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AllenFromStacysmom

[Release] WAI Missions- Denny' Farm & Troop's Supply

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2 Bandit WAI customized missions 

--- Denny's Farm

--- Troop's Supply

 

 

Mission Plot:

--- Denny is giving out some supplies at his farm.

--- The local troop just received their supply.

 

Screenshots:

https://www.dropbox.com/sh/k9txqxw6q4qx71t/AADTvplz45CXdSrW8Pyo5W8Fa?dl=0

 

Requirement:

-PBO to pack mission file

-WAI

 

Installation:

---Download and install WAI to your server.pbo

Link :   

---Create  farmer_give.sqf and troop_supply.sqf files in dayz_server\WAI\missions\bandits

In farmer_give.sqf

Copy and paste

// Made by AllenFromStacysMom
//check out my server for more fun mission, IP: 142.4.215.203:2502
if(isServer) then {

	private 		["_complete","_crate_type","_mission","_position","_crate","_baserunover","_baserunover1","_baserunover2"];

	_position		= [30] call find_position;
	_mission		= [_position,"Easy","Denny's Farm","MainBandit",true] call mission_init;
	
	diag_log 		format["WAI: [Mission:[Bandit] Denny's Farm]: Starting... %1",_position];

	//Setup the crate
	_crate_type 	= crates_small call BIS_fnc_selectRandom;
	_crate 			= createVehicle [_crate_type,[(_position select 0) + 15,(_position select 1) + 5,0], [], 0, "CAN_COLLIDE"];

	//Medical Supply Camp
	_baserunover1 	= createVehicle ["Land_Farm_Cowshed_a",[(_position select 0) +15, (_position select 1) -20,0],[], 0, "CAN_COLLIDE"];
	_baserunover2 	= createVehicle ["Land_Farm_Cowshed_b",[(_position select 0) +35, (_position select 1) +10,0],[], 0, "CAN_COLLIDE"];
	_baserunover 	= [_baserunover1,_baserunover2];

	{ _x setVectorUp surfaceNormal position  _x; } count _baserunover;

	//Troops
	[[_position select 0,_position select 1,0],4,"Easy","Random",4,"Random","Assistant","Random","Hero",_mission] call spawn_group;
	[[_position select 0,_position select 1,0],4,"Easy","Random",4,"Random","RU_Villager2","Random","Hero",_mission] call spawn_group;
	[[_position select 0,_position select 1,0],1,"Random","Random",4,"Random","Citizen2_EP1","Random","Hero",_mission] call spawn_group;

	//[[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"tractor","random","bandit","bandit",_mission] call vehicle_patrol;

	
	//Condition
	_complete = [
		[_mission,_crate],				// mission number and crate
		["crate"],						// ["crate"], or ["kill"], or ["assassinate", _unitGroup],
		[_baserunover], 				// cleanup objects
		"Denny is giving out supply at his farm",	// mission announcement
		"Bandit robbed the old farmer, what the hell",									// mission success
		"Survivors have obtained the supply from Denny, thanks"									// mission fail
	] call mission_winorfail;

	if(_complete) then {
		[_crate,6,5,[40,crate_items_medical],5] call dynamic_crate;
	};

	diag_log format["WAI: [Mission:[Bandit] Denny's Farm]: Ended at %1",_position];
	
	b_missionrunning = false;
};





 

In troop_supply.sqf, copy and paste:


// Made by AllenFromStacysMom
//check out my server for more fun mission, IP: 142.4.215.203:2502
 
if(isServer) then {
 
private ["_complete","_crate_type","_mission","_position","_crate","_playerPresent","_rndnum","_rndgro","_num_guns","_num_tools","_num_items"];
 
_position = [30] call find_position;
_mission = [_position,"Medium","Troop Supply","MainBandit",true] call mission_init;
 
diag_log format["WAI: [Mission:[bandit] Troop Supply]: Starting... %1",_position];
 
//Setup the crate
_crate_type = crates_small call BIS_fnc_selectRandom;
_crate = createVehicle [_crate_type,[(_position select 0),(_position select 1),0], [], 0, "CAN_COLLIDE"];
 
