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AI Missions wont work enymore


Dutch Vertigo

Question

Hello,

After learning alot but far away from all about scripts and setting up a server my server is almost finisched. But now my AI missions wont work enymore.

Only AI that still works is in a AI City.

This AI City & Infistar.de Anti-Hack is the last 2 things ive installed. (Didnt notice earlyer that AI missions didnt work enymore, but i guess its since one of those 2 updates.)

Please help me, Thanks alot!

Server_monitor.sqf and init.sqf file:

private ["_nul","_result","_pos","_wsDone","_dir","_block","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_intentory","_hitPoints","_fuel","_damage","_key","_vehLimit","_hiveResponse","_objectCount","_codeCount","_data","_status","_val","_traderid","_retrader","_traderData","_id","_lockable","_debugMarkerPosition","_vehicle_0","_bQty","_vQty","_BuildingQueue","_objectQueue"];

dayz_versionNo = 		getText(configFile >> "CfgMods" >> "DayZ" >> "version");
dayz_hiveVersionNo = 	getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");

waitUntil{initialized}; //means all the functions are now defined

diag_log "HIVE: Starting";

waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player)
	
// Custom Configs
if(isnil "MaxVehicleLimit") then {
	MaxVehicleLimit = 50;
};

if(isnil "MaxDynamicDebris") then {
	MaxDynamicDebris = 100;
};
if(isnil "MaxAmmoBoxes") then {
	MaxAmmoBoxes = 3;
};
if(isnil "MaxMineVeins") then {
	MaxMineVeins = 50;
};
// Custon Configs End

if (isServer and isNil "sm_done") then {

	serverVehicleCounter = [];
	_hiveResponse = [];

	for "_i" from 1 to 5 do {
		diag_log "HIVE: trying to get objects";
		_key = format["CHILD:302:%1:", dayZ_instance];
		_hiveResponse = _key call server_hiveReadWrite;  
		if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then {
			diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse));
			_hiveResponse = ["",0];
		} 
		else {
			diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" );
			_i = 99; // break
		};
	};
	
	_BuildingQueue = [];
	_objectQueue = [];
	
	if ((_hiveResponse select 0) == "ObjectStreamStart") then {
		diag_log ("HIVE: Commence Object Streaming...");
		_key = format["CHILD:302:%1:", dayZ_instance];
		_objectCount = _hiveResponse select 1;
		_bQty = 0;
		_vQty = 0;
		for "_i" from 1 to _objectCount do {
			_hiveResponse = _key call server_hiveReadWriteLarge;
			//diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]);
			if ((_hiveResponse select 2) isKindOf "ModularItems") then {
				_BuildingQueue set [_bQty,_hiveResponse];
				_bQty = _bQty + 1;
			} else {
				_objectQueue set [_vQty,_hiveResponse];
				_vQty = _vQty + 1;
			};
		};
		diag_log ("HIVE: got " + str(_bQty) + " Epoch Objects and " + str(_vQty) + " Vehicles");
	};
	
	// # NOW SPAWN OBJECTS #
	_totalvehicles = 0;
	{
		_idKey = 		_x select 1;
		_type =			_x select 2;
		_ownerID = 		_x select 3;

		_worldspace = 	_x select 4;
		_intentory =	_x select 5;
		_hitPoints =	_x select 6;
		_fuel =			_x select 7;
		_damage = 		_x select 8;
		
		_dir = 0;
		_pos = [0,0,0];
		_wsDone = false;
		if (count _worldspace >= 2) then
		{
			_dir = _worldspace select 0;
			if (count (_worldspace select 1) == 3) then {
				_pos = _worldspace select 1;
				_wsDone = true;
			}
		};			
		
		if (!_wsDone) then {
			if (count _worldspace >= 1) then { _dir = _worldspace select 0; };
			_pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos;
			if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; };
			diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos));
		};
		

		if (_damage < 1) then {
			//diag_log format["OBJ: %1 - %2", _idKey,_type];
			
			//Create it
			_object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
			_object setVariable ["lastUpdate",time];
			_object setVariable ["ObjectID", _idKey, true];

			_lockable = 0;
			if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {
				_lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable");
			};

			// fix for leading zero issues on safe codes after restart
			if (_lockable == 4) then {
				_codeCount = (count (toArray _ownerID));
				if(_codeCount == 3) then {
					_ownerID = format["0%1", _ownerID];
				};
				if(_codeCount == 2) then {
					_ownerID = format["00%1", _ownerID];
				};
				if(_codeCount == 1) then {
					_ownerID = format["000%1", _ownerID];
				};
			};

			if (_lockable == 3) then {
				_codeCount = (count (toArray _ownerID));
				if(_codeCount == 2) then {
					_ownerID = format["0%1", _ownerID];
				};
				if(_codeCount == 1) then {
					_ownerID = format["00%1", _ownerID];
				};
			};

