Cyrus Posted January 15, 2018 Report Share Posted January 15, 2018 Im looking for instruction on how to add custom loot crates to static AI spawns. I have an AI base with about 50 AI and would love to add 2-3 custom loot crates to the area. Can anyone please supply me with so instruction on how to go about this? Any help will be appreciated. Link to comment Share on other sites More sharing options...
Relentless Posted January 15, 2018 Author Report Share Posted January 15, 2018 On 1/15/2018 at 2:49 PM, Cyrus said: Im looking for instruction on how to add custom loot crates to static AI spawns. I have an AI base with about 50 AI and would love to add 2-3 custom loot crates to the area. Can anyone please supply me with so instruction on how to go about this? Any help will be appreciated. Expand I wouldn't add this to DZAI tbh. Easier would be to write an external script to create a crate at the location you want (probably somewhere at your static mission). In this script you can also define some item arrays, then you select one of these arrays with the BIS random function and fill the crate with these items, that's it. With that, you should have different loot inside the crate each restart. I would take a peek into WAI's crate spawning, this helps a lot to understand how it's done. Link to comment Share on other sites More sharing options...
Cyrus Posted January 15, 2018 Report Share Posted January 15, 2018 @DAmNRelentless Thanks for the advice. That is a good place to start looking. I have tried using external scripts for loot crates in the past and it wasn't working. I might have beating around the wrong bush. Worth taking another look at it. Once I have it working I will post my results here. Link to comment Share on other sites More sharing options...
grigor Posted February 18, 2018 Report Share Posted February 18, 2018 Periodically, an error occurs in the server RPT: 17:08:14 Error in expression <log format ["error DZAI _isArmed = %1", _isArmed]; _antistuckPos = (getWPPos [_u> 17:08:14 Error position: <_isArmed]; _antistuckPos = (getWPPos [_u> 17:08:14 Error Undefined variable in expression: _isarmed 17:08:14 File z\addons\dayz_server\DZAI\compile\group_manager.sqf, line 19 Who knows why? Link to comment Share on other sites More sharing options...
pudgess Posted March 7, 2018 Report Share Posted March 7, 2018 how to make the bots were removed about trading cities? Link to comment Share on other sites More sharing options...
Relentless Posted March 8, 2018 Author Report Share Posted March 8, 2018 On 3/7/2018 at 8:05 PM, pudgess said: how to make the bots were removed about trading cities? Expand You should do that in an own script. Normally this is done in the safezone script. Link to comment Share on other sites More sharing options...
nova Posted March 8, 2018 Report Share Posted March 8, 2018 @pudgess is this what you mean? pudgess 1 Link to comment Share on other sites More sharing options...
Elderwind Posted May 8, 2018 Report Share Posted May 8, 2018 I'm using this version of the DZAI on epoch 1.0.6.2 and i've many errors like this in my rpt: 3:01:19 Error position: <_ret> 3:01:19 Error Undefined variable in expression: _ret 3:01:19 File z\addons\dayz_server\DZAI\compile\fn_selectRandom.sqf, line 22 3:01:19 Error in expression <ypointPosition [_unitGroup,0]) distance _wpSelect) > 300) then { _tooClose = fal> 3:01:19 Error position: <_wpSelect) > 300) then { _tooClose = fal> 3:01:19 Error Undefined variable in expression: _wpselect 3:01:19 File z\addons\dayz_server\DZAI\compile\heli_randompatrol.sqf, line 7 3:01:19 Error in expression <); _ret = _this select _ret; Edit: I've reinstalled the dzai folder and now all is working fine. Thanks for updating this to epoch 1.0.6.2 :) Link to comment Share on other sites More sharing options...
Halo3kings Posted May 18, 2018 Report Share Posted May 18, 2018 I'm having trouble getting this mod to work. I've quadruple checked the installation locations and the server_monitor.sqf. it seems so easy to install, but i'm just at whits end. https://pastebin.com/HLriUfzv Link to comment Share on other sites More sharing options...
