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WAI: 1.0.0 - Alpha / Arma 3

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WICKED AI for Arma 3 Epoch (1.0.0)

 

Hi All

 

My rewrite of WAI for Arma 3

 

 

I'm not working on this any more, I published this in hope someone else would "fix" the rest. I still monitor git so every pull with be merge.

 

Most stuff works some don't :)

if you find an error report it here 

https://github.com/f3cuk/WICKED-AI/tree/Testbranch-A3

 

Download the code here:

https://github.com/nerdalertdk/WICKED-AI/tree/Testbranch-A3

 

====================================================================================

Now Wicked AI is now available for Arma 3 Epoch

### Release 1.0.0
- Basic missions
- Dynamic loot
- Dynamic AI gear
- Multi mission support
- Better markers
- Nuke/bomb missions
- Good framework for custom missions
- AI drops krypto when killed

### Upcoming in 1.1.0
- More missions
- Vehicle patrols
- Treasure Hunt

### Version history


### Installation Instructions
1. Copy a3_epoch_WAI.pbo to your epoch server folder (Arma3\@EpochHive\addons)
2. Copy the "wai" folder to your mission pbo
3. Add this to your init.sqf  in you mission pbo

 [] execVM "wai\remote.sqf";

4. Repack mission
5. Start the server for awesome missions
6. (optional) unpack a3_epoch_WAI.pbo to edit config file

 

Battleye:

 

if you have Armed offroad in missions

Line 1 - !"_this call (uinamespace getvariable 'BIS_fnc_effectFired');"

### Test

Its only tested on Altis and Bornholm with Infistar AH

 

### Known bugs

  1. wai_kill_percent must be 0
  2. Para don't work, might be default epoch AH, not tested

### Visioning
For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under [the Semantic Versioning guidelines](http://semver.org/)
Sometimes we screw up, but we'll adhere to those rules whenever possible.

### License
All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.

http://creativecommons.org/licenses/by-nc-sa/4.0/

* Some mission have a different license!

### Dev team
- Developer **f3cuk**
- Developer **Jossy**
- Developer **nerdalertdk/itsatrap** (A3 version)

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Have been running this on my server for the past hour and it feels amazing to see the fear in people's hearts when I mention WAI.

However, there do seem to be a few bugs which I'm sure you already know but I'll post them anyway.

Missions don't seem to clear even when ALL AI are dead > No loot in crate if no clear.

A Ghost Hawk flew over the Sniper Team mission and dropped an AI. Literally dropped. He also had no gear at all.

 

Apart form that, it's awesome!

Thank you for your hard work sir.

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Jem Og Fix?
Rebel Base

Those are the 2 missions that I've seen, but I can't get more to spawn because those 2 won't clear.

Yep, I've seen the Ghost drop the paratroopers, it was just that one mission where it dropped one AI with no gear and no parachute. Was hilarious.

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All I seem to have that's unusual is this:
21:22:20 CWeaponSlotsManager::DeleteWeapon: wrong weaponID!
21:22:20 CWeaponSlotsManager::DeleteWeapon: wrong weaponID!
21:22:20 CWeaponSlotsManager::DeleteWeapon: wrong weaponID!
21:22:30 CWeaponSlotsManager::DeleteWeapon: wrong weaponID!
21:22:30 CWeaponSlotsManager::DeleteWeapon: wrong weaponID!
21:22:30 CWeaponSlotsManager::DeleteWeapon: wrong weaponID!
21:22:30 CWeaponSlotsManager::DeleteWeapon: wrong weaponID!
21:22:30 CWeaponSlotsManager::DeleteWeapon: wrong weaponID!

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Yes it appears to have been.

I think the mission spawning area needs looking at too. Just had a medical supply mission and rebel base spawn in EXACTLY the same spot. Off to bed and leaving my players to playtest and have fun with it for now :D

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I'm sure it's coming but just for grins, are you planning to create an external config so you can edit settings without having to mess with the PBO?

 

Also, in the blacklist area there are two sets of coords.  Example:

                        [[13000,15000,0],[14000,14000,0]], 	// Middle spawn
			[[05900,17100,0],[06400,16600,0]], 	// West spawn
			[[18200,14500,0],[18800,14100,0]], 	// East spawn
			[[22561,19336,0],[24551,16947,0]], 	// salt lake
			[[10545,11025,0],[11140,10423,0]]	// Drimea

Why two sets?  Each set in those arrays are quite a ways away from each other.

 

Edit:  nvm...I figured it out.  Seems confusing to use two sets of coords though.  You could code the blacklist to automatically allow a 500m radius around the waypoint instead of defining a 500m radius in the blacklist.  Either way works though.

