boxman80 Posted June 19, 2013 Report Share Posted June 19, 2013 Hi folks, loving epoch and appreciate all the help and support this community has provided, keep it up as its by far the best flavour of Day Z there is! Anyway , I have only recently switched my server (hosted byy days.st) to epoch and have been slowly working on tweaks. I tried to implement sarges ai last week but it didn't go to plan, can't remember what part I got into trouble with but I hink it was something like I couldn't find certain commands to replace with the satge code? Anyway, I would just first of all like confirmation if ssrges ai does work (presumably does as I found others that had it working when I rana search) an# second of all how did you guys get it to work on epoch Thanks in advance Link to comment Share on other sites More sharing options...
Absolution Posted June 19, 2013 Report Share Posted June 19, 2013 confirmed working Link to comment Share on other sites More sharing options...
Achmed Posted June 20, 2013 Report Share Posted June 20, 2013 i got it to work fine with out doing anything that is not in the install documentation. the only difference is im hosted with vilayer. i do remember trying befor with it on the standard dayz when i was hosted with .st but it didnt work. sorry cant be of any help Link to comment Share on other sites More sharing options...
Bungle Posted June 20, 2013 Report Share Posted June 20, 2013 I am still yet to find an AI with the config I am running. Can someone who has it confirmed working check out this file? See if this is whats breaking it. https://www.dropbox.com/s/nrsrozkjd02wov3/SAR_config.sqf Link to comment Share on other sites More sharing options...
maca134 Posted June 20, 2013 Report Share Posted June 20, 2013 I have ai bandit camps spawning randomly around the map with sarge ai bandits. I followed the instructions on the github repo and it worked. The one im using now has been tweaked quite abit for my own purposes. Link to comment Share on other sites More sharing options...
maca134 Posted June 20, 2013 Report Share Posted June 20, 2013 When installing it, i suggest turning SAR_DEBUG and SAR_EXTREME_DEBUG to true. I will help alot with testing Link to comment Share on other sites More sharing options...
Achmed Posted June 20, 2013 Report Share Posted June 20, 2013 I didnt change any settings and have found ai all over the map attacking each other and even shooting at me Link to comment Share on other sites More sharing options...
Absolution Posted June 20, 2013 Report Share Posted June 20, 2013 I am still yet to find an AI with the config I am running. Can someone who has it confirmed working check out this file? See if this is whats breaking it. https://www.dropbox.com/s/nrsrozkjd02wov3/SAR_config.sqf Looks fine to me. Have you got this at the bottom of your init file // UPSMON call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf"; // SHK call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf"; // run SAR_AI [] execVM "addons\SARGE\SAR_AI_init.sqf"; Link to comment Share on other sites More sharing options...
boxman80 Posted June 20, 2013 Author Report Share Posted June 20, 2013 Thanks guys got it working. I was just confused originally by the difference in my server_cleanup file and the codes it was asking me to look for. Link to comment Share on other sites More sharing options...
Achmed Posted June 20, 2013 Report Share Posted June 20, 2013 im trying to disable the ai from taking vehicles.. is it this that i need to edit and what to? // Distance from destination for searching vehicles. (Search area is about 200m), // If your destination point is further than KRON_UPS_searchVehicledist, AI will try to find a vehicle to go there. KRON_UPS_searchVehicledist = 1600; // 700, 900 Link to comment Share on other sites More sharing options...
lolw00t Posted June 20, 2013 Report Share Posted June 20, 2013 mathewjknott yes it is, but why not using 1.5.(0)2 ? there it turn off be default, and a lot of new cool features like leveling :D Maca134 what do you mean with bandit camp spawning randomly ? Link to comment Share on other sites More sharing options...
Achmed Posted June 20, 2013 Report Share Posted June 20, 2013 :( i didnt know there was a newer version. anyone got the link for it? Link to comment Share on other sites More sharing options...
Achmed Posted June 21, 2013 Report Share Posted June 21, 2013 i think i may have the latest version anyhow (1.5.2) just wasnt looking in the correct config file. in SAR_config.sqf it has // enable / disable AI stealing vehicles - if you enable this, be sure to check KRON_UPS_searchVehicledist value below SAR_AI_STEAL_VEHICLE = false; Im guessing this means they can not take vehicles however bandits have stolen a vehicle :S Link to comment Share on other sites More sharing options...
anthony Posted June 21, 2013 Report Share Posted June 21, 2013 Just change the waypoint distance to something crazy and they wont steal the vehicles because they don't get assigned waypoints that far away. KRON_UPS_searchVehicledist = 16000; // 700, 900 Link to comment Share on other sites More sharing options...
