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WAI mission stop spawning.....


Petite

Question

I had that trouble last year with the WAI mission before I decided to take a break. Now I come back and 2 weeks later the problem started again, few days ago it was working fine. A  mission bug here and there but nothing really important. Now today 4 missions are bugged. 

I added to the file abandoned trader, army base, crop raider, drone pilot........

 

I'm using the latest version of it. I this point I dont know what to do, is it something to do with DZAI? Or something else. Is someone can re-wrtie all that to make it work perfectly like it use too?

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@kingpapawawa  @salival

I downloaded the link installed, got one mission Patrol then in my RTP got this error;

 

13:41:48 Warning Message: Script z\addons\dayz_server\WAI\missions\bandit\any.sqf not found
13:41:48 Error in expression <dayz_server\WAI\missions\bandit\%1.sqf",_mission];
};

};
sleep 5;
};
};>
13:41:48   Error position: <_mission];
};

};
sleep 5;
};
};>
13:41:48   Error Undefined variable in expression: _mission
13:41:48 File z\addons\dayz_server\WAI\missions\init.sqf, line 89

 

Never saw that before.

There is my config.sqf

Spoiler

if(isServer) then {

    /* GENERAL CONFIG */

        debug_mode                    = false;        // enable debug
        use_blacklist                = true;            // use blacklist
        blacklist                    = [
            [[0,16000,0],[1000,-0,0]],                // Left
            [[0,16000,0],[16000.0,14580.3,0]]        // Top
        ];

    /* END GENERAL CONFIG */

    /* AI CONFIG */

        ai_clear_body     = false;    // instantly clear bodies
        ai_clean_dead     = true;    // clear bodies after certain amount of time
        ai_cleanup_time     = 7200;    // time to clear bodies in seconds
        ai_clean_roadkill    = false;     // clean bodies that are roadkills
        ai_roadkill_damageweapon    = 0;    // percentage of chance a roadkill will destroy weapon AI is carrying

        ai_bandit_combatmode    = "RED";    // combatmode of bandit AI
        ai_bandit_behaviour    = "COMBAT";    // behaviour of bandit AI

        ai_hero_combatmode    = "RED";    // combatmode of hero AI
        ai_hero_behaviour    = "COMBAT";    // behaviour of hero AI

        ai_friendly_behaviour    = false;    // make ai friendly towards comrades

        player_bandit    = -5000;    // this is the amount you declare someone to be a bandit on your server, bandit AI will not attack you if ai_friendly_behaviour is true
        player_hero    = 5000;    // this is the amount you declare someone to be a hero on your server, hero AI will not attack you if ai_friendly_behaviour is true

        ai_share_info    = true;    // AI share info on player position
        ai_share_distance    = 300;    // distance from killed AI for AI to share your rough position

        ai_kills_gain    = true;    // add kill to bandit/human kill score
        ai_humanity_gain    = true;    // gain humanity for killing AI
        ai_add_humanity    = 50;    // amount of humanity gained for killing a bandit AI
        ai_remove_humanity    = 50;    // amount of humanity lost for killing a hero AI
        ai_special_humanity    = 150;    // amount of humanity gain or loss for killing a special AI dependant on player alignment
        
        ai_skill_extreme    = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];     // Extreme
        ai_skill_hard    = [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];     // Hard
        ai_skill_medium    = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];    // Medium
        ai_skill_easy    = [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];    // Easy
        ai_skill_random    = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];

        ai_static_useweapon    = true;    // Allows AI on static guns to have a loadout     
        ai_static_weapons    = ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"];    // static guns

        ai_static_skills    = false;    // Allows you to set custom array for AI on static weapons. (true: On false: Off) 
        ai_static_array    = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];

        ai_gear0    = [["ItemBandage","ItemBandage","ItemAntibiotic"],["ItemRadio","ItemMachete","ItemCrowbar"]];
        ai_gear1    = [["ItemBandage","ItemSodaPepsi","ItemMorphine"],["Binocular_Vector"]];
        ai_gear2    = [["ItemDocument","FoodCanFrankBeans","ItemHeatPack"],["ItemToolbox"]];
        ai_gear3    = [["ItemWaterbottle","ItemBloodbag"],["ItemCompass","ItemCrowbar"]];
        ai_gear4    = [["ItemBandage","ItemEpinephrine","ItemPainkiller"],["ItemGPS","ItemKeyKit"]];
        ai_gear_random    = [ai_gear0,ai_gear1,ai_gear2,ai_gear3,ai_gear4];    // Allows the possibility of random gear

