totis Posted January 9, 2018 Report Share Posted January 9, 2018 Jason m2s gunners dont give humanity when u kill them in my case. Have they changed in 1.0.6.2 version? Link to comment Share on other sites More sharing options...
JasonTM Posted January 10, 2018 Author Report Share Posted January 10, 2018 The OP has been updated for release 2.2.3. Thanks and credit to those who helped with this release. gernika 1 Link to comment Share on other sites More sharing options...
JasonTM Posted January 10, 2018 Author Report Share Posted January 10, 2018 6 hours ago, totis said: Jason m2s gunners dont give humanity when u kill them in my case. Have they changed in 1.0.6.2 version? As far as I can remember, players never got humanity for killing ai in vehicles. Link to comment Share on other sites More sharing options...
totis Posted January 10, 2018 Report Share Posted January 10, 2018 5 hours ago, JasonTM said: As far as I can remember, players never got humanity for killing ai in vehicles. If you were a shooter on foot you would get, you wouldnt get if your character was using a vehicle but i may be wrong :) Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 10, 2018 Report Share Posted January 10, 2018 When you kill someone with a vehicle weapon, the server thinks the vehicle killed the player. Look at the kill logs and you will see that it says the AI was killed with whatever weapon was used on the vehicle instead of killed by the player. Link to comment Share on other sites More sharing options...
lwbuk Posted January 10, 2018 Report Share Posted January 10, 2018 I think he means the player doesn’t get humanity for killing an ai on a m2 or mounted weapon. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 10, 2018 Report Share Posted January 10, 2018 7 minutes ago, lwbuk said: I think he means the player doesn’t get humanity for killing an ai on a m2 or mounted weapon. Yes, because the server thinks the vehicle killed the AI. It has no way to know the player killed the AI. Link to comment Share on other sites More sharing options...
lwbuk Posted January 10, 2018 Report Share Posted January 10, 2018 But if the player is on foot,kills an m2 gunner.... salival 1 Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 10, 2018 Report Share Posted January 10, 2018 30 minutes ago, lwbuk said: But if the player is on foot,kills an m2 gunner.... I can't be positive because I'd have to look at the log but I have a feeling the kill gets logged as the M2 being killed and not the AI for the same reason a player doesn't get a kill for using the vehicle weapon. Stupid Arma 2. Link to comment Share on other sites More sharing options...
totis Posted January 11, 2018 Report Share Posted January 11, 2018 So for all of you guys killing an m2 gives humanity now or is it something overlooked or changed with new epoch maybe? I mean player on foot btw using normal 'hand' gun :) Link to comment Share on other sites More sharing options...
Thug Posted January 13, 2018 Report Share Posted January 13, 2018 need a little help. in the wai/config/blacklist It shows this: if (use_blacklist) then { call { if (toLower worldName == "chernarus") exitWith {blacklist = [ [[0,16000,0],[1000,-0,0]], // Left [[0,16000,0],[16000.0,14580.3,0]] // Top ];}; if (toLower worldName == "namalsk") exitWith {blacklist = [];}; if (toLower worldName == "panthera") exitWith {blacklist = [];}; if (toLower worldName == "tavi") exitWith {blacklist = [];}; if (toLower worldName == "lingor") exitWith {blacklist = [];}; if (toLower worldName == "napf") exitWith {blacklist = [];}; }; }; diag_log "WAI: Blacklist Loaded"; Can someone show me how to write out one for sauerland 25km x 25km? No water, well a little but it is inland. Link to comment Share on other sites More sharing options...
Thug Posted January 13, 2018 Report Share Posted January 13, 2018 @JasonTM Here is my input for WAI. dayz_server\WAI\configs\spawnpoints.sqf if (toLower worldName == "sauerland") exitWith {staticspawnpoints = [[3289,5423,0],[9099,5435,0],[12260,4943,0],[15144,3680,0],[19073,3379,0],[23713,3954,0],[23202.8,7387.82,0],[16812,9185,0],[17899,12691,0],[22869,14812,0],[24878,16232,0],[21516,17960,0],[24766,18003,0],[21231,19668,0],[24245,23517,0],[23062,25184,0],[20730,24162,0],[18490,21855,0],[15091,18937,0],[12642,21867,0],[10975,17133,0],[7741,23196,0],[3933,21469,0],[1102,22044,0],[2138,18619,0],[6295,18512,0],[11430,16927,0],[6668,14524,0],[2686,13207,0],[16332,15245,0],[16516,12870,0],[263,10807,0]];}; Hope they can be used Link to comment Share on other sites More sharing options...