Razorman Posted June 23, 2013 Report Share Posted June 23, 2013 How many bandit/ Ai groups etc do you put in, where do you stop before affecting server performance? Link to comment Share on other sites More sharing options...
lolw00t Posted June 23, 2013 Report Share Posted June 23, 2013 the times when i have used Sarge i always disable the helis, and only use bandits in the most popular areas like cherno, electro, berezino, stary, neaf & nwaf. and only 1-2 groups every place. cherno electro stary neaf 1 group with 2 rest 2 groups with 3 and if will affect your server just to add Sarge, the only problem is to balance it Link to comment Share on other sites More sharing options...
Bungle Posted June 23, 2013 Report Share Posted June 23, 2013 They are included in the custom pack. This is the default setup in the config. // maximum number of groups / grid SAR_max_grps_bandits = 1; SAR_max_grps_soldiers = 1; SAR_max_grps_survivors = 1; // chance for a group to spawn (1-100) SAR_chance_bandits = 40; SAR_chance_soldiers = 30; SAR_chance_survivors = 40; // maximum size of group (including Leader) SAR_max_grpsize_bandits = 4; SAR_max_grpsize_soldiers = 3; SAR_max_grpsize_survivors = 4; Overall I have lowered them from the default, but you can lower them further or reduce the spawn count to 0 if you don't wish to have the group type(s) spawn. Link to comment Share on other sites More sharing options...
anthony Posted June 26, 2013 Report Share Posted June 26, 2013 The dynamically spawned groups take up very little resources since they phase in and out of existence based on where players are. When you start loading static spawns via the defined markers they can take up a bit more, but even that number is really trivial. I think I have about 100 static spawns via markers, plus whatever people spawn in while they move around the map, and have noticed no difference in performance. Link to comment Share on other sites More sharing options...
MadMartyr Posted June 27, 2013 Report Share Posted June 27, 2013 Couple of questions with Sarge's AI 1.5.0: Does anyone have ground vehicle patrols working? Does anyone have a Battleye Scripts.txt modified to work with this? Link to comment Share on other sites More sharing options...
fr1nk Posted July 3, 2013 Report Share Posted July 3, 2013 Couple of questions with Sarge's AI 1.5.0: Does anyone have ground vehicle patrols working? Does anyone have a Battleye Scripts.txt modified to work with this? I'm not sure if you've installed 1.5.0 yet, but I came across some invisible AI when I applied the update (same for 1.5.2). No idea what's causing it...and it seems like Sarge is still troubleshooting it. Link to comment Share on other sites More sharing options...
Bungle Posted July 3, 2013 Report Share Posted July 3, 2013 I haven't come across any Moving Ground Vehicles. But I have noticed a nice collection of motorbikes up north in a place I am labeling the "FunZone" that seem to de-spawn when jumping on them. I have a feeling they are AI vehicles.. Also if anyone is yet to travel north.. This is the area that seems to be Ripe with AI having a nice little battle almost all the time. Usually 2-3 Choppers and a mix of ground units fighting it out. Link to comment Share on other sites More sharing options...
Deanos Posted August 6, 2013 Report Share Posted August 6, 2013 I have my AI fine tuned to almost exactly what I want.But I have one question does anyone have the issue of not hearing when any AI fire? I'm guessing just guessing maybe something in the DayZ_server.pbo maybe the FSM cleanup but I don't know. And everyone that has the invisible AI problem. Go into your Sarge AI config file and change the Survivir1_DZ skin to something else. I also have this problem and read on opendayz this was the fix for that issue. I will post later to update if it works or not. Link to comment Share on other sites More sharing options...
Asian Kid Posted August 7, 2013 Report Share Posted August 7, 2013 I haven't come across any Moving Ground Vehicles. But I have noticed a nice collection of motorbikes up north in a place I am labeling the "FunZone" that seem to de-spawn when jumping on them. I have a feeling they are AI vehicles.. Also if anyone is yet to travel north.. This is the area that seems to be Ripe with AI having a nice little battle almost all the time. Usually 2-3 Choppers and a mix of ground units fighting it out. SAME THING HERE!!!!!!! Link to comment Share on other sites More sharing options...
Deanos Posted August 7, 2013 Report Share Posted August 7, 2013 The area you guys are taking about is the sample warzone in the config file. Just comment it out and its gone. I think it's in the config file if not in that then in the chernarus GPS file I think is what it's called. Link to comment Share on other sites More sharing options...
Achmed Posted August 7, 2013 Report Share Posted August 7, 2013 Its not in the config file its the gps one right down the bottom. Its a sample war zone Link to comment Share on other sites More sharing options...
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