,tool_array] // 3: Max number of items OR [MAX number of items,item_array] // 4: Max number of backpacks OR [MAX number of backpacks,backpack_array] [_crate,16,[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate; // Create some 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"]; // Adding buildings to one variable just for tidiness _baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5,_baserunover6,_baserunover7]; // Set some directions for our buildings _directions = [90,270,0,180,0,180,270,90]; { _x setDir (_directions select _forEachIndex) } forEach _baserunover; // Make buildings flat on terrain surface { _x setVectorUp surfaceNormal position _x; } count _baserunover; // Group Spawn Examples // Parameters: 0: Position // 1: Unit Count // 2: Unit Skill ("easy","medium","hard","extreme" or "random") // 3: Guns (gun or [gun,launcher]) // Guns options : (0 = ai_wep_assault, 1 = ai_wep_machine, 2 = ai_wep_sniper, "random" = random weapon, "Unarmed" = no weapon) // Launcher options: (at = ai_wep_launchers_AT, aa = ai_wep_launchers_AA or "classname") // 4: Magazine Count // 5: Backpack ("random" or "classname") // 6: Skin ("Hero","bandit","random","special" or "classname") // 7: Gear (0:ai_gear0, 1:ai_gear1, 2:ai_gear2, 3:ai_gear3, 4:ai_gear4 or "random") // 8: AI Type ("bandit","Hero","special" or ["type", #] format to overwrite default gain amount) ***Used to determine humanity gain or loss*** // 9: Mission variable from line 9 (_mission) _num = round (random 3) + 4; [[_position select 0, _position select 1, 0],_num,"extreme",["random","at"],4,"random","bandit","random",["bandit",150],_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,"random","random",4,"random","bandit","random","bandit",_mission] call spawn_group; [[_position select 0, _position select 1, 0],4,"random","random",4,"random","bandit","random","bandit",_mission] call spawn_group; [[_position select 0, _position select 1, 0],4,"random","random",4,"random","bandit","random","bandit",_mission] call spawn_group; // Humvee Patrol Example // Parameters: 0: Patrol position // 1: Starting position // 2: Patrol radius // 3: Number of Waypoints // 4: Vehicle classname // 5: Unit Skill ("easy","medium","hard","extreme" or "random") // 6: Skin ("Hero","bandit","random","special" or "classname") // 7: AI Type ("bandit","Hero" or "special") ***Used to determine humanity gain or loss*** // 8: Mission variable from line 9 (_mission) [[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"HMMWV_Armored","random","bandit","bandit",_mission] call vehicle_patrol; // Static Turret Examples // Parameters: 0: Spawn position // 1: Classname ("classname" or "random" to pick from ai_static_weapons) // 2: Unit Skill ("easy","medium","hard","extreme" or "random") ***NO effect if ai_static_skills = true;*** // 3: Skin ("Hero","bandit","random","special" or "classname") // 4: AI Type ("bandit","Hero" or "special") ***Used to determine humanity gain or loss*** // 5: Gun (0:ai_wep_assault 1:ai_wep_machine 2:ai_wep_sniper or "random") ***NO effect if ai_static_useweapon = false;*** // 6: Magazine Count ***NO effect if ai_static_useweapon = false;*** // 7: Backpack ("random" or "classname") ***NO effect if ai_static_useweapon = false;*** // 8: Gear (0:ai_gear0, 1:ai_gear1, 2:ai_gear2, 3:ai_gear3, 4:ai_gear4 or "random") ***NO effect if ai_static_useweapon = false;*** // 9: Mission variable from line 9 (_mission) }; [[[(_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 Example // Parameters: 0: Paradrop position // 1: Spawn position // 2: Trigger radius // 3: Vehicle classname // 4: Amount of paratroopers // 5: Unit Skill ("easy","medium","hard","extreme" or "random") ***NO effect if ai_static_skills = true;*** // 6: Gun (0:ai_wep_assault 1:ai_wep_machine 2:ai_wep_sniper or "random") // 7: Magazine Count // 8: Backpack ("random" or "classname") // 9: Skin ("Hero","bandit","random","special" or "classname") // 10: Gear (0:ai_gear0, 1:ai_gear1, 2:ai_gear2, 3:ai_gear3, 4:ai_gear4 or "random") // 11: AI Type ("bandit","Hero" or "special") ***Used to determine humanity gain or loss*** // 12: Heli stay and fight after troop deployment? (true or false) // 13: Mission variable from line 9 (_mission) [[(_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; // Assassination target example // This is the same as normal group spawns but we assign it to a variable instead for use in the trigger below (if there are multiple units in this group you'll need to kill them all) _assassinate = [[_position select 0, _position select 1, 0],1,"hard","random",4,"random","special","random","bandit",_mission] call spawn_group; // Mission objective options and messages [ [_mission,_crate], // mission variable (from line 9) and crate ["crate"], // Mission objective type (["crate"], or ["kill"], or ["assassinate", _assassinate]) [_baserunover], // buildings to cleanup after mission is complete, does not include the crate "A Mission has spawned, hurry up to claim the loot!", // mission announcement "The mission was complete/objective reached", // mission success "The mission timed out and nobody was in the vicinity" // mission fail ] call mission_winorfail; // End of mission diag_log format["WAI: Mission bandit base ended at %1 ended",_position]; h_missionsrunning = h_missionsrunning - 1; }; EagerBeaver 1 Link to comment Share on other sites More sharing options...
