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Thug

Custom WAI Mission, How to do it. need help

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3 hours ago, Thug said:

I would like to learn how to make a simple custom AI mission. Is there any one out there willing to help.

Do you mean just by changing the name of the mission, ai skins and loot?

Or the building spawn and everything?

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47 minutes ago, theduke said:

Or the building spawn and everything?

@theduke I want to learn everything. I love working in editor. My short term goal is to learn how to make a custom mission. My long term goal is to start making custom missions. 

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4 minutes ago, Thug said:

@theduke I want to learn everything. I love working in editor. My short term goal is to learn how to make a custom mission. My long term goal is to start making custom missions. 

Hop in my TS later tonight. I managed to do alot. The only thing i was not able to do is the buildings spawn location and such...

Ill explain what i know

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hey guys @theduke && @Thug do not forgot the epoch events! :D  its more easy than missions.. cuz you can play with the script base in one single file. :)

Using rubbletown base you can do anything.... buildings, AI

Check liines in red for buildings:

Spoiler

private ["_spawnChance", "_spawnMarker", "_spawnRadius", "_markerRadius", "_item", "_debug", "_start_time", "_loot", "_loot_amount", "_loot_box", "_wait_time", "_spawnRoll", "_position", "_event_marker", "_loot_pos", "_debug_marker","_loot_box", "_hint", "_baserunover", "_baserunover1", "_baserunover2", "_baserunover3","_baserunover4","_baserunover5","_baserunover6","_baserunover7","_baserunover8","_baserunover9","_baserunover10","_baserunover11","_baserunover12","_baserunover13","_baserunover14","_baserunover15","_baserunover16","_baserunover17","_baserunover18"];

_spawnChance =  0.69; // Percentage chance of event happening
_markerRadius = 350; // Radius the loot can spawn and used for the marker
_debug = true; // Puts a marker exactly were the loot spawns


_loot_box = "GuerillaCacheBox";
_loot_lists = [
[
["FN_FAL","M4A3_CCO_EP1","AKS_74_kobra","Sa58V_RCO_EP1"],
["20Rnd_762x51_FNFAL","20Rnd_762x51_FNFAL","20Rnd_762x51_FNFAL","30Rnd_762x39_SA58","30Rnd_762x39_SA58","30Rnd_762x39_SA58","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaRbull","ItemSodaRbull","ItemSodaRbull"]
],
[
["UZI_SD_EP1"],
["30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemSodaOrangeSherbet"]
],
[
["MP5SD"],
["30Rnd_9x19_MP5SD","30Rnd_9x19_MP5SD","30Rnd_9x19_MP5SD","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz"]
],
[
["ChainSaw"],
["ItemCorrugated","ItemCorrugated","ItemCorrugated","ItemCorrugated","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemComboLock","ItemGenerator"]
],
[
["M40A3","M14_EP1","SVD_CAMO","M24_des_EP1"],
["5Rnd_762x51_M24","5Rnd_762x51_M24","5Rnd_762x51_M24","5Rnd_762x51_M24","10Rnd_762x54_SVD","10Rnd_762x54_SVD","10Rnd_762x54_SVD","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemSodaOrangeSherbet"]
],
[
["Pecheneg_DZ"],
["100Rnd_762x54_PK","100Rnd_762x54_PK","HandGrenade_east","HandGrenade_east","HandGrenade_east","HandGrenade_east","HandGrenade_east","HandGrenade_east","HandGrenade_east","bulk_ItemTankTrap","bulk_PartGeneric"]
],
[
["glock17_EP1","Colt1911","M9","MakarovSD","revolver_EP1"],
["17Rnd_9x19_glock17","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","HandGrenade_West","wood_ramp_kit","MortarBucket","MortarBucket","MortarBucket","MortarBucket","MortarBucket","MortarBucket","SmokeShellOrange","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","bulk_15Rnd_9x19_M9SD","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","metal_floor_kit","metal_floor_kit","metal_floor_kit","metal_floor_kit"]
],
[
["Mk_48_DZ","Mk_48_DZ","M240_DZ","M240_DZ"],
["100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","metal_floor_kit","metal_floor_kit","metal_floor_kit","metal_floor_kit"]
],
[
["BAF_AS50_scoped"],
["10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","ItemSodaOrangeSherbet"]
],
[
["M110_NVG_EP1","M4SPR","M8_sharpshooter","M24","M40A3"],
["20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks"]
],
[
["m240_scoped_EP1_DZE","Mk_48_DZ","M240_DZ","M60A4_EP1_DZ","RPK_74"],
["100Rnd_762x51_M240","100Rnd_762x51_M240","200Rnd_556x45_M249","100Rnd_556x45_BetaCMag","100Rnd_762x51_M240","200Rnd_556x45_M249","100Rnd_556x45_BetaCMag","100Rnd_762x51_M240","200Rnd_556x45_M249","100Rnd_556x45_BetaCMag","100Rnd_762x51_M240","200Rnd_556x45_M249","100Rnd_556x45_BetaCMag","100Rnd_762x51_M240","200Rnd_556x45_M249","100Rnd_762x51_M240","100Rnd_762x51_M240","200Rnd_556x45_M249","2000Rnd_762x51_M134","2000Rnd_762x51_M134","ItemAVE","ItemLRK","ItemTNK","ItemARM","ItemORP","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked"]
],
[
["M4A1_HWS_GL_SD_Camo","M16A2GL","M16A4","M16A4_GL","M16A4_ACG_GL","M16A4_ACG","M4A1","M4A1_HWS_GL","M4A1_HWS_GL_camo","M4A1_HWS_GL_SD_Camo","M4A1_RCO_GL","M4A1_Aim","M4A1_Aim_camo","M4A1_AIM_SD_camo"],
["30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","FoodCanFrankBeans","FoodCanFrankBeans","FoodCanBakedBeans","FoodMRE","HandGrenade_east","2000Rnd_762x51_M134","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks"]
],
[
["VSS_vintorez","Saiga12K","M8_compact"],
["30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade_east","HandGrenade_east","FoodCanSardines","FoodMRE","FoodPistachio","FoodNutmix","FoodMRE","FoodPistachio","FoodNutmix","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks"]
]
];
_loot = _loot_lists call BIS_fnc_selectRandom;


