Pauly Posted October 28, 2013 Report Share Posted October 28, 2013 Anyone use this and have any trouble getting them to attack a Vodnik? They shoot at all other vehicles even the gpk. The only way that I have seen them shoot at a vodnik on the server I play on is if the admin gives them a M134 launcher. Otherwise you can just run them all over why they stand and look at you. For a temporary fix he took the vodnik off the server but ide like to see it put back in but i need a working fix to do so. Link to comment Share on other sites More sharing options...
0 DNightmare Posted October 28, 2013 Report Share Posted October 28, 2013 AI only attacks if they have enough firepower. So the M134 or any other Launcher is the way to go vs. armored vehicles. I have the mission system running on my box aswell (with sargeAI), and just put in a random chance on the group-leaders to have a RPG7 as their weapon. Works wonders :) Because it's only a 1:X Chance, my players never really know if the next group will carry a launcher or not and because I strip all bots after they fall to the ground, I can give them watever I want and let them rape survivors with it w/o anyone getting a hold of some launcher or other powerful toys. Link to comment Share on other sites More sharing options...
0 fr1nk Posted October 29, 2013 Report Share Posted October 29, 2013 How much damage does a single hit with an M134 do? Are we talking about 1-shot kills or just severe damage? Link to comment Share on other sites More sharing options...
0 DNightmare Posted October 29, 2013 Report Share Posted October 29, 2013 Usually one-shot vs. Ambulance Vodnik. Link to comment Share on other sites More sharing options...
0 Pauly Posted October 29, 2013 Author Report Share Posted October 29, 2013 Sounds good. We do not use sarge ai so not sure how to tell him to strip the ai of weapons after they fall. Any suggestions or links would be helpful as ive tried to find this before and could not. Link to comment Share on other sites More sharing options...
0 DNightmare Posted October 30, 2013 Report Share Posted October 30, 2013 https://github.com/dayzai/DayZBanditAI/blob/master/DZAI/compile/fn_banditAIKilled.sqf That's the place to mod it, in case you're using DZAI. //Remove temporary NVGs. if ((_victim getVariable["removeNVG",0]) == 1) then {_victim removeWeapon "NVGoggles";}; //Remove temporary NVGs from AI. Just replace the if()... statement with removeAllWeapons _victim; _victim removeweapon "ItemMap"; _victim removeweapon "ItemCompass"; _victim removeweapon "ItemRadio"; You have to Remove Map/Compass/Radio afterwards because removeAllWeapons doesn't... Alos remove the Line a bit lower (or // to comment it out for testing purposes): 0 = [_victim,_weapongrade] spawn fnc_addLoot; So DZAI doesn't add it's own loot afterwards. If using homebrew stuff, just setup a similar event that fires whenever your AI gets killed and use the removeallweapons + remains in there. Cheers, DNightmare Link to comment Share on other sites More sharing options...
0 Pauly Posted November 1, 2013 Author Report Share Posted November 1, 2013 Thanks a lot man. Link to comment Share on other sites More sharing options...