_baserunover1 = createVehicle ["CDF_WarfareBArtilleryRadar",[(_position select 0) +15, (_position select 1) -20,0],[], 0, "CAN_COLLIDE"];
_baserunover = [_baserunover1];
{ _x setVectorUp surfaceNormal position  _x; } count _baserunover;
 
//Troops
[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","Pierce","Random","Hero",_mission] call spawn_group;
[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","US_Delta_Force_Assault_EP1","Random","Hero",_mission] call spawn_group;
[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","MVD_Soldier_GL","Random","Hero",_mission] call spawn_group;
[[(_position select 0) + 5,_position select 1,0],1,"Medium","Random",4,"Random","RUS_Commander","Random","Hero",_mission] call spawn_group;
for "_i" from 0 to _rndgro do {
[[_position select 0,_position select 1,0],_rndnum,"Easy","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group;
};
_rndnum = 1 + round (random 4);
_rndgro = 1 + round (random 3);
 
//Static Guns
[[
[(_position select 0) + 10, (_position select 1) + 10, 0],
[(_position select 0) + 10, (_position select 1) - 10, 0]
],"M2StaticMG","Easy","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;
 
//Condition
_complete = [
[_mission,_crate],
["crate"],
[],
"The local troop have obtained a weapon crate. Check your map for the location!",
"Bandits have secured the supply!",
"Bandits did not secure the supply in time"
] call mission_winorfail;
 
if(_complete) then {
[_crate,10,4,0,2] call dynamic_crate;
};
 
diag_log format["WAI: [bandit] troop_supply ended at %1",_position];
 
b_missionrunning = false;
};
_rndnum = 1 + round (random 4);
_rndgro = 1 + round (random 3);

//Static Guns [[ [(_position select 0) + 10, (_position select 1) + 10, 0], [(_position select 0) + 10, (_position select 1) - 10, 0] ],"M2StaticMG","Easy","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static; //Condition _complete = [ [_mission,_crate], // mission number and crate ["crate"], // ["crate"], or ["kill",wai_kill_percent], or ["assassinate", _unitGroup], [], // cleanup objects "The local troop have obtained a weapon crate. Check your map for the location!", // mission announcement "Bandits have secured the supply!", // mission success "Bandits did not secure the supply in time" // mission fail ] call mission_winorfail; if(_complete) then { [_crate,10,4,0,2] call dynamic_crate; }; diag_log format["WAI: [bandit] troop_supply ended at %1",_position]; b_missionrunning = false; }; 

---Edit the config.sqf :

find 

wai_bandit_missions = [
["armed_vehicle",10],
["black_hawk_crash",10],
["captured_mv22",10],
["broken_down_ural",10],
["hero_base",10],
["ikea_convoy",10],
["medi_camp",10],
["presidents_mansion",10],
["sniper_extraction",10],
["weapon_cache",10],


]; 

the missions you have may be different from me, and the number after the mission name is the chance of the mission will happen

Example:  ["mission_name",chance in %]

---Add in farmer_give and troop_supply

so it would look like this 

wai_bandit_missions = [
["armed_vehicle",10],
["black_hawk_crash",10],
["captured_mv22",10],
["broken_down_ural",10],
["hero_base",10],
["ikea_convoy",10],
["medi_camp",4],
["presidents_mansion",10],
["sniper_extraction",10],
["weapon_cache",4],
["farmer_give",6],
["troop_supply",6]


];  

Make sure the number add up to 100. You can change the chance of the mission happen by change the number in % to whatever you want.

 

Now you are done!

Repack your server.pbo to try out the missions  :D

 

Let me know if there is any problem with the mission.

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how can we make this a hero event? im running a pve.

Edit troop_supply.sqf

change 

	_mission  =             [_position,"Medium","Troop Supply","MainBandit",true] call mission_init;
	
	diag_log 		format["WAI: [Mission:[Bandit] Troop Supply]: Starting... %1",_position];

to 

	_mission		= [_position,"Medium","Troop Supply","MainHero",true] call mission_init;
	
	diag_log 		format["WAI: [Mission:[Hero] Troop Supply]: Starting... %1",_position];

change

//Troops
	[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","Pierce","Random","Hero",_mission] call spawn_group;
	[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","US_Delta_Force_Assault_EP1","Random","Hero",_mission] call spawn_group;
	[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","MVD_Soldier_GL","Random","Hero",_mission] call spawn_group;
	[[(_position select 0) + 5,_position select 1,0],1,"Medium","Random",4,"Random","RUS_Commander","Random","Hero",_mission] call spawn_group;
	for "_i" from 0 to _rndgro do {
		[[_position select 0,_position select 1,0],_rndnum,"Easy","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group;
	};

