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[Release] Wicked AI 2.2.3 [1.0.6+]


JasonTM

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You may have more issues with your missions to do that maybe?

You can try this. Find the missions that give you issues and change

        [_mission,_crate],    // mission number and crate
        ["assassinate"],             // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
        [_baserunover],     // cleanup objects

Middle line says ["assassinate"] change into ["crate"].

When player gets close to mission crate mission will end

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  On 2/8/2018 at 7:17 PM, unconditional said:

Hi everybody...

sometimes happens that the mission stuck:

kill all ai but mission do not complete and marker stay and no flare, no smoke and no stuffs in crate...

What reason?

Thanks in advance...

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You have more AI to kill, in your wai/config.sqf you can set wai_kill_percent back to the default which is 50 and that should help avoid that situation. If you want to keep it higher then maybe find a gps script out there that will do an AI check around you, I think one is included with clickactions already, for the GPS. 

Also, It's random, but I've seen where a couple AI develop a separate brain from the rest of the group (just joking I don't think they're actually  capable of thinking outside the group brain) and wander/run off in a random direction. It's prob a 1 in 20 thing. You can confirm by enabling map icons in your admin tools and you'll see 1-3 AI within 2000m of mission center heading away from it and stalking. I've seen this is Jason's WAI as well as other forks. I don't remember seeing it before 1061 dropped last year. Which may make sense there were changes in variables at that time that affected most mission systems as far as spawning and cleanup goes if I remember right - hope my ramblings help in some way..

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  On 2/8/2018 at 11:33 PM, _Lance_ said:

You have more AI to kill, in your wai/config.sqf you can set wai_kill_percent back to the default which is 50 and that should help avoid that situation. If you want to keep it higher then maybe find a gps script out there that will do an AI check around you, I think one is included with clickactions already, for the GPS. 

Also, It's random, but I've seen where a couple AI develop a separate brain from the rest of the group (just joking I don't think they're actually  capable of thinking outside the group brain) and wander/run off in a random direction. It's prob a 1 in 20 thing. You can confirm by enabling map icons in your admin tools and you'll see 1-3 AI within 2000m of mission center heading away from it and stalking. I've seen this is Jason's WAI as well as other forks. I don't remember seeing it before 1061 dropped last year. Which may make sense there were changes in variables at that time that affected most mission systems as far as spawning and cleanup goes if I remember right - hope my ramblings help in some way..

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I will try to set 50...

Thanks for the reply... :)

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  • 2 weeks later...

Hi All,

I am receiving a few errors in my RPT for WAI. The errors in the spoiler below relate to this code block in vehicle_patrol.sqf I believe:

private ["_ainum","_vehicle","_aiskin","_skin","_mission","_aitype","_aicskill", "_gunner", "_wpnum","_radius","_skillarray","_startingpos","_veh_class","_veh","_unitGroup","_pilot","_skill","_position","_wp"];

    _position        = _this select 0;
    _startingpos    = _this select 1;
    _radius            = _this select 2;
    _wpnum            = _this select 3;
    _veh_class        = _this select 4;
    _skill            = _this select 5;
    _skin            = _this select 6;
    _aitype            = _this select 7;

    if (count _this > 8) then {
        _mission = _this select 8;
    } else {
        _mission = nil;
    };

Can anyone tell me what I need to do to fix this?

Thanks for your help!

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  On 2/20/2018 at 5:45 PM, Vladick said:

Hi All,

I am receiving a few errors in my RPT for WAI. The errors in the spoiler below relate to this code block in vehicle_patrol.sqf I believe:

private ["_ainum","_vehicle","_aiskin","_skin","_mission","_aitype","_aicskill", "_gunner", "_wpnum","_radius","_skillarray","_startingpos","_veh_class","_veh","_unitGroup","_pilot","_skill","_position","_wp"];

    _position        = _this select 0;
    _startingpos    = _this select 1;
    _radius            = _this select 2;
    _wpnum            = _this select 3;
    _veh_class        = _this select 4;
    _skill            = _this select 5;
    _skin            = _this select 6;
    _aitype            = _this select 7;

    if (count _this > 8) then {
        _mission = _this select 8;
    } else {
        _mission = nil;
    };

Can anyone tell me what I need to do to fix this?

Thanks for your help!

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Are you hosting your own server or renting from a server host?

Your rpt shows that it does not recognize the new SVD variants.

 8:52:27 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_DZ/OpticsModes/Ironsights.opticsZoomMin'.

Also it is showing that it doesn't recognize several backpacks

8:52:27 Warning Message: Error: creating weapon DZ_GunBag_EP1 with scope=private

I'm not sure why the backpack is showing as "creating weapon." Backpacks are not included in CfgWeapons.