Tech_Support Posted November 18, 2016 Report Share Posted November 18, 2016 When it comes to ai skill and behavior Edit every mission file (The 4 is how many ai spawn and change "hard" to what setting you want) // 1: Unit Count // 5: Unit Skill ("easy","medium","hard","extreme" or "random") Example line taken from a bandit mission. [[_position select 0, _position select 1, 0],4,"hard","random",4,"random","bandit","random","bandit",_mission] call spawn_group; Inside Config.sqf are the settings for each level so if you set your mission ai to easy there are the settings for easy. 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 = ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"]; // 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]]; I DO NOT CHANGE THESE ai settings in the main config.sqf I set easy,medium,hard,extreme or random in each mission file Also adding to difficulty is the ai behavior 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 RED,YELLOW etc... https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes Link to comment Share on other sites More sharing options...
Tech_Support Posted November 18, 2016 Report Share Posted November 18, 2016 NOTE: To make AI hunt down a known target, you need to use '_unit setCombatMode "RED"'. The Seek & Destroy waypoint only makes the AI to search the vicinity of the waypoint itself. Not affect their behavior on their way to the waypoint itself. if you do not want the ai to hunt down a player when they shoot (Ai just run around at the misison set to YELLOW) Link to comment Share on other sites More sharing options...
Phail Posted November 22, 2016 Report Share Posted November 22, 2016 On 11/16/2016 at 9:19 AM, DAKA said: Hi all. Can anyone help me. Keep getting this message. 6:53:28 Error in expression <tion = wai_mission_data select _mission select 3; }; { _x setVariable ["Aggress> 6:53:28 Error position: <select 3; }; { _x setVariable ["Aggress> 6:53:28 Error select: Type Number, expected Array,Config entry 6:53:28 File z\addons\dayz_server\WAI\compile\hero_behaviour.sqf, line 14 anyone know how to fix it? I covered this a few pages back, only way I know how. Link to comment Share on other sites More sharing options...
DAKA Posted November 22, 2016 Report Share Posted November 22, 2016 Thanks for the help. Do you by chance know how to fix this error? 2:47:20 Error in expression <launcher call find_suitable_ammunition;_unit addMagazine _rocket;_unit addMaga> 2:47:20 Error position: <_unit addMagazine _rocket;_unit addMaga> 2:47:20 Error Undefined variable in expression: _unit 2:47:20 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 193 Link to comment Share on other sites More sharing options...
Thug Posted November 22, 2016 Report Share Posted November 22, 2016 On 8/21/2015 at 1:14 PM, Tang0 said: i had the loot boxes spawn in the air I know this is an old post, but for those that run into this you can also replace the briefs with Gems and it will stop going in the air. Link to comment Share on other sites More sharing options...
Thug Posted November 22, 2016 Report Share Posted November 22, 2016 Hello all, I moved a WAI Folder from Sauerland to Chernarus. Chernarus is smaller. So the missions are spawning in the water sometimes. My question is, How does WAI find the center of the map of its script? Seems to me its a radius problem. I checked the mission.sqm on mission side, this is what I found: class Markers { items=18; class Item0 { position[]={7839.6055,381.33774,8414.7324}; name="center"; type="Empty"; }; Class Item0 has worked on 3 different Chernarus maps that I have built. Link to comment Share on other sites More sharing options...