	//Static Guns
	[[
		[(_position select 0) + 10, (_position select 1) + 10, 0],
		[(_position select 0) + 10, (_position select 1) - 10, 0]
	],"M2StaticMG","Easy","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;

to 

//Troops
	[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","Pierce","Random","Bandit",_mission] call spawn_group;
	[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","US_Delta_Force_Assault_EP1","Random","Bandit",_mission] call spawn_group;
	[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","MVD_Soldier_GL","Random","Bandit",_mission] call spawn_group;
	[[(_position select 0) + 5,_position select 1,0],1,"Medium","Random",4,"Random","RUS_Commander","Random","Bandit",_mission] call spawn_group;
	for "_i" from 0 to _rndgro do {
		[[_position select 0,_position select 1,0],_rndnum,"Easy","Random",3,"Random","Hero","Random","Bandit",_mission] call spawn_group;
	};

	//Static Guns
	[[
		[(_position select 0) + 10, (_position select 1) + 10, 0],
		[(_position select 0) + 10, (_position select 1) - 10, 0]
	],"M2StaticMG","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;

change 

		"The local troop have obtained a weapon crate. Check your map for the location!",	// mission announcement
		"Bandits have secured the supply!",									// mission success
		"Bandits did not secure the supply in time"							// mission fail
	

to 

		"The local Bandit troop have obtained a weapon crate. Check your map for the location!",	// mission announcement
		"Heros have secured the supply!",									// mission success
		"Heros did not secure the supply in time"							// mission fail
	

in the end, change

	b_missionrunning = false;

to 

	h_missionrunning = false;

 Now go to WAI\Config

Add the mission file name to the hero mission list:

	// Missions
		wai_hero_missions			= [ 								// ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages
										["black_hawk_crash",8],
										["armed_vehicle",10],
										["bandit_base",6],
										["captured_mv22",8],
										["ikea_convoy",8],
										["destroyed_ural",8],
										["disabled_milchopper",8],
										["mayors_mansion",6],
										["weapon_cache",8],
										["bunny_ranch",2],
										["chern_gang",8],
										["benlate",4],
										["bandit_squad",9],
										["ladyland",2],
										["AI_War",1],
										["real_benlate",4]
									];

I have some other missions, but don't worry about it, just add in the ["mission file name(troop_supply)", chance of event happen in %]

make sure the number add up to 100

 

It is the same thing for the other mission.

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      "If you give me any value > 0 in seconds, I'm gonna protect your just finished mission area against new mission spawn for given time." Protection is processed only if: valid spot for new mission was already found; there is at least 1 item in 'iben_wai_ACprotectedCoord' array
      (that means, at least one mission was completed and coordinates has to be protected agains new mission spawn). If you decide to update and you don't want use this fix, just set 'iben_wai_ACcoordProtectorTimer' value to 0.
      Default position fnc will be used with default WAI fix (note: if you've already updated your WAI core files). iben_wai_ACcoordProtectorTimer = 300; // @since v1.3 if (iben_wai_ACdevmode) then { iben_waiACfindPosLimiter = 999; // @since v1.3 }; // :: If iben_wai_ACcoordProtectorTimer > 0 && iben_wai_ACdevmode is true, // :: you will see in your server RPT somenthing like that: // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> 'iben_wai_ACcoordProtectorTimer' active (300s) >> Initialising custom position FNC for mission coord protection..." // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [IBEN_fnc_AC.sqf] >> Currently protected missions coordinates (iben_wai_ACprotectedCoord) >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Spot found. Checking if spot is in protected coordinates >> iben_wai_ACprotectedCoord >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Loop complete valid position >> [6129.23,8784.35,0] >> in 1/999 attempts" ---
      The end.
      ===
      Showcase:
      ===
      IWAC - private server msgs, map markers, status, respawn:
      ===
      ===
      IWAC - multiple claiming protection, exclude plotpole area option:
      ===
      ===
      That's all I've got... enjoy, have fun...
      Cheers...
      ===
    • By Cyrus
      Does anyone have info or tutorials on how to add static AI to a custom base? Something like patrolling AI and respawn on server restart?
      Im currently on Arma 2 Dayz Epoch 1.0.6.2 Chernarus map.
       
