Jump to content
  • 0

WAI bandit base


bustedparts

Question

I was wondering if anyone has done this? I run a naft overpoch server and we use the wai system.  I was want to add a bandit island and put custom loot and roaming ai on the island. I have done a little of scripting to the mission by adding overwatch weapons to the ai but that is the extent of my scripting knowledge. I also would like to have it were 1 person is in the server and the mission will start. Thanks 

Link to comment
Share on other sites

3 answers to this question

Recommended Posts

  • 0

i use my own modified version of an older WAI, so sending you mine will do nothing but cause you tonnes of undefined variable errors.   but.......

 

I use it on cherno, with a modified version of sector FNG.

What I do is in my sector FNG i have included a triger which executes a script to call in the AI

I do it this way, because if noone wants to do the compound, whats the point of wasting system resources on a tonne of AI?

 

so in my sector_FNG.sqf  i have the following line of code.

// TRIGGER TO SPAWN AI	

	_this = createTrigger ["EmptyDetector", [6610.8867, 14176.624]];
	_this setTriggerArea [500, 400, 0, true];
	_this setTriggerActivation ["WEST", "PRESENT", false];
	_this setTriggerStatements ["this", "nul = execVM ""\z\addons\dayz_server\map_additions\AI\Sector_FNG_AI.sqf"";", ""];
	spawnAI = _this;

so you could effectively store your custom static_spawn.sqf file in your server files,
and call it using that method once the trigger point is activated.

but basically with this method, no ai spawn unless someone goes near the compound

added a check to the start of the file that exits the script if the server is running badly, and recreates the trigger.

if ((diag_fps) < 5) exitWith {
	// send message alerting player compound cannot be completed
	cutText [format["Sorry, The AI Compound cannot be completed at this time! Try again in 20 minutes"], "PLAIN DOWN"];
	deleteVehicle spawnAI; // delete the original trigger so it can be recreated
	// wait 15 minutes (should allow player ample time to leave the area!)
	uiSleep 900;
	// create the AI trigger again
	_this = createTrigger ["EmptyDetector", [6610.8867, 14176.624]];
	_this setTriggerArea [500, 400, 0, true];
	_this setTriggerActivation ["WEST", "PRESENT", false];
	_this setTriggerStatements ["this", "nul = execVM ""\z\addons\dayz_server\map_additions\AI\Sector_FNG_AI.sqf"";", ""];
	spawnAI = _this;
};

i have mine set to broadcast a message that someone is entering the compound, it dispatches heli reinforcements, spawns in some crates,  waits til the player has reached the center point where all the building loot is

then dispatches more reinforcements,  spawns them near the exits. and adds another loot box with gems
(this trigger method also prevents players obtaining free loot without working for it)

 

you can effectively turn that custom static_spawn into an ai mission.
and believe me, your players will love you for it

Link to comment
Share on other sites

  • 0

 

i have mine set to broadcast a message that someone is entering the compound, it dispatches heli reinforcements, spawns in some crates,  waits til the player has reached the center point where all the building loot is

then dispatches more reinforcements,  spawns them near the exits. and adds another loot box with gems

(this trigger method also prevents players obtaining free loot without working for it)

would be nice if you could release it :)  

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
  • Advertisement
  • Discord

×
×
  • Create New...