        ai_wep_assault    = ["M16A4_ACOG_DZ","Sa58V_RCO_EP1","SCAR_L_STD_Mk4CQT","M8_sharpshooter","M4A1_HWS_GL_camo","SCAR_L_STD_HOLO","M4A3_CCO_EP1","M4A3_CCO_EP1","M4A1_AIM_SD_camo","M16A4","m8_carbine","L85_Holo_DZ","Sa58V_CCO_EP1"];    // Assault
        ai_wep_machine    = ["RPK74_DZ","Mk48_CCO_DZ","M249_DZ","Pecheneg_DZ","M240_DZ"];    // Light machine guns
        ai_wep_sniper    = ["M14_CCO_DZ","SCAR_H_LNG_Sniper_SD","M110_NVG_EP1","SVD_Gh_DZ","VSS_Vintorez","DMR_DZ","M40A3_Gh_DZ"];    // Sniper rifles
        ai_wep_random    = [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine];    // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle
        ai_wep_launchers_AT    = ["M136","RPG18","JAVELIN"];
        ai_wep_launchers_AA    = ["Strela","Igla","STINGER"];
        
        ai_packs    = ["DZ_Czech_Vest_Pouch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
        ai_hero_skin    = ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"];
        ai_bandit_skin    = ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"];
        ai_special_skin    = ["Functionary1_EP1_DZ"];
        ai_all_skin                    = [ai_hero_skin,ai_bandit_skin,ai_special_skin];

        ai_add_skin    = true;    // adds unit skin to inventory on death
        
        /* AI Cache Units */
        ai_cache_units    = false;
        /**Range for Re-Activation*************/
        /****** Default: 800 ******************/
        ai_cache_units_reactivation_range = 800;
        /**Time untill units are Frozen again**/
        /************* Default: 30 ************/
        ai_cache_units_refreeze = 30;
        /****** Log Actions to RPT File? ******/
        /*********** Default: true ************/
        ai_cache_units_freeze_log = true;
        /******** Unassign Waypoints?  ********/
        /*********** Default: false ***********/
        ai_cache_units_unassign_waypoints = false;
        /******** Randomize Position?  ********/
        /******** Distance to Randomize *******/
        /*********** Default: true ************/
        /*********** Distance: 20 *************/
        ai_cache_units_randomize_position = true;
        ai_cache_units_randomize_distance = 20;
        /********** Hide un-used AI?  *********/
        /*********** Default: true ************/
        ai_cache_unites_hide_ai = true;
        /* AI Cache Units End */
        
    /* END AI CONFIG */

    /* WAI MISSIONS CONFIG */
        wai_mission_system    = true;    // use built in mission system

        wai_mission_markers    = ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"];
        wai_avoid_missions    = 750;    // avoid spawning missions this close to other missions, these are defined in wai_mission_markers
        wai_avoid_traders    = 750;    // avoid spawning missions this close to traders
        wai_avoid_town    = 0;    // avoid spawning missions this close to towns, *** doesn't function with infiSTAR enabled ***
        wai_avoid_road    = 0;    // avoid spawning missions this close to roads
        wai_avoid_water    = 50;    // avoid spawning missions this close to water

        
        wai_mission_timer    = [30,900];    // time between missions 5-15 minutes
        wai_mission_timeout    = [900,1500];     // time each missions takes to despawn if inactive 15-30 minutes
        wai_timeout_distance    = 1000;    // if a player is this close to a mission then it won't time-out
        
        wai_clean_mission    = true;    // clean all mission buildings after a certain period
        wai_clean_mission_time    = 1800;    // time after a mission is complete to clean mission buildings

