muckfunky Posted January 10, 2014 Report Share Posted January 10, 2014 hi all, got this mostly working but getting a couple of RPT errors, 15:14:54 Error in expression < compile format ["%1",_data]; _status = _result select 0; if (_status == "Objec> 15:14:54 Error position: <_result select 0; if (_status == "Objec> 15:14:54 Error Undefined variable in expression: _result 15:14:54 File z\addons\dayz_server\system\server_monitor.sqf, line 265 --------------------------------------------------------------------------------------------------------------- 15:15:04 Error in expression <{ _aiskin = _skin }; _unit = _unitGroup createUnit [_aiskin, [(_position select > 15:15:04 Error position: <createUnit [_aiskin, [(_position select > 15:15:04 Error Type Any, expected Number 15:15:04 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 53 15:15:04 Error in expression <{ ------------------------------------------------------------------------------------------------------------------------ 15:15:24 Error in expression < ["Mission",0] != 1) && !(vehicle _x in _safety) && (typeOf vehicle _x) != "Para> 15:15:24 Error position: <_safety) && (typeOf vehicle _x) != "Para> 15:15:24 Error Undefined variable in expression: _safety Any help greatly appreciated Link to comment Share on other sites More sharing options...
Munkeskov Posted January 10, 2014 Report Share Posted January 10, 2014 Anybody have a example of an static "bandit camp" with armed vehicles, choppers and a lot of AI, and a ammocrate with some special loot? I prefer a random place, and it should last for 2-3 hours, or server restart. Link to comment Share on other sites More sharing options...
Ronie111 Posted January 11, 2014 Report Share Posted January 11, 2014 That what you are asking is not so easy. Static place is ok, but if you want get there vehicles and choppers, you need to change compiled scripts, because you need to delete them by mission timeout. And special loot - you need to make some changes in missionCfg and make second lootbox... Its a lot of work man :-) Link to comment Share on other sites More sharing options...
Munkeskov Posted January 11, 2014 Report Share Posted January 11, 2014 That what you are asking is not so easy. Static place is ok, but if you want get there vehicles and choppers, you need to change compiled scripts, because you need to delete them by mission timeout. And special loot - you need to make some changes in missionCfg and make second lootbox... Its a lot of work man :-) I know, but -Razor posted that he had it, maybe there is others too... Link to comment Share on other sites More sharing options...
Barnaldo Posted January 11, 2014 Report Share Posted January 11, 2014 Is there any way for me to play a custom sound when the mission has been completed? Link to comment Share on other sites More sharing options...
Affraid Posted January 11, 2014 Report Share Posted January 11, 2014 First off like many other people here have said here. GREAT JOB ON THIS I Love it. Ok now I have a few questions. 1. Everything was working fine and now when missions start up all The AI's are dead with the exception of 2 AI's. Is anyone else having that problem and if so how did you fix it? 2. With custom Static spawns , I add'd my locations and units and nothing comes up. Do they spawn as a random mission ? if so is there a way I can make them just spawn all the time and after they get killed only respawn after server restart? And the same question for static Ammo box's? Sorry if this question have been asked , I read through and might have missed my answers. Thanks in Advance AFFRAID Link to comment Share on other sites More sharing options...
phantom Posted January 11, 2014 Report Share Posted January 11, 2014 Im having problem with missions spawning very slow. Sometimes it takes like 1.5hours for mission to spawn even tho i have set them to spawn 20mins after each other. Link to comment Share on other sites More sharing options...
tarvin Posted January 12, 2014 Report Share Posted January 12, 2014 Im having problem with missions spawning very slow. Sometimes it takes like 1.5hours for mission to spawn even tho i have set them to spawn 20mins after each other. Man using mission.cfg from set timer (1,2, string set time on start mission and mission clear per seconds) and see start this topic about cofiguration) Link to comment Share on other sites More sharing options...
tarvin Posted January 12, 2014 Report Share Posted January 12, 2014 First off like many other people here have said here. GREAT JOB ON THIS I Love it. Ok now I have a few questions. 1. Everything was working fine and now when missions start up all The AI's are dead with the exception of 2 AI's. Is anyone else having that problem and if so how did you fix it? 2. With custom Static spawns , I add'd my locations and units and nothing comes up. Do they spawn as a random mission ? if so is there a way I can make them just spawn all the time and after they get killed only respawn after server restart? And the same question for static Ammo box's? Sorry if this question have been asked , I read through and might have missed my answers. Thanks in Advance AFFRAID In my server All working perfect. See you script and using notepadd ++ for editing file. Link to comment Share on other sites More sharing options...