			_object setVariable ["CharacterID", _ownerID, true];
			
			clearWeaponCargoGlobal  _object;
			clearMagazineCargoGlobal  _object;
			// _object setVehicleAmmo DZE_vehicleAmmo;
			
			_object setdir _dir;
			_object setposATL _pos;
			_object setDamage _damage;
			
			if ((typeOf _object) in dayz_allowedObjects) then {
				if (DZE_GodModeBase) then {
					_object addEventHandler ["HandleDamage", {false}];
				} else {
					_object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
				};
				// Test disabling simulation server side on buildables only.
				_object enableSimulation false;
				// used for inplace upgrades and lock/unlock of safe
				_object setVariable ["OEMPos", _pos, true];
				
			};

			if (count _intentory > 0) then {
				if (_type in DZE_LockedStorage) then {
					// Fill variables with loot
					_object setVariable ["WeaponCargo", (_intentory select 0)];
					_object setVariable ["MagazineCargo", (_intentory select 1)];
					_object setVariable ["BackpackCargo", (_intentory select 2)];
				} else {

					//Add weapons
					_objWpnTypes = (_intentory select 0) select 0;
					_objWpnQty = (_intentory select 0) select 1;
					_countr = 0;					
					{
						if(_x in (DZE_REPLACE_WEAPONS select 0)) then {
							_x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x);
						};
						_isOK = 	isClass(configFile >> "CfgWeapons" >> _x);
						if (_isOK) then {
							_object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
						};
						_countr = _countr + 1;
					} forEach _objWpnTypes; 
				
					//Add Magazines
					_objWpnTypes = (_intentory select 1) select 0;
					_objWpnQty = (_intentory select 1) select 1;
					_countr = 0;
					{
						if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow
						if (_x == "ItemTent") then { _x = "ItemTentOld" };
						_isOK = 	isClass(configFile >> "CfgMagazines" >> _x);
						if (_isOK) then {
							_object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
						};
						_countr = _countr + 1;
					} forEach _objWpnTypes;

					//Add Backpacks
					_objWpnTypes = (_intentory select 2) select 0;
					_objWpnQty = (_intentory select 2) select 1;
					_countr = 0;
					{
						_isOK = 	isClass(configFile >> "CfgVehicles" >> _x);
						if (_isOK) then {
							_object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)];
						};
						_countr = _countr + 1;
					} forEach _objWpnTypes;
				};
			};	
			
			if (_object isKindOf "AllVehicles") then {
				{
					_selection = _x select 0;
					_dam = _x select 1;
					if (_selection in dayZ_explosiveParts and _dam > 0.8) then {_dam = 0.8};
					[_object,_selection,_dam] call object_setFixServer;
				} forEach _hitpoints;

				_object setFuel _fuel;

				if (!((typeOf _object) in dayz_allowedObjects)) then {
					
					//_object setvelocity [0,0,1];
					_object call fnc_veh_ResetEH;		
					
					if(_ownerID != "0" and !(_object isKindOf "Bicycle")) then {
						_object setvehiclelock "locked";
					};
					
					_totalvehicles = _totalvehicles + 1;

					// total each vehicle
					serverVehicleCounter set [count serverVehicleCounter,_type];
				};
			};

			//Monitor the object
			PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
		};
	} forEach (_BuildingQueue + _objectQueue);
	// # END SPAWN OBJECTS #
	

	// preload server traders menu data into cache
	if !(DZE_ConfigTrader) then {
		{
			// get tids
			_traderData = call compile format["menu_%1;",_x];
			if(!isNil "_traderData") then {
				{
					_traderid = _x select 1;

					_retrader = [];

					_key = format["CHILD:399:%1:",_traderid];
					_data = "HiveEXT" callExtension _key;

					//diag_log "HIVE: Request sent";
			
					//Process result
					_result = call compile format ["%1",_data];
					_status = _result select 0;
			
					if (_status == "ObjectStreamStart") then {
						_val = _result select 1;
						//Stream Objects
						//diag_log ("HIVE: Commence Menu Streaming...");
						call compile format["ServerTcache_%1 = [];",_traderid];
						for "_i" from 1 to _val do {
							_data = "HiveEXT" callExtension _key;
							_result = call compile format ["%1",_data];
							call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result];
							_retrader set [count _retrader,_result];
						};
						//diag_log ("HIVE: Streamed " + str(_val) + " objects");
					};