    • By Ghostrider-GRG
      DESCRIPTION
      This update represents an almost complete re-write from the ground up of the original blckeagls mission system 2.02,  to which a link is shown below.
      https://epochmod.com/forum/topic/30063-blckeagls-ai-mission-version-202-release-122015/
      Most of the mission system has been redone or extensively revised.
      Features:
      Built-in support for Epoch and Exile mods.
      Toggle between default and fully militarized missions with a single parameter.
      Dynamically spawning missions; support for multiple missions of a particular type (e.g., 3 Red, 2 Blue, 1 Orange, 1 Green).
      Dynamically spawning underwater missions at which surface vessels, SDV patrols, helis, and nearby land units such as vehicles, static HMGs, and infantry can be spawned.
      Support for static AI vehicle, air, emplaced or infantry, each of which can be customized for skill, position, and respawn timer.
      Support for static Missions described by a mission template.
      Addon modules include:
      Time acceleration.
      Map Addons spawner (useful for running scripts to add objects to the map at server startup)
      Static Loot Spawner (used to spawn loot crates at specific locations at server startup; useful for static missions or AI strongholds).
      Credits:
          Epoch Mod developer team.
          blckeagls - Original developer of mission system 2.0.2
          Narines - bug fixes and improvements.
          Bill (DBD Clan) example compositions.
          cyncrwler for help with troubleshooting and testing
          Brian Soanes for helpful changes and performance tweaks.
          Grahame for many rounds of testing and feedback.
          zxbutchxz for extensive testing of AI behavior.
      * Additional Credits include authors of other missions systems who's work influenced this release:
          Face (A3EAI)
          KiloSwiss (SEM)
          Hogscrapper (HC missions for A3)
          the Vampire (DZMS and VEMF)
          The FUCHS (EMS)
          lazylink (early A2 Epoch mission system)
          Matt11 (Wicked AI) Updates:
      DOWNLOAD
      https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC
      Installation:
      Please see Installation.txt in the download for details.
      License
      This Mission System is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
      http://creativecommons.org/licenses/by-nc-sa/4.0/
      Current Version 6.76 Build 104
       

       
    • By JasonTM
      Wicked AI 2.2.3
      This release is updated for DayZ Epoch/Overpoch 1.0.6.2.
      There are 2 versions of this mod, one for DayZ Epoch and one for DayZ Overpoch. Make sure you download the correct version below.
      >>>Epoch Download<<<
      >>> Overpoch Download <<<
      The install instructions are in the github readme file for each version.
      Updates for DayZ Epoch 1.0.6.2 (Release 2.2.3)
      Streatman's new attachment system L85 and SVD models. Optional dynamic text mission announcements. ZSC compatible remote message system using a modified version of Salival's remote_message.sqf iBen's mission auto claim addon. Two new options for mission vehicle keys: key in crate & key in vehicle gear. Minor bug fixes with missions. Updates for DayZ Epoch1.0.6.1 (Release 2.2.2)
      Integrated Caveman's mission pack. Optional AI counter in mission marker loops. ZSC check wallet option. Optional mission static spawn points. Updated with 1.0.6+ classnames in weapon arrays and vehicles. Pistol spawning in crates. Credits
      @f3cuk - WAI version 2.2.0
      @ebayShopper - 1.0.6+ updates (release 2.2.1), right click solution for ItemRadio
      @Caveman - extended mission pack
      @salival - ZSC remote messaging (for dynamic text option), many additional fixes - too numerous to list
      @Zupa - ZSC check wallet
      @theduke - testing and class name updates
      @DAmNRelentless - additional configurable variable and check for ZSC option, dynamic text coding examples
      @iben Auto-claim addon
      @BigEgg Vehicle key in crate solution
       
       
      For complete instructions on how to use iben's autoclaim addon see the following topic
       
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