ViktorReznov Posted June 23, 2017 Report Share Posted June 23, 2017 Recieving this in my server .rpt, Spoiler 19:05:32 Error in expression <r _x) && (_x distance [_pos_x,_pos_y,0] <= _triggerdis)) then { _player_present > 19:05:32 Error position: <<= _triggerdis)) then { _player_present > 19:05:32 Error <=: Type String, expected Number 19:05:32 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 43 Link to comment Share on other sites More sharing options...
JasonTM Posted June 24, 2017 Author Report Share Posted June 24, 2017 What changes did you make? Link to comment Share on other sites More sharing options...
ViktorReznov Posted June 24, 2017 Report Share Posted June 24, 2017 none as far as I am tracking, can send you my wai folder if you like, ive been testing my server for a while and its the first time ive seen the error, also had been the longest amount of time my server had been up too. Could have been any 1 of the missions perhaps? I really dont have a direct answer, I was actually playing after 3 weeks of work =D Link to comment Share on other sites More sharing options...
salival Posted June 24, 2017 Report Share Posted June 24, 2017 @ViktorReznov @JasonTM I have submitted 2 pull requests to fix the error you are having, it's related to the crop raider files and a malformed array: https://github.com/worldwidesorrow/Wicked-Ai-Overpoch/pull/6 https://github.com/worldwidesorrow/Wicked-Ai-Overpoch/pull/5 JasonTM 1 Link to comment Share on other sites More sharing options...
JasonTM Posted June 25, 2017 Author Report Share Posted June 25, 2017 14 hours ago, salival said: @ViktorReznov @JasonTM I have submitted 2 pull requests to fix the error you are having, it's related to the crop raider files and a malformed array: https://github.com/worldwidesorrow/Wicked-Ai-Overpoch/pull/6 https://github.com/worldwidesorrow/Wicked-Ai-Overpoch/pull/5 Merged. Thanks for the update. I'm surprised no one else said anything. salival 1 Link to comment Share on other sites More sharing options...
Helion4 Posted June 27, 2017 Report Share Posted June 27, 2017 Has anybody else seen a random M2 & its gunner being invisible? It doesn't happen very often, leaves no errors, and the M2 can still shoot players DieTanx 1 Link to comment Share on other sites More sharing options...
theduke Posted June 28, 2017 Report Share Posted June 28, 2017 13 hours ago, Helion4 said: Has anybody else seen a random M2 & its gunner being invisible? It doesn't happen very often, leaves no errors, and the M2 can still shoot players I can confirm this happens. And yes very rarely, without traces that i can see. BUT... when the missions spawn, I always get "Bad Vehicle Type" For each static gun spawned... Sad thing is, its been like this for a long time, long before 1061 lol. I have just accepted it as arma flawgic DieTanx 1 Link to comment Share on other sites More sharing options...
Helion4 Posted June 28, 2017 Report Share Posted June 28, 2017 Thanks for the confirmation. I too have seen it even in 1.0.5.1 and came to the same conclusion, lol (I never saw "Bad Vehicle Type" though) , just thought I would throw it out in here just in case. Cheers theduke. DieTanx 1 Link to comment Share on other sites More sharing options...