				} forEach (_traderData select 0);
			};
		} forEach serverTraders;
	};

	//  spawn_vehicles
	_vehLimit = MaxVehicleLimit - _totalvehicles;
	if(_vehLimit > 0) then {
		diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));
		for "_x" from 1 to _vehLimit do {
			[] spawn spawn_vehicles;
		};
	} else {
		diag_log "HIVE: Vehicle Spawn limit reached!";
	};
	//  spawn_roadblocks
	diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris));
	for "_x" from 1 to MaxDynamicDebris do {
		[] spawn spawn_roadblocks;
	};
	//  spawn_ammosupply at server start 1% of roadblocks
	diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes));
	for "_x" from 1 to MaxAmmoBoxes do {
		[] spawn spawn_ammosupply;
	};
	// call spawning mining veins
	diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins));
	for "_x" from 1 to MaxMineVeins do {
		[] spawn spawn_mineveins;
	};

	if(isnil "dayz_MapArea") then {
		dayz_MapArea = 10000;
	};
	if(isnil "HeliCrashArea") then {
		HeliCrashArea = dayz_MapArea / 2;
	};
	if(isnil "OldHeliCrash") then {
		OldHeliCrash = false;
	};

	[] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; 
	[] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf";
	allowConnection = true;

	// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
	if(OldHeliCrash) then {
		_nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite;
	};

	if (isDedicated) then {
		// Epoch Events
		_id = [] spawn server_spawnEvents;
		// server cleanup
		[] spawn {
			private ["_id"];
			sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart
			waitUntil {!isNil "server_spawnCleanAnimals"};
			_id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm";
		};

		// spawn debug box
		_debugMarkerPosition = getMarkerPos "respawn_west";
		_debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1];
		_vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"];
		_vehicle_0 setPos _debugMarkerPosition;
		_vehicle_0 setVariable ["ObjectID","1",true];

		// max number of spawn markers
		if(isnil "spawnMarkerCount") then {
			spawnMarkerCount = 10;
		};
		
		actualSpawnMarkerCount = 0;

		// count valid spawn marker positions
		for "_i" from 0 to spawnMarkerCount do {
			if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then {
				actualSpawnMarkerCount = actualSpawnMarkerCount + 1;
			} else {
				// exit since we did not find any further markers
				_i = spawnMarkerCount + 99;
			};
			
		};
		diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount];
	};

	sm_done = true;
	publicVariable "sm_done";
};

 
spawn_group = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\SpawnGroup.sqf";
group_waypoints = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\patrol.sqf";
spawn_static  = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\SpawnStatic.sqf";
heli_para  = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\heli_para.sqf";
heli_patrol = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\heli_patrol.sqf";
vehicle_patrol = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\vehicle_patrol.sqf";
 
on_kill = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\ai_killed.sqf";
 
ai_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\AImonitor.sqf";
veh_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\vehicle_monitor.sqf";
 
createCenter east;
WEST setFriend [EAST,0];
EAST setFriend [WEST,0];
WAIconfigloaded = False;
WAImissionconfig = False;
 
ai_ground_units = 0;
ai_emplacement_units = 0;
ai_air_units = 0;
ai_vehicle_units = 0;
 
//Load config
[] ExecVM "\z\addons\dayz_server\WAI\AIconfig.sqf";
//Wait for config
waitUntil {WAIconfigloaded};
diag_log "WAI: AI Config File Loaded";
[] spawn ai_monitor;
//Load custom spawns
[] ExecVM "\z\addons\dayz_server\WAI\customSpawns.sqf";
if (ai_mission_sysyem) then {
//Load AI mission system
[] ExecVM "\z\addons\dayz_server\WAI\missions\missionIni.sqf";

 

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Just a side not, check your missions.sqf file in your WAI/missions folder,

 

When I downloaded mine it had nothing in it, which cause the static AI to spawn and none of the missions to spawn, once I put the code that was meant to be in it, it worked perfectly!

 

May not be your issue but suggestion anyways.

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Just a side not, check your missions.sqf file in your WAI/missions folder,

 

When I downloaded mine it had nothing in it, which cause the static AI to spawn and none of the missions to spawn, once I put the code that was meant to be in it, it worked perfectly!

 

May not be your issue but suggestion anyways.

