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[Release] Wicked AI 2.2.3 [1.0.6+]


JasonTM

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  On 8/9/2017 at 6:38 PM, JasonTM said:

I think you just use

["kill"],

 

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This bug has been around for years, I found the simplest way to fix it was to remove those files except for these lines:

I have been running this fix on my server for about a year and a half, no difference at all.

Can't get RPT errors if you remove the code causing RPT errors :)

 

bandit_behaviour.sqf:

private ["_group"];

_group = _this select 0;

_group setCombatMode ai_bandit_combatmode;
_group setBehaviour ai_bandit_behaviour;

hero_behaviour.sqf:

private ["_group"];

_group = _this select 0;

_group setCombatMode ai_hero_combatmode;
_group setBehaviour ai_hero_behaviour;

 

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  On 8/9/2017 at 10:55 PM, salival said:

This bug has been around for years, I found the simplest way to fix it was to remove those files except for these lines:

I have been running this fix on my server for about a year and a half, no difference at all.

Can't get RPT errors if you remove the code causing RPT errors :)

 

bandit_behaviour.sqf:

private ["_group"];

_group = _this select 0;

_group setCombatMode ai_bandit_combatmode;
_group setBehaviour ai_bandit_behaviour;

hero_behaviour.sqf:

private ["_group"];

_group = _this select 0;

_group setCombatMode ai_hero_combatmode;
_group setBehaviour ai_hero_behaviour;

 

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@salival Thanks for the response. So, if I understand correctly, you just empty those files to only have the code in them that you quoted above?

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  On 8/9/2017 at 6:38 PM, JasonTM said:

I think you just use

["kill"],

 

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Thanks @JasonTM I know you can use kill as well but, using that meant that some missions for me weren't clearing even though all the AI were killed. I suspect it had something to do with reinforcements if the heli from the para drop isn't taken out as well. Even when it despawns....missions still wouldn't clear. So, I saw in one of the files  ["kill",wai_kill_percent] as an example so, tried that. Anyway...it didn't work. Just meant that you had to kill all the AI. Also, the error still persists even with ["kill"] or ["crate"] so, I'm trying salival's fix above. Fingers crossed! :)

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Well with @salival's fix the error seems to be cleared and with the win condition changed to crate on all but president, mayor and the patrols the missions seem to be completing fine as well. 

Don't want to speak too soon though as not all missions will have run yet so, will update this thread in a couple of days if still good or, sooner if not... 

Thanks for help guys. Pretty sure it's the pilot in the heli reinforcements... 

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hmm, maybe I spoke a little too soon... Still getting the occasional mission not clearing. Nowhere near as bad as before I changed the win condition to crate but, every now and then, they get to the crate and it's still empty and the mission won't mark as complete.

Anybody else getting this?

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  On 8/16/2017 at 4:28 PM, ReDBaroN said:

hmm, maybe I spoke a little too soon... Still getting the occasional mission not clearing. Nowhere near as bad as before I changed the win condition to crate but, every now and then, they get to the crate and it's still empty and the mission won't mark as complete.

Anybody else getting this?

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I don't use this release but I have no issues with missions not clearing, Any RPT errors anywhere?

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no rpt errors apart from one related to infiSTAR. I know it's infiSTAR because I'm having to use an old version of infi due to people getting stuck loading in with "spawning items" on newer versions. But, every time I try the later versions out, the rpt error clears but, the getting stuck problem returns so, I have to revert. The error is this:
 

17:02:47 Error in expression <is_fnc_halo_soundLoop = time;
playsound "BIS_HALO_Flapping";

bis_fnc_halo_actio>
17:02:47   Error position: <"BIS_HALO_Flapping";

bis_fnc_halo_actio>
17:02:47   Error Missing ;
17:02:47 File z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf, line 70

Spams twice at server startup only. Do you think it could be related?

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  On 8/17/2017 at 6:20 PM, SKS.Goliath said:

How can you adjust this ?

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Hello,

the flexible way IMO (for universal usage in your dev work) is to adapt remote msg script from ZSC and apply it wherever you need. This way you can use multiple types of remote msgs (private, global, hint, titleCut, titleText, dayz_rollingMessages and dynamic text).
For example for WAI you need to open "mission_winorfail.sqf" file and look for:

// mission start
if (wai_radio_announce) then {
  RemoteMessage = ["radio","[RADIO] " + _msgstart];
  publicVariable "RemoteMessage";
} // ...