Thug Posted January 13, 2018 Report Share Posted January 13, 2018 I loaded the new WAI and modifed two files. After the 4th mission came up, it would not clear. it was the one with all the pot. btw was able to cut it down-lets say Im happy.. No other mission would spawn. Can someone help me with this? Server RPT https://pastebin.com/chMKZQ7Z wai config.sqf https://pastebin.com/csDuqXn7 spawnpoints.sqf https://pastebin.com/w6pKZyTT Link to comment Share on other sites More sharing options...
theduke Posted January 14, 2018 Report Share Posted January 14, 2018 4 hours ago, Thug said: I loaded the new WAI and modifed two files. After the 4th mission came up, it would not clear. it was the one with all the pot. btw was able to cut it down-lets say Im happy.. No other mission would spawn. Can someone help me with this? Server RPT https://pastebin.com/chMKZQ7Z wai config.sqf https://pastebin.com/csDuqXn7 spawnpoints.sqf https://pastebin.com/w6pKZyTT you need to add the map you use in the blacklist. Same thing happened to me for sahrani if (use_blacklist) then { call { if (toLower worldName == "chernarus") exitWith {blacklist = [ [[0,16000,0],[1000,-0,0]], // Left [[0,16000,0],[16000.0,14580.3,0]] // Top ];}; if (toLower worldName == "namalsk") exitWith {blacklist = [];}; if (toLower worldName == "panthera") exitWith {blacklist = [];}; if (toLower worldName == "tavi") exitWith {blacklist = [];}; if (toLower worldName == "lingor") exitWith {blacklist = [];}; if (toLower worldName == "napf") exitWith {blacklist = [];}; if (toLower worldName == " sauerland ") exitWith {blacklist = [];}; }; }; diag_log "WAI: Blacklist Loaded"; Thug 1 Link to comment Share on other sites More sharing options...
Thug Posted January 14, 2018 Report Share Posted January 14, 2018 1 hour ago, theduke said: if (toLower worldName == " sauerland ") exitWith {blacklist = [];}; Thank you, fixing right now. Link to comment Share on other sites More sharing options...
JasonTM Posted January 14, 2018 Author Report Share Posted January 14, 2018 17 hours ago, Thug said: I loaded the new WAI and modifed two files. After the 4th mission came up, it would not clear. it was the one with all the pot. btw was able to cut it down-lets say Im happy.. No other mission would spawn. Can someone help me with this? Server RPT https://pastebin.com/chMKZQ7Z wai config.sqf https://pastebin.com/csDuqXn7 spawnpoints.sqf https://pastebin.com/w6pKZyTT Whatever changes you made have broken WAI. This error should be dealt with first. 10:07:56 Error in expression <m = [ai_wep_g36,ai_wep_m16,ai_wep_m4,ai_wep_scar,ai_wep_sa58,ai_wep_l85,ai_we> 10:07:56 Error position: <ai_wep_scar,ai_wep_sa58,ai_wep_l85,ai_we> 10:07:56 Error Undefined variable in expression: ai_wep_scar Both Overwatch and Epoch have the SCAR weapons. I commented out the Epoch one and used the Overwatch one. ai_wep_random should have ai_wep_owscar not ai_wep_scar in the array. Looking at the other errors, if you fix that it should fix the other errors. Make sure you are using the latest files. 20 hours ago, Thug said: @JasonTM Here is my input for WAI. dayz_server\WAI\configs\spawnpoints.sqf if (toLower worldName == "sauerland") exitWith {staticspawnpoints = [[3289,5423,0],[9099,5435,0],[12260,4943,0],[15144,3680,0],[19073,3379,0],[23713,3954,0],[23202.8,7387.82,0],[16812,9185,0],[17899,12691,0],[22869,14812,0],[24878,16232,0],[21516,17960,0],[24766,18003,0],[21231,19668,0],[24245,23517,0],[23062,25184,0],[20730,24162,0],[18490,21855,0],[15091,18937,0],[12642,21867,0],[10975,17133,0],[7741,23196,0],[3933,21469,0],[1102,22044,0],[2138,18619,0],[6295,18512,0],[11430,16927,0],[6668,14524,0],[2686,13207,0],[16332,15245,0],[16516,12870,0],[263,10807,0]];}; Hope they can be used I added these to the Overpoch version of WAI, and added this line to the blacklist. I might combine the Epoch and Overpoch versions just to make this easier to manage. if (toLower worldName == " sauerland ") exitWith {blacklist = [];}; Thanks @theduke https://github.com/worldwidesorrow/Wicked-Ai-Overpoch/blob/master/WAI/configs/spawnpoints.sqf#L12 https://github.com/worldwidesorrow/Wicked-Ai-Overpoch/blob/master/WAI/configs/blacklist.sqf#L13 theduke 1 Link to comment Share on other sites More sharing options...