I got this:

if(!isServer) exitWith {};
 
diag_log "WAI: Starting AI Missions Moniter";
 
markerready = true;
missionrunning = false;
_startTime = floor(time);
_result = 0;
 
while {true} do
{
_cnt = {alive _x} count playableUnits;
_currTime = floor(time);
if((_currTime - _startTime >= wai_mission_timer) AND (!missionrunning)) then {_result = 1};
 
if(missionrunning) then
{
_startTime = floor(time);
};
 
if((_result == 1) AND (_cnt >= 1) AND (markerready))  then
    {
clean_running_mission = False;
        _mission = wai_missions call BIS_fnc_selectRandom;
        execVM format ["\z\addons\dayz_server\WAI\missions\missions\%1.sqf",_mission];
missionrunning = true;
        diag_log format["WAI: Starting Mission %1",_mission];
        _startTime = floor(time);
        _result = 0;
    } else {
    sleep 60;
    };    
};
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Post your customSpawns.sqf (preferably in code and spioler tags) and, as insertcoins said, your server rpt, if you can find it.

CustomSpawns.sqf :

 

//Custom Spawns file//
/*
Custom group spawns Eg.

[[953.237,4486.48,0.001], //position
4,						  //Number Of units
1,					      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",			      //Primary gun set number. "Random" for random weapon set.
4,						  //Number of magazines
"",						  //Backpack "" for random or classname here.
"Bandit2_DZ",			  //Skin "" for random or classname here.
"Random"                  //Gearset number. "Random" for random gear set.
] call spawn_group;

Place your custom group spawns below
*/





/*
Custom static weapon spawns Eg. (with one position)

[[[911.21545,4532.7612,2.6292224]], //position(s) (can be multiple).
"M2StaticMG",             //Classname of turret
0.5,					  //Skill level 0-1. Has no effect if using custom skills
"Bandit2_DZ",			  //Skin "" for random or classname here.
1,						  //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False)
2,						  //Number of magazines. (not needed if ai_static_useweapon = False)
"",						  //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False)
"Random"				  //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False)
] call spawn_static;

Custom static weapon spawns Eg. (with mutiple positions)

[[[911.21545,4532.7612,2.6292224],[921.21545,4532.7612,2.6292224]], //position(s) (can be multiple).
"M2StaticMG",             //Classname of turret
0.5,					  //Skill level 0-1. Has no effect if using custom skills
"Bandit2_DZ",			  //Skin "" for random or classname here. 
1,						  //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False)
2,						  //Number of magazines. (not needed if ai_static_useweapon = False)
"",						  //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False)
"Random"				  //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False)
] call spawn_static;

Place your custom static weapon spawns below
*/





/*
Custom Chopper Patrol spawn Eg.

[[725.391,4526.06,0],    //Position to patrol
[0,0,0],	             // Position to spawn chopper at
2000,					//Radius of patrol
10,                     //Number of waypoints to give
"UH1H_DZ",		        //Classname of vehicle (make sure it has driver and two gunners)
1						//Skill level of units 
] spawn heli_patrol;

Place your heli patrols below
*/





/* 
Custom Vehicle patrol spawns Eg. (Watch out they are stupid)

[[725.391,4526.06,0],   //Position to patrol
[725.391,4526.06,0],	// Position to spawn at
200,					//Radius of patrol
10,                     //Number of waypoints to give
"HMMWV_Armored",		//Classname of vehicle (make sure it has driver and gunner)
1						//Skill level of units 
] spawn vehicle_patrol;

Place your vehicle patrols below this line
*/





/*
Paradropped unit custom spawn Eg.

[[911.21545,4532.7612,2.6292224],  //Position that units will be dropped by
[0,0,0],                           //Starting position of the heli
400,                               //Radius from drop position a player has to be to spawn chopper
"UH1H_DZ",                         //Classname of chopper (Make sure it has 2 gunner seats!)
5,                                 //Number of units to be para dropped
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire. 
] spawn heli_para;

Place your paradrop spawns under this line
*/
//Qdoba city Ai Spawn Points . Just copy and paste to CustomSpawns.sqf in WAI folder

[[[4542.5859, 8515.6406, 6.1035156e-005],[4039.5637, 8608.4941, 3.0517578e-005],[4053.4392, 8566.3545, 0],[4053.9143, 8597.1846, 3.0517578e-005],[4073.2244, 8621.1992, 0.00012207031]],"M2StaticMG",1,"Bandit2_DZ",1,2,"","Random"] call spawn_static; //Qdoba Ai City ground weapons//
[[[4202.8267, 8563.4082, 3.0517578e-005],[4159.7104, 8632.5234, 0.049321495],[4255.5474, 8537.8438, 6.1035156e-005],[4332.4717, 8642.876, -3.0517578e-005],[4506.855, 8665.2559, 0]],"M2StaticMG",1,"Bandit2_DZ",1,2,"","Random"] call spawn_static;   //doba
[[[4448.7974, 8509.8164, 3.0517578e-005],[4537.0313, 8442.0088, -6.1035156e-005],[4485.5308, 8432.2334, 6.1035156e-005],[4398.0488, 8366.9131, -6.1035156e-005],[4330.0146, 8399.8262, 0]],"M2StaticMG",1,"Bandit2_DZ",1,2,"","Random"] call spawn_static;   //doba
[[[4262.062, 8466.6543, 3.0517578e-005],[4202.0386, 8411.7832, 0],[4246.3252, 8393.4336, 0.078777529],[4246.3252, 8393.4336, 0.078777529]],"M2StaticMG",1,"Bandit2_DZ",1,2,"","Random"] call spawn_static;   //doba


