Jump to content

WAI: 1.0.0 - Alpha / Arma 3


itsatrap

Recommended Posts

I appreciate the suggestion cyn, thank you :)  I don't mind the audible messages as for me it kinda sets A3 WAI aside from all other mission systems.  I really enjoy the uniqueness of it.  I heard different radio messages on a server running the A3 WAI and figured there was a way to change it.

 

Any who, thanks again for the help, take care.

 

**I figured it out, disregard question, ty.

Link to comment
Share on other sites

 

I have a question about this. If I have HS Black Market traders, How do add this to the XML i already have?

 

 

 

I also have done a basic conversion of the Rebel Base mission if anyone is Interested. I got the idea from Eugene Zhuravlev's ZEV mission system. It is the Communication Center mission. I named it comm_center.sqf

 

 

 /*

All the code and information provided here is provided under a Commons License.
 
Communication Center Idea From ZEV Missions Credit to Eugene Zhuravlev
 
DayZ AI Mission Editor by Eugene Zhuravlev © 2014
 
*/
if(isServer) then {
 
private ["_complete","_baserunover","_mission","_directions","_position","_crate","_num","_crate_type","_baserunover0","_baserunover1","_baserunover2","_baserunover3","_baserunover4"];
 
// Get mission number, important we do this early
_mission = count wai_mission_data -1;
 
_fn_position = [20] call find_position;
_position = _fn_position select 0;
_missionType = _fn_position select 1;
[_mission,_position,"medium","Communication Center","MainBandit",true] call mission_init;
 
diag_log format["WAI: [Mission: Communication Center]: Starting... %1",_position];
 
//Setup the crate
_crate = [2,_position] call wai_spawn_create;
 
//Buildings
_baserunover0 = createVehicle ["Land_TTowerBig_1_F",[(_position select 0) - 1, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover1 = createVehicle ["Land_Cargo_House_V1_F",[(_position select 0) - 20, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover2 = createVehicle ["Land_Cargo_House_V1_F",[(_position select 0) + 20, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover3 = createVehicle ["Land_Cargo_House_V1_F",[(_position select 0), (_position select 1) - 20,-0.2],[], 0, "CAN_COLLIDE"];
_baserunover4 = createVehicle ["Land_Cargo_House_V1_F",[(_position select 0), (_position select 1) + 20,-0.2],[], 0, "CAN_COLLIDE"];
_baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4];
 
_directions = [90,270,90,180,0];
{ _x setDir (_directions select _forEachIndex) } forEach _baserunover;
 
{ _x setVectorUp surfaceNormal position _x; } count _baserunover;
 
//Group Spawning
[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium",[1,"AT"],"bandit",_mission] call spawn_group;
[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium","Random","bandit",_mission] call spawn_group;
[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium",0,"bandit",_mission] call spawn_group;
//[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium",0,"bandit",_mission] call spawn_group;
 
[[
[(_position select 0) - 25, (_position select 1) + 25, 0],
[(_position select 0) + 25, (_position select 1) - 25, 0],
[(_position select 0) + 25, (_position select 1) + 25, 0],
[(_position select 0) - 25, (_position select 1) - 25, 0]
],"O_HMG_01_high_F","medium","bandit",_mission] call spawn_static;
 
//Condition
_complete = [
[_mission,_crate], // mission number and crate
["crate"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
[_baserunover], // cleanup objects
"Rebels have setup a Communications Center", // mission announcement
"Survivers have captured the Communications Center", // mission success
"Survivers did not capture the Communications Center in time" // mission fail
] call mission_winorfail;
 
if(_complete) then {
[_crate,[16,(ai_assault_wep+ai_machine_wep+ai_sniper_wep)],[8,crate_items],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate;
};
 
diag_log format["WAI: [Mission: bandit Communications Center]: Ended at %1",_position];
 
b_missionsrunning = b_missionsrunning - 1;

}; 

 

config.sqf I just added

 

wai_bandit_missions = [
["nuke",2],
["sniper_team",18],
["rebel_base",20],
["medi_camp",15],
["ikea_convoy",25],
["comm_center",20],
 
 
["patrol",0],
["armed_vehicle",0],
["black_hawk_crash",0],
["captured_mv22",0],
["broken_down_ural",0],
["presidents_mansion",0],
["weapon_cache",0],
 
["debug",0]
];

 

Link to comment
Share on other sites

did you by any chance get a problem with missions spawning inside a house in novy ?

yes the missions contructions appear in the buildings and the mission never end, exactly in novy- and stary- Sobors  :unsure:

Last had bit of time, I test now with blacklist coordinates for Stary and novy... but sometimes appear the missions somewhere on the Chernarus map, the never ending.