        wai_mission_fuel    = [5,60];    // fuel inside mission spawned vehicles [min%,max%]
        wai_vehicle_damage    = [20,70];    // damages to spawn vehicles with [min%,max%]
        wai_keep_vehicles    = true;    // save vehicles to database and keep them after restart
        wai_linux_server    = false;    // false = Windows (HiveExt.dll)        true = Linux Server (writer.pl)        has no effect when "wai_keep_vehicles = false;"
        wai_lock_vehicles    = true;    // lock mission vehicles and add keys to random AI bodies (be careful with ai_clean_dead if this is true

        wai_crates_smoke    = false;    // pop smoke on crate when mission is finished during daytime
        wai_crates_flares    = false;    // pop flare on crate when mission is finished during nighttime
        
        wai_players_online    = 1;     // number of players online before mission starts
        wai_server_fps    = 1;     // missions only starts if server FPS is over wai_server_fps
        
        wai_kill_percent    = 30;    // percentage of AI players that must be killed at "crate" missions to be able to trigger completion

        wai_high_value    = true;    // enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate
        wai_high_value_chance    = 1;    // chance in percent you find above mentioned item

        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

        // Missions
        wai_radio_announce    = true;    // Setting this to true will announce the missions to those that hold a radio only
        wai_hero_limit    = 5;    // define how many hero missions can run at once
        wai_bandit_limit    = 1;    // define how many bandit missions can run at once

        wai_hero_missions    = [     // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages
            ["patrol",10],
            ["black_hawk_crash",11],
            ["armed_vehicle",11],
            ["bandit_base",7],
            ["captured_mv22",6],
            ["ikea_convoy",7],
            ["destroyed_ural",10],
            ["disabled_milchopper",9],
            ["mayors_mansion",9],
            ["weapon_cache",10],
            ["bandit_patrol",10]
                                    ];
        wai_bandit_missions    = [
            ["patrol",0],
            ["armed_vehicle",0],
            ["black_hawk_crash",0],
            ["captured_mv22",0],
            ["broken_down_ural",0],
            ["hero_base",0],
            ["ikea_convoy",0],
            ["medi_camp",0],
            ["presidents_mansion",0],
            ["sniper_extraction",0],
            ["weapon_cache",0]
        ];
        
        // Vehicle arrays
        armed_vehicle     = ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"];
        armed_chopper     = ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"];
        civil_chopper     = ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"];
        military_unarmed     = ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"];
        cargo_trucks     = ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"];
        refuel_trucks    = ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"];
        civil_vehicles     = ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"];

        // Dynamic box array
        crates_large    = ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"];
        crates_medium    = ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"];
        crates_small    = ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"];

        crate_weapons_buildables    = ["ChainSaw","ChainSawB","ChainSawG","ChainSawP","ChainSawR"];
        
        crate_tools    = ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet","ItemKnife","ItemMachete","ItemMatchbox","ItemToolbox","NVGoggles"];
        crate_tools_buildable    = ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"];
        crate_tools_sniper    = ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"];

        crate_items    = ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","FishCookedTrout","FishCookedTuna","FishCookedSeaBass","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"];
        crate_items_high_value    = ["ItemBriefcase100oz","ItemVault","plot_pole_kit"];
        crate_items_food    = ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","FishCookedTrout","FishCookedTuna","FishCookedSeaBass"];
        crate_items_buildables    = ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"];
        crate_items_vehicle_repair    = ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"];
        crate_items_medical    = ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"];
        crate_items_chainbullets    = ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"];
        crate_items_sniper    = [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"];
        crate_items_president    = ["ItemDocument","ItemGoldBar10oz"];

        crate_backpacks_all    = ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Pouch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
        crate_backpacks_large    = ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"];

        crate_random    = [crate_items,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets];

    /* END WAI MISSIONS CONFIG */

    /* STATIC MISSIONS CONFIG */

        static_missions    = false;        // use static mission file
        custom_per_world    = false;        // use a custom mission file per world

    /* END STATIC MISSIONS CONFIG */

    WAIconfigloaded = true;

};

 

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2 hours ago, Petite said:

 