[[4473.3506, 8569.3252, 9.1552734e-005],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;   //Qdoba ground troops//
[[4414.8174, 8502.6533, 13.456329],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4372.9541, 8604.3926, 16.643679],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4074.4199, 8627.6328, 0],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;    //doba
[[4057.6604, 8591.5439, 0],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;    //doba
[[4065.574, 8607.2803, 3.0517578e-005],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;   //doba
[[4069.5039, 8618.4619, 6.1035156e-005],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;   //doba
[[4034.1091, 8598.1855, 0],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4046.5571, 8583.1963, 3.0517578e-005],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4079.7427, 8591.793, 0],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4102.689, 8618.4141, -0.00012207031],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4164.832, 8626.1973, -3.0517578e-005],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4182.1699, 8569.6348, 9.1552734e-005],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4389.4707, 8677.584, 0],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;   //doba
[[4251.3823, 8591.6045, -9.1552734e-005],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;    //doba
[[4213.0542, 8436.2031, -3.0517578e-005],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4235.2007, 8427.5283, 0],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4260.4355, 8431.7715, -3.0517578e-005],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4344.1152, 8348.6875, -6.1035156e-005],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4390.7388, 8376.7646, -6.1035156e-005],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4399.1934, 8519.4805, 0],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4406.0049, 8555.9668, 3.0517578e-005],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4445.7148, 8499.3984, 0],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4513.373, 8444.3164, 0],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;    //doba
[[4524.3301, 8593.1494, 0],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba
[[4431.1138, 8652.1104, 9.1552734e-005],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;  //doba


//Weapon crate spawn location Copy and paste into WAI/Missions folder in StaticAmmoBoxes.sqf

//doba//

_box17 = createVehicle ["BAF_VehicleBox",[4208.0879, 8580.5713, 0], [], 0, "CAN_COLLIDE"];
[_box17] call spawn_ammo_box;

_box18= createVehicle ["BAF_VehicleBox",[4343.7891, 8354.2256, -6.1035156e-005], [], 0, "CAN_COLLIDE"];
[_box18] call spawn_ammo_box;

_box19 = createVehicle ["BAF_VehicleBox",[4454.9053, 8333.1748, 0.00012207031], [], 0, "CAN_COLLIDE"];
[_box19] call spawn_ammo_box;

_box20 = createVehicle ["BAF_VehicleBox",[4375.8027, 8502.332, -3.0517578e-005], [], 0, "CAN_COLLIDE"];
[_box20] call spawn_ammo_box;

(Dont know how to do spoiler)

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add  the $PBOPREFIX$ or $PREFIX$ (depending on host) to your PBO, looks like that is missing.

$PBOPREFIX$ or $PREFIX$ as in text or a file ? I really dont understand what you want me to do now.

Where can i download it ? or do i just add some text somewhere ? (Sry im a scripting noob)

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CustomSpawns.sqf :

 

[...]
//Weapon crate spawn location Copy and paste into WAI/Missions folder in StaticAmmoBoxes.sqf

//doba//

_box17 = createVehicle ["BAF_VehicleBox",[4208.0879, 8580.5713, 0], [], 0, "CAN_COLLIDE"];
[_box17] call spawn_ammo_box;

_box18= createVehicle ["BAF_VehicleBox",[4343.7891, 8354.2256, -6.1035156e-005], [], 0, "CAN_COLLIDE"];
[_box18] call spawn_ammo_box;

_box19 = createVehicle ["BAF_VehicleBox",[4454.9053, 8333.1748, 0.00012207031], [], 0, "CAN_COLLIDE"];
[_box19] call spawn_ammo_box;

_box20 = createVehicle ["BAF_VehicleBox",[4375.8027, 8502.332, -3.0517578e-005], [], 0, "CAN_COLLIDE"];
[_box20] call spawn_ammo_box;

The coordinate section seems correct.

But regarding the weapon boxes you should probebly do what the installation instructions say, that is put those lines into StaticAmmoBoxes.sqf instead of CustomSpawns.sqf.

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