Mostly the Rebel Base and Medical Camp... And that is a pity - the missions are all so good! :wub:  :wub:  :wub:  :wub: 

Hopefully a solution comes soon

Link to comment
Share on other sites

 

I have a question about this. If I have HS Black Market traders, How do add this to the XML i already have?

 

 

 

I also have done a basic conversion of the Rebel Base mission if anyone is Interested. I got the idea from Eugene Zhuravlev's ZEV mission system. It is the Communication Center mission. I named it comm_center.sqf

 

 

 /*

All the code and information provided here is provided under a Commons License.
 
Communication Center Idea From ZEV Missions Credit to Eugene Zhuravlev
 
DayZ AI Mission Editor by Eugene Zhuravlev © 2014
 
*/
if(isServer) then {
 
private ["_complete","_baserunover","_mission","_directions","_position","_crate","_num","_crate_type","_baserunover0","_baserunover1","_baserunover2","_baserunover3","_baserunover4"];
 
// Get mission number, important we do this early
_mission = count wai_mission_data -1;
 
_fn_position = [20] call find_position;
_position = _fn_position select 0;
_missionType = _fn_position select 1;
[_mission,_position,"medium","Communication Center","MainBandit",true] call mission_init;
 
diag_log format["WAI: [Mission: Communication Center]: Starting... %1",_position];
 
//Setup the crate
_crate = [2,_position] call wai_spawn_create;
 
//Buildings
_baserunover0 = createVehicle ["Land_TTowerBig_1_F",[(_position select 0) - 1, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover1 = createVehicle ["Land_Cargo_House_V1_F",[(_position select 0) - 20, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover2 = createVehicle ["Land_Cargo_House_V1_F",[(_position select 0) + 20, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover3 = createVehicle ["Land_Cargo_House_V1_F",[(_position select 0), (_position select 1) - 20,-0.2],[], 0, "CAN_COLLIDE"];
_baserunover4 = createVehicle ["Land_Cargo_House_V1_F",[(_position select 0), (_position select 1) + 20,-0.2],[], 0, "CAN_COLLIDE"];
_baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4];
 
_directions = [90,270,90,180,0];
{ _x setDir (_directions select _forEachIndex) } forEach _baserunover;
 
{ _x setVectorUp surfaceNormal position _x; } count _baserunover;
 
//Group Spawning
[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium",[1,"AT"],"bandit",_mission] call spawn_group;
[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium","Random","bandit",_mission] call spawn_group;
[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium",0,"bandit",_mission] call spawn_group;
//[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium",0,"bandit",_mission] call spawn_group;
 
[[
[(_position select 0) - 25, (_position select 1) + 25, 0],
[(_position select 0) + 25, (_position select 1) - 25, 0],
[(_position select 0) + 25, (_position select 1) + 25, 0],
[(_position select 0) - 25, (_position select 1) - 25, 0]
],"O_HMG_01_high_F","medium","bandit",_mission] call spawn_static;
 
//Condition
_complete = [
[_mission,_crate], // mission number and crate
["crate"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
[_baserunover], // cleanup objects
"Rebels have setup a Communications Center", // mission announcement
"Survivers have captured the Communications Center", // mission success
"Survivers did not capture the Communications Center in time" // mission fail
] call mission_winorfail;
 
if(_complete) then {
[_crate,[16,(ai_assault_wep+ai_machine_wep+ai_sniper_wep)],[8,crate_items],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate;
};
 
diag_log format["WAI: [Mission: bandit Communications Center]: Ended at %1",_position];
 
b_missionsrunning = b_missionsrunning - 1;

}; 