Diceman Posted January 12, 2014 Report Share Posted January 12, 2014 I have this all working on my server everything works just fine apart from the ammo boxes they are not spawning at any of the AI missions only vehicles spawn? I use blur antihack would this effect the spawning of the ammo boxes? Link to comment Share on other sites More sharing options...
Semezky Posted January 12, 2014 Report Share Posted January 12, 2014 I have this all working on my server everything works just fine apart from the ammo boxes they are not spawning at any of the AI missions only vehicles spawn? I use blur antihack would this effect the spawning of the ammo boxes? There are an option in antihack config, "check hacker boxes" true or false, set it to false and everything will be ok. Link to comment Share on other sites More sharing options...
Semezky Posted January 12, 2014 Report Share Posted January 12, 2014 Hello guys. I know that some of you want to add some heavy weapons to the bots, because they are not shooting in some armored vehicles with default weapons, so I made a little script change for you. AI will have RPG only on missions, and only 1 person from one group will have an RPG. 1) So, first of all you need to open SpawnGroup.sqf in WAI/custom/ folder. Find there that code: if (count _this > 8) then { _mission = _this select 8; } else { _mission = False; }; and replace it with that code: if (count _this > 8) then { _mission = _this select 8; _RPG = 1; } else { _mission = False; _RPG = -1; }; 2) find this code: for "_i" from 1 to _mags do {_unit addMagazine _magazine;}; _unit addBackpack _aipack; and replace it with this code: for "_i" from 1 to _mags do {_unit addMagazine _magazine;}; if ((_x == 1) && (_RPG > 0)) then { _unit addweapon "RPG7V"; _unit addmagazine "PG7VL"; _unit addmagazine "PG7VL"; } else { _unit addBackpack _aipack; }; If you want to leave RPG and ammo on the deadbodies that will be enough, but if you want to remove it after bot's death, you should do this thing: Open file ai_killed.sqf and right after this code: private ["_unit","_player","_humanity","_banditkills"]; _unit = _this select 0; _player = _this select 1; _type = _this select 2; add this: _unit removeWeapon "RPG7V"; _unit removeMagazine "PG7VL"; _unit removeMagazine "PG7VL"; So, you've done this! Your AI will now have an RPG on the missions and you know, they really like to shoot it:) By the way, I also tested an RPG ammo, and I can say that if you want to kill any vehicle with oneshot, you should use "PG7VR" magazines. And if you want to give to player a chance to survive, you can use "OG7" magazines, even HMMVW can survive after this shot. PG7VL will destroy any Vodnik's, but if you have any heave armored vehicles (like on my server), PG7VL will destroy tracks or wheels of BMP or BTR. Sorry for my english:) Richie 1 Link to comment Share on other sites More sharing options...
phantom Posted January 12, 2014 Report Share Posted January 12, 2014 Man using mission.cfg from set timer (1,2, string set time on start mission and mission clear per seconds) and see start this topic about cofiguration) yeah i know. i have set timer to 1200sec (20mins) and still takes well over and hour before first mission comes Link to comment Share on other sites More sharing options...
Diceman Posted January 12, 2014 Report Share Posted January 12, 2014 Thanks Semezky, I noticed It was working before I posted that post, is there meant to be ammo boxes at all ai missions? most of the times its vehicles only the weapon missions have the ammo boxes Link to comment Share on other sites More sharing options...