BanditsandHeros Posted July 4, 2017 Report Share Posted July 4, 2017 Perhaps someone can help me figure this one out: Issue: No Para Unit spawns, only a few AI groups will spawn WAI Version 2.2.0 (Latest on GitHub as of posting)World: ChernarusMods: @Epoch1061Installed add-ons InfinStar, Map Edits and AdditionsCustom loot files No Problem description Wicked AI Mission will spawn, but any other Custom Spawn does not appear to work, despite numerous tries and attempts to fix it. What I have tried so far - In config file: static_missions = false; // use static mission file custom_per_world = true; // use a custom mission file per world and reverted from either one true/false, to both true, to both false and have made this change several times - Starting with both clean dayz_server.pbo and DayZ_Epoch_11.Chernarus - Tried both with admin plugin and with a clean server. The RPT shows WAI Missions starting, and I can confirm in-game they are, but for some reason no other Para AI will spawn, and only a couple of groups I see a missing ';' at line 247 of the same file this in the RPT as well, but for the life of me cant see where I missed the expression. Spoiler if(isServer) then { //Custom Spawns file// /* Custom group spawns Eg. [ [953.237,4486.48,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; Place your custom group spawns below */ [ [953.237,4486.48,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ [6635.3984,14262.761,0.001], //Sector FNG Group 1 25, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ [6466.3984,14173.761,0.001], //Sector FNG Group 2 20, //Number Of units "hard", //Skill level easy, medium, hard, extreme, Random) "Random", //Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 8, //Number of magazines "Random", //Backpack classname, use "Random" or classname here "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" //AI Type, Hero" or "Bandit". ] call spawn_group; [ [6668.1357,14121.218,0.001], //Sector FNG Group 3 25, //Number Of units "hard", //Skill level easy, medium, hard, extreme, Random) "Random", //Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 18, //Number of magazines "Random", //Backpack classname, use "Random" or classname here "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" //AI Type, Hero" or "Bandit". ] call spawn_group; [ [6970.9785,2640.334,0.001], //Cherno Group 1 6, //Number Of units "hard", //Skill level easy, medium, hard, extreme, Random) "Random", //Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 8, //Number of magazines "Random", //Backpack classname, use "Random" or classname here "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" //AI Type, Hero" or "Bandit". ] call spawn_group; [ [6566.5137,2412.969,0.001], //Electro Group 1 6, //Number Of units "hard", //Skill level easy, medium, hard, extreme, Random) "Random", //Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 8, //Number of magazines "Random", //Backpack classname, use "Random" or classname here "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" //AI Type, Hero" or "Bandit". ] call spawn_group; [ [13605.938,2882.2512,0.001], //Skalisti Group 1 8, //Number Of units "hard", //Skill level easy, medium, hard, extreme, Random) "Random", //Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 8, //Number of magazines "Random", //Backpack classname, use "Random" or classname here "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" //AI Type, Hero" or "Bandit". ] call spawn_group; [ [4760.895,10160.055,0.001], //NWAF Group 1 3, //Number Of units "Random", //Skill level easy, medium, hard, extreme, Random) "Random", //Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, //Number of magazines "Random", //Backpack classname, use "Random" or classname here "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" //AI Type, Hero" or "Bandit". ] call spawn_group; [ [4607.541,9625.1084,0.001], //NWAF Group 2 4, //Number Of units "Random", //Skill level easy, medium, hard, extreme, Random) "Random", //Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, //Number of magazines "Random", //Backpack classname, use "Random" or classname here "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" //AI Type, Hero" or "Bandit". ] call spawn_group; [ [5222.3984,9780.6406,0.001], //NWAF Group 3 3, //Number Of units "Random", //Skill level easy, medium, hard, extreme, Random) "Random", //Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, //Number of magazines "Random", //Backpack classname, use "Random" or classname here "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" //AI Type, Hero" or "Bandit". ] call spawn_group; [ [4763.522,10760.788,0.001], //NWAF Group 4 5, //Number Of units "Random", //Skill level easy, medium, hard, extreme, Random) "Random", //Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, //Number of magazines "Random", //Backpack classname, use "Random" or classname here "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" //AI Type, Hero" or "Bandit". ] call spawn_group; [ [6894.6455,11438.785,0.001], //Devils Castle Group 1 10, //Number Of units "Random", //Skill level easy, medium, hard, extreme, Random) "Random", //Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, //Number of magazines "Random", //Backpack classname, use "Random" or classname here "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. "Bandit" //AI Type, Hero" or "Bandit". ] call spawn_group; /* Custom static weapon spawns Eg. (with mutiple positions) [ [ // Position(s) (can be multiple) [911.21,4532.76,2.62], [921.21,4542.76,2.62] ], "M2StaticMG", // Classname of turret "easy", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Bandit", // AI Type, "Hero" or "Bandit". "Random", // Primary gun set number. "Random" for