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Sarge AI static spawns not spawning.


Crispy

Question

Hey everyone I have a quick question. I am trying to add a static spawn of bandits to an area I have added on our server. I have the cords for the area and thought I had it set up properly. When we go to see if it worked theres no bandits.  I am not sure what I am doing wrong is there a way anyone can offer some advice. 

// NWAF BANDIT RAID
_this = createMarker ["SAR_area_admin", [4785.769, 9750.6055]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [200, 200];
_this setMarkerDir 120.050;
SAR_marker_NWAFBR = _this;

I have that right above
 

// ----------------------------------------------------------------------------------------
// End of area marker definition section
// ----------------------------------------------------------------------------------------

And right below
 

//---------------------------------------------------------------------------------

// add here if needed

I have this

//NWAF BANDIT RAID STATIC SPAWN
[SAR_marker_NWAFBR,3,2,6,"ambush",true­] call SAR_AI;

And my whole SAR_cfg_grps_Chernarus.sqf looks like this. (I did make some changes for easier viewing for myself. But it is only commented items and should not effect the script as far as I know.)
 

// =========================================================================================================
//  SAR_AI - DayZ AI library
//  Version: 1.0.0 
//  Author: Sarge ([email protected]) 
//
//		Wiki: to come
//		Forum: to come
//		
// ---------------------------------------------------------------------------------------------------------
//  Required:
//  UPSMon  
//  SHK_pos 
//  
// ---------------------------------------------------------------------------------------------------------
//   area, group & spawn  cfg file for Chernarus
//   last modified: 5.3.2013
// ---------------------------------------------------------------------------------------------------------

/* reconfiguring the properties of the grid (keep in mind the grid has default settings, but these you should overwrite where needed.

IMPORTANT: The grid squares are named like : SAR_area_0_0

where the first 0 is the x counter, and the second 0 the y counter.

So to adress the bottom left square in the grid, you use SAR_area_0_0.
The square above that one would be: SAR_area_0_1
the square one to the right of the bottom left square is SAR_area_1_0

You want to change the number arrays in the below lines:

The order for these numbers is always [BANDIT, SURVIVOR, SOLDIER]

Lets take an example for Chernarus
 
// Kamenka, 0 bandit groups, 1 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[0,1,2],[0,75,100],[0,4,3]],"SAR_area_0_0"] call SAR_AI_mon_upd; 
  
 [[0,1,2],[0,75,100],[0,4,3]]

the first set of numbers : 0,1,2
stands for
0 bandit groups
1 soldier group
2 surivors groups
thats the max that can spawn in this grid

the second set of numbers : 0,75,100
that means: 
0% probability to spawn bandit groups
75% for soldiers
100% for survivors

the last set of numbers : 0,4,3
thats the maximum number of ppl in the group (including the leader)
0 bandits
max 4  soldiers
max 3  survivors
this number is randomized

 
 */
// 
// grid definition for the automatic spawn system
//
 
// Kamenka, 1 bandit groups, 0 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,2],[100,0,100],[2,0,1]],"SAR_area_0_0"] call SAR_AI_mon_upd; 

// Balota, 1 bandit groups, 0 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,2],[80,0,80],[2,0,3]],"SAR_area_1_0"] call SAR_AI_mon_upd; 

// Cherno, 2 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,3],[75,0,75],[4,0,4]],"SAR_area_2_0"] call SAR_AI_mon_upd; 

// Prido, 1 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,3],[50,0,50],[4,0,2]],"SAR_area_3_0"] call SAR_AI_mon_upd; 

// Elektro, 2 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,3],[50,0,50],[4,0,4]],"SAR_area_4_0"] call SAR_AI_mon_upd; 

// Kamyshovo, 0 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,1],[0,0,80],[0,0,3]],"SAR_area_5_0"] call SAR_AI_mon_upd; 

// Tulga, 0 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,1],[0,0,80],[0,0,3]],"SAR_area_5_1"] call SAR_AI_mon_upd; 

// Solni, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[80,0,0],[2,0,0]],"SAR_area_5_2"] call SAR_AI_mon_upd; 

// Berezino, 0 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,3],[0,0,75],[0,0,3]],"SAR_area_5_3"] call SAR_AI_mon_upd; 

// Khelm, 1 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,1],[75,0,75],[3,0,3]],"SAR_area_5_4"] call SAR_AI_mon_upd; 

// NEAF, 3 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[3,0,1],[50,0,75],[2,0,4]],"SAR_area_5_5"] call SAR_AI_mon_upd; 

// NWAF, 2 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,1],[50,0,75],[2,0,4]],"SAR_area_1_4"] call SAR_AI_mon_upd; 

// Stary, 3 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[3,0,3],[50,0,50],[3,0,3]],"SAR_area_2_2"] call SAR_AI_mon_upd; 

// Devils Castle, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_2_4"] call SAR_AI_mon_upd; 

// Skalka, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[75,0,0],[3,0,0]],"SAR_area_0_5"] call SAR_AI_mon_upd; 

// Petrovka1, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_1_5"] call SAR_AI_mon_upd; 

// Petrovka2, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_2_5"] call SAR_AI_mon_upd; 

// Pobeda, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_3_5"] call SAR_AI_mon_upd; 

