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JasonTM

[Release] Wicked AI 2.2.3 [1.0.6+]

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I was unable to replicate the error messages with the latest files from github.

I looked back at your rpt and I do not recognize these missions

WAI: [Mission:[Hero] Gemstone Mine]
WAI: [Mission:[Hero] Communication Center]

Are these something you added?

Also your crate is missing a parameter. There should be 5 and this shows 4

[_crate,10,8,[25,crate_items_gem],3] call dynamic_crate;

in order it goes [weapons, toolbelt items, items, pistols, backpacks].

You are missing the number that corresponds to backpacks.

 

Did you add these missions?

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Hey there,

Great job updating this mission script, my players LOVE it! Quick question though; in the drone mission, is it possible to fly the drone? Is there a key for it hidden on a body maybe that allows you to unlock it? So far I haven't found one.

Thanks for your help!

 

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The drone that is in the mission is just a prop. I seem to remember seeing a working drone in Arma 2. One could probably swap out the vehicle class and do a little adjusting to the mission code and have a working drone though.

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So I seem to be getting this error message.

15:45:26 Error in expression <mmo, (1 + floor(random 5))];
};

};

if(_num_backpacks > 0) then {

_num_backpac>
15:45:26   Error position: <_num_backpacks > 0) then {

_num_backpac>
15:45:26   Error Undefined variable in expression: _num_backpacks
15:45:26 File z\addons\dayz_server\WAI\compile\dynamic_crate.sqf, line 114

anyone have an idea how to fix it.

 

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Ok, got some issues resolved, but when i run a custom mission, i always get this error.

16:24:35 "WAI: [Mission:[Hero] Communication Center]: Starting... [1994.6,10515.1,0]"
16:24:37 Error in expression <launcher call find_suitable_ammunition;
_unit addMagazine _rocket;
_unit addMaga>
16:24:37   Error position: <_unit addMagazine _rocket;
_unit addMaga>
16:24:37   Error Undefined variable in expression: _unit
16:24:37 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 197
16:24:37 "WAI: Spawned a group of any AI (Bandit) at [1894.6,10615.1,0]"
16:24:37 Error in expression < random(25));
};
};

for "_x" from 1 to _unitnumber do {

call {
if(typeName(_gu>
16:24:37   Error position: <_unitnumber do {

call {
if(typeName(_gu>
16:24:37   Error Undefined variable in expression: _unitnumber
16:24:37 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 62

I have gone through all the coding and can't see anything that would cause this. I don't get it from any other missions, just this one.

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On 4/3/2017 at 11:45 AM, JasonTM said:

Wicked AI 2.2.1

f3cuk has merged the pull request by @ebayShopper and updated the version to 2.2.1.

This release is for DayZ Epoch/Overpoch 1.06+

There are 2 versions of this mod, one for DayZ Epoch and one for DayZ Overpoch. Make sure you download the correct version below.

>>> Epoch Download <<<

>>> Overpoch Download <<<

I have updated the Epoch version with the features I added to the Overpoch version and submitted a pull request to f3cuk's master branch. The download link will be updated if/when he merges my pull request.

I also added additional weapons to the arrays in config.sqf: UK59, L110, ghillie versions of M14/DMR, etc.

The install instructions are in the github readme file for each version.

New features in this release:

  • Optional AI counter on mission markers
  • Optional ZSC check wallet on AI
  • Optional static mission spawn points
  • Additional 1.0.6+ weapon and vehicle classnames
  • Caveman's mission pack integrated
  • Pistols added to crate spawning

 

Credits

@f3cuk - WAI version 2.2.0

@ebayShopper - 1.0.6+ updates

@Caveman - extended mission pack

@salival - additional fixes and updates

@Zupa - ZSC check wallet

@theduke - testing and class name updates

@DAmNRelentless - additional configurable variable and check for ZSC option

 

Version 2.2.0 thread

Caveman's mission pack thread

 

Built a cave-  How do you get the ai to spawn UNDER the cave-  i have the Z axis set to 0, so they should be spawning at ground level-  but they are spawning 200 meters in the air with the huge cave i built for the ai island

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Hi Guys,

Can someone advice me if wai statics should look like this?