 

config.sqf I just added

 

wai_bandit_missions = [
["nuke",2],
["sniper_team",18],
["rebel_base",20],
["medi_camp",15],
["ikea_convoy",25],
["comm_center",20],
 
 
["patrol",0],
["armed_vehicle",0],
["black_hawk_crash",0],
["captured_mv22",0],
["broken_down_ural",0],
["presidents_mansion",0],
["weapon_cache",0],
 
["debug",0]
];

 

 

Many thanks Phail!!! :)

Link to comment
Share on other sites

 

did you by any chance get a problem with missions spawning inside a house in novy ?

hi, here the blacklist - coordinates for Chernarus, include problem zones stary- and novy- Sobors, it is tested on my Server.

good luck!
debug_mode = false; // enable debug
blacklist = [
  [[0,16000,0],[1000,-0,0]], // Left
  [[0,16000,0],[16000.0,14580.3,0]], // Top
  
  //CHERNARUS
  [[4577.7153,4529.9458,0],[4584.02,4521.47,0]],
  [[12059.198,5118.8525,0],[12076.8,5112.95,0]],
  [[10674.388,9422.9248,0],[10676.7,9437.48,0]],
  [[6941.7,7603.85,0],[7242.15,7773.18,0]], //Novy Sobor
  [[5977.83,7727.91,0],[6431.56,7679.69,0]] //Stary Sobor, when last line in array, no comma!
];
/* END GENERAL CONFIG */
Link to comment
Share on other sites

 

I have a question about this. If I have HS Black Market traders, How do add this to the XML i already have?

 

 

 

I also have done a basic conversion of the Rebel Base mission if anyone is Interested. I got the idea from Eugene Zhuravlev's ZEV mission system. It is the Communication Center mission. I named it comm_center.sqf

 

 

 /*

All the code and information provided here is provided under a Commons License.
 
Communication Center Idea From ZEV Missions Credit to Eugene Zhuravlev
 
DayZ AI Mission Editor by Eugene Zhuravlev © 2014
 
*/
if(isServer) then {
 
private ["_complete","_baserunover","_mission","_directions","_position","_crate","_num","_crate_type","_baserunover0","_baserunover1","_baserunover2","_baserunover3","_baserunover4"];
 
// Get mission number, important we do this early
_mission = count wai_mission_data -1;
 
_fn_position = [20] call find_position;
_position = _fn_position select 0;
_missionType = _fn_position select 1;
[_mission,_position,"medium","Communication Center","MainBandit",true] call mission_init;
 
diag_log format["WAI: [Mission: Communication Center]: Starting... %1",_position];
 
//Setup the crate
_crate = [2,_position] call wai_spawn_create;
 
//Buildings
_baserunover0 = createVehicle ["Land_TTowerBig_1_F",[(_position select 0) - 1, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover1 = createVehicle ["Land_Cargo_House_V1_F",[(_position select 0) - 20, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover2 = createVehicle ["Land_Cargo_House_V1_F",[(_position select 0) + 20, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover3 = createVehicle ["Land_Cargo_House_V1_F",[(_position select 0), (_position select 1) - 20,-0.2],[], 0, "CAN_COLLIDE"];
_baserunover4 = createVehicle ["Land_Cargo_House_V1_F",[(_position select 0), (_position select 1) + 20,-0.2],[], 0, "CAN_COLLIDE"];
_baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4];
 
_directions = [90,270,90,180,0];
{ _x setDir (_directions select _forEachIndex) } forEach _baserunover;
 
{ _x setVectorUp surfaceNormal position _x; } count _baserunover;
 
//Group Spawning
[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium",[1,"AT"],"bandit",_mission] call spawn_group;
[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium","Random","bandit",_mission] call spawn_group;
[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium",0,"bandit",_mission] call spawn_group;
//[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium",0,"bandit",_mission] call spawn_group;
 
[[
[(_position select 0) - 25, (_position select 1) + 25, 0],
[(_position select 0) + 25, (_position select 1) - 25, 0],
[(_position select 0) + 25, (_position select 1) + 25, 0],
[(_position select 0) - 25, (_position select 1) - 25, 0]
],"O_HMG_01_high_F","medium","bandit",_mission] call spawn_static;
 
