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[Release] Wicked AI 2.2.0


f3cuk

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  On 12/12/2016 at 12:09 AM, WagnerMello said:

Hello friends, can you tell me if wai is working normally in 1.6?

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i have installed it and it is running. the only thing is some of the boxes in the missions dump all the items on ground when you go up to them. Pics are above, check them out.

You will need to download a new copy of WAI

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  On 12/12/2016 at 4:17 AM, Thug said:

i have installed it and it is running. the only thing is some of the boxes in the missions dump all the items on ground when you go up to them. Pics are above, check them out.

You will need to download a new copy of WAI

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https://github.com/f3cuk/WICKED-AI/pull/153/commits/9cd75bff0f8a3b7667933a54bd1e5a530d4e4c56

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Hello friends I reinstalled the wai in version 1.6 but I have problems the ai die and disappear around 5 seconds
The mission does not end
No new missions appear
Her original config.sqf
/ * AI CONFIG * /

Ai_clear_body = false; // clear bodies
Ai_clean_dead = true; // clear bodies after certain amount of time
Ai_cleanup_time = 7200; // time to clear bodies in seconds
Ai_clean_roadkill = false; // clean bodies that are roadkills
Ai_roadkill_damageweapon = 0; // percentage of chance to roadkill will destroy weapon AI is carrying

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  On 12/12/2016 at 8:07 PM, WagnerMello said:

Hello friends I reinstalled the wai in version 1.6 but I have problems the ai die and disappear around 5 seconds
The mission does not end
No new missions appear
Her original config.sqf
/ * AI CONFIG * /

Ai_clear_body = false; // clear bodies
Ai_clean_dead = true; // clear bodies after certain amount of time
Ai_cleanup_time = 7200; // time to clear bodies in seconds
Ai_clean_roadkill = false; // clean bodies that are roadkills
Ai_roadkill_damageweapon = 0; // percentage of chance to roadkill will destroy weapon AI is carrying

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Working perfectly on my server with 1.0.6 changes... Check that you got everything in the changed files list...

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Ok, So I have moved back to 1.0.5.1, to many issues with the new Epoch 1.0.6. So my question is. I am running a PVE server, so really, I have no need for bandit missions. I only want the ones that give humanity. So how do I stop the others ones from spawning.

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  On 12/15/2016 at 6:09 AM, DAKA said:

Ok, So I have moved back to 1.0.5.1, to many issues with the new Epoch 1.0.6. So my question is. I am running a PVE server, so really, I have no need for bandit missions. I only want the ones that give humanity. So how do I stop the others ones from spawning.

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Inside config.sqf set wai_bandit_limit to = 0;    

        // 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

However you could always edit each bandit mission file and change "Bandit" to "hero" a quicker way would be to copy the hero missions into the bandit mission folder overwriting the bandit mission files then you could run 4 hero missions at the same time.

 

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  On 12/15/2016 at 10:04 PM, WagnerMello said:

 

Hi I did a little video to show the problem I'm having with the wai mission

I miss you after you die

Sorry for the audio of the staff.

 

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//AI mods will need to setVariable "bodyName" on their dead units to prevent them being cleaned up

https://github.com/f3cuk/WICKED-AI/pull/153/commits/a8d1e07b4006c1b2228e51ed1dd9a2229a130ab8#diff-89a49392fa4c0a6e353d1c0ad977ea8d

WAI/compile/on_kill.sqf

_unit setVariable ["killedat", time];

after that simply add something like this:

_unit setVariable ["bodyName","coolboy", false];

 

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  On 12/15/2016 at 11:01 PM, LunatikCH said:

 

//AI mods will need to setVariable "bodyName" on their dead units to prevent them being cleaned up

https://github.com/f3cuk/WICKED-AI/pull/153/commits/a8d1e07b4006c1b2228e51ed1dd9a2229a130ab8#diff-89a49392fa4c0a6e353d1c0ad977ea8d

WAI/compile/on_kill.sqf

_unit setVariable ["killedat", time];

after that simply add something like this:

_unit setVariable ["bodyName","coolboy", false];

 

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_unit setVariable ["bodyName","unknown", false];

would be better, you know people will just copy paste the 'coolboy' version

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  On 12/15/2016 at 11:01 PM, LunatikCH said:

 

//AI mods will need to setVariable "bodyName" on their dead units to prevent them being cleaned up

https://github.com/f3cuk/WICKED-AI/pull/153/commits/a8d1e07b4006c1b2228e51ed1dd9a2229a130ab8#diff-89a49392fa4c0a6e353d1c0ad977ea8d

WAI/compile/on_kill.sqf

_unit setVariable ["killedat", time];

after that simply add something like this:

_unit setVariable ["bodyName","coolboy", false];

 

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Hi, thanks for passing these fixes now it's working normally.
I would like to know how I can do to the land mine back because they disappeared

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  • 2 weeks later...