Thug Posted January 14, 2018 Report Share Posted January 14, 2018 Is this what the blacklist should look? if (toLower worldName == "sauerland") exitWith {blacklist = [ [[0,25000,0],[1000,-0,0]], // Left [[0,25000,0],[25000.0,25000,0]] // Top ];}; one other then, I don't understand what this is for: [1000,-0,0] from the chernarus one. Link to comment Share on other sites More sharing options...
Thug Posted January 14, 2018 Report Share Posted January 14, 2018 2 hours ago, JasonTM said: Both Overwatch and Epoch have the SCAR weapons. I commented out the Epoch one and used the Overwatch one. ai_wep_random should have ai_wep_owscar not ai_wep_scar in the array. Looking at the other errors, if you fix that it should fix the other errors. found and fixed it, putting in server shortly. it was hiding in the random spawn. Link to comment Share on other sites More sharing options...
JasonTM Posted January 14, 2018 Author Report Share Posted January 14, 2018 The blacklist on Chernarus prevents missions from spawning on the outskirts of the map. The blacklist is not necessary on Sauerland unless you want to block missions from spawning on certain parts of the map. If you are defining your own spawn points in staticspawnpoints, then the blacklist is unnecessary. It' only used for the dynamic spawning system. [[0,25000,0],[1000,-0,0]], // Left The explanation for blacklist is explained in BIS_fnc_findSafePos https://community.bistudio.com/wiki/BIS_fnc_findSafePos blacklistPos (Optional): List of blacklisted areas in format [area1, area2, area3... areaN] (Default: []). Area could be one of: Array - in format [topLeftCorner, bottomRightCorner] - top and bottom coordinates of blacklisted area Object - trigger area String - marker area Location - location Array - array in format [center, distance] or [center, [a, b, angle, rect]] or [center, [a, b, angle, rect, height]] WAI uses the [topLeftCorner, bottomRightCorner] format. Thug and salival 2 Link to comment Share on other sites More sharing options...
Vladick Posted January 14, 2018 Report Share Posted January 14, 2018 Hi there, I'm running this on Epoch Chernarus 1.0.6.2 and am spawning AI and a couple of weapon crates at Skalisky Island. In default.sqf I have the following defined: //Place your supply boxes under this line //*/ //Boxes //Bandit Supply Base _crate = createVehicle ["USVehicleBox",[13697.3,2937.91,0.001],[],0,"CAN_COLLIDE"]; _crate1 = createVehicle ["USVehicleBox",[13711.3,2943.25,0.001],[],0,"CAN_COLLIDE"]; [_crate,[2,crate_weapons_buildables],[4,crate_tools_buildable],[30,crate_items_buildables],4] call dynamic_crate; [_crate1,[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate; The crates spawn after restart just fine but then despawn after a time. Can anyone tell me what I need to change to keep the crates from despawning? Thanks for your help! Link to comment Share on other sites More sharing options...