Schalldampfer Posted May 18, 2018 Report Share Posted May 18, 2018 On 5/18/2018 at 10:59 PM, Halo3kings said: I'm having trouble getting this mod to work. I've quadruple checked the installation locations and the server_monitor.sqf. it seems so easy to install, but i'm just at whits end. https://pastebin.com/HLriUfzv Expand How did you edit server_monitor.sqf? WAI seems to be loaded, but DZAI is not loaded at all. Add DZAI line " [] call compile preprocessFileLineNumbers "\z\addons\dayz_server\DZAI\init\dzai_initserver.sqf"; " if you did not. You can add it just before or after WAI like below: Reveal hidden contents if (isDedicated) then {endLoadingScreen;};[] call compile preprocessFileLineNumbers "\z\addons\dayz_server\DZAI\init\dzai_initserver.sqf";//DZAI [] ExecVM "\z\addons\dayz_server\WAI\init.sqf";//WAI allowConnection = true; sm_done = true; publicVariable "sm_done"; btw, Reveal hidden contents 14:08:45 Error in expression <K_CIV_EP1",_Ratio3], ["VWGolf",_Ratio3] ["BMP2_Ambul_CDF"] [ "BRDM2_TK_EP1"] ]; > 14:08:45 Error position: <["BMP2_Ambul_CDF"] [ "BRDM2_TK_EP1"] ]; > 14:08:45 Error Missing ] 14:08:45 File z\addons\dayz_server\system\dynamic_vehicle.sqf, line 115 you have wrong format in dayz_server\system\dynamic_vehicle.sqf . check your arrays, each element must be saparated by "," , and the element need a integer value (the number of the vehicle to spawn), like _Ratio3 for VWGolf. Relentless 1 Link to comment Share on other sites More sharing options...
Halo3kings Posted May 18, 2018 Report Share Posted May 18, 2018 On 5/18/2018 at 11:47 PM, Schalldampfer said: How did you edit server_monitor.sqf? WAI seems to be loaded, but DZAI is not loaded at all. Add DZAI line " [] call compile preprocessFileLineNumbers "\z\addons\dayz_server\DZAI\init\dzai_initserver.sqf"; " if you did not. You can add it just before or after WAI like below: Expand yeah its there, so weird. Reveal hidden contents Link to comment Share on other sites More sharing options...
Schalldampfer Posted May 19, 2018 Report Share Posted May 19, 2018 On 5/18/2018 at 11:56 PM, Halo3kings said: yeah its there, so weird. Reveal hidden contents Expand did you pack the server pbo? the dzai_initserver.sqf create a log line in very first step Reveal hidden contents /* DZAI Server Initialization File Description: Handles startup process for DZAI. Does not contain any values intended for modification. */ private ["_startTime","_directoryAsArray","_worldname","_allUnits"]; if (!isServer || !isNil "DZAI_isActive") exitWith {}; DZAI_isActive = true; _startTime = diag_tickTime; _directoryAsArray = toArray __FILE__; _directoryAsArray resize ((count _directoryAsArray) - 25); DZAI_directory = toString _directoryAsArray; if (isNil "_this") then {_this = []}; if ((count _this) > 0) then { //diag_log "DEBUG :: Startup parameters found!"; if ("readoverridefile" in _this) then {DZAI_overrideEnabled = true} else {DZAI_overrideEnabled = nil}; if ("enabledebugmarkers" in _this) then {DZAI_debugMarkersEnabled = true} else {DZAI_debugMarkersEnabled = nil}; } else { //diag_log "DEBUG :: Startup parameters not found!"; DZAI_overrideEnabled = nil; DZAI_debugMarkersEnabled = nil; }; //Report DZAI version to RPT log #include "DZAI_version.txt"diag_log format ["[DZAI] Initializing %1 version %2 using base path %3.",DZAI_TYPE,DZAI_VERSION,DZAI_directory]; so if it's running without error, you haven't loaded the new server_monitor.sqf with DZAI(or you directly set DZAI_isActive variable before running DZAI) Link to comment Share on other sites More sharing options...