//Condition
_complete = [
[_mission,_crate], // mission number and crate
["crate"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
[_baserunover], // cleanup objects
"Rebels have setup a Communications Center", // mission announcement
"Survivers have captured the Communications Center", // mission success
"Survivers did not capture the Communications Center in time" // mission fail
] call mission_winorfail;
 
if(_complete) then {
[_crate,[16,(ai_assault_wep+ai_machine_wep+ai_sniper_wep)],[8,crate_items],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate;
};
 
diag_log format["WAI: [Mission: bandit Communications Center]: Ended at %1",_position];
 
b_missionsrunning = b_missionsrunning - 1;

}; 

 

config.sqf I just added

 

wai_bandit_missions = [
["nuke",2],
["sniper_team",18],
["rebel_base",20],
["medi_camp",15],
["ikea_convoy",25],
["comm_center",20],
 
 
["patrol",0],
["armed_vehicle",0],
["black_hawk_crash",0],
["captured_mv22",0],
["broken_down_ural",0],
["presidents_mansion",0],
["weapon_cache",0],
 
["debug",0]
];

 

I am still looking for help with the XML here and how to add it to HS Black Market XML. 

 

Also if anyone wants more missions, I added the helicopter crash and broken down ural from the Arma 2 version. Be sure to adjust the ai and crate to your liking.

 

black_hawk_crash.sqf

 

/*

All the code and information provided here is provided under a Commons License.
 
Burn Idea from Richie
 
*/
 
if(isServer) then {
 
private ["_burn","_unitGroup","_complete","_vehicle","_rndnum","_crate_type","_crate","_mission","_tanktraps","_mines","_playerPresent","_cleanmission","_currenttime","_starttime","_missiontimeout","_vehname","_veh","_position","_vehclass","_vehdir","_objPosition"];
 
// Get mission number, important we do this early
_mission = count wai_mission_data -1;
 
 
_fn_position = [5] call find_position;
_position = _fn_position select 0;
_missionType = _fn_position select 1;
 
[_mission,_position,"easy","C-192 Crash","MainBandit",true] call mission_init;
 
diag_log format["WAI: [Mission: Sniper Team]: Starting... %1",_position];
 
_crate = [2,_position] call wai_spawn_create;
 
_baserunover = createVehicle ["Land_Wreck_Plane_Transport_01_F",[((_position select 0) + 15), ((_position select 1) + 15), 0],[],10,"FORM"];
_burn   = "test_EmptyObjectForFireBig" createVehicle (position _baserunover); 
_burn  attachto [_baserunover, [0,0,-1]];
_baserunover setVectorUp surfaceNormal position _baserunover;
 
// Unit
[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],4,"Medium","Random","bandit",_mission] call spawn_group;
 
// Condition
_complete = [
[_mission,_crate], // mission number and crate
["crate"], // ["crate"], or ["kill",wai_kill_percent], or ["assassinate", _unitGroup],
[_baserunover], // cleanup objects
"A C-192 carrying supplies has crashed and Rebels are securing the site! Check your map for the location!", // mission announcement
"Survivors have secured the crashed C-192.", // mission success
"Survivors did not secure the crashed C-192 in time" // mission fail
] call mission_winorfail;
 
if(_complete) then {
[_crate,[16,(ai_assault_wep+ai_machine_wep+ai_sniper_wep)],[8,crate_items],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate;
};
 
diag_log format["WAI: [Mission: C-192 Crash]: Ended at %1",_position];
 
b_missionsrunning = b_missionsrunning - 1;

};

 

destroyed_ural.sqf

 

/*

All the code and information provided here is provided under a Commons License.
 