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        wai_hero_limit    = 5;    // define how many hero missions can run at once
        wai_bandit_limit    = 1;    // define how many bandit missions can run at once

        wai_hero_missions    = [     // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages
            ["patrol",10],
            ["black_hawk_crash",11],
            ["armed_vehicle",11],
            ["bandit_base",7],
            ["captured_mv22",6],
            ["ikea_convoy",7],
            ["destroyed_ural",10],
            ["disabled_milchopper",9],
            ["mayors_mansion",9],
            ["weapon_cache",10],
            ["bandit_patrol",10]
                                    ];
        wai_bandit_missions    = [
            ["patrol",0],
            ["armed_vehicle",0],
            ["black_hawk_crash",0],
            ["captured_mv22",0],
            ["broken_down_ural",0],
            ["hero_base",0],
            ["ikea_convoy",0],
            ["medi_camp",0],
            ["presidents_mansion",0],
            ["sniper_extraction",0],
            ["weapon_cache",0]
        ];
        

 

These sections, the numbers have to add up to 100
wai_bandit_limit    = 0; // do this for no bandit missions
wai_hero_missions    = [     // 100 total here
            ["patrol",10],
            ["black_hawk_crash",9],
            ["armed_vehicle",9],
            ["bandit_base",9],
            ["captured_mv22",9],
            ["ikea_convoy",9],
            ["destroyed_ural",9],
            ["disabled_milchopper",9],
            ["mayors_mansion",9],
            ["weapon_cache",9],
            ["bandit_patrol",9]
                                    ];

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3 minutes ago, kingpapawawa said:

These sections, the numbers have to add up to 100
wai_bandit_limit    = 0; // do this for no bandit missions
wai_hero_missions    = [     // 100 total here
            ["patrol",10],
            ["black_hawk_crash",9],
            ["armed_vehicle",9],
            ["bandit_base",9],
            ["captured_mv22",9],
            ["ikea_convoy",9],
            ["destroyed_ural",9],
            ["disabled_milchopper",9],
            ["mayors_mansion",9],
            ["weapon_cache",9],
            ["bandit_patrol",9]
                                    ];

I'll try in the morning but never had any problem doing it that way before.

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        wai_bandit_missions    = [
            ["patrol",0],
            ["armed_vehicle",0],
            ["black_hawk_crash",0],
            ["captured_mv22",0],
            ["broken_down_ural",0],
            ["hero_base",0],
            ["ikea_convoy",0],
            ["medi_camp",0],
            ["presidents_mansion",0],
            ["sniper_extraction",0],
            ["weapon_cache",0]
        ];

This is your problem here, WAI makes a big array filled with the missions so it gives it more of a random chance, you've told it that all your bandit missions have 0 % chance to spawn. As @kingpapawawamentioned, they need to add up to 100.

I guess you're trying to disable bandit missions, if so, I think you should set:

wai_bandit_limit = 0;

 

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WAI uses a function where it finds a "safe" pos, I don't think you can sway it to spawn in different places since it's random but it being random it tends to still follow a pattern (i.e it loves novy/polana)

You can change this value (as an example) in each mission at the top to help influence it, it's the distance it looks for the position being "safe"

_position		= [30] call find_position;

 

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Heres what i have been doing...

	private 		["_complete","_crate_type","_mission","_position","_crate","_baserunover","_baserunover1","_baserunover2","_spawn_pos"];

	// Get mission number, important we do this early
	_mission 		= count wai_mission_data -1;
	_spawn_pos = [
			[13698.3,2939.31,0], //skalisti
			[2656.87,14167.4,0], //lysina
			[15415.7,15227.3,0], //northeast
			[0,0,0] //no comma after last one
]; 
	_position 		= _spawn_pos call BIS_fnc_selectRandom;

This pics one of the locations to spawn.  I will increase the list soon but i'm busy next few days on life...  I was thinking maybe @salival would come up with a way to...

 _spawn_pos = [[0,0,0],[1,1,0]]

_position		= [30,1000] call find_position some_other_crap_here; //find a safe position within 1000m of _spawn_pos  

Because basically i am an idea guy with little skill and he knows how to do it... lol

Also Salival, Petite is a cool Canadian  you should harass her on TS sometime.

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Hey you no harassment LOL.

Remember the 15 km of new road I did north of Cherno map, there is so many nice place where missions could spawn and easier to access with my roads. I really hate some players build there base close to missions spawn, so if its random its gonna be nicer less players in the same spot, lol.

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