Diceman Posted January 12, 2014 Report Share Posted January 12, 2014 Hello guys. I know that some of you want to add some heavy weapons to the bots, because they are not shooting in some armored vehicles with default weapons, so I made a little script change for you. AI will have RPG only on missions, and only 1 person from one group will have an RPG. 1) So, first of all you need to open SpawnGroup.sqf in WAI/custom/ folder. Find there that code: if (count _this > 8) then { _mission = _this select 8; } else { _mission = False; }; and replace it with that code: if (count _this > 8) then { _mission = _this select 8; _RPG = 1; } else { _mission = False; _RPG = -1; }; 2) find this code: for "_i" from 1 to _mags do {_unit addMagazine _magazine;}; _unit addBackpack _aipack; and replace it with this code: for "_i" from 1 to _mags do {_unit addMagazine _magazine;}; if ((_x == 1) && (_RPG > 0)) then { _unit addweapon "RPG7V"; _unit addmagazine "PG7VL"; _unit addmagazine "PG7VL"; } else { _unit addBackpack _aipack; }; If you want to leave RPG and ammo on the deadbodies that will be enough, but if you want to remove it after bot's death, you should do this thing: Open file ai_killed.sqf and right after this code: private ["_unit","_player","_humanity","_banditkills"]; _unit = _this select 0; _player = _this select 1; _type = _this select 2; add this: _unit removeWeapon "RPG7V"; _unit removeMagazine "PG7VL"; _unit removeMagazine "PG7VL"; So, you've done this! Your AI will now have an RPG on the missions and you know, they really like to shoot it:) By the way, I also tested an RPG ammo, and I can say that if you want to kill any vehicle with oneshot, you should use "PG7VR" magazines. And if you want to give to player a chance to survive, you can use "OG7" magazines, even HMMVW can survive after this shot. PG7VL will destroy any Vodnik's, but if you have any heave armored vehicles (like on my server), PG7VL will destroy tracks or wheels of BMP or BTR. Sorry for my english:) I have added these in which missions should these appear? Link to comment Share on other sites More sharing options...
Semezky Posted January 12, 2014 Report Share Posted January 12, 2014 I have added these in which missions should these appear? It will appear in every WAI mission. 1 man with RPG for a 1 group of bots (as you know, it could be 2, 3 or more groups spawned). Thanks Semezky, I noticed It was working before I posted that post, is there meant to be ammo boxes at all ai missions? most of the times its vehicles only the weapon missions have the ammo boxes You know, previously I used SAR AI missions, and my infistar antihack somehow deleted all weapons from the crates, but not the tools, medicine etc. Link to comment Share on other sites More sharing options...
DrS8n Posted January 12, 2014 Report Share Posted January 12, 2014 Are the missions supposed to announce themselves by a marker? I'm not getting any notifications? Link to comment Share on other sites More sharing options...
Richie Posted January 12, 2014 Report Share Posted January 12, 2014 Are the missions supposed to announce themselves by a marker? I'm not getting any notifications? The show in game when they start, end or time out They also show on the map but not for JIP players. Link to comment Share on other sites More sharing options...
DrS8n Posted January 12, 2014 Report Share Posted January 12, 2014 This maybe a newb question but whats a JIP player? Link to comment Share on other sites More sharing options...
Razorman Posted January 12, 2014 Report Share Posted January 12, 2014 Join in progress, while mission is running... DrS8n 1 Link to comment Share on other sites More sharing options...
Deerid Posted January 12, 2014 Report Share Posted January 12, 2014 How can I fix this: _item = createV> 21:37:08 Error Undefined variable in expression: _iclass 21:37:08 File z\addons\dayz_code\compile\spawn_loot.sqf, line 9 21:37:08 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 21:37:08 Error position: <select _index; [_itemType select 0, _ite> 21:37:08 Error Zero divisor 21:37:08 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73 21:37:08 Error in expression <t 2; _radius = _this select 3; switch (_iClass) do { default :( Link to comment Share on other sites More sharing options...
phantom Posted January 12, 2014 Report Share Posted January 12, 2014 Does anyone have some extra missions for this? this is by far the best mission system there is(except missions are still coming too slow for some reason(and yes i know how to set the timer in missioncfg)). i tried some other with this too but they screwed up everyones cars (after restart they were in different places) so had to delete them :( some food,medical and construction item missions would be cool! and has anyone figured out a way to get more than 1 mission at a time? Link to comment Share on other sites More sharing options...
GGDayZ Posted January 13, 2014 Report Share Posted January 13, 2014 has anyone figured out how to delete the actual M2StaticMG, that doesn't despawn? Link to comment Share on other sites More sharing options...
Diceman Posted January 13, 2014 Report Share Posted January 13, 2014 It will appear in every WAI mission. 1 man with RPG for a 1 group of bots (as you know, it could be 2, 3 or more groups spawned). I change what u said and did about 5 missions and none of these had the RPG. This is my SpawnGroup.sqf http://pastebin.com/s0U92LRi (is this the only file we need to change?) Link to comment Share on other sites More sharing options...
General FinnBat Posted January 13, 2014 Report Share Posted January 13, 2014 Semezky, nice script I am going to try this. I added RPGs just in weapons list and they spawned in with those randomly. But have problem when trying to look those bandits gear, who is carrying a bazooka, I get kicked out from game. So, I will try these scripts and lets see if it works better. Link to comment Share on other sites More sharing options...
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