SilentHog Posted February 23, 2015 Report Share Posted February 23, 2015 Hi Face how exactly work "Land vehicle patrol settings" if i want my patrol move from location A to location B and other from C to D i have doit A3EAI_waypointBlacklist = ["Aggelochori","Panochori","Zaros"]; ["Athira","Gravia","Telos"]; Link to comment Share on other sites More sharing options...
Face Posted February 23, 2015 Author Report Share Posted February 23, 2015 Vehicle patrols in A3EAI aren't defined on a per-waypoint basis. It's either randomly patrol the whole map (normal vehicle patrols) or patrol an area (custom vehicle patrols). Link to comment Share on other sites More sharing options...
SilentHog Posted February 23, 2015 Report Share Posted February 23, 2015 Vehicle patrols in A3EAI aren't defined on a per-waypoint basis. It's either randomly patrol the whole map (normal vehicle patrols) or patrol an area (custom vehicle patrols). then I enter city name everything runs at random ? Link to comment Share on other sites More sharing options...
Face Posted February 23, 2015 Author Report Share Posted February 23, 2015 If you check the A3EAI Wikia (http://a3eai.wikia.com/wiki/Configuring_A3EAI_Settings), this is what the waypoint blacklist does: List of location names of locations where AI air and land vehicle patrols cannot use as waypoints. Default: [] Add name of location as displayed on map as a string value to prevent AI vehicle patrols from travelling to these locations. The following example will prevent Aggelochori, Panochori, and Zaros from being used as destinations for AI vehicle patrols. Example: ["Aggelochori","Panochori","Zaros"] Important: While AI vehicles will not use the blacklisted locations as waypoints, they may still travel through these areas and may engage any players found along the way. Tip: Consult CfgWorlds through Editor if needed to obtain exact location names. Link to comment Share on other sites More sharing options...
second_coming Posted February 23, 2015 Report Share Posted February 23, 2015 then I enter city name everything runs at random ?The code snippet you posted earlier prevents patrols from stopping in those towns, it doesn't make the patrol go to those towns. Link to comment Share on other sites More sharing options...
SilentHog Posted February 23, 2015 Report Share Posted February 23, 2015 Ok fnx I understood. Link to comment Share on other sites More sharing options...
SadBoy1981 Posted February 24, 2015 Report Share Posted February 24, 2015 i reinstall one more time all files same as last 5 times but now it works lol 10:36:04 "A3EAI Debug: Created custom spawn area 4 at 237190 with 1 AI units, unitLevel 3, respawn true, respawn time 600." and after server restart again shit 0:03:20 Error in expression <itLevels) then {_unitLevel = 3;}; if !(surfaceIsWater _spawnPos) then { _trigSt> 0:03:20 Error position: <surfaceIsWater _spawnPos) then { _trigSt> 0:03:20 Error surfaceiswater: Type Number, expected Array 0:03:20 File A3EAI\compile\A3EAI_unit_spawning\A3EAI_setup_customspawn.sqf, line 13 Link to comment Share on other sites More sharing options...
Highlander Posted February 24, 2015 Report Share Posted February 24, 2015 A3EAI is Epoch only, but shouldn't be too difficult to use it in basic Arma 3, you'll just need to search through all files within the pbo and replace all Epoch-only classnames with Arma 3 ones, disable the dynamic classname features, set all Krypto amounts to 0. Almost done but have not been able to find a fix for the "Epoch_Male_F","Epoch_Female_F" lines such as; _detected = _detectOrigin nearEntities [["Epoch_Male_F","Epoch_Female_F"],225]; (_spawnPosSelected nearEntities [["Epoch_Male_F","Epoch_Female_F","Car"], Still searching but have not found a replacement for this yet. Think i am looking to hard and it has to be right in front of me. How would I just edit this to look for just the player? Link to comment Share on other sites More sharing options...
Face Posted February 25, 2015 Author Report Share Posted February 25, 2015 i reinstall one more time all files same as last 5 times but now it works lol 10:36:04 "A3EAI Debug: Created custom spawn area 4 at 237190 with 1 AI units, unitLevel 3, respawn true, respawn time 600." and after server restart again shit 0:03:20 Error in expression <itLevels) then {_unitLevel = 3;}; if !(surfaceIsWater _spawnPos) then { _trigSt> 0:03:20 Error position: <surfaceIsWater _spawnPos) then { _trigSt> 0:03:20 Error surfaceiswater: Type Number, expected Array 0:03:20 File A3EAI\compile\A3EAI_unit_spawning\A3EAI_setup_customspawn.sqf, line 13 Try the 0.4.1 update I just released now. I changed how the spawn queuing works, see if that changes anything. If that doesn't work, then I'm not even kidding, I need RPT logs from you to learn more about your issue. Almost done but have not been able to find a fix for the "Epoch_Male_F","Epoch_Female_F" lines such as; _detected = _detectOrigin nearEntities [["Epoch_Male_F","Epoch_Female_F"],225]; (_spawnPosSelected nearEntities [["Epoch_Male_F","Epoch_Female_F","Car"], Still searching but have not found a replacement for this yet. Think i am looking to hard and it has to be right in front of me. How would I just edit this to look for just the player? Replace all instances of "Epoch_Male_F","Epoch_Female_F" with "CAManBase" in all .sqf files. Link to comment Share on other sites More sharing options...