Need to add anything else for it to work?

tnx

 

    Custom static weapon spawns Eg. (with mutiple positions)

    [
        [                                    // Position(s) (can be multiple)
            [0,0,0],
            [0,0,0]
        ],
        "M2StaticMG",                        // Classname of turret
        "Extreme",                                // Skill level of unit (Extreme, medium, hard, Extreme, Random)
        "Bandit",                        // 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
    */
    [[16422.9,18379.1,6.88736],"M2StaticMG","Extreme","Bandit","Bandit","Random",2,"DZ_Czech_Vest_Pouch","ai_wep_owsniper"] call spawn_static;
    [[16432.9,18370.9,6.88736],"M2StaticMG","Extreme","Bandit","Bandit","Random",2,"DZ_Czech_Vest_Pouch","ai_wep_owsniper"] call spawn_static;

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i can get the coins to be loaded on the WAI for some reason 

in the config its set to true

 i think it has something tp dp with infistar

i dont have any battleeye filter in

 

 

 

 

/*  Use Loaded Check(s)   */ _AHL = false;    /* true or false */    /* "AH NOT LOADED ON PLAYER" */ /*  _timedif for _AHL     */ _TDI =    130;    /*   45 - 300   */    /* only used if "_AHL = true;" -> takes longer to detect if the AH is loaded on a player or not. */

/*  revert onEachFrame    */ _REF =  true;    /* true or false */
/*  unitRecoil checks     */ _URC =  true;    /* true or false */    /* checks unitRecoilCoefficient and resets default unitRecoilCoefficient */
/*  Log Bad Keys pressed  */ _LBK = false;    /* true or false */    /* will be logged to surveillancelog.. can become huge spam I would have it disabled */
/*  Punish Forbidden Keys */ _PBK =  true;    /* true or false */    /* will freeze the user on BadKey click for ~3 seconds! */
/*  Forbid VON Sidechat   */ _VON =  true;    /* true or false */    /* talking on sidechat will put out a warning and kick if continue */
/*  Use Chat Functions    */ _UCF =  true;    /* true or false */    /* Enables Chatfunctions like /dance */

/*  Use vehicle check?    */ _UVC = false;    /* true or false */    /* using _ALLOWED_Vehicles and _FORBIDDEN_Vehicles lists */
/*  Use zombie check?     */ _UZC = false;    /* true or false */    /* "Walk Amongst The Dead" or "ESS" needs this set to false */
/*  Vehicle WHITELIST     */ _UVW = false;    /* true or false */    /* if false - _ALLOWED_Vehicles won't not be used */

/*  Cheatengine Checks ?  */ _UCC =  true;    /* true or false */    /* certain strings have been changed */
/*  Use FileScan ?        */ _UFS =  true;    /* true or false */    /* spams the rpt but often finds hackers */
/*  Use Anti Teleport?    */ _UAT =  true;    /* true or false */
/*  Use cut-scene ?       */ _UCS =  true;    /* true or false */    /* dynamicText ~ often colored, animated or used in credits */
/*  Use Damage Check ?    */ _UDC =  true;    /* true or false */    /* try to catch Hacks that change the damage value of weapons */

/*  Remove "itemsAdded"   */ _RAI =  false;    /* true or false */    /* might remove items from a custom crafting system.. */
/*  HACKED BOX Check ?    */ _CHB =  false;    /* true or false */    /* custom crates might be deleted if "Max Cargo Count" is to low */
/*  Max Cargo Count ?     */ _MCC =  3000;

/*  MouseMoving EH check  */ _MOH = false;    /* true or false */    /* will say: "MouseMoving EventHandler added" - needs to be disabled for UAV scripts and such.. */
/*  Close Dialogs ?       */ _CUD = false;    /* true or false */    /* Closes custom Dialogs (Menus) that are not in _ALLOWED_Dialogs */
/*  check MapSingleClick  */ _OMC = false;    /* true or false */    /* announces: "MapSingleClick modified", if modification is found - NEEDS _MBC to be true! */
/*  Remove Keybinds ?     */ _RCK = false;    /* true or false */    /* Removes custom Keybinds and sets back the default ones */
/*  Check CMDMenus ?      */ _CCM = false;    /* true or false */    /* only disable this if you know what you are doing. I strongly recommend to use this! */
/*  BLOCK ALL CMDMenus    */ _BCM =  true;    /* true or false */    /* we don't need commandingMenus. so have this true as well. */
/*  Check Actions ?       */ _CSA = false;    /* true or false */    /* this checks mousewheel actions */
/*  Force Terrain Grid ?  */ _FTG =    25;    /* 50, 25, 12.5  */    /* if set to 50 grass will be very low for better client FPS.. default is 25 */
/*  Use Clutter check ?   */ _UBC =  true;    /* true or false */    /* BadSize: %1 - Plants and/or Clutter pbo(s) removed..! */
/*  Log Epoch Maintain    */ _LEM =  true;    /* true or false */
/* ********************************************************************************* */
/*  ALLOWED Custom Dialogs "_ALLOWED_Dialogs" are only used if you have "_CUD =  true;"  */
/*  If you want install custom scripts using dialog windows, you can add IDD numbers  */
/*  from the custom script's desc.h file included through MPMIssions/description.ext  */
_ALLOWED_Dialogs = [
    -1,4,63,129,106,666,667,2200,6900,6901,6902,6903,6999,
    41144,61144,76761,80000,420420,
    711194,711195,711197,690000,4099999
];
//    -1            Epoch Safe/Lockbox Keycode UI
//    106        Inventory (Gear)
//    2200        Blood Test
//    6900,6901,6902,6903    New Player (select Gender and such things)
//    420420    Epoch Trader
//    41144        Epoch Door Keycode UI
//    129        Diary
//    666,667    Clay Car Radio
//    4444        Radio Communication
//    65431,65432,65433,65434,65440,65441,65442        R3F ARTY Lift/Tow/Transport.