_loot_amount = 75;
_wait_time = 900;


// Dont mess with theses unless u know what yours doing
_start_time = time;
_spawnRadius = 5000;
_spawnMarker = 'center';


if (isNil "EPOCH_EVENT_RUNNING") then {
EPOCH_EVENT_RUNNING = false;
};


// Check for another event running
if (EPOCH_EVENT_RUNNING) exitWith {
diag_log("Event already running");
};


// Random chance of event happening
_spawnRoll = random 1;
if (_spawnRoll > _spawnChance and !_debug) exitWith {};


// Random location
_position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos;


diag_log(format["Spawning loot event at %1", _position]);


_event_marker = createMarker [ format ["loot_event_marker_%1", _start_time], _position];
_event_marker setMarkerShape "ELLIPSE";
_event_marker setMarkerColor "ColorOrange";
_event_marker setMarkerAlpha 0.5;
_event_marker setMarkerSize [(_markerRadius + 50), (_markerRadius + 50)];


_positionarray = [
[(_position select 0) - 14.5, (_position select 1) - 21,-0.012],
[(_position select 0) - 20, (_position select 1) - 20,-0.012],
[(_position select 0) + 25, (_position select 1) + 5,-0.012],
[(_position select 0) + 16, (_position select 1) - 14,-0.012],
[(_position select 0) + 49, (_position select 1) + 17.5,-0.012],
[(_position select 0) + 38.5, (_position select 1) - 16,-0.012]
];
_loot_pos = _positionarray call BIS_fnc_selectRandom;


_vehclass = cargo_trucks call BIS_fnc_selectRandom;


if (_debug) then {
_debug_marker = createMarker [ format ["loot_event_debug_marker_%1", _start_time], _loot_pos];
_debug_marker setMarkerShape "ICON";
_debug_marker setMarkerType "mil_dot";
_debug_marker setMarkerColor "ColorOrange";
_debug_marker setMarkerAlpha 1;
};


diag_log(format["Creating ammo box at %1", _loot_pos]);


// Create ammo box
_loot_box = createVehicle [_loot_box,_loot_pos,[], 0, "NONE"];
clearMagazineCargoGlobal _loot_box;
clearWeaponCargoGlobal _loot_box;


// Cut the grass around the loot position
_clutter = createVehicle ["ClutterCutter_small_2_EP1", _loot_pos, [], 0, "CAN_COLLIDE"];
_clutter setPos _loot_pos;
// cut the grass    end


