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Dayz Mission script with AI


glowpowner

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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 ?

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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

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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?

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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.

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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
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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)

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