glowpowner Posted September 26, 2013 Report Share Posted September 26, 2013 Hello me agian i have a problem with the AI they dont attack players or zombies i use this http://opendayz.net/threads/release-dayzchernarus-mission-system.12169/ my factions.sqf = http://pastebin.com/Z3m8uLst my init.sqf = http://pastebin.com/WWUSti03 Link to comment Share on other sites More sharing options...
0 axeman Posted September 26, 2013 Report Share Posted September 26, 2013 I thought that AI code looked familiar :) AI won't attack zeds when they are created on the server as they can't see them, zeds are created client side. I think Sarge has found a way around this. They will normally attack players if on different sides.. Do they have any ammo ? Link to comment Share on other sites More sharing options...
0 glowpowner Posted September 27, 2013 Author Report Share Posted September 27, 2013 I thought that AI code looked familiar :) AI won't attack zeds when they are created on the server as they can't see them, zeds are created client side. I think Sarge has found a way around this. They will normally attack players if on different sides.. Do they have any ammo ? yes they do have ammo its not a problem if they dont shoot at zombies i want them to shoot at players when a mission start there will spawn AI when i go to the mission i can just walk to the ammo box and get some stuff and the AI are just walking arround Link to comment Share on other sites More sharing options...
0 DoS-gaming Posted September 27, 2013 Report Share Posted September 27, 2013 It looks like you added the factions.sqf while you are using sarge AI right? In step 8 of the installations it says: Skip if you have sarge Ai. So if you added the factions.sqf try to delete it and remove the line you added in the init.sqf Link to comment Share on other sites More sharing options...
0 glowpowner Posted September 27, 2013 Author Report Share Posted September 27, 2013 It looks like you added the factions.sqf while you are using sarge AI right? In step 8 of the installations it says: Skip if you have sarge Ai. So if you added the factions.sqf try to delete it and remove the line you added in the init.sqf i dont use the sarge AI Link to comment Share on other sites More sharing options...
0 haku Posted September 27, 2013 Report Share Posted September 27, 2013 Use it , its better :) Link to comment Share on other sites More sharing options...
0 glowpowner Posted September 30, 2013 Author Report Share Posted September 30, 2013 Use it , its better :) ok i use sarge AI The sarge AI shoot at players but the mission AI dont shoot at players ? Link to comment Share on other sites More sharing options...
0 FAQdaWorld Posted October 2, 2013 Report Share Posted October 2, 2013 I'm having this same problem, the ai for the missions spawn but do not immediately shoot at players (unless they shoot at them first). The ai spawn in as bandits and I know sarge AI is working. I DID skip that step with adding the faction system in... What am I doing wrong here? Link to comment Share on other sites More sharing options...
0 FAQdaWorld Posted October 3, 2013 Report Share Posted October 3, 2013 Figured I'd let everyone know that I'm a moron. If you happen across this thread, you'll need to go into your addunitserver for the missions system and change their side to east (in place of resistance), resistance is considered friendly by sarge ai by default (they're the survivors) East is bandit. *** EDIT *** Not to thread jack, but does anyone know how to make it so that the vehicles spawned by the missions system stay? I deleted this from the serverupdatedateobject.sqf if (!_parachuteWest) then { if (_objectID == "0" && _uid == "0") then { _object_position = getPosATL _object; // diag_log format ["DEBUG: Deleting object %1 with invalid ID at [%2,%3,%4]", typeOf _object, _object_position select 0, _object_position select 1, _object_position select 2]; //_isNotOk = true; _isNotOk = false; }; }; if (_isNotOk) exitWith { deleteVehicle _object; }; But that just kills anyone who tries to get into the vehicle (killing a hacker in rpt) Any thoughts? I'd like the vehicles from missions to at least stay till a restart so people can play with them / sell them or whatever. Link to comment Share on other sites More sharing options...
0 ruubje11 Posted October 21, 2013 Report Share Posted October 21, 2013 Faqdaworld, you are no moron to me, but a genius! :D I was looking for exactly that fix! Thanks man! Sorry that I cannot help you Link to comment Share on other sites More sharing options...
0 vex_dev Posted October 21, 2013 Report Share Posted October 21, 2013 you have to edit a file named zombie_generate located at dayz_code and call it from mission init.sqf. look at _myDest = getPosATL _agent; _newDest = getPosATL _agent; _agent setVariable ["myDest",_myDest]; _agent setVariable ["newDest",_newDest]; and add then: _agent addrating -40000; then go to your mission.sqf and place zombie_generate = compile preprocessFileLineNumbers "addons\zombie_generate.sqf"; ai will attack zombies when they hurt humans, you could have troubles with battleye but you can solve it editing publicvariable filters Link to comment Share on other sites More sharing options...