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You must pack the a3_epoch_WAI into a PBO then place it in your server addons folder, I just tested this and simply amazing, no BE filters yet, loot is nice and cleared with no issues.

 

 

Just had something interesting happen on that mission, its spawned loot also.

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I'm waiting for the Nuke mission.  I tried about a month ago to get that Nuke script running on another AI pack myself and had no luck.  This is gonna be good!  My only concern though, if the thing goes off within 1Km of a player's base it's gonna wipe it out.  Gonna have some pissed off people.  lol!

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      Go to line 61 and start editing the values there. DB_NAME is the name of your database (same as the extdb3 config file).
      Add your PlayerUID value (same as the DB one) in line 72. (That the player you want to load from the database)
      Depending which map you want to use, you have to change the dayZ_instance variable and also the MarkerP values (line 62) based on your mission.sqm file. Its for the Hive to spawn random vehicles, roadblocks and mines at proper locations based on the map. Just read the comments there for how to get the values. Its really simple. Just copy paste stuff from your mission.sqm file.
      Default setup vs Database setup
      There are 2 ways of initializing your player.
      A live database player based on his UID in the character_data table (coordinates, medical states, inventory etc) A default 3d editor player with a basic loadout. (Ignores Hive Loadouts and initial vehicle spawns) Default setup (extDB3)
      [DefaultTruePreMadeFalse = true;] This option is now the default one, because it's so much easier to set up, plus a lot of things have changed in the 1062 Epoch version. I couldn't totally separate the server files from the client files, so in the end a Database is necessary for the Mission files to work properly. To setup your character with this method, leave DefaultTruePreMadeFalse to true;  Everything is database based..so no need to do anything else. The mission will start with all your stats, inventory, conditions and spawn you where your world coordinates are. Premade Character Setup
      [DefaultTruePreMadeFalse = false;] This setup DOES NOT initialize the character based on a database entry, or does any HIVE related queries on mission start. (like load objects etc). Instead it uses some premade stats that you set, and only uses the Database on updates (buy vehicles etc) The loadout of the player is set in the init.sqf in line 77  
      player setVariable ["CharacterID", "1", true]; // Set here the characterID of the player. It can be anything...just leave it 1 if you want. player setVariable ["playerUID", "111111", true]; // Set here the playerUID of the player you want to have. player setVariable["Z_globalVariable", 100000]; player setVariable["Z_BankVariable", 100000]; player setVariable["Z_MoneyVariable", 100000]; player setVariable["humanity", 11000]; player setVariable["humanKills", 10]; player setVariable["banditKills", 20]; player setVariable["zombieKills", 30]; player setVariable ["friendlies", ["222222","333333"], true]; //Both DZE_Friends and this must be set for friendlies to work properly DZE_Friends = ["222222","333333"]; Everything else should work fine with the database....like traders, salvaging, etc...Unfortunately since the 1062 ver had many differences from the 1051 one, i couldn't really make this Profile option a standalone one, without any Database interaction. So in order for you to minimize any errors in the log file, i would suggest you load my sample db file provided, and also change those CharacterID and PlayerUID values in PLAYER_Data and CHARACTER_Data tables to the ones you set up here, just in case.... The Premade character setup is for people that want to fast debug a script they are making and don't want to wait for the Hive to load all map objects and authenticate the player first. Further Details to change (in both Profile Cases)
      The description.ext, mission.sqf, mission.biedi files have your character's name in them. Just search for the word Sandbird in all of them and change it according to the PlayerName value you have in your Player_DATA table for your PlayerUID value.
      Example taken from description.ext. DONT change the actual My_Player text. The mission file needs that string to read what you typed in the name field.
      class My_Player { name="Sandbird"; face="Face20"; glasses="None"; speaker="Male01EN"; pitch=1.1; };  
      Important info
      Init.sqf values
      DefaultTruePreMadeFalse = true; // True: Read player's data from the database (based on UID), False: the normal player the editor has StaticDayOrDynamic = true; // A static date is set at the bottom of \dayz_server\init\server_function.sqf. Set this to false if you want real time/date inside the mission. DZEdebug = false; // Set to true if you want a more detailed log file Enable Keyboard actions (menu option) // (findDisplay 46) wont work inside the editor. That means that building stuff or placing objects is very hard to do since we cant 'capture' keystrokes. I kinda fixed this with a trick. In order to build something first you have to initiate the building action (holding the object in your hands) and then scroll with your mouse wheel and select Enable Keyboard actions. This will create a layer on your screen capturing your keystrokes thus allowing you to change orientations etc. Pressing ESC twice after and it will close the fake display and return to normal play mode. You will have to do this every time you want to build something. Related to coding
      Since the Editor has some limitations because its not a real server some things will never work. For example:
      _playerUID = getPlayerUID player; will never work in the editor. To get the _playerUID you have to do this:
      _playerUID = player getVariable ["playerUID", 0];
      This is the most important thing to remember. Lots of scripts use getPlayerUID. You have to remember to change it every time you want to use it.  Of course the player value is just an example here. If you were inside a loop and it had (getPlayerUID _x) then you have to rewrite it like this: (_x getVariable["PlayerUID",0]) findDisplay 46 does not work in the editor. If you are using/making a script that uses Display 46 try using my Enable Keyboard action. It might work in your case. publicvariableServercommands don't exist in the editor. There is no server to accept the command. If you want to use addpublicvariableeventhandler you can do it with call/spawn commands. You can find the handlers usually in the PublicEH.sqf.
      Example: PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariable "PVDZE_plr_Save"; can be written like:
      PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariableServer "PVDZE_plr_Save"; // keeping this so when you move the code to the real server you remember to add it. [player,dayz_Magazines,false,true] spawn server_playerSync; // what to call is usually inside publicEH.sqf. In this case search for PVDZE_plr_Save in the PublicEH file and check the call it makes in the end. You could also change the publicVariableServer to publicVariable. That should work inside the editor. But keep in mind these changes wont work on the live server, since one command broadcasts something to the server while the other just to the client running it. I would suggest you keep the original value and do the PublicEH call instead, marking it down with some debug comments next to it, so when you are done and want to transfer the files to your live server you just remove the call and everything should work as expected.
      Don't forget to change the paths when you are adding addons to test/modify them. For example, notice the differences here:  player_switchModel = compile preprocessFileLineNumbers "dayz_code\compile\player_switchModel.sqf"; player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf"; The first line will look up for player_switchModel.sqf inside the editor mission files, while the 2nd one will go to the @Dayz_Epoch map file and get the .sqf file. Same thing applies for the dayz_server files (server_functions.sqf). Once you are done with your script and you have added new compile lines, you need to fix them back to their proper values before you upload them to your live server.
        If you are missing any BIS_fnc functions then check the folder dayz_code\system\functions and see if it's available there to include it in the compiles.sqf. Set DZEdebug = true;  in the init.sqf. And ALWAYS check your RPT log file for debugging. Its located at : %AppData%\Local\ArmA 2 OA folder. Related to mission file included
      You'll notice when you start the mission there are 2 bots standing there. If you double click the soldier you'll see that he initiates this script scripts\BotInit.sqf. I left that in purpose in case you want to do some scripting that requires 'another player', and you want to initialize the fake player like that. The other bot can be deleted. I just left it there because i was testing a Tag Friendly script, and needed a 3rd 'player' that has me as a friend. I've included a simple Fireworks script i made a while back only this time i used some better effects taken from aliascartoons work. Just add a 'SMAW_HEDP' into your inventory and right click on it to test it out. Here is how the old script used to look like Fireworks. Also you'll find a little 'hat script' in the files, just right click a 'IRStrobe' item to add a hat to your player. Both script were written inside the editor using the mission file above...just a small example to show you how easy it is to write code there. The @extDB folder contains a folder called debug_files. These .dlls (when replaced the ones provided) activate a more detailed log file (found under arma 2 operation arrowhead\logs folder). It will show ALL MySQL queries going in/out of the database. Very useful if you are running any custom SQL queries and the RTP log file isn't enough.
      Final Notes
      These are heavily modified files...Dont overwrite them with your own files. Add to them instead of replacing them.
      If you are writing scripts that dont require the server to restart, then you can just go to 2D editor and press Preview again after you make the changes. No need to hit Restart. As long as you are doing changes that doesnt affect the Hive loading you can basically run things on the fly. For example in the init.sqf at the bottom i added a Add BankMonkey example. That command just loads the custom\money.sqf and shows a simple extDB3 example on how to select/update a DB table. Since this command doesnt require the server to restart, you can just hit Preview, test things out, and if you want to make changes, go back to 2D Editor, edit your changes in the money.sqf file and hit Preview again. No need to hit Restart and wait for the dayz_server functions to do their thing again.
      The whole purpose of this project was to not waste any more time trying to code on this god forsaken Arma engine.
      And a personal note....You will NEVER find an easier way to code stuff for Dayz....period. This is the fastest way to write code and see it in action.

      Hope this code will help you write code faster and easier !
      ### Credits
      This mission file would not be possible without the help of these addons/people

      DayzEpochTeam | http://epochmod.com
      killzonekid | http://killzonekid.com
      extDB3 | https://bitbucket.org/torndeco/extdb3/wiki/Home
      ebayShopper | https://github.com/ebayShopper/TestKit
      JasonTM (for the latest beta AdminTools)| https://epochmod.com/forum/topic/44863-release-epoch-admin-tools-v-1107-test-branch/
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