 

 

 

/*  ALLOWED CMDMenus "_cMenu" are only used if you have "_BCM = false;" which I would not recommend.  */
_cMenu =
[
    "","RscMainMenu","RscMoveHigh","#WATCH","#WATCH0",
    "RscWatchDir","RscDisplayClassSelecter","RscDisplayGenderSelect",
    "RscDisplaySpawnSelecter","RscWatchMoreDir","#GETIN","RscStatus",
    "RscCombatMode","RscFormations","RscTeam","RscSelectTeam","RscReply",
    "RscCallSupport","#ACTION","#CUSTOM_RADIO","RscRadio","RscGroupRootMenu",
    "BTC_Hud","PlotManagement","DoorManagement","Entercode","#USER:_keyMenu"
];
 

 

 

 

/*  ALLOWED Actions "_dayzActions" are only used if you have "_CSA =  true;"  */
_dayzActions =
[
    "ActionMenu","batteryLevelCheckRavenAct","batteryRechargeRavenAct","bis_fnc_halo_action","BTC_liftActionId","BTC_liftHudId","BTC_SganciaActionId",
    "churchie_check","churchie_defuse","churchie_rig_veh","dayz_myCursorTarget","dayz_myLiftVehicle","degreeActions","disassembleRavenAct","DonorSkins",
    "DoorManagement","Entercode","horror_traders","launchRavenAct","manatee_craft_menu","manatee_craft_menu_ind","manatee_craft_menu_sur",
    "manatee_craft_menu_wea","mavBaseStationActionName_00","mavBaseStationActionName_001","mavBaseStationActionName_01","mavBaseStationActionName_02",
    "mavBaseStationActionName_03","mavBaseStationActionName_04","menu_CIV_EuroMan01_EP1","menu_CIV_EuroMan02_EP1","menu_Doctor","menu_Dr_Hladik_EP1",
    "menu_Pilot_EP1","menu_Profiteer4","menu_Rita_Ensler_EP1","menu_Rocker4","menu_RU_Citizen1","menu_RU_Citizen3","menu_RU_Citizen4",
    "menu_RU_Functionary1","menu_RU_Villager3","menu_RU_WorkWoman1","menu_RU_WorkWoman5","menu_TK_CIV_Takistani04_EP1","menu_Woodlander1",
    "menu_Woodlander3","menu_Worker2","menu_Worker3","neutral","NORRN_dropAction","nul","null","player_Cannibalism","r_player_actions",
    "r_player_actions2","s_bank_dialog","s_bank_dialog1","s_bank_dialog2","s_build_Hedgehog_DZ","s_build_Sandbag1_DZ","s_build_Wire_cat1","s_building_snapping",
    "s_clothes","s_givemoney_dialog","s_halo_action","s_player_1bupd","s_player_attach_bomb","s_player_attack","s_player_barkdog","s_player_boil",
    "s_player_breakinhouse","s_player_BuildLock","s_player_BuildUnLock","s_player_butcher","s_player_butcher_human","s_player_calldog",
    "s_player_callzombies","s_player_checkGear","s_player_clearEvacChopper","s_player_CloseGate","s_player_clothes","s_player_cnbb",
    "s_player_codeObject","s_player_codeRemove","s_player_codeRemoveNet","s_player_combi","s_player_cook","s_player_craftZombieBait",
    "s_player_craftZombieBaitBomb","s_player_dance","s_player_debug","s_player_debugCheck","s_player_deleteBuild","s_player_deleteCamoNet",
    "s_player_deploybike","s_player_deploybike2","s_player_deploygyro","s_player_deployjetski","s_player_deploymoped","s_player_deploymoped2",
    "s_player_deploymozzie","s_player_deploymozzie2","s_player_destorytent","s_player_disarmBomb","s_player_downgrade_build","s_player_dragbody",
    "s_player_Drinkfromhands","s_player_dropflare","s_player_enterCode","s_player_equip_carry","s_player_evacCall","s_player_feeddog",
    "s_player_fillfuel","s_player_fillfuel20","s_player_fillfuel210","s_player_fillfuel5","s_player_fillgen","s_player_fillwater",
    "s_player_fillwater2","s_player_fire","s_player_fireout","s_player_fishing","s_player_fishing_veh","s_player_flipveh","s_player_flipvehicleheavy",
    "s_player_flipvehiclelight","s_player_followdog","s_player_forceSave","s_player_fuelauto","s_player_fuelauto2","s_player_gather",
    "s_player_grabflare","s_player_heli_detach","s_player_heli_lift","s_player_holderPickup","s_player_igniteTent","s_player_information",
    "s_player_isCruse","s_player_knockout","s_player_lastTarget","s_player_load_help","s_player_lockhouse","s_player_lockunlock",