random weapon set 2, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random" // Gearset classname, use "Random" or classname here ] call spawn_static; Place your custom static weapon spawns below */ /* Custom Chopper Patrol spawn Eg. [ [725.391,4526.06,0], // Position to patrol [0,0,0], // Position to spawn chopper at 2000, // Radius of patrol 10, // Number of waypoints to give "UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; Place your heli patrols below */ /* Custom Vehicle patrol spawns Eg. (Watch out they are stupid) [ [725.391,4526.06,0], // Position to patrol [725.391,4526.06,0], // Position to spawn at 200, // Radius of patrol 10, // Number of waypoints to give "HMMWV_Armored", // Classname of vehicle (make sure it has driver and gunner) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; Place your vehicle patrols below this line */ /* Paradropped unit custom spawn Eg. [ [911.21545,4532.7612,2.6292224], // Position that units will be dropped by [0,0,0], // Starting position of the heli 400, // Radius from drop position a player has to be to spawn chopper "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) 5, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; Place your paradrop spawns under this line */ [ [1082.2109,2480.5906,500], // Kamenka Checkpoint [900.2109,2000.5906,500], // Starting position of the heli 250, // Radius from drop position a player has to be to spawn chopper "CH_47F_EP1_DZE", // Classname of chopper (Make sure it has 2 gunner seats!) 5, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". false // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; [ [11789.232,12591.821,500], // NEAF Refugee Camp Paraunit 1 [8257.75,10858.3,400], // Starting position of the heli 400, // Radius from drop position a player has to be to spawn chopper "CH_47F_EP1_DZE", // Classname of chopper (Make sure it has 2 gunner seats!) 5, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". false // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; [ [11789.232,12591.821,500], // NEAF Refugee Camp Paraunit 2 [8257.75,10858.3,300], // Starting position of the heli 400, // Radius from drop position a player has to be to spawn chopper "CH_47F_EP1_DZE", // Classname of chopper (Make sure it has 2 gunner seats!) 4, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". false // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; [ [8351.7178,3045.572,500], // Prig Military Checkpoint Paraunit 1 [11789.232,12591.821,500], // Starting position of the heli 200, // Radius from drop position a player has to be to spawn chopper "CH_47F_EP1_DZE", // Classname of chopper (Make sure it has 2 gunner seats!) 6, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". false // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; [ [13727.86,2891.5745,500], // Skalisti Castle Paraunit 1 [8257.75,10858.3,700], // Starting position of the heli 200, // Radius from drop position a player has to be to spawn chopper "CH_47F_EP1_DZE", // Classname of chopper (Make sure it has 2 gunner seats!) 12, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". false // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; [ [13727.86,2891.5745,600], // Skalisti Castle Paraunit 2 [8257.75,10858.3,350], // Starting position of the heli 100, // Radius from drop position a player has to be to spawn chopper "CH_47F_EP1_DZE", // Classname of chopper (Make sure it has 2 gunner seats!) 10, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 8, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". false // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; [ [6753.5078,14281.563,500], // Sector FNG Paraunit 1 [4422.165,10302.33,500], // Starting position of the heli 250, // Radius from drop position a player has to be to spawn chopper "CH_47F_EP1_DZE", // Classname of chopper (Make sure it has 2 gunner seats!) 15, // Number of units to be para dropped "hard", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 8, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". false // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; [ [6660.3984,14177.261,500], // Sector FNG Paraunit 2 [4422.165,10302.33,500], // Starting position of the heli 350, // Radius from drop position a player has to be to spawn chopper "CH_47F_EP1_DZE", // Classname of chopper (Make sure it has 2 gunner seats!) 10, // Number of units to be para dropped "hard", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 8, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". false // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; [ [6660.3984,14177.261,500], // Sector FNG Paraunit 3 [4422.165,10302.33,500], // Starting position of the heli 350, // Radius from drop position a player has to be to spawn chopper "CH_47F_EP1_DZE", // Classname of chopper (Make sure it has 2 gunner seats!) 10, // Number of units to be para dropped "hard", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 8, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". false // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; diag_log format["WAI: Static mission for %1 loaded", missionName]; }; Link to comment Share on other sites More sharing options...
Schalldampfer Posted July 9, 2017 Report Share Posted July 9, 2017 You can make it to count AI kills with your vehicle weapons. In dayz_server/WAI/compile/on_kill.sqf, Add Spoiler _player = effectiveCommander vehicle _player; at 39th line (just before if (isPlayer _player) then { ). Link to comment Share on other sites More sharing options...
salival Posted July 9, 2017 Report Share Posted July 9, 2017 Probably shouldn't reward people for being lazy and killing AI with vehicles though. Link to comment Share on other sites More sharing options...