Burn Idea from Richie
 
*/
if(isServer) then {
 
private ["_burn","_complete","_baserunover","_mission","_directions","_position","_crate","_num","_crate_type","_baserunover0","_baserunover1","_baserunover2","_baserunover3","_baserunover4","_baserunover5","_baserunover6","_baserunover7"];
 
// Get mission number, important we do this early
_mission = count wai_mission_data -1;
 
_fn_position = [30] call find_position;
_position = _fn_position select 0;
_missionType = _fn_position select 1;
[_mission,_position,"medium","Destroyed Ural","MainBandit",true] call mission_init;
 
diag_log format["WAI: [Mission: Rebel Base]: Starting... %1",_position];
 
//Setup the crate
_crate = [2,_position] call wai_spawn_create;
 
//Destroyed Ural
_baserunover = createVehicle ["Land_Wreck_Ural_F",[((_position select 0) + 10), ((_position select 1) + 10), 0],[],10,"FORM"];
_burn   = "test_EmptyObjectForFireBig" createVehicle (position _baserunover); 
_burn  attachto [_baserunover, [0,0,-1]];
_baserunover setVectorUp surfaceNormal position _baserunover;
 
//Group Spawning
[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium",[1,"AT"],"bandit",_mission] call spawn_group;
[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium","Random","bandit",_mission] call spawn_group;
[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium",0,"bandit",_mission] call spawn_group;
//[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],3,"medium",0,"bandit",_mission] call spawn_group;
 
 
//Condition
_complete = [
[_mission,_crate], // mission number and crate
["crate"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
[_baserunover], // cleanup objects
"Rebels are defending a destroyed Ural! Check your map for the location!", // mission announcement
"The supplies have been secured by survivors", // mission success
"Survivers did not capture the supplys in time" // mission fail
] call mission_winorfail;
 
if(_complete) then {
[_crate,[12,(ai_assault_wep+ai_machine_wep+ai_sniper_wep)],[8,crate_items],[15,crate_items_buildables],[4,crate_backpacks_large]] call dynamic_crate;
};
 
diag_log format["WAI: [Mission: Destroyed Ural]: Ended at %1",_position];
 
b_missionsrunning = b_missionsrunning - 1;

};

 

 

Config.sqf with the comm_center.sqf from my other post.

 

 
wai_bandit_missions = [
["nuke",2],
["sniper_team",12],
["rebel_base",14],
["medi_camp",9],
["ikea_convoy",19],
["comm_center",14],
["black_hawk_crash",12],
["destroyed_ural",18]
 
 
 
];
 
Edit to Config,sqf, the missions stopped spawning ^^^^^^^
 
Edit 2: I am noob Black hawk crash with an Mi-48 wreck looked wrong. How much cargo can an Mi-48 hold anyway?  Changed the black_hawk_crash.sqf to have a C-192 wreck and labeled it accordingly.
Link to comment
Share on other sites

 

 

hi, here the blacklist - coordinates for Chernarus, include problem zones stary- and novy- Sobors, it is tested on my Server.

good luck!
debug_mode = false; // enable debug
blacklist = [
  [[0,16000,0],[1000,-0,0]], // Left
  [[0,16000,0],[16000.0,14580.3,0]], // Top
  
  //CHERNARUS
  [[4577.7153,4529.9458,0],[[4584.02,4521.47,0]],
  [[12059.198,5118.8525,0],[12076.8,5112.95,0]],
  [[10674.388,9422.9248,0],[10676.7,9437.48,0]],
  [[6941.7,7603.85,0],[7242.15,7773.18,0]], //Novy Sobor
  [[5977.83,7727.91,0],[6431.56,7679.69,0]] //Stary Sobor, when last line in array, no comma!
];
/* END GENERAL CONFIG */

 

awesome! thanks man! 

Link to comment
Share on other sites

Please HELP!!
 
I always start only one mission at a time.
The problem is, that the missions sporadic remain frozen,  timeout will not expire. When man ends the mission, you get no access to the crate , and the marker remains until the server restarts. The other missions just do not start....
I can't find some WAI errors in rpt-files... 
 
regards
Link to comment
Share on other sites

 

 

hi, here the blacklist - coordinates for Chernarus, include problem zones stary- and novy- Sobors, it is tested on my Server.

good luck!
debug_mode = false; // enable debug
blacklist = [
  [[0,16000,0],[1000,-0,0]], // Left
  [[0,16000,0],[16000.0,14580.3,0]], // Top
  
  //CHERNARUS
  [[4577.7153,4529.9458,0],[[4584.02,4521.47,0]],
  [[12059.198,5118.8525,0],[12076.8,5112.95,0]],
  [[10674.388,9422.9248,0],[10676.7,9437.48,0]],
  [[6941.7,7603.85,0],[7242.15,7773.18,0]], //Novy Sobor
  [[5977.83,7727.91,0],[6431.56,7679.69,0]] //Stary Sobor, when last line in array, no comma!
];
/* END GENERAL CONFIG */

 

 

Tried the above, minus the extra bracket and missions still spawn inside Novy. Any suggestions?