    "s_player_lockUnlock_crtl","s_player_lockUnlockInside_ctrl","s_player_lockvault","s_player_maint_build","s_player_maintain_area",
    "s_player_maintain_area_preview","s_player_maintain_area_previewd","s_player_maintain_aread","s_player_makeBomb","s_player_makeEvacChopper",
    "s_player_makePLBomb","s_player_manageDoor","s_player_menu","s_player_movedog","s_player_netCodeObject","s_player_newbie_kit",
    "s_player_openGate","s_player_otkdv","s_player_packbike","s_player_packFdp","s_player_packjetski","s_player_packMozzie","s_player_packtent",
    "s_player_packtentinfected","s_player_packvault","s_player_painkiller","s_player_paint","s_player_parts","s_player_parts_crtl",
    "s_player_plot_boundary_off","s_player_plot_boundary_on","s_player_plot_take_ownership","s_player_plotManagement","s_player_pzombiesattack",
    "s_player_pzombiesfeed","s_player_pzombiesvision","s_player_rearm_action","s_player_recipeMenu","s_player_refuel_action","s_player_removeActions",
    "s_player_removeflare","s_player_repair_action","s_player_repair_crtl","s_player_repairActions","s_player_rest","s_player_scrollBandage",
    "s_player_selfBloodbag","s_player_setCode","s_player_setVectors1","s_player_setVectors45","s_player_setVectors5","s_player_setVectors90",
    "s_player_setVectorsBack","s_player_setVectorsForward","s_player_setVectorsLeft","s_player_setVectorsReset","s_player_setVectorsRight",
    "s_player_showname","s_player_showname1","s_player_siphonfuel","s_player_sleep","s_player_smelt_engineparts","s_player_smelt_fueltank",
    "s_player_smelt_jerrycan","s_player_smelt_mainrotoraryparts","s_player_smelt_scrapmetal","s_player_smelt_wheel","s_player_smelt_windscreenglass",
    "s_player_smeltItems","s_player_smeltRecipes","s_player_speeddog","s_player_stats","s_player_staydog","s_player_studybody","s_player_suicide",
    "s_player_SurrenderedGear","s_player_takeOwnership","s_player_tamedog","s_player_toggleDegree","s_player_toggleDegrees","s_player_toggleSnap",
    "s_player_toggleSnapSelect","s_player_toggleSnapSelectPoint","s_player_toggleVector","s_player_toggleVectors","s_player_towing","s_player_trackdog",
    "s_player_unlockhouse","s_player_unlockvault","s_player_upgrade_build","s_player_upgradebike","s_player_upgradegyro","s_player_upgrademoto",
    "s_player_upgradestorage","s_player_upgradestroage","s_player_warndog","s_player_waterdog","s_player_zombieShield","s_player_13089_copyToKey",
    "s_siphon","s_vehicle_lockunlock","s_vehicle_lockUnlock_crtl","silver_myCursorTarget","snapActions","SP_rearm_actions","SP_refuel_action",
    "SP_repair_action","stow_vehicle","STR_R3F_ARTY_action_ouvrir_dlg_SM","STR_R3F_LOG_action_charger_deplace","STR_R3F_LOG_action_charger_selection",
    "STR_R3F_LOG_action_contenu_vehicule","STR_R3F_LOG_action_deplacer_objet","STR_R3F_LOG_action_detacher","STR_R3F_LOG_action_heliport_larguer",
    "STR_R3F_LOG_action_heliporter","STR_R3F_LOG_action_relacher_objet","STR_R3F_LOG_action_remorquer_deplace","STR_R3F_LOG_action_remorquer_selection",
    "STR_R3F_LOG_action_selectionner_objet_charge","STR_R3F_LOG_action_selectionner_objet_remorque","strobeRavenResetAct","strobeRavenTestAct",
    "Tow_settings_action_charger_deplace","Tow_settings_action_charger_selection","Tow_settings_action_contenu_vehicule",
    "Tow_settings_action_deplacer_objet","Tow_settings_action_detacher","Tow_settings_action_heliport_larguer","Tow_settings_action_heliporter",
    "Tow_settings_action_relacher_objet","Tow_settings_action_remorquer_deplace","Tow_settings_action_remorquer_selection",
    "Tow_settings_action_selectionner_objet_charge","Tow_settings_action_selectionner_objet_remorque","Tow_settings_dlg_CV_btn_decharger",
    "Tow_settings_dlg_CV_btn_fermer","Tow_settings_dlg_CV_titre","unpackRavenAct","vectorActions","wardrobe"
]; 