JasonTM Posted July 16, 2017 Author Report Share Posted July 16, 2017 This is how to add an ai counter to your mission markers. During my testing, it counts all ai except helicopter crew. Unpack your server PBO and open file dayz_server/WAI/compile/mission_init.sqf Find this line private["_position","_color","_name","_running","_mission","_type","_marker","_dot"]; and replace with this line private["_position","_color","_name","_running","_mission","_type","_marker","_dot","_text","_airemain"]; Find this line type = (wai_mission_data select _mission) select 1; Place this below it _airemain = (wai_mission_data select _mission) select 0; _text = format["%1 [%2 Remaining]",_name,_airemain]; Find this line _marker setMarkerText _name; Replace with this _marker setMarkerText _text; Find this line _dot setMarkerText _name; Replace with this _dot setMarkerText _text; The new block of code should look like this Spoiler private["_position","_color","_name","_running","_mission","_type","_marker","_dot","_text","_airemain"]; _position = _this select 0; _color = _this select 1; _name = _this select 2; _mission = _this select 3; _running = true; while {_running} do { _type = (wai_mission_data select _mission) select 1; _airemain = (wai_mission_data select _mission) select 0; _text = format["%1 [%2 Remaining]",_name,_airemain]; _marker = createMarker [_type + str(_mission), _position]; _marker setMarkerColor _color; _marker setMarkerShape "ELLIPSE"; _marker setMarkerBrush "Solid"; _marker setMarkerSize [300,300]; _marker setMarkerText _text; _dot = createMarker [_type + str(_mission) + "dot", _position]; _dot setMarkerColor "ColorBlack"; _dot setMarkerType "mil_dot"; _dot setMarkerText _text; Save the file and repack your server PBO. I am going to add this as a toggleable option to my github repo later, but this is how you can add it to an existing server. Ghostis, theduke and salival 3 Link to comment Share on other sites More sharing options...
JasonTM Posted July 17, 2017 Author Report Share Posted July 17, 2017 The toggleable version of the ai counter has been added to my Overpoch WAI github. In config.sqf the variable is called ai_show_remaining and it is set to false by default. Also here is an in-game demo video. https://www.youtube.com/watch?v=eeGBZFlu400&t=2s DieTanx and salival 2 Link to comment Share on other sites More sharing options...
Yarpii™ Posted July 18, 2017 Report Share Posted July 18, 2017 hi,,, Maybe it's simple and maybe i look over it... but how can i add more loot to the crates ? For now it's really sucky sucky XD And i like to upgrade the loot in the crates.... :) :) Link to comment Share on other sites More sharing options...
JasonTM Posted July 18, 2017 Author Report Share Posted July 18, 2017 I explain how it works in the video in the first post. You open each mission and find a line similar to the one below and adjust the quantities. [_crate,5,5,10,2] call dynamic_crate; Link to comment Share on other sites More sharing options...
Petite Posted July 31, 2017 Report Share Posted July 31, 2017 I'm trying to give tank, jet ..... big stuff to my AI in mission but for some reason as soon the mission comes the tank appear and its gone. I used different tank and its fine. I have no log about that in my RTP. Any Idea why? My DZAI are using tank, jet.... and they have no problem. Link to comment Share on other sites More sharing options...
JasonTM Posted August 1, 2017 Author Report Share Posted August 1, 2017 17 hours ago, Petite said: I'm trying to give tank, jet ..... big stuff to my AI in mission but for some reason as soon the mission comes the tank appear and its gone. I used different tank and its fine. I have no log about that in my RTP. Any Idea why? My DZAI are using tank, jet.... and they have no problem. What is the classname of the tank? What code are you using to spawn it in? Is this in one of your own custom missions or a built in one? Link to comment Share on other sites More sharing options...
