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WAI: 1.0.0 - Alpha / Arma 3


itsatrap

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I guess nobody has a clue what's wrong then?

just followed instructions to install and worked first time for me

 

working on static spawns atm so will let people know if they working or not!

 

p.s 

 

2:12:29 C:\TCAFiles\Users\dzrealkiller\158\@EpochHive\addons\wai.pbo - unknown

tells us right away you have installed it wrong

 

dont make the wai folder a pbo and dont add it to epochHive/Addons

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Also another thing C:\TCAFiles\Users\dzrealkiller\158\@EpochHive\addons\wai.pbo .... that tells me that the script is trying to load EpochHive\addons\wai.pbo but the instructions state to upload a3_epoch_WAI.pbo in EpochHive\addons... thats what I have done.. 

 

This ----> C:\TCAFiles\Users\dzrealkiller\158\@EpochHive\addons\wai.pbo  Is what the script is trying to load... not something I have done.

 

 

Here is the .RPT something clearly is not right.

https://www.dropbox.com/s/7000xgy47i3hjbu/arma3server_2015-03-13_02-43-55%20%283%29.rpt?dl=0

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Could a redis problem be the cause of all the problems that I have?

The other day I changed to Bornholm map everything was perfect but the vehicles kept spawning in eachother and exploding so I got told to delete the redis database so vehicles will all respawn, I went ahead and done that and its since doing that things have started to go wrong... you know all the red dots that are random traders? I have non... Im doing a reinstall and going to see if this fix the problem and just reupload my files as I know there correct.

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slight problem...

 

first:

 

 2:55:36 Attempt to override final function - epoch_server_spawnboatloot
 2:55:36 Error in expression <opter;
[_pilot] joinSilent _unitGroup
 
 
_gunner = _unitGroup createUnit [_aiskin>
 2:55:36   Error position: <_gunner = _unitGroup createUnit [_aiskin>
 2:55:36   Error Missing ;
 2:55:36 File x\addons\WAI\compile\heli_para.sqf, line 101
 2:55:36 Error in expression <opter;
[_pilot] joinSilent _unitGroup
 
 
_gunner = _unitGroup createUnit [_aiskin>
 2:55:36   Error position: <_gunner = _unitGroup createUnit [_aiskin>
 2:55:36   Error Missing ;
 2:55:36 File x\addons\WAI\compile\heli_para.sqf, line 101
 
second:
 
2:55:36 Warning Message: Script x\addons\WAI\customsettings.sqf not found
 2:55:36 "WAI: AI Config File Loaded"
..
 2:55:37 "WAI: AI Monitor Started"
 2:55:37 "WAI: Initialising static missions"
 2:55:37 "WAI: Static mission loaded"
 2:55:37 "WAI: Initialising missions"
 
third:
 
3:10:19 "WAI: [Mission:[bandit] Armed Vehicle]: Starting... [23320,17618.8,0]"
 3:10:19 Cannot create non-ai vehicle ,
 3:10:19 Cannot create non-ai vehicle ,
 3:10:19 Cannot create non-ai vehicle ,
 3:10:19 Cannot create non-ai vehicle ,
 3:10:19 Cannot create non-ai vehicle ,
 3:10:20 Cannot create non-ai vehicle ,
 3:10:20 Cannot create non-ai vehicle ,
 3:10:20 Cannot create non-ai vehicle ,
 3:10:20 Cannot create non-ai vehicle ,
 3:10:20 Cannot create non-ai vehicle ,
 3:10:20 Cannot create non-ai vehicle ,
 3:10:20 Cannot create non-ai vehicle ,
 3:10:20 Cannot create non-ai vehicle ,
 3:10:20 Cannot create non-ai vehicle ,
 3:10:21 Cannot create non-ai vehicle ,
 3:10:21 Cannot create non-ai vehicle ,
 3:10:21 Cannot create non-ai vehicle ,
 3:10:21 Cannot create non-ai vehicle ,
 3:10:21 Cannot create non-ai vehicle ,
 3:10:21 Cannot create non-ai vehicle ,
 3:10:21 Cannot create non-ai vehicle ,
 3:10:21 Cannot create non-ai vehicle ,
 3:10:21 Cannot create non-ai vehicle ,
 3:10:21 Cannot create non-ai vehicle ,
 3:10:22 Cannot create non-ai vehicle ,
 3:10:22 Cannot create non-ai vehicle ,
 3:10:22 Cannot create non-ai vehicle ,
 3:10:22 Cannot create non-ai vehicle ,
 3:10:22 Cannot create non-ai vehicle ,
 3:10:22 Cannot create non-ai vehicle ,
 3:10:22 Cannot create non-ai vehicle ,
 3:10:22 Cannot create non-ai vehicle ,
 3:10:22 Cannot create non-ai vehicle ,
 3:10:23 Cannot create non-ai vehicle ,
 
 
and this pretty much goes on, and the mission doesnt start
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I've made some progress into my issue by adding an exception to remote.sqf in line 22 of the scripts.txt

 

That fixed the previous error, but now I'm getting:

03.03.2015 13:36:40: Seldrad (xx.xx.xx.xx:xxxx) e5ffcfa57fac13af7f9bd7e37c72e8f8 - #21 "xt;
sleep 1;
};
playsound "Alarm_BLUFOR";
};

0 = [_position] execVM "wai\nuke.sqf";
};

case "vehiclehit": {


diag_log("Blow f"

I've made an exception for nuke.sqf, but the error persists? What could be wrong now?

 

Still getting Script Restriction #21

 

I get the exact same error:

14.03.2015 15:21:14: NAME (IP) GUID - #21 "xt;
sleep 1;
};
playsound "Alarm_BLUFOR";
};

0 = [_position] execVM "wai\nuke.sqf";
};

case "vehiclehit": {


diag_log("Blow f"

My scripts.txt (only line 22, because I didn't change anything else):

7 exec !="<execute expression=" !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\A3\Structures_F\scripts" !="execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\"" !"execVM \"wai\remote.sqf\"" !"execVM \"wai\nuke.sqf\""

I tried it on a clean Epoch installation. I followed the instructions. Hope somebody can help me. :)

 

Greetings

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The script works great as the other members stated Wicked AI brings the fear into the players they either love it or hate it. 

 

My only issue is the Paratroopers are just falling to their death, I have double check, I get no error out of my RPT log as I said everything functions it just doesn't want to allow the AI jumping to his death to live I guess.

 

 

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Does the nuke destroy player bases? The nuke mission only spawns at the middle Island right? Whats the destroying radius?

Yes, it will destroy bases, and it spawns randomly in different locations throughout Altis. As for the radius, I believe anything less than 750 meters you will most likely die, but I know for a fact that 800 meters is safe, and 650 isn't :P

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I also re-worked WAI from Arma 2 to Arma 3 platform. I run something like 15 different missions.

 

I recently added voting for a mission that has just started. Voting is based on addAction mouse wheel command on a Jammer object. It allows players to say it they are going for the current mission or they want to skip to the next. After 5 minutes the polling is closed and mission system keeps current mission or skips to the next one.

 

I don't run BE and I don't use stock AH on my server, so it might be a hassle for some of you to adapt my script to your environment. Anyway, let me know if you are interested to see how it works.

CAn I have a look please on your mission i am interested on having it on my server :) much appreciate it

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