Schalldampfer Posted January 15, 2018 Report Share Posted January 15, 2018 1 hour ago, Vladick said: Hi there, I'm running this on Epoch Chernarus 1.0.6.2 and am spawning AI and a couple of weapon crates at Skalisky Island. In default.sqf I have the following defined: //Place your supply boxes under this line //*/ //Boxes //Bandit Supply Base _crate = createVehicle ["USVehicleBox",[13697.3,2937.91,0.001],[],0,"CAN_COLLIDE"]; _crate1 = createVehicle ["USVehicleBox",[13711.3,2943.25,0.001],[],0,"CAN_COLLIDE"]; [_crate,[2,crate_weapons_buildables],[4,crate_tools_buildable],[30,crate_items_buildables],4] call dynamic_crate; [_crate1,[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate; The crates spawn after restart just fine but then despawn after a time. Can anyone tell me what I need to change to keep the crates from despawning? Thanks for your help! you need [_crate] call wai_crate_setup; [_crate1] call wai_crate_setup; (and, if you put the crate inside a buidling, change the building class from Land_*** to MAP_***, as loot spawn kills the crate around loot position.) JasonTM 1 Link to comment Share on other sites More sharing options...
Vladick Posted January 15, 2018 Report Share Posted January 15, 2018 1 minute ago, Schalldampfer said: you need [_crate] call wai_crate_setup; [_crate1] call wai_crate_setup; (and, if you put the crate inside a buidling, change the building class from Land_*** to MAP_***, as loot spawn kills the crate around loot position.) Thank you for the reply Schalldampfer. So, if I was to edit the sql it should look like this? Please excuse my ignorance, I am not a coder. //Place your supply boxes under this line //*/ //Boxes //Bandit Supply Base [_crate] call wai_crate_setup; ["USVehicleBox",[13697.3,2937.91,0.001],[],0,"CAN_COLLIDE"]; [_crate1] call wai_crate_setup; ["USVehicleBox",[13711.3,2943.25,0.001],[],0,"CAN_COLLIDE"]; [_crate,[2,crate_weapons_buildables],[4,crate_tools_buildable],[30,crate_items_buildables],4] call dynamic_crate; [_crate1,[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate; Link to comment Share on other sites More sharing options...
Schalldampfer Posted January 15, 2018 Report Share Posted January 15, 2018 1 minute ago, Vladick said: Thank you for the reply Schalldampfer. So, if I was to edit the sql it should look like this? Please excuse my ignorance, I am not a coder. //Place your supply boxes under this line //*/ //Boxes //Bandit Supply Base [_crate] call wai_crate_setup; ["USVehicleBox",[13697.3,2937.91,0.001],[],0,"CAN_COLLIDE"]; [_crate1] call wai_crate_setup; ["USVehicleBox",[13711.3,2943.25,0.001],[],0,"CAN_COLLIDE"]; [_crate,[2,crate_weapons_buildables],[4,crate_tools_buildable],[30,crate_items_buildables],4] call dynamic_crate; [_crate1,[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate; not there, put hem below _crate = createVehicle ["USVehicleBox",[13697.3,2937.91,0.001],[],0,"CAN_COLLIDE"];_crate1 = createVehicle ["USVehicleBox",[13711.3,2943.25,0.001],[],0,"CAN_COLLIDE"]; like Quote _crate = createVehicle ["USVehicleBox",[13697.3,2937.91,0.001],[],0,"CAN_COLLIDE"];_crate1 = createVehicle ["USVehicleBox",[13711.3,2943.25,0.001],[],0,"CAN_COLLIDE"]; [_crate] call wai_crate_setup;[_crate1] call wai_crate_setup; [_crate,[2,crate_weapons_buildables],[4,crate_tools_buildable],[30,crate_items_buildables],4] call dynamic_crate;[_crate1,[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate; JasonTM 1 Link to comment Share on other sites More sharing options...
Vladick Posted January 15, 2018 Report Share Posted January 15, 2018 (edited) Okay, I will give it try. Thanks do much! That did the trick. Thanks again! Edited January 16, 2018 by Vladick Confirmation of fix. Schalldampfer 1 Link to comment Share on other sites More sharing options...
totis Posted January 18, 2018 Report Share Posted January 18, 2018 M2 issue that doesnt give humanity is still there for me. Can someone pls kill an m2 while on foot with a gun and confirms that this is how m2 kills behave? Link to comment Share on other sites More sharing options...
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