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@JasonTM

yes i can just says 0 on every body thats y im thinking its a infistar issue

 

ai_hasMoney                    = true;         //If you have ZSC installed then setting this to true will place money in ai wallets.
        ai_moneyAmount                = 1000;            //If ai_hasMoney=true, this defines what's the max amount of money an AI can hold,
                                                    //this value gets multiplied by 10, means if ai_moneyAmount=3000; the maximum amount
                                                    //an AI can hold is 30000

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Has anyone else encountered a problem where the loot crate doesn't spawn or it is invisible to players. More than a few times the loot crate has not spawned on the Gem mission even after all of the bots are killed and the player has climbed the ladder up and over. Also, at the weed farm mission the crate was invisible to the players but I could see it and see that it was full of loot. They sent me screenshots and sure enough, the crate was not showing up on their screen despite the fact I could see it.

Anyone have any idea why this would be happening?

Thanks for your help!

Vladick

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13 minutes ago, Vladick said:

Has anyone else encountered a problem where the loot crate doesn't spawn or it is invisible to players. More than a few times the loot crate has not spawned on the Gem mission even after all of the bots are killed and the player has climbed the ladder up and over. Also, at the weed farm mission the crate was invisible to the players but I could see it and see that it was full of loot. They sent me screenshots and sure enough, the crate was not showing up on their screen despite the fact I could see it.

Anyone have any idea why this would be happening?

Thanks for your help!

Vladick

I have seen this a few times but not looked into it. I have a feeling it's one or the crate classnames that is not playing nicely.

I have also seen where I can see the crate and others can't

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5 minutes ago, salival said:

I have seen this a few times but not looked into it. I have a feeling it's one or the crate classnames that is not playing nicely.

I have also seen where I can see the crate and others can't

Thank you for confirming the issue. If anyone has an idea about a fix for this I would greatly appreciate you sharing. Players get peeved when they kill all the bots, climb the ladder up and down without getting sniped by a player and find no crate with gems waiting for them at the bottom! LOL

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when I try to spawn units with giving an exact wapon like 

Quote

    _president = [[((_position select 0) + 5), _position select 1, 4.1],1,"Extreme","revolver_gold_EP1",4,"none","Special","Random",["Hero",ai_special_humanity],_mission] call spawn_group;

, it fails at line 76-79 of spawn_group.sqf

Quote

        if (!_unarmed) then {
            _weapon     = _aiweapon call BIS_fnc_selectRandom;
            _magazine     = _weapon     call find_suitable_ammunition;
        };

To make it work, I think, those lines sould be changed to

Quote

        if ((!_unarmed) && (isNil "_weapon")) then {
            _weapon     = _aiweapon call BIS_fnc_selectRandom;
            _magazine     = _weapon     call find_suitable_ammunition;
        };


?
 

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27 minutes ago, Schalldampfer said:

when I try to spawn units with giving an exact wapon like 

, it fails at line 76-79 of spawn_group.sqf

To make it work, I think, those lines sould be changed to


?
 