0 duncajcb Posted November 5, 2013 Report Share Posted November 5, 2013 this is from the dayz mission system in the add unit file. simply add m136 or an appropriate launcher /ammo to the loadout. does not require daizlite or sarge ai to do. Though i do recommend using sarge ai. the method for incorporating sarge ai into the mission system - http://dayzepoch.com/forum/index.php?/topic/2829-how-do-you-go-about-adding-custom-ai-missions/ //Created by axeman Edited by TheSzerdi private ["_aiunit","_xpos","_ypos","_unitpos","_aiGroup","_wppos","_wpradius","_wpnum","_levelnum","_numunits","_rndLOut","_ailoadout","_wp","_aispawnpos","_aiwep1","_aiammo1","_aiwep2","_aiammo2"]; _aiunit = objNull; _aiGroup = createGroup resistance; _aispawnpos =_this select 0; _wpradius = _this select 1; _wpnum = _this select 2; _numunits = _this select 3; _levelnum = _this select 4; _xpos = _aispawnpos select 0; _ypos = _aispawnpos select 1; diag_log format ["AIUNIT: Spawn initiated: Centre:%1 | Radius in m:%2 | Waypoint number:%3 | WeaponLevel:%4",_aispawnpos,_wpradius,_wpnum,_levelnum]; for [{ x=1 },{ x < _numunits+1 },{ x = x + 1; }] do { _unitpos = [_xpos+x,_ypos+x,0]; if (_levelnum==0) then // in_sityes troops { if ((x == 1) || (x == 3) || (x == 5)) then //troop soldiers { "Bandit1_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"PRIVATE"]; _rndLOut=floor(random 4); _ailoadout= switch (_rndLOut) do { case 0: {["M1014","8Rnd_B_Beneli_74Slug","revolver_EP1","6Rnd_45ACP"]}; case 1: {["M1014","8Rnd_B_Beneli_Pellets","revolver_EP1","6Rnd_45ACP"]}; case 2: {["Remington870_lamp","8Rnd_B_Beneli_74Slug","Colt1911","7Rnd_45ACP_1911"]}; case 3: {["Remington870_lamp","8Rnd_B_Beneli_Pellets","Colt1911","7Rnd_45ACP_1911"]}; }; }; if ((x == 2) || (x == 4) || (x >= 6)) then //troops snipers { "Bandit1_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"PRIVATE"]; _rndLOut=floor(random 3); _ailoadout= switch (_rndLOut) do { case 0: {["LeeEnfield","10x_303","Makarov","8Rnd_9x18_Makarov"]}; case 1: {["Huntingrifle","5x_22_LR_17_HMR","Makarov","8Rnd_9x18_Makarov"]}; case 2: {["M14_EP1","20Rnd_762x51_DMR","Makarov","8Rnd_9x18_Makarov"]}; }; }; }; if (_levelnum==1) then //in_military troops { if (x == 1) then //one troops comander { "Bandit1_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"LIEUTENANT"]; _rndLOut=floor(random 7); _ailoadout= switch (_rndLOut) do { case 0: {["AK_47_M","30Rnd_762x39_AK47","MakarovSD","8Rnd_9x18_Makarov"]}; case 1: {["M4A1_RCO_GL","30Rnd_762x39_AK47","M9SD","15Rnd_9x19_M9SD"]}; case 2: {["Sa58P_EP1","30Rnd_762x39_SA58","MakarovSD","8Rnd_9x18_Makarov"]}; case 3: {["Sa58V_CCO_EP1","30Rnd_762x39_SA58","M9SD","15Rnd_9x19_M9SD"]}; case 4: {["Sa58V_EP1","30Rnd_762x39_SA58","MakarovSD","8Rnd_9x18_Makarov"]}; case 5: {["M4SPR","30Rnd_556x45_Stanag","M9SD","15Rnd_9x19_M9SD"]}; case 6: {["M4A1_HWS_GL_SD_Camo","30Rnd_556x45_StanagSD","MakarovSD","8Rnd_9x18_Makarov"]}; }; }; if ((x == 2) || (x == 3)) then //troops sergeant { "Bandit1_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"SERGEANT"]; _rndLOut=floor(random 4); _ailoadout= switch (_rndLOut) do { case 0: {["BAF_L85A2_RIS_SUSAT","30Rnd_556x45_Stanag","glock17_EP1","17Rnd_9x19_glock17"]}; case 1: {["RPK_74","75Rnd_545x39_RPK","M9","15Rnd_9x19_M9"]}; case 2: {["G36A_camo","30Rnd_556x45_G36","MakarovSD","8Rnd_9x18_Makarov"]}; case 3: {["M4A1_HWS_GL_SD_Camo","30Rnd_556x45_StanagSD","MakarovSD","8Rnd_9x18_Makarov"]}; }; }; if (x > 3) then //troops soldiers { "BAF_Soldier_Sniper_MTP" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"CORPORAL"]; _rndLOut=floor(random 5); _ailoadout= switch (_rndLOut) do { case 0: {["SVD_CAMO","10Rnd_762x54_SVD","MakarovSD","8Rnd_9x18_Makarov"]}; case 1: {["M24","5Rnd_762x51_M24","MakarovSD","8Rnd_9x18_Makarov"]}; case 2: {["M24_des_EP1","5Rnd_762x51_M24","MakarovSD","8Rnd_9x18_Makarov"]}; case 3: {["SVD","10Rnd_762x54_SVD","MakarovSD","8Rnd_9x18_Makarov"]}; case 4: {["AK_107_pso","30Rnd_545x39_AK","M9","15Rnd_9x19_M9"]}; }; }; }; diag_log format ["AIUNIT: Creating BAF_Soldier_L_DDPM by %1 at %2. Result:%3 | Loadout:%4 / Num:%5",player,_unitpos,_aiunit,_ailoadout,_rndLOut]; _aiunit enableAI "TARGET"; _aiunit enableAI "AUTOTARGET"; _aiunit enableAI "MOVE"; _aiunit enableAI "ANIM"; _aiunit enableAI "FSM"; _aiunit allowDammage true; _aiunit addEventHandler ['killed',{_this execVM "\z\addons\dayz_server\Missions\bodyclean.sqf"}]; //Body disappear time _aiunit setCombatMode "RED"; _aiunit setBehaviour "COMBAT"; //clear default weapons / ammo removeAllWeapons _aiunit; //add random selection _aiwep1 = _ailoadout select 0; _aiammo1 = _ailoadout select 1; _aiwep2 = _ailoadout select 2; _aiammo2 = _ailoadout select 3; _aiunit addweapon _aiwep1; _aiunit addMagazine _aiammo1; _aiunit addMagazine _aiammo1; _aiunit addMagazine _aiammo1; _aiunit addweapon _aiwep2; _aiunit addMagazine _aiammo2; _aiunit addMagazine _aiammo2; _aiunit removeWeapon "ItemRadio"; //add some garbage if (x == 1) then { _aiunit addMagazine "SmokeShellGreen"; _aiunit addMagazine "HandGrenade_West"; _aiunit addMagazine "FoodCanBakedBeans"; _aiunit addMagazine "ItemSodaCoke"; _aiunit addMagazine "ItemPainkiller"; _aiunit addMagazine "ItemHeatPack"; _aiunit addMagazine "ItemEpinephrine"; _aiunit addMagazine "ItemMorphine"; }; if (x == 2) then { _aiunit addMagazine "ItemHeatPack"; _aiunit addMagazine "ItemPainkiller"; _aiunit addMagazine "ItemEpinephrine"; _aiunit addMagazine "ItemMorphine"; }; if (x >= 3) then { _aiunit addMagazine "ItemHeatPack"; _aiunit addMagazine "ItemBandage"; }; //set skills _aiunit setSkill ["aimingAccuracy",0.6]; _aiunit setSkill ["aimingShake",0.7]; _aiunit setSkill ["aimingSpeed",0.8]; _aiunit setSkill ["endurance",0.9]; _aiunit setSkill ["spotDistance",0.8]; _aiunit setSkill ["spotTime",0.7]; _aiunit setSkill ["courage",0.9]; _aiunit setSkill ["reloadSpeed",0.8]; _aiunit setSkill ["commanding",1]; _aiunit setSkill ["general",1]; //sleep 0.5; }; //generate waypoints for [{ x=1 },{ x < _wpnum },{ x = x + 1; }] do { _wppos = [_xpos+(x*20),_ypos+(x*20),_wpradius]; _wp = _aiGroup addWaypoint [_wppos, _wpradius]; _wp setWaypointType "MOVE"; }; _wp = _aiGroup addWaypoint [[_xpos,_ypos,0], _wpradius]; _wp setWaypointType "CYCLE"; diag_log format ["AIUNIT: Last Waypoint %1 at %2",_wp,_wppos]; Link to comment Share on other sites More sharing options...
Question
Pauly
Anyone use this and have any trouble getting them to attack a Vodnik?
They shoot at all other vehicles even the gpk.
The only way that I have seen them shoot at a vodnik on the server I play on is if the admin gives them a M134 launcher.
Otherwise you can just run them all over why they stand and look at you.
For a temporary fix he took the vodnik off the server but ide like to see it put back in but i need a working fix to do so.
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