0 Swordfish Posted October 22, 2013 Report Share Posted October 22, 2013 If you want, you can change the "fillBoxes.swf" files with this: _crate = _this select 0; clearWeaponCargoGlobal _crate; clearMagazineCargoGlobal _crate; //define lists _pistolList = ["Colt1911","glock17_EP1","M9","M9SD","Makarov","MakarovSD","revolver_EP1","revolver_gold_EP1"]; _sniperList = ["SVD_CAMO","SCAR_H_LNG_Sniper_SD","DMR","SVD","VSS_vintorez","huntingrifle","M14_EP1","M24","M40A3","SVD_des_EP1"]; _mgList = ["Pecheneg_DZ","M240_DZ","M249_DZ","Mk_48_DZ","UZI_EP1","bizon_silenced","Sa61_EP1","UZI_SD_EP1","MP5A5","MP5SD"]; _primaryList = ["M79_EP1","Sa58P_EP1","Sa58V_CCO_EP1","Sa58V_EP1","Sa58V_RCO_EP1","AKS_74_kobra","AKS_74_U","AKS_GOLD","AK_47_M","AK_74","FN_FAL","FN_FAL_ANPVS4","m8_compact","G36A_camo","m8_sharpshooter","G36C", "m8_holo_sd","G36C_camo","m8_carbine","G36K_camo","M24_des_EP1","G36_C_SD_camo","LeeEnfield","M16A2","M16A2GL","M16A4_ACG","M4A1","M4A1_Aim","M4A1_AIM_SD_camo","M4A1_HWS_GL_camo","M4A3_CCO_EP1", "Winchester1866","Saiga12K","M1014","MR43","Remington870_lamp"]; _gearList = ["Binocular_Vector","ItemCrowbar","ItemFishingPole","ItemFlashlightRed","ItemKnife","ItemKeyKit","ItemMatchbox", "ItemRadio","ItemToolbox","ItemWatch","Binocular","ItemMap","ItemGPS","ItemEtool","ItemCompass","ItemMachete","ItemFlashlight","NVGoggles","ItemHatchet"]; _bpackList = ["CZ_VestPouch_EP1","DZ_ALICE_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Backpack_EP1","DZ_British_ACU","DZ_CivilBackpack_EP1","DZ_Czech_Vest_Puch","DZ_Patrol_Pack_EP1","DZ_TK_Assault_Pack_EP1", "DZ_LargeGunBag_EP1","DZ_GunBag_EP1","DZ_CompactPack_EP1","DZ_TerminalPack_EP1"]; _gshellList = ["HandGrenade_west","PipeBomb","FlareGreen_M203","FlareWhite_M203"]; // other // _crate addMagazineCargoGlobal ["HandGrenade", 8]; // _crate addMagazineCargoGlobal ["HandGrenade_west", 8]; // _crate addMagazineCargoGlobal ["HandRoadFlare", 8]; // _crate addMagazineCargoGlobal ["PipeBomb", 8]; // load gear _scount = count _gearList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = _gearList select _sSelect; _crate addWeaponCargoGlobal [_item,(round(random 2))]; }; // load grenades _scount = count _gshellList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = _gshellList select _sSelect; _crate addMagazineCargoGlobal [_item,(round(random 2))]; }; // load packs _scount = count _bpackList; for "_x" from 0 to 1 do { _sSelect = floor(random _sCount); _item = _bpackList select _sSelect; _crate addBackpackCargoGlobal [_item,2]; }; // load pistols _scount = count _pistolList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = _pistolList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),8]; }; }; //load sniper _scount = count _sniperList; for "_x" from 0 to 1 do { _sSelect = floor(random _sCount); _item = _sniperList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),8]; }; }; //load mg _scount = count _mgList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = _mgList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),8]; }; }; //load primary _scount = count _primaryList; for "_x" from 0 to 3 do { _sSelect = floor(random _sCount); _item = _primaryList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),8]; }; }; Creds to: http://opendayz.net/threads/release-dayzchernarus-mission-system.11991/page-9#post-78206 (Modified by me to suport Epoch) Link to comment Share on other sites More sharing options...
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glowpowner
Hello me agian
i have a problem with the AI they dont attack players or zombies
i use this http://opendayz.net/threads/release-dayzchernarus-mission-system.12169/
my factions.sqf = http://pastebin.com/Z3m8uLst
my init.sqf = http://pastebin.com/WWUSti03
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