// mission win
if (wai_radio_announce) then {
  RemoteMessage = ["radio","[RADIO] " + _msgwin];
  publicVariable "RemoteMessage";
} // ...

// mission fail
if (wai_radio_announce) then {
  RemoteMessage = ["radio","[RADIO] " + _msglose];
  publicVariable "RemoteMessage";
} // ...

RemoteMessage public EH (resp. remote msg fnc) takes 2 parameters: (1) type of msg; (2) msg text. If you want to change default WAI settings for msgs, just do:

// for example for mission fail
if (wai_radio_announce) then {
  RemoteMessage = ["rollingMessages", "Any message text"];
  publicVariable "RemoteMessage";
} // ...

If you will use the file from ZSC (for link look above...), stay focused - for some types of msgs second parameter '_message' is an array (private, dynamic text)!
You can adjust remote msgs file or Wai winorfail file to fit your needs (the same is valid for example for DZAI - but you will need to do more work, because you need to unify remote msg public EH's).

Hope it helps,

PS: Check this link from this forum.

Cheers

 

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  On 8/18/2017 at 6:56 AM, iben said:

Hello,

the flexible way IMO (for universal usage in your dev work) is to adapt remote msg script from ZSC and apply it wherever you need. This way you can use multiple types of remote msgs (private, global, hint, titleCut, titleText, dayz_rollingMessages and dynamic text).
For example for WAI you need to open "mission_winorfail.sqf" file and look for:

// mission start
if (wai_radio_announce) then {
  RemoteMessage = ["radio","[RADIO] " + _msgstart];
  publicVariable "RemoteMessage";
} // ...

// mission win
if (wai_radio_announce) then {
  RemoteMessage = ["radio","[RADIO] " + _msgwin];
  publicVariable "RemoteMessage";
} // ...

// mission fail
if (wai_radio_announce) then {
  RemoteMessage = ["radio","[RADIO] " + _msglose];
  publicVariable "RemoteMessage";
} // ...

RemoteMessage public EH (resp. remote msg fnc) takes 2 parameters: (1) type of msg; (2) msg text. If you want to change default WAI settings for msgs, just do:

// for example for mission fail
if (wai_radio_announce) then {
  RemoteMessage = ["rollingMessages", "Any message text"];
  publicVariable "RemoteMessage";
} // ...

If you will use the file from ZSC (for link look above...), stay focused - for some types of msgs second parameter '_message' is an array (private, dynamic text)!
You can adjust remote msgs file or Wai winorfail file to fit your needs (the same is valid for example for DZAI - but you will need to do more work, because you need to unify remote msg public EH's).

Hope it helps,

PS: Check this link from this forum.

Cheers

 

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hello can you help me with it?

here is my mission_winorfail.sqf

  Reveal hidden contents

and remote_message

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I added in vehicle patrols to some missions but it seems to not be working correctly. The vehicle runs into the mines and gets blown up or disabled, or it wont spawn multiple vehicles to patrol the mission. Is there a way to fix this? here is one of my missions for example- (mayors mansion)

if(isServer) then {

    private            ["_room","_complete","_mayor_himself","_crate_type","_mission","_position","_crate","_baserunover","_mayor"];

    // Get mission number, important we do this early
    _mission         = count wai_mission_data -1;

    _position        = [40] call find_position;
    [_mission,_position,"Hard","Mayors Mansion","MainHero",true] call mission_init;
    
    diag_log         format["WAI: [Mission:[Hero] Mayors Mansion]: Starting... %1",_position];

    //Setup the crate
    _crate_type     = crates_large call BIS_fnc_selectRandom;
    _crate             = createVehicle ["BAF_VehicleBox",[(_position select 0),(_position select 1),0], [], 0, "CAN_COLLIDE"];
    
    //Mayors Mansion
    _baserunover     = createVehicle ["Land_A_Villa_EP1",[(_position select 0), (_position select 1),0],[], 0, "CAN_COLLIDE"];
    _baserunover     setVectorUp surfaceNormal position _baserunover;