SadBoy1981 Posted February 25, 2015 Report Share Posted February 25, 2015 Try the 0.4.1 update I just released now. I changed how the spawn queuing works, see if that changes anything. If that doesn't work, then I'm not even kidding, I need RPT logs from you to learn more about your issue. 0.4.1 updated After few restarts working now! Hope all stay working after next restarts too! Thanks. Link to comment Share on other sites More sharing options...
SadBoy1981 Posted February 25, 2015 Report Share Posted February 25, 2015 Try the 0.4.1 update I just released now. I changed how the spawn queuing works, see if that changes anything. If that doesn't work, then I'm not even kidding, I need RPT logs from you to learn more about your issue. Again after restart get error and custom ai wont spawn. Here is rpt with debug mode 2, hope this help to you! https://www.dropbox.com/s/13g30qn1nzzq2cq/rpt.sqf?dl=0 Link to comment Share on other sites More sharing options...
Face Posted February 26, 2015 Author Report Share Posted February 26, 2015 Have you done something to your server that affected the log output? The errors in your log have almost no details: Line 2163: 0:04:04 File A3EAI\compile\A3EAI_unit_spawning\A3EAI_setup_customspawn.sqf, line 17 Line 2163: 0:04:04 File A3EAI\compile\A3EAI_unit_spawning\A3EAI_setup_customspawn.sqf, line 17 Line 2163: 0:04:04 File A3EAI\compile\A3EAI_unit_spawning\A3EAI_setup_customspawn.sqf, line 17 However I did note some unusual log info from the extended debug and I will look into that. Edit: I believe I've found the cause of the issue and will make an update with the fix very soon. Hopefully it's the cause of the original problem and not one I introduced recently. Link to comment Share on other sites More sharing options...
Face Posted February 26, 2015 Author Report Share Posted February 26, 2015 Version 0.4.2 has been released on Github to address the issue reported by SadBoy. Users who don't use custom spawns won't require this update, but those who use custom spawns should definitely update. This was also an issue that could not be fixed without having log information, just goes to show that giving full log information is absolutely essential when reporting issues. As usual, link to Github is here: https://github.com/dayzai/A3EAI Link to comment Share on other sites More sharing options...
Highlander Posted February 26, 2015 Report Share Posted February 26, 2015 Replace all instances of "Epoch_Male_F","Epoch_Female_F" with "CAManBase" in all .sqf files. Thanks. Link to comment Share on other sites More sharing options...
IceCold Posted February 26, 2015 Report Share Posted February 26, 2015 Thanks for this Face. Just installed it, worked flawlessly out of the box for 'area' spawning around my character. I'll check other things when I do some config work :) Link to comment Share on other sites More sharing options...
SadBoy1981 Posted February 26, 2015 Report Share Posted February 26, 2015 Testing now. After few restarts AI spawning, also now i can change respawn timer and no errors on rpr. Thanks for update! =) Link to comment Share on other sites More sharing options...
Floyd Posted February 27, 2015 Report Share Posted February 27, 2015 I see in the A3EAI_config.sqf that you have A3EAI_backpackTypes and A3EAI_vestTypes options for different AI levels. It would be neat (in my minds eye) to do the same with Uniforms. In my mind, an elite group of AI (level 3) wouldn't be running around in polo shirts (for example), where as a hodgepodge of civilians (lower level AI) might have who knows what on.Perhaps that is in there and I missed it. I'm just now 'tweaking' it.Thanks. Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted February 27, 2015 Report Share Posted February 27, 2015 guys, how do I stop the AI spawning in pairs, when players are out in the woods the AI spawn near them, I have tried to disabling them but they still spawn, I only want vehicles and heli's flying about Link to comment Share on other sites More sharing options...