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  On 2/21/2018 at 12:23 PM, JasonTM said:

Are you hosting your own server or renting from a server host?

Your rpt shows that it does not recognize the new SVD variants.

 8:52:27 Warning Message: No entry 'bin\config.bin/CfgWeapons/SVD_DZ/OpticsModes/Ironsights.opticsZoomMin'.

Also it is showing that it doesn't recognize several backpacks

8:52:27 Warning Message: Error: creating weapon DZ_GunBag_EP1 with scope=private

I'm not sure why the backpack is showing as "creating weapon." Backpacks are not included in CfgWeapons.

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Thanks for replying JasonTM. Yes, I am renting the server from Survival Servers. Should I just go in and delete these weapons and backpacks from WAI to get rid of the errors or is there something I can do to make Epoch recognize them?

Thanks! 

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The Survival Servers version of Epoch is up to date to 1.0.6.2. Now that I think of it, when this update happened, and a new version of WAI came out, I installed the new version but copied and pasted my crate configs from my 1.0.6.1 version into the new version because I had gone through and updated all of the classnames to the latest versions. Should I just use the crate configs from the latest update of WAI?

Thanks! 

Oh BTW, I never changed anything in the crate settings of the missions, just in the weapon configs in the config file.

Edited by Vladick
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  On 2/21/2018 at 9:26 PM, Vladick said:

The Survival Servers version of Epoch is up to date to 1.0.6.2. Now that I think of it, when this update happened, and a new version of WAI came out, I installed the new version but copied and pasted my crate configs from my 1.0.6.1 version into the new version because I had gone through and updated all of the classnames to the latest versions. Should I just use the crate configs from the latest update of WAI?

Thanks! 

Oh BTW, I never changed anything in the crate settings of the missions, just in the weapon configs in the config file.

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Just do what I do and try it. As Salival says, you either fix it or fuck it.

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  On 2/21/2018 at 10:00 PM, JasonTM said:

Just do what I do and try it. As Salival says, you either fix it or fuck it.

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Well, I think I fucked it...

Maybe it cleaned up the other errors but my RPT went crazy with the errors below. I think I may have to live with my config file and the few errors that I was getting.

Thanks! 

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The coding example for spawning a mission on a specific location is included in the mission example file.

https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/missions/MISSION_EXAMPLE.sqf

Instead of this:

https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/missions/MISSION_EXAMPLE.sqf#L5-L6

You use this:

https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/missions/MISSION_EXAMPLE.sqf#L10-L11

Make sure you are running the latest version of WAI because it has the wai_validSpotCheck function.

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  • 2 weeks later...
  On 3/12/2018 at 8:29 PM, totis said:

Hi Jason, i remind you again about the m2 not giving humanity when you kill them on foot. Any way you can fix that or maybe make it a toggle?

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@JasonTM @totis I have fixed this issue and submitted a pull request to @f3cuk 

Vehicle patrols, static guns and heli patrols now correctly give humanity.

https://github.com/f3cuk/WICKED-AI/pull/166

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  On 3/13/2018 at 3:26 AM, salival said:

@JasonTM @totis I have fixed this issue and submitted a pull request to @f3cuk 

Vehicle patrols, static guns and heli patrols now correctly give humanity.

https://github.com/f3cuk/WICKED-AI/pull/166

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f3cuk added me as a collaborator on the WickedAI repo. I have merged this pull request.

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  On 3/21/2018 at 5:03 PM, nova said:

@JasonTM do you have any idea how to take away static weapons? in config.sqf i put "ai_static_weapons            = [""];    // static guns" and  static weapons still show up.

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Each of the missions defines its own static weapon positions. Look for entries like this in the mission files and comment them out.

https://github.com/f3cuk/WICKED-AI/blob/master/WAI/missions/bandit/abandoned_trader.sqf#L54-L58

This could be configured in the future with a global variable setting to enable or disable the static weapons.

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  On 3/18/2018 at 10:36 PM, victorks said:

Hello, I have a problem with the fixed mission, the mission appears but does not mark where

idea of how to fix?

 
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If you are defining a static mission, then you either need to add it to the array in config.sqf  and use the static coord option in the mission example or add createMarker entries to the mission itself.

https://github.com/f3cuk/WICKED-AI/blob/master/WAI/compile/mission_init.sqf#L70-L80

 

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  On 3/23/2018 at 1:57 AM, Thug said:

WAI 2.2.4 in the config.sqf I see a new statment: if (WAI_Overpoch) then {

Does that have to be enabled or will WAI just pick up that I am running overwatch?

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It will automatically detect if you have Overwatch installed and load those configs and make some other adjustments in the crate and ai spawning. This is the line that detects the Overwatch mod.

https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/init.sqf#L2

It checks if the Cheytac is present in the weapon config.

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