// Krasno, 1 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,1],[75,0,75],[4,0,2]],"SAR_area_4_5"] call SAR_AI_mon_upd; 

// test south of lopatino, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[100,0,0],[6,0,0]],"SAR_area_0_3"] call SAR_AI_mon_upd; 




//
// Definition of area markers for static spawns
//

// soutcoast, heli patrol area
_this = createMarker ["SAR_patrol_soutcoast", [7997.2837, 2687.6707]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [6500, 1200];
SAR_marker_helipatrol_southcoast = _this;

// eastcoast, heli patrol area
_this = createMarker ["SAR_patrol_eastcoast", [13304.196, 8220.9795]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [1200, 6000];
SAR_marker_helipatrol_eastcoast = _this;

// NWAF, heli patrol area
_this = createMarker ["SAR_patrol_NWAF", [4525.3335, 10292.299]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [1500, 500];
_this setMarkerDir 59.354115;
SAR_marker_helipatrol_nwaf = _this;

// NEAF, heli patrol area
_this = createMarker ["SAR_patrol_NEAF", [12034.16, 12725.376, 0]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [1000, 600];
SAR_marker_helipatrol_neaf = _this;


// SAR DEBUG AREA - at NWAF
_this = createMarker ["SAR_marker_DEBUG", [4600.3335, 10240.299]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 1;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [100, 100];
_this setMarkerDir 59.354115;
SAR_marker_DEBUG = _this;

// SAR DEBUG AREA - at Skaly
_this = createMarker ["SAR_marker_DEBUG1", [2519.3335, 13140.299]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 1;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [100, 100];
SAR_marker_DEBUG1 = _this;

//----------START STATIC SPAWNS----------
// NWAF BANDIT RAID
_this = createMarker ["SAR_area_admin", [4785.769, 9750.6055]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [200, 200];
_this setMarkerDir 120.050;
SAR_marker_NWAFBR = _this;
//----------END STATIC SPAWNS----------

// ----------------------------------------------------------------------------------------
// End of area marker definition section
// ----------------------------------------------------------------------------------------

diag_log format["SAR_AI: Area & Trigger definition finalized"];
diag_log format["SAR_AI: Static Spawning for Helicopter patrols started"];

//
// Static, predefined heli patrol areas with configurable units
//
// Parameters used: 
//                  Areaname
//                  1,2,3 = soldier, survivors, bandits
//
//                  respawn
//                  true or false

 //Heli Patrol NWAF
[SAR_marker_helipatrol_nwaf,1,true] call SAR_AI_heli;

//Heli Patrol NEAF
[SAR_marker_helipatrol_neaf,1,true] call SAR_AI_heli;

// Heli patrol south coast
[SAR_marker_helipatrol_southcoast,1,true] call SAR_AI_heli;
[SAR_marker_helipatrol_southcoast,1,true] call SAR_AI_heli;

// heli patrol east coast
[SAR_marker_helipatrol_eastcoast,1,true] call SAR_AI_heli;
[SAR_marker_helipatrol_eastcoast,1,true] call SAR_AI_heli;

diag_log format["SAR_AI: Static Spawning for Helicopter patrols finished"];

//---------------------------------------------------------------------------------
// Static, predefined infantry patrols in defined areas with configurable units
//---------------------------------------------------------------------------------
// Example: [SAR_marker_DEBUG,1,0,1,"",true] call SAR_AI;
// 
// SAR_marker_DEBUG = areaname (must have been defined further up, and MUST NOT BE similar to SAR_area_ ! THIS IS IMPORTANT!
// 1 = type of group (1 = soldiers, 2 = survivors, 3 = bandits)
// 0 = amount of snipers in the group
// 1 = amount of rifleman in the group
// "" = action, possible values: "noupsmon","fortify","ambush","patrol"
// true = respawning group, true or false

// Example entries:
// SARGE DEBUG - Debug group
// military, 0 snipers, 1 riflemen, patrol
//[SAR_marker_DEBUG,1,0,1,"fortify",true] call SAR_AI;

//[SAR_marker_DEBUG1,1,0,2,"patrol",false] call SAR_AI;
//[SAR_marker_DEBUG1,2,0,2,"patrol",false] call SAR_AI;

//---------------------------------------------------------------------------------

// add here if needed

//----------START STATIC SPAWN----------
//NWAF BANDIT RAID STATIC SPAWN
[SAR_marker_NWAFBR,3,2,6,"ambush",true­] call SAR_AI;
//----------END STATIC SPAWN----------




// ---- end of configuration area ----

diag_log format["SAR_AI: Static Spawning for infantry and heli patrols finished"];

I have no idea why it is not working but if anyone else done please lend a hand.

 

Thanks

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Sample of how I used to do static spawns on my old Lingor map:
 
//Patrol 1
_this = createMarker ["SAR_patrol1", [7978.30,7844.25,0]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [20, 20];
SAR_patrol1 = _this;
 
[SAR_patrol1,1,0,1,""] call SAR_AI;
 
Only difference I see is that I kept all my marker names the same throughout (i.e. SAR_patrol1)
 
I also remember some of the action types ("noupsmon","fortify","ambush","patrol") caused my AI to not spawn. Tried troubleshooting it but just ended up removing the action and the AI spawned/patrolled normally.
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