Face Posted February 27, 2015 Author Report Share Posted February 27, 2015 I see in the A3EAI_config.sqf that you have A3EAI_backpackTypes and A3EAI_vestTypes options for different AI levels. It would be neat (in my minds eye) to do the same with Uniforms. In my mind, an elite group of AI (level 3) wouldn't be running around in polo shirts (for example), where as a hodgepodge of civilians (lower level AI) might have who knows what on. Perhaps that is in there and I missed it. I'm just now 'tweaking' it. Thanks. Uniforms and Headgear will be definable on a per level basis in the next update. guys, how do I stop the AI spawning in pairs, when players are out in the woods the AI spawn near them, I have tried to disabling them but they still spawn, I only want vehicles and heli's flying about Three settings need to be disabled: Static, Dynamic,and Random spawns: A3EAI_autoGenerateStatic //Set this to false; A3EAI_dynMaxSpawns //Set this to 0 A3EAI_maxRandomSpawns //Set this to 0 Note that land vehicle patrols sometimes get stuck due to pathing issues. When A3EAI considers them permanently stuck, they're converted to static-type units and begin to patrol around on foot, and despawn after a few minutes if no players are nearby. Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted February 28, 2015 Report Share Posted February 28, 2015 Uniforms and Headgear will be definable on a per level basis in the next update. Three settings need to be disabled: Static, Dynamic,and Random spawns: A3EAI_autoGenerateStatic //Set this to false; A3EAI_dynMaxSpawns //Set this to 0 A3EAI_maxRandomSpawns //Set this to 0 Note that land vehicle patrols sometimes get stuck due to pathing issues. When A3EAI considers them permanently stuck, they're converted to static-type units and begin to patrol around on foot, and despawn after a few minutes if no players are nearby. Thank you :) Link to comment Share on other sites More sharing options...
Face Posted March 2, 2015 Author Report Share Posted March 2, 2015 This is an informational announcement to all A3EAI users: the next update (0.4.3) will be delayed since I'm still laying down code to make way for future HC support. Besides HC-related matters, 0.4.3 will be a minor update to add a few more configuration options. Once ArmA 3 1.40 is released is when I'm going to focus on HC support so A3EAI updates won't be rolled out except for important bug fixes (re-adding support for Epoch's new loot tables will be one of them). unrealPANDA and stonXer 2 Link to comment Share on other sites More sharing options...
Face Posted March 2, 2015 Author Report Share Posted March 2, 2015 A3EAI 0.4.3 has been released on Github (https://github.com/dayzai/A3EAI) Changelog: A3EAI 0.4.3 Alpha Files changed: A3EAI.pbo A3EAI_config.sqf [ADDED] AI uniform classnames can now be defined on a per-level basis. [ADDED] AI headgear classnames can now be defined on a per-level basis. [ADDED] Blacklisted locations may now be defined for auto-generated static spawns using the new A3EAI_staticBlacklistLocations setting. Important: The upcoming Epoch 0.3.0 update will most likely break A3EAI's dynamic classname functions. If this happens, A3EAI will use the classnames defined in A3EAI_config.sqf instead and should continue running normally. A follow-up update will be made to adapt these functions to Epoch 0.3.0's new loot table structure. unrealPANDA 1 Link to comment Share on other sites More sharing options...
CoercionX Posted March 3, 2015 Report Share Posted March 3, 2015 Anyway to get ai jets/planes to fly like they did in DZAI? They just fall to the ground and explode when they spawn in under A3EAI_heliList = Thanks for the Great Work!! Server would be boring without A3EAI. Link to comment Share on other sites More sharing options...
Face Posted March 3, 2015 Author Report Share Posted March 3, 2015 It's best to keep air vehicles to only helicopters for now. DZAI uses the exact same spawning method and it has no problems with planes, so I'm not sure what's up with it in Arma 3. Link to comment Share on other sites More sharing options...
Face Posted March 4, 2015 Author Report Share Posted March 4, 2015 With the Arma 3 1.40 update today, I've started development on headless client support for A3EAI. As of today with the development build, HC support has been successfully added to the following AI types: Static AI Random AI Dynamic AI (non-hunting type). Other types of AI will take some time since they're more complicated to adapt to headless clients. What's "unique" about A3EAI HC support is that it won't be purely headless, instead, it's more of a "hybrid headless" setup where the dedicated server handles background tasks while the headless client handles the AI. The benefit of this setup is that A3EAI will be able to operate under dedicated mode (everything on dedicated server) or hybrid headless mode (background tasks on dedicated server, AI computations on headless client), and will be able to switch between modes on-the-fly. For example, if the headless client disconnects or crashes randomly, A3EAI will revert to dedicated mode and handle everything on the dedicated server, then when the headless client is restarted, AI will be transferred back to the HC. Of course, only a single day has been put into HC support development so far and everything is far from stable. I expect that it will take several months for full working support to be added. unrealPANDA, lowrey, blindfisk and 1 other 4 Link to comment Share on other sites More sharing options...
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