Petite Posted August 1, 2017 Report Share Posted August 1, 2017 24 minutes ago, JasonTM said: What is the classname of the tank? What code are you using to spawn it in? Is this in one of your own custom missions or a built in one? Found out this morning its finally the damn antihack. Since we are here, what each number is for? I know its the number of items to spawn but which Item. I wanna change it cause harder mission with tank they need more loot. if(_complete) then { [_crate,5,5,10,2] call dynamic_crate; }; Also just got 2 error this morning dont know why didnt change anything yet. 15:30:52 Error Undefined variable in expression: _item_array 15:30:52 File z\addons\dayz_server\WAI\compile\dynamic_crate.sqf, line 82 15:30:52 Error in expression < if(_complete) then { [_crate,6,5,[20,crate_items_crop_raider],3] call dynamic> 15:30:52 Error position: <crate_items_crop_raider],3] call dynamic> There is what I have in the crate.sqf for "_i" from 1 to _num_items do { _item = _item_array call BIS_fnc_selectRandom; if(typeName (_item) == "ARRAY") then { _crate addMagazineCargoGlobal [_item select 0,_item select 1]; } else { _crate addMagazineCargoGlobal [_item,1]; }; }; 15:30:52 Error Undefined variable in expression: crate_items_crop_raider 15:30:52 File z\addons\dayz_server\WAI\missions\hero\crop_raider.sqf, line 90 This is the line in crop_raider.sqf if(_complete) then { [_crate,6,5,[20,crate_items_crop_raider],3] call dynamic_crate; }; Thanks Link to comment Share on other sites More sharing options...
JasonTM Posted August 1, 2017 Author Report Share Posted August 1, 2017 [_crate,5,5,10,2] call dynamic_crate; The numbers are long guns, toolbelt items, general items, backpacks. Make sure you have this array in config.sqf. Looks like it is missing. crate_items_crop_raider = ["ItemKiloHemp"]; Petite 1 Link to comment Share on other sites More sharing options...
JasonTM Posted August 1, 2017 Author Report Share Posted August 1, 2017 I am working on finalizing the release for version 2.2.1. I am adding the features that I added for the Overpoch version to the Epoch version. I hope to be done with it by tomorrow. Petite 1 Link to comment Share on other sites More sharing options...
JasonTM Posted August 2, 2017 Author Report Share Posted August 2, 2017 Since f3cuk has merged the pull request from @ebayShopper, he has updated the version to 2.2.1. I changed the title of this thread to a release for version 2.2.1. I forked f3cuk's github and added the updates, options, and features I have made for the overpoch version. The current download link for epoch is pointing to my github repo. I also added some additional weapon classnames to the epoch version such as: UK59, L110, the ghillie versions of M14/DMR, Mosin, etc. I moved the ZSC ai coin option to on_kill.sqf in both versions. Credit @salival The updates and download links are listed in the first post. I am not exempt from making mistakes. Please let me know if anything is wrong or missing. Thanks. salival and theduke 2 Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 9, 2017 Report Share Posted August 9, 2017 Anyone seeing this error: 17:45:01 Error in expression <tion = wai_mission_data select _mission select 3; }; { _x setVariable ["Aggress> 17:45:01 Error position: <select 3; }; { _x setVariable ["Aggress> 17:45:01 Error select: Type Number, expected Array,Config entry 17:45:01 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14 I haven't touched that file so, I'm guessing it's something else in the config that's causing it...? EDIT: Happens for the hero behaviour file as well Link to comment Share on other sites More sharing options...
JasonTM Posted August 9, 2017 Author Report Share Posted August 9, 2017 1 hour ago, ReDBaroN said: Anyone seeing this error: 17:45:01 Error in expression <tion = wai_mission_data select _mission select 3; }; { _x setVariable ["Aggress> 17:45:01 Error position: <select 3; }; { _x setVariable ["Aggress> 17:45:01 Error select: Type Number, expected Array,Config entry 17:45:01 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14 I haven't touched that file so, I'm guessing it's something else in the config that's causing it...? EDIT: Happens for the hero behaviour file as well Usually when we see that error it means that you are missing one of the Visual C++ redistributables. Check that first. ReDBaroN 1 Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 9, 2017 Report Share Posted August 9, 2017 52 minutes ago, JasonTM said: Usually when we see that error it means that you are missing one of the Visual C++ redistributables. Check that first. Thanks for your answer. Got them all I think, have attached a screenshot....? But, I think it maybe where I had tried this for mission completion: ["kill",wai_kill_percent], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], As that was an option in one of the files. I've changed that to crate to see whether it goes away... Link to comment Share on other sites More sharing options...
JasonTM Posted August 9, 2017 Author Report Share Posted August 9, 2017 I think you just use ["kill"], Link to comment Share on other sites More sharing options...
Recommended Posts