Without testing it, I would just change:

				_weapon = _gun;

to be:

				_aiweapon = _gun;

so then this if statement will actually work:

		if (!_unarmed) then {
			_weapon 	= _aiweapon call BIS_fnc_selectRandom;
			_magazine 	= _weapon 	call find_suitable_ammunition;
		};

since all the other returns in the weapon parsing code are returning _aiweapon:

			if(typeName(_gun) == "SCALAR") then {
				if(_gun == 0) 			exitWith { _aiweapon = ai_wep_assault; };
				if(_gun == 1) 			exitWith { _aiweapon = ai_wep_machine; };
				if(_gun == 2) 			exitWith { _aiweapon = ai_wep_sniper; };
			} else {
				if(_gun == "random") 	exitWith { _aiweapon = ai_wep_random;};

 

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6 minutes ago, salival said:

Without testing it, I would just change:

				_weapon = _gun;

to be:

				_aiweapon = _gun;

so then this if statement will actually work:

		if (!_unarmed) then {
			_weapon 	= _aiweapon call BIS_fnc_selectRandom;
			_magazine 	= _weapon 	call find_suitable_ammunition;
		};

since all the other returns in the weapon parsing code are returning _aiweapon:

			if(typeName(_gun) == "SCALAR") then {
				if(_gun == 0) 			exitWith { _aiweapon = ai_wep_assault; };
				if(_gun == 1) 			exitWith { _aiweapon = ai_wep_machine; };
				if(_gun == 2) 			exitWith { _aiweapon = ai_wep_sniper; };
			} else {
				if(_gun == "random") 	exitWith { _aiweapon = ai_wep_random;};

 

Thanks, I will try this.

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Here's what works (tested) UPDATED!!:

change:

_weapon = _gun;

to:

_aiweapon = _gun;

change:

_weapon 	= _aiweapon call BIS_fnc_selectRandom;

to:

_weapon 	= if (typeName (_aiweapon) == "ARRAY") then {_aiweapon call BIS_fnc_selectRandom} else {_aiweapon};
[[_position select 0,_position select 1,0],_rndnum,"Medium",["Mosin_Belt_DZ","AT"],3,"Random","Bandit","Random","Bandit",_mission] call spawn_group;

This gave me 3 AI using the mosin belt rifle, works great :)

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@Schalldampferuse the above version, working properly now:

[[_position select 0,_position select 1,0],3,"Medium",["DMR_DZ","AT"],3,"Random","Hero","Random","Hero",""] call spawn_group;
[[_position select 0,_position select 1,0],3,"Medium","DMR_DZ",3,"Random","Hero","Random","Hero",""] call spawn_group;
[[_position select 0,_position select 1,0],3,"Medium",["Random","AT"],3,"Random","Hero","Random","Hero",""] call spawn_group;
[[_position select 0,_position select 1,0],3,"Medium","Random",3,"Random","Hero","Random","Hero",""] call spawn_group;

Works as intended for all of these.

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1 hour ago, salival said:

@Schalldampferuse the above version, working properly now:

[[_position select 0,_position select 1,0],3,"Medium",["DMR_DZ","AT"],3,"Random","Hero","Random","Hero",""] call spawn_group;
[[_position select 0,_position select 1,0],3,"Medium","DMR_DZ",3,"Random","Hero","Random","Hero",""] call spawn_group;
[[_position select 0,_position select 1,0],3,"Medium",["Random","AT"],3,"Random","Hero","Random","Hero",""] call spawn_group;
[[_position select 0,_position select 1,0],3,"Medium","Random",3,"Random","Hero","Random","Hero",""] call spawn_group;

Works as intended for all of these.

Thank you.
Maybe I can also use array like ["revolver_gold_EP1","RPG18"] with this fix.

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2 hours ago, salival said:

Here's what works (tested) UPDATED!!:

change:

_weapon = _gun;

to:

_aiweapon = _gun;

change:

_weapon 	= _aiweapon call BIS_fnc_selectRandom;

to:

_weapon 	= if (typeName (_aiweapon) == "ARRAY") then {_aiweapon call BIS_fnc_selectRandom} else {_aiweapon};
[[_position select 0,_position select 1,0],_rndnum,"Medium",["Mosin_Belt_DZ","AT"],3,"Random","Bandit","Random","Bandit",_mission] call spawn_group;

This gave me 3 AI using the mosin belt rifle, works great :)

Excellent! Pull request merged. This update has been applied to both repos.

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hey all..i have the overpoch version on 1.0.6.1 and i have a issue..the m2 gunners seem to be killing the other AIs when the missions spawn in? any idea what i can do to stop this??

 

Thanks.

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