    //Troops
    [[_position select 0,_position select 1,0],7,"Hard",["Random","AT"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
    [[_position select 0,_position select 1,0],4,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
    [[_position select 0,_position select 1,0],4,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
    [[_position select 0,_position select 1,0],6,"Hard",["Random","AT"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
    [[_position select 0,_position select 1,0],1,"Medium",["Random","AT"],3,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
    [[_position select 0,_position select 1,0],1,"Medium",["Random","AA"],3,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
    [[_position select 0,_position select 1,0],1,"Medium",["Random","AA"],3,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
    [[_position select 0,_position select 1,0],1,"Medium",["Random","AA"],3,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
    
    //Humvee Patrol
    [[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"BTR90","Hard","Bandit","Bandit",_mission] call vehicle_patrol;
    [[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 2, 0],50,2,"AAV","Hard","Bandit","Bandit",_mission] call vehicle_patrol;
    [[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 3, 0],50,2,"T90","Hard","Bandit","Bandit",_mission] call vehicle_patrol;

    //The Mayor Himself
    _mayor = [_position,1,"Hard","Random",4,"Random","Special","Random",["Bandit",500],_mission] call spawn_group;
    _mayor_himself = (units _mayor) select 0;
    
    //Put the Mayor in his room
    _room = (6 + ceil(random(3)));
    _mayor_himself disableAI "MOVE";
    _mayor_himself setPos (_baserunover buildingPos _room);
    
    //Let him move once player is near
    _mayor_himself spawn {
        private ["_mayor","_player_near"];
        _mayor = _this;
        _player_near = false;
        waitUntil {
            {
                if (isPlayer _x && (_x distance (position _mayor) < 20)) then { _player_near = true; };
            } count playableUnits;
            sleep .1;
            (_player_near)
        };
        _mayor enableAI "MOVE";
    };

    //Static mounted guns
    [[
        [(_position select 0) - 15, (_position select 1) + 15, 8],
        [(_position select 0) + 15, (_position select 1) - 15, 8]
    ],"M2StaticMG","Easy","Bandit","Bandit",1,2,"Random","Random",_mission] call spawn_static;

    _complete = [
        [_mission,_crate],        // mission number and crate
        ["assassinate",_mayor], // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
        [_baserunover],         // cleanup objects
        "The Mayor has gone rogue, go take him and his bandit task force out to claim the rewards!",    // mission announcement
        "The rogue mayor has been taken out, who will be the next Mayor of Cherno?",                        // mission success
        "Survivors were unable to capture the mansion, time is up"                                        // mission fail
    ] call mission_winorfail;

    if(_complete) then {
        [_crate,85,9,65,9] call dynamic_crate;
    };

    diag_log format["WAI: [Mission:[Hero] Mayors Mansion]: Ended at %1",_position];

    h_missionsrunning = h_missionsrunning - 1;
};

 

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Ok, so I am getting a few errors with the latest WAI that you can download. Here is m RPT. Mostly seeing ai dying early, you will see their names repeated, also a common error that i saw, just can't remember how to fix it.  anyway, here is a copy of my RPT

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  On 8/26/2017 at 9:20 PM, DAKA said:

Ok, so I am getting a few errors with the latest WAI that you can download. Here is m RPT. Mostly seeing ai dying early, you will see their names repeated, also a common error that i saw, just can't remember how to fix it.  anyway, here is a copy of my RPT

  Reveal hidden contents

 

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Is this the Epoch version or the Overpoch version? I can do some testing when I get home from work to see if I can replicate the errors.

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By the way, you have other issues in your rpt

22:00:09 "RUNNING EVENT: crash_spawner on [2017,8,26,14,0]"
22:00:09 Warning Message: Script z\addons\dayz_server\modules\crash_spawner.sqf not found
21:46:45 Error in expression <
[5,5],
[9,13],
[11,11,10],
[12],
[6,6]
] 

if (isServer) then {

>
21:46:45   Error position: <] 

if (isServer) then {

>
21:46:45   Error Missing ;
21:46:45 File z\addons\dayz_server\scripts\airpatrol.sqf, line 45

 

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