Link to comment
Share on other sites

hm.. i have no ideas  :wacko:

These are the coordinates south-west and north-east to the town, from the Arma editor.

I think that to draw the corners of a  prohibited-rectangle around the city. And  inside may spawn no mission...

Or I have the concept of blacklist Area misunderstood?

 

und i'm sorry for extra bracket!  :o  

Link to comment
Share on other sites

hm.. i have no ideas  :wacko:

These are the coordinates south-west and north-east to the town, from the Arma editor.

I think that to draw the corners of a  prohibited-rectangle around the city. And  inside may spawn no mission...

Or I have the concept of blacklist Area misunderstood?

 

und i'm sorry for extra bracket!  :o  

 

All good bro, I really appreciate your help.  A lot of this is trial and error, the beauty of tedious scripting, so I'm thankful for such a helpful community.  If I bang it out I'll let you know :)

Link to comment
Share on other sites

Tried the above, minus the extra bracket and missions still spawn inside Novy. Any suggestions?

 

 

22:26:22 "WAI: position Road"
22:26:22 "WAI: Good position At [10801.9,10589.6,100]"
22:26:22 "WAI: [Mission: Sniper Team]: Starting... [10801.9,10589.6,100]"
 
22:41:19 "WAI: position City"
22:41:19 "WAI: Good position At [10801.9,10589.6,100]"
22:41:20 "WAI: [Mission: Rebel Base]: Starting... [10801.9,10589.6,100]"
 
 
I had problems with missions spawning in the same spot on Altis, see above. I tried to add that position to the Blacklist like this,
 
[[10600,10400,0],[11000,10700,0]],
 
It didn't work. I changed it to this and it worked.
 
[[10801,10589,0],[10802,10590,0]],
 
My suggestion is to find the exact position in Novy, I am sure it is the exact same spot in Novy  over and over and make the position in the Blacklist very small. 
 
 
 
I have made quite a few changes to WAI, personally I like to randomize the number of AI at the missions so they don't get stale. I also like to separate the guns that go into the box from the guns the AI use. You may want to have the M320 in the box, but don't want the AI to use it.
 
Config.sqf setting   ai_wep_box  =[];
 
I changed the sniper complete to "crate" instead of "assassinate", this has been known to cause problems in the Arma 2 version, I won't ever use this setting.
 
I increased the roaming distance at the missions for the AI. They seem like shooting fish in a barrel at some of them, minimum 80 meters, maximum 180 meters.
 
I added some crash missions, Ural, Mi-48, Dropside Truck and C-192 also the Communications Center mission.
 
I also removed the bandit_behaviour check, I think that this adds to the lag these missions have caused on the server. The old 0.179 version of WAI didn't have this and the AI seemed much harder/smarter, more responsive.
 
If anyone is interested in trying the edits, they are here.   
 
Link to comment
Share on other sites

Warning Message: Script x\addons\WAI\customsettings.sqf not found

 

I commented that part out...

 

    /*

    if ((preProcessFileLineNumbers ("\x\addons\WAI\customsettings.sqf")) != "") then {

        ExecVM "\x\addons\WAI\customsettings.sqf";

        diag_log "WAI: Custom Config File Loaded";

    };

    */

Link to comment
Share on other sites

 

22:26:22 "WAI: position Road"
22:26:22 "WAI: Good position At [10801.9,10589.6,100]"
22:26:22 "WAI: [Mission: Sniper Team]: Starting... [10801.9,10589.6,100]"
 
22:41:19 "WAI: position City"
22:41:19 "WAI: Good position At [10801.9,10589.6,100]"
22:41:20 "WAI: [Mission: Rebel Base]: Starting... [10801.9,10589.6,100]"
 
 
I had problems with missions spawning in the same spot on Altis, see above. I tried to add that position to the Blacklist like this,
 
[[10600,10400,0],[11000,10700,0]],
 
It didn't work. I changed it to this and it worked.
 