Halo3kings Posted May 19, 2018 Report Share Posted May 19, 2018 On 5/19/2018 at 12:19 AM, Schalldampfer said: did you pack the server pbo? the dzai_initserver.sqf create a log line in very first step Reveal hidden contents /* DZAI Server Initialization File Description: Handles startup process for DZAI. Does not contain any values intended for modification. */ private ["_startTime","_directoryAsArray","_worldname","_allUnits"]; if (!isServer || !isNil "DZAI_isActive") exitWith {}; DZAI_isActive = true; _startTime = diag_tickTime; _directoryAsArray = toArray __FILE__; _directoryAsArray resize ((count _directoryAsArray) - 25); DZAI_directory = toString _directoryAsArray; if (isNil "_this") then {_this = []}; if ((count _this) > 0) then { //diag_log "DEBUG :: Startup parameters found!"; if ("readoverridefile" in _this) then {DZAI_overrideEnabled = true} else {DZAI_overrideEnabled = nil}; if ("enabledebugmarkers" in _this) then {DZAI_debugMarkersEnabled = true} else {DZAI_debugMarkersEnabled = nil}; } else { //diag_log "DEBUG :: Startup parameters not found!"; DZAI_overrideEnabled = nil; DZAI_debugMarkersEnabled = nil; }; //Report DZAI version to RPT log #include "DZAI_version.txt"diag_log format ["[DZAI] Initializing %1 version %2 using base path %3.",DZAI_TYPE,DZAI_VERSION,DZAI_directory]; so if it's running without error, you haven't loaded the new server_monitor.sqf with DZAI(or you directly set DZAI_isActive variable before running DZAI) Expand Yeah I packed the server with the correct lines, and no the DZAI_isActive is set to false. Link to comment Share on other sites More sharing options...
Schalldampfer Posted May 19, 2018 Report Share Posted May 19, 2018 On 5/19/2018 at 6:42 AM, Halo3kings said: Yeah I packed the server with the correct lines, and no the DZAI_isActive is set to false. Expand Then please check you're really using the packed server file. And, how about the other error in dynamic_vehicle.sqf? Link to comment Share on other sites More sharing options...
Halo3kings Posted May 19, 2018 Report Share Posted May 19, 2018 On 5/19/2018 at 6:52 AM, Schalldampfer said: Then please check you're really using the packed server file. And, how about the other error in dynamic_vehicle.sqf? Expand Finally! So apparently it was using my backup PBO. Thanks so much for the help Schalldampfer! DIO and Schalldampfer 1 1 Link to comment Share on other sites More sharing options...
G2K Posted August 26, 2018 Report Share Posted August 26, 2018 Any Ideas on how to get the vehicles to catch fire when they enter water? Right now they just hang about and don't remove themselves. This is a big problem on my Tavi server around the bridge and other ponds. Thanks for any help. Link to comment Share on other sites More sharing options...
Relentless Posted August 26, 2018 Author Report Share Posted August 26, 2018 On 8/26/2018 at 2:44 PM, G2K said: Any Ideas on how to get the vehicles to catch fire when they enter water? Right now they just hang about and don't remove themselves. This is a big problem on my Tavi server around the bridge and other ponds. Thanks for any help. Expand Get the position of the vehicle, use this check (https://community.bistudio.com/wiki/surfaceIsWater) and setDamage 1. Link to comment Share on other sites More sharing options...
Hux Posted May 25, 2020 Report Share Posted May 25, 2020 I'm using custom static spawns for the Hemp farms on Lingor. It spawns 10 units with various weapons but never any AT weapons. How would I add AT guys to the group? Here's an example: [ "hempfarm1", //This is the marker name to be used as the patrol and spawning area. 10, //This trigger will spawn a group of 2 AI units. 3, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade) false //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed. ] call DZAI_spawn_units; Thanks. Link to comment Share on other sites More sharing options...
Voltan Posted April 18, 2021 Report Share Posted April 18, 2021 Any chance of this getting updated for 1.0.7 release? Thanks Link to comment Share on other sites More sharing options...
Airwaves Man Posted April 18, 2021 Report Share Posted April 18, 2021 This is updated already. Link to comment Share on other sites More sharing options...
