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DZAI Not working


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So I have just found out about DZAI and I have followed the instructions through to install it. I have the DZAI folder inside of my server file and I have set it up correctly inside of my server_monitor.sqf file as follows; (should work)

		endLoadingScreen;
	};    
	[] ExecVM "\z\addons\dayz_server\DZAI\init\dzai_initserver.sqf";
        [] ExecVM "\z\addons\dayz_server\WAI\init.sqf";
	[] ExecVM "\z\addons\dayz_server\EMS\DZMSInit.sqf";
	allowConnection = true;
	
	sm_done = true;
	publicVariable "sm_done";
};

Roaming AI as far as I can see don't seem to be spawning. In install instructions instead of using ExecVM it states you should use the following instead;

[] call compile preprocessFileLineNumbers "\z\addons\dayz_server\DZAI\init\dzai_initserver.sqf";

However when I use this players that load into game just get stuck on the "Waiting for character to create" screen. I am using the following version from this github.

 

https://github.com/dayzai/DZAI

 

Any suggestions for what may be the problem? Thanks.

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The problem is my DZAI Config file, the trouble is I can't see where the error or what tje problem is with it since my Arma 2 OA RPG log isn't generating at the moment server side for me, although that is a separate issue that I have asked my host to fix. The default config file works fine for me, this is what i had (and would like) for my custom dzai_config.sqf file that isn't working.

 

  Reveal hidden contents

 

Could someone take a look at this for me and let me know if I have made any mistakes anywhere? It looks good to me but its difficult for me to identify what the problem is since my RPT file isn't working properly.

 

Thank you.

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OK, I've yet to try the new version, will do, soon.

 

Looking over your config changes I found nothing terribly obvious, but

  • in DZAI_heliList and DZAI_vehList you've specified _DZE versions of armed vehicles. Normally those would spawn without ammo, I don't know if AI has a kind of auto-supply but if not, your helis won't shoot.
  • you've set DZAI_clientRadio, did you install the optional client files? No clue if DZAI setup breaks if those are required but not present.
  • I didn't check all the classnames you've added, but I'm uncomfortable with you providing 16 vehicles with count 1 each for 16 patrols, even one wrong name might break something.
  • AI skins: again I'm not sure if every one of the skins you've added can actually spawn.
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First you need to check your server's arma2oaserver.RPT (commonly called "the RPT log") for hints about the problem, maybe it's a simple misplaced bracket or semicolon or sometimes it's a larger scripting related problem. If that doesn't help, start over from your default config file since it works, then slowly make one change at a time until something breaks, then carefully look over that change to see what may have messed up.

 

To add/elaborate onto the list by ekroemer:

 

  • The DZE vehicles may not be able to fire their weapons since they have no ammo defined in their config files. DZAI refills ammo using the setVehicleAmmo command, which simply sets the ammo to full based on what the config files define as "full". I suggest you change the _DZE to _DZ if you want the vehicles to be able to to fire weapons.
  • The clientRadio won't break anything if you didn't install the client side addon, you/your players just won't be able to see any radio messages if the client addon isn't installed.
  • Wrong classnames won't break DZAI unless it's an actual syntax error (for example, misplaced commas, semicolons, brackets, etc). DZAI has built-in classname verification that filters out classnames that are invalid or banned so don't worry too much about that.
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Me again: I've now installed the new version and I'm running it with

  Reveal hidden contents

without any errors in the server rpt. Heli as well as car gunners shoot at me.

 

Note that I didn't touch the backpacks and I've got my own heli/vehicle lists.

 

I'm glad, you made me upgrade: AI shooting Z's is nice and the vehicle patrol behaviour is so much better! Gone the times where all just left the car and shot at you, now they can re-enter and drive on. Driver&Gunner stay inside doing their respective jobs, passengers shoot at me :-)

 

Tip: if you want to sell the patrol vehicles then change spawn_functions\spawnVehiclePatrol.sqf and spawn_functions\spawnVehicle_custom.sqf  so it says:

//_vehicle setVehicleLock "LOCKED";
// give ID so it can be sold
_uniqueid = str(round(random 999999));
_vehicle setVariable ["ObjectID", _uniqueid, true];
_vehicle setVariable ["ObjectUID", _uniqueid, true];

Remember to put _uniqueid into the private array.

 

And you might want to increase the patrol car despawn timer in scripts\DZAI_server_monitor.sqf, line 47 75 (edit: I hope, 47 is wrong), I set mine from 900 to 7200, otherwise the vehicle might disappear while you're busy driving it to the trader ;-)

if ((diag_tickTime - _deathTime) > 7200) then {
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Alright I got it working however I have an issue where as vehicle patrols are attacking people at their bases and also roaming into safe zones. How can I stop vehicle patrols/Ai from roaming within 100 meters of a plot pole, I would also like to remove/delete Ai that get within 100 metres of a safezone area. I have blacklisted safezone coordinates in the config however they still drive/run in. Thanks.

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  On 8/25/2014 at 6:34 PM, fr1nk said:

I think the blacklist only blocks dynamic spawns and doesn't prevent AI from wandering in.

 

You could try something like this. I haven't used it before though, not sure if it's up-to-date and working in 1.0.5.1.

There is a setting in the AI safezone script created my infistar which I have now enabled, perhaps that may fix the safezone issue. As for static AI they are turned off, dynamic Ai still seem to venture in there despite blacklisting the coords. And i'm still not aware of how I can delete the AI if they get within 100 metres of a safezone, ive searched the forums but can't seem to find any threads related to the matter anywhere.

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  On 8/25/2014 at 6:44 PM, Link said:

There is a setting in the AI safezone script created my infistar which I have now enabled, perhaps that may fix the safezone issue. As for static AI they are turned off, dynamic Ai still seem to venture in there despite blacklisting the coords. And i'm still not aware of how I can delete the AI if they get within 100 metres of a safezone, ive searched the forums but can't seem to find any threads related to the matter anywhere.

 

What I meant is that dynamic AI spawns will not occur within a certain range of the blacklist coordinates. Did you check the link I posted?

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