[[10801,10589,0],[10802,10590,0]],
 
My suggestion is to find the exact position in Novy, I am sure it is the exact same spot in Novy  over and over and make the position in the Blacklist very small. 
 
 
 
I have made quite a few changes to WAI, personally I like to randomize the number of AI at the missions so they don't get stale. I also like to separate the guns that go into the box from the guns the AI use. You may want to have the M320 in the box, but don't want the AI to use it.
 
Config.sqf setting   ai_wep_box  =[];
 
I changed the sniper complete to "crate" instead of "assassinate", this has been known to cause problems in the Arma 2 version, I won't ever use this setting.
 
I increased the roaming distance at the missions for the AI. They seem like shooting fish in a barrel at some of them, minimum 80 meters, maximum 180 meters.
 
I added some crash missions, Ural, Mi-48, Dropside Truck and C-192 also the Communications Center mission.
 
I also removed the bandit_behaviour check, I think that this adds to the lag these missions have caused on the server. The old 0.179 version of WAI didn't have this and the AI seemed much harder/smarter, more responsive.
 
If anyone is interested in trying the edits, they are here.   
 

 

 

That worked, made another set of cords using the exact position of the mission and made it to roughly 30 meters.  So far, no spawns in Novy (at least at the red brick structure)

 

Thanks for the suggestion, sometimes it takes another brain to bang this stuff out :)

Link to comment
Share on other sites

That worked, made another set of cords using the exact position of the mission and made it to roughly 30 meters.  So far, no spawns in Novy (at least at the red brick structure)

 

Thanks for the suggestion, sometimes it takes another brain to bang this stuff out :)

Heavy, please post the working coordinates for novy

Link to comment
Share on other sites

keep having this in rpt, not sure what that is, :O 

 

6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
Link to comment
Share on other sites

Heavy, please post the working coordinates for novy

 

Not sure if below is 110% correct, however what I do know is I haven't seen a mission around Stary or Novy for the last four restarts.

 

//Chernarus

            [[4577.7153,4529.9458,0],[4584.02,4521.47,0]],

            [[12059.198,5118.8525,0],[12076.8,5112.95,0]],

            [[10674.388,9422.9248,0],[10676.7,9437.48,0]],

            [[6941.7,7603.85,0],[7242.15,7773.18,0]],           //Novy Sobor

            [[7965.62,6354.58,0],[7999.62,6300.00,0]],         //Novy Sobor #2

            [[5977.83,7727.91,0],[6431.56,7679.69,0]]          //Stary Sobor

Link to comment
Share on other sites

 

keep having this in rpt, not sure what that is, :o

 

6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead
 6:24:21 WARNING: Function 'name' - [WAI]342 is dead

 

 

Same here...

Link to comment
Share on other sites

Not sure if below is 110% correct, however what I do know is I haven't seen a mission around Stary or Novy for the last four restarts.

 

//Chernarus

            [[4577.7153,4529.9458,0],[4584.02,4521.47,0]],

            [[12059.198,5118.8525,0],[12076.8,5112.95,0]],

            [[10674.388,9422.9248,0],[10676.7,9437.48,0]],

            [[6941.7,7603.85,0],[7242.15,7773.18,0]],           //Novy Sobor

            [[7965.62,6354.58,0],[7999.62,6300.00,0]],         //Novy Sobor #2

            [[5977.83,7727.91,0],[6431.56,7679.69,0]]          //Stary Sobor

Thanks!

Link to comment
Share on other sites

hi , how can I set it so that the AI shoot the antitank weapon use and a strider. the Ai do not use their anti take weapon :(

 

wai_enable_minefield  = true;    // enable minefields to better defend missions
  wai_use_launchers   = true;    // add a rocket launcher to each spawned AI group
  wai_remove_launcher   = true;    // remove rocket launcher from AI on death

 

Settings are on

 

[[(_position select 0) + (random(10)+1),(_position select 1) - (random(15)+1),0],_rndnum ,"medium",[1,"AT"],"bandit",_mission] call spawn_group;

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
×
×
  • Create New...