// Buildings and Objects
_baserunover = createVehicle ["Land_a_stationhouse_ruins",[(_position select 0) - 5, (_position select 1) + 16,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover setDir 0;
_baserunover setVectorUp surfaceNormal position _baserunover;
_baserunover1 = createVehicle ["Land_kostel_trosky_ruins", [(_position select 0) + 1, (_position select 1) - 13,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover1 setDir 0;
_baserunover1 setVectorUp surfaceNormal position _baserunover1;
_baserunover2 = createVehicle ["Land_ruin_01", [(_position select 0) - 13, (_position select 1) - 3,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover2 setDir 0;
_baserunover2 setVectorUp surfaceNormal position _baserunover2;
_baserunover3 = createVehicle ["Land_ruin_chimney", [(_position select 0) + 14, (_position select 1) - 8,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover3 setDir 0;
_baserunover3 setVectorUp surfaceNormal position _baserunover3;
_baserunover4 = createVehicle ["Land_ruin_corner_2",[(_position select 0) + 17, (_position select 1) - 14,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover4 setDir 0;
_baserunover4 setVectorUp surfaceNormal position _baserunover4;
_baserunover5 = createVehicle ["Land_ruin_walldoor", [(_position select 0) - 12, (_position select 1) - 11,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover5 setDir 0;
_baserunover5 setVectorUp surfaceNormal position _baserunover5;
_baserunover6 = createVehicle ["MAP_rubble_bricks_02", [(_position select 0) + 7, (_position select 1) + 3,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover6 setDir 0;
_baserunover6 setVectorUp surfaceNormal position _baserunover6;
_baserunover7 = createVehicle ["MAP_rubble_wood_03", [(_position select 0) - 19, (_position select 1) - 9,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover7 setDir 0;
_baserunover7 setVectorUp surfaceNormal position _baserunover7;
_baserunover8 = createVehicle ["MAP_T34", [(_position select 0) - 7, (_position select 1) - 1,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover8 setDir 0;
_baserunover8 setVectorUp surfaceNormal position _baserunover8;
_baserunover9 = createVehicle ["MAP_Misc_trunk_water", [(_position select 0) - 9, (_position select 1) - 14,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover9 setDir 0;
_baserunover9 setVectorUp surfaceNormal position _baserunover9;
_baserunover10 = createVehicle ["MAP_HouseBlock_C1_ruins", [(_position select 0) + 30, (_position select 1) + 18,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover10 setDir 0;
_baserunover10 setVectorUp surfaceNormal position _baserunover10;
_baserunover11 = createVehicle ["MAP_HouseBlock_A3_ruins", [(_position select 0) + 41, (_position select 1) - 17,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover11 setDir -183.96;
_baserunover11 setVectorUp surfaceNormal position _baserunover11;
_baserunover12 = createVehicle ["MAP_Ind_Stack_Big_ruins", [(_position select 0) - 30, (_position select 1) - 28,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover12 setDir 0;
_baserunover12 setVectorUp surfaceNormal position _baserunover12;
_baserunover13 = createVehicle ["MAP_dulni_bs",[(_position select 0) + 48, (_position select 1) + 20,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover13 setDir 0;
_baserunover13 setVectorUp surfaceNormal position _baserunover13;
_baserunover14 = createVehicle ["MAP_rubble_rocks_01", [(_position select 0) + 49, (_position select 1) + 5,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover14 setDir -123.02;
_baserunover14 setVectorUp surfaceNormal position _baserunover14;
_baserunover15 = createVehicle ["HMMWVWreck", [(_position select 0) + 22, (_position select 1) + 8,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover15 setDir 0;
_baserunover15 setVectorUp surfaceNormal position _baserunover15;
_baserunover16 = createVehicle ["UralWreck", [(_position select 0) + 27, (_position select 1) + 3,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover16 setDir 33.81;
_baserunover16 setVectorUp surfaceNormal position _baserunover16;
_baserunover17 = createVehicle ["UralWreck", [(_position select 0) - 44, (_position select 1) + 11,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover17 setDir 45.3;
_baserunover17 setVectorUp surfaceNormal position _baserunover17;
_baserunover18 = createVehicle ["UralWreck", [(_position select 0) - 10, (_position select 1) - 23,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover18 setDir 200.2;
_baserunover18 setVectorUp surfaceNormal position _baserunover18;


// Add loot
{
_loot_box addWeaponCargoGlobal [_x,1];
} forEach (_loot select 0);
{
_loot_box addMagazineCargoGlobal [_x,1];
} forEach (_loot select 1);


// Send Top Right message to users , requires Remote message script
_hint = parseText format["<t align='center' color='#FF0000' shadow='2' size='1.75'>Rubble Town</t><br/><t align='center' color='#ffffff'>A special forces unit lost a precious cargo, Check your Map for the Location!</t>"];
customRemoteMessage = ['hint', _hint];
publicVariable "customRemoteMessage";


// Send center message to users
[nil,nil,rTitleText,"Mercenaries stashed a loot crate in rubble town]", "PLAIN",10] call RE;


diag_log(format["Loot event setup, waiting for %1 seconds", _wait_time]);


// Wait
sleep _wait_time;


// Clean up
EPOCH_EVENT_RUNNING = false;
deleteVehicle _loot_box;
deleteMarker _event_marker;
if (_debug) then {
deleteMarker _debug_marker;
};

 

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@juandayz Thanks for the input.

One of my problems is I don't understand how to come up with something like is:

_baserunover = createVehicle ["Land_a_stationhouse_ruins",[(_position select 0) - 5, (_position select 1) + 16,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover setDir 0;

two things I see in it, it is creating a stationhouse ruins and the direction it is facing. 

Where do you come up with the information that is in this line.  Editor? How does it know where to place the stationhouse?

I dont want to just copy and paste. I would like to know how, when, and where, if you understand me

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@Thug u also use the structure of arma2oa editor 3d to spawns buildings

for example in rubbletown:

_baserunover = createVehicle ["Land_a_stationhouse_ruins",[(_position select 0) - 5, (_position select 1) + 16,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover setDir 0;

This create a building on a pre-defined position.

But you can make it more easy through arma2oa editor 3d, place the objet, save the mission and open it..

then use this structure:

_Objet1 = objNull;
if (true) then
{
  _this = createVehicle [""Land_a_stationhouse_ruins", [13389.101, 13777.706, -0.00015497208], [], 0, "CAN_COLLIDE"];
  _Objet1 = _this;
  _this setDir 132.02759;
  _this setPos [13389.101, 13777.706, -0.00015497208];
};

 

 

 

 

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