Hey all. By chance anyone know what this error means. I haven't any issues. Now all of a sudden I am.

22:18:27 Error in expression < getVariable["actionSet", false];

if (!_actionSet) then {
s_player_holderPickup>
22:18:27   Error position: <_actionSet) then {
s_player_holderPickup>
22:18:27   Error Undefined variable in expression: _actionset
22:18:27 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13

 

Thanks in advance for any help.

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So I am sure that it has been talked about already, but I can't for the life of me find it. I want to increase the amount of ai at a mission and or why some just die. I want to have at my extreme missions to have like 25+ but seem to only have 15 - 20. 

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  On 12/31/2016 at 6:53 PM, DAKA said:

So I am sure that it has been talked about already, but I can't for the life of me find it. I want to increase the amount of ai at a mission and or why some just die. I want to have at my extreme missions to have like 25+ but seem to only have 15 - 20. 

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In debugging WAI I have noticed sometimes the AI spawn in and either land on top of each other so the other AI shoot them (haha) or they spawn in dead.

Adding more AI to a mission is as simple as editing the specific mission, for instance missions\bandit\armed_vehicle.sqf:

 

	[[_position select 0,_position select 1,0],_rndnum,"Medium",["Random","AT"],3,"Random","Hero","Random","Hero",_mission] call spawn_group;
	[[_position select 0,_position select 1,0],_rndnum,"Medium",["Random","AA"],3,"Random","Hero","Random","Hero",_mission] call spawn_group;
	[[_position select 0,_position select 1,0],_rndnum,"Medium","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group;

You need to modify the number before the "Random" there to suit your needs. Currently this mission is spawning 9 AI. You could for instance set that to say 9 per spawn_group to be 27.

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WAI doesn't seem to work with me (Epoch 1.0.6), i mean it works but, some missions don't spawn a crate and 1 AI always spawns without anything (No gun backpack or anything), and when certain missions are done it doesn't trigger that the mission has been done/finished, also body's disappearing instantly...

Anyone else been getting these issues? Btw i am currently using this version by @ebaydayzhttps://github.com/ebayShopper/WICKED-AI

Here is my rpt:

  Reveal hidden contents

 

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You have an error: 

 0:30:59   Error addmagazine: Type Bool, expected Array,String
 0:30:59 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 141

I would say possible that your weapon variables contain a gun that doesn't use ammo, for instance, the new broken mosin takes no ammo so will return a false statement (boolean) "mosin_br_dz"

Check your variables in your config.sqf: ai_wep_sniper, ai_wep_machine, ai_wep_assault

*edit* I have just checked all the guns in the above variables and they do all correctly spawn ammo for them, have you edited any of the weapon variables?

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  On 1/1/2017 at 12:46 AM, salival said:

You have an error: 

 0:30:59   Error addmagazine: Type Bool, expected Array,String
 0:30:59 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 141

I would say possible that your weapon variables contain a gun that doesn't use ammo, for instance, the new broken mosin takes no ammo so will return a false statement (boolean) "mosin_br_dz"

Check your variables in your config.sqf: ai_wep_sniper, ai_wep_machine, ai_wep_assault

*edit* I have just checked all the guns in the above variables and they do all correctly spawn ammo for them, have you edited any of the weapon variables?

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Haven't changed a thing, clean install of WAI.

 

Edit: I shall reinstall it and report back, is there a recommended version for 1.0.6?

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  On 1/1/2017 at 3:55 AM, salival said:

The github link you listed should be perfect.

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  On 1/1/2017 at 1:28 AM, clarkycal said:

Haven't changed a thing, clean install of WAI.

 

Edit: I shall reinstall it and report back, is there a recommended version for 1.0.6?

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Reinstall worked, weird how it didn't work the 1st time..

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Hi all. Does anyone have some cool missions that are specific to Napf? I tried a couple different ones, but didn't seem to like it and stop spawning missions after the initial ones. I am not a script-er, so any help would be awesome.

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Boy Am I just having issues all of a sudden. I am now getting this error and I have changed nothing. Any ideas?

 5:36:49 Error in expression < getVariable["actionSet", false];

if (!_actionSet) then {
s_player_holderPickup>
 5:36:49   Error position: <_actionSet) then {
s_player_holderPickup>
 5:36:49   Error Undefined variable in expression: _actionset
 5:36:49 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13

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  On 1/4/2017 at 3:41 PM, DAKA said:

Boy Am I just having issues all of a sudden. I am now getting this error and I have changed nothing. Any ideas?

 5:36:49 Error in expression < getVariable["actionSet", false];

if (!_actionSet) then {
s_player_holderPickup>
 5:36:49   Error position: <_actionSet) then {
s_player_holderPickup>
 5:36:49   Error Undefined variable in expression: _actionset
 5:36:49 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13

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I don't think that's related to WAI. You used to get that from ESSv2 in 1.0.5.1

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