Tang0 Posted November 22, 2016 Report Share Posted November 22, 2016 if loot box is in mid air - i had this, its infistar in AH.sqf find if (_cfid >= 10) then <<<<<change this to a nuber that exceeds the number of briefs etc in the box>>>> Link to comment Share on other sites More sharing options...
Dusty459 Posted November 25, 2016 Report Share Posted November 25, 2016 Is there I can Expand the amount of missions to spawn iv added the extra 13 mission by caveman but now seem to get only 2 Missions a time sometimes the same from where there where 4 spawning before I added them Link to comment Share on other sites More sharing options...
Dusty459 Posted November 27, 2016 Report Share Posted November 27, 2016 Right thank you seems atm The missions arnt showing up well none of the New ones and there seems to be on 2 spawning at a time Link to comment Share on other sites More sharing options...
Jim90 Posted December 5, 2016 Report Share Posted December 5, 2016 Looking for any information on running WAI on Epoch 106. it seems to work but defiantly has issues like the AI randomly disappearing. and after they are killed, there bodies disappear in a few minutes. Also Static guns and vehicles are being deleted as soon as they spawn with lines like this in the rpt. 13:43:31 ["z\addons\dayz_server\system\scheduler\sched_safetyVehicle.sqf","KILLING A HACKER","Benjamin Garcia"," IN ","M2StaticMG"] I've stopped the static guns from being deleted by adding them to DZE_safeVehicle but there must be a better way to do it. Thanks in advance to anyone who can help, and here's hoping that the vast improvements that 106 has brought to our game will bring more the players back. thekaboobie 1 Link to comment Share on other sites More sharing options...
Jim90 Posted December 6, 2016 Report Share Posted December 6, 2016 Works great now. Many thanks ebay. Link to comment Share on other sites More sharing options...
DAKA Posted December 7, 2016 Report Share Posted December 7, 2016 So with this new work around. Do i take those files, copy and paste that new code into the sqf's that are listed in the pull. That part doesnt make sense to me. Sorry Link to comment Share on other sites More sharing options...
Assomnia Posted December 8, 2016 Report Share Posted December 8, 2016 Hello all !!! I have serious issues with WAI Mission I followed the steps from here : https://github.com/f3cuk/WICKED-AI and took the files from there as well, but it looks like its a serious fiesta in my RPT because of those lines : "Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:885) in slots Single and Single" "Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:885) in slots Single and Burst" "Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:885) in slots Single and FullAuto" I have like 10000 lines from that everytime AI spawn on the map. I suspect the function.sqf where you can find that : 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 Can someone help me to fix that ? Any idea ? EDIT : Epoch 1.0.5.1 here Link to comment Share on other sites More sharing options...
Jim90 Posted December 8, 2016 Report Share Posted December 8, 2016 On 12/7/2016 at 9:19 AM, DAKA said: So with this new work around. Do i take those files, copy and paste that new code into the sqf's that are listed in the pull. That part doesnt make sense to me. Sorry The link that ebay supplied goes to the page that shows what he changed in the files to make WAI work in the new Epoch 1.0.6. These changes have already been made to the download zip that you will find on the "<>code" tab. Do a new install using these files and instructions. Link to comment Share on other sites More sharing options...
Thug Posted December 11, 2016 Report Share Posted December 11, 2016 Epoch 106 wai mission boxes are dumping items on ground. https://dl.dropboxusercontent.com/u/487376647/box1.jpg https://dl.dropboxusercontent.com/u/487376647/box2.jpg https://dl.dropboxusercontent.com/u/487376647/20161209132001_1.jpg Anyone have an ideal on how to fix this? No errors in RPTs Link to comment Share on other sites More sharing options...
LunatikCH Posted December 11, 2016 Report Share Posted December 11, 2016 1 hour ago, Thug said: Epoch 106 wai mission boxes are dumping items on ground. https://dl.dropboxusercontent.com/u/487376647/box1.jpg https://dl.dropboxusercontent.com/u/487376647/box2.jpg https://dl.dropboxusercontent.com/u/487376647/20161209132001_1.jpg Anyone have an ideal on how to fix this? No errors in RPTs what about: ? Link to comment Share on other sites More sharing options...
WagnerMello Posted December 12, 2016 Report Share Posted December 12, 2016 Hello friends, can you tell me if wai is working normally in 1.6? Link to comment Share on other sites More sharing options...
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