Voltan Posted April 19, 2021 Report Share Posted April 19, 2021 On 6/10/2017 at 10:35 PM, ViktorReznov said: Posting this here because following the guide for an older version will drive you in circles and being here will hopefully eliminate too many questions about it. Maybe even put in a pull to have it in the repository to start with? To get coins in ai wallet, you need to edit 2 files dzai\init\dzai_config.sqf Reveal hidden contents insert these variables underneath DZAI_humanityGain = 50: //Amount of money to reward player for killing an AI unit (Default: false) DZAI_moneyGain = true; //If ai_hasMoney=true, this defines what's the max amount of money an AI can hold, this value gets multiplied by 10, means if ai_moneyAmount=3000 the maximum amount an AI can hold is 30000 DZAI_moneyAmount = 3000; and dzai\compile\ai_death.sqf Reveal hidden contents at the bottom just before _victim if (DZAI_moneyGain && Z_singleCurrency) then { _cash = round(random DZAI_moneyAmount) * 10; // adds money to ai wallets in 10x increments. _victim setVariable[Z_MoneyVariable,_cash ,true]; }; When you check the ai wallet youll get a random 10 to 30000 cash! Expand I have used this to attempt to apply coins to DZAI in 1.0.7 and I am getting this error: 18:48:12 Error in expression <random DZAI_moneyAmount) * 10; _victim setVariable[Z_MoneyVariable,_cash ,true]> 18:48:12 Error position: <setVariable[Z_MoneyVariable,_cash ,true]> 18:48:12 Error Type Any, expected String 18:48:12 File z\addons\dayz_server\DZAI\compile\ai_death.sqf, line 99 Anyone got any ideas? Link to comment Share on other sites More sharing options...
Airwaves Man Posted April 19, 2021 Report Share Posted April 19, 2021 DZAI has coins build in now: https://github.com/oiad/DZAI/commit/04e27e876fa1427330e610729273ff94c8b24d59 Use DZAI_hasCoins in the dzai_config.sqf DIO 1 Link to comment Share on other sites More sharing options...
wttf212 Posted May 16, 2021 Report Share Posted May 16, 2021 Hello, DZAI works nice, but i have a problem with vehicle patrols getting stuck (sometimes they tip over and sometimes they accelerate without moving forward) especially in Novy Sobor. Any ideas? Also i was wondering whats the best way to make convoy and mark its live location on the map. Maybe WAI is better for that job? Link to comment Share on other sites More sharing options...
Reaper5150 Posted August 1, 2021 Report Share Posted August 1, 2021 If where using WAI then where does this go? call compile preprocessFileLineNumbers "\z\addons\dayz_server\DZAI\init\dzai_initserver.sqf"; I put it in server_functions above WAI, where I have had it before but getting this error in my rpt 14:59:45 Error in expression < (count _inventory > 0) && !_isPlot && !_doorLocked) then { if (_type in DZE_Loc> 14:59:45 Error position: <_doorLocked) then { if (_type in DZE_Loc> 14:59:45 Error Undefined variable in expression: _doorlocked 14:59:45 File z\addons\dayz_server\system\server_monitor.sqf, line 219 14:59:45 Error in expression <mulation false; _doorLocked = _type in DZE_DoorsLocked; _isPlot = _type == "Pla> 14:59:45 Error position: <DZE_DoorsLocked; _isPlot = _type == "Pla> 14:59:45 Error Undefined variable in expression: dze_doorslocked 14:59:45 File z\addons\dayz_server\system\server_monitor.sqf, line 195 14:59:45 Error in expression < (count _inventory > 0) && !_isPlot && !_doorLocked) then { if (_type in DZE_Loc> 14:59:45 Error position: <_doorLocked) then { if (_type in DZE_Loc> 14:59:45 Error Undefined variable in expression: _doorlocked 14:59:45 File z\addons\dayz_server\system\server_monitor.sqf, line 219 14:59:45 Error in expression <mulation false; Link to comment Share on other sites More sharing options...
Face Posted October 13, 2021 Report Share Posted October 13, 2021 Really great to see this project continue on after all this time. Thanks for keeping it alive. prue420 1 Link to comment Share on other sites More sharing options...
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