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Wicked AI/Mission system


Markk311

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the 1 ai group i have spawn are really spot on..they shoot you fast and accurate.

 

maybe change the skill levels

 

/// Custom skill array. Use 1 to use this with ai_custom_skills = True 

ai_custom_array2 = [
["aimingAccuracy",0.15],
["aimingShake",0.20],
["aimingSpeed",1.00],
["endurance",1.00],
["spotDistance",1.00],
["spotTime",1.00],
["courage",1.00],
["reloadSpeed",1.00],
["commanding",1.00],
["general",1.00]
];
 
dont know if u have or not but the higher value each skill the harder they become ( this is in AIconfig.sqf)
 
also dont know if this is right or wrong but low fps on server can cause them to become stupid etc

 

Already been through these settings all of my AI are at about max skill. I think it's a bug because there have been times when they reacted correctly. 

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Sorry if this has been asked before. is there any way to change the hight the heli patrols attack at. they patrol at 200 but drop down to attack. problem is they drop a little low and often fly into trees on our NAPF server could do with lifting them up just a tad so they clear them. 

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could be due to the fps on your server then mate people been saying this but unsure if its true or not

Did you ever get the issue resolved where you could only spawn one group?

 

 

I think the dumb AI issue may have to do with spawning so many in one group, if I could spread it across 4-6 groups I might have better results.

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I've been trying to get a Hemp/Weed farm mission to work.

 

In the mission a few Hemp plants are spawned & AI to guard them.

 

The problem I'm having is there is no option to harvest the Hemp/weed or chop it like trees & after a few minutes the Hemp plants despawn.

 

Here is the mission:

 

//Weed



private ["_positionarray","_position","_box","_missiontimeout","_cleanmission","_playerPresent","_starttime","_currenttime","_cleanunits","_rndnum"]; // Add "_positionarray",


//_position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos;  //Then this gets changed to the text he said I will just comment it out and add the change under it//

_positionarray = [[8530.92,20444,0.002],[11338.4,817.329,0.002],[1573.89,6832.49,0.002],[9642.47,6060.6,0.002],[9802.39,19503.1,0.001],[17443.8,4442.49,0.002],[3193.24,2528.34,0.002],[13897.1,12902.9,0.002]];
_position = _positionarray call BIS_fnc_selectRandom;

_vehclass = cargo_trucks call BIS_fnc_selectRandom;

diag_log format["WAI: Ural Attack Mission Started At %1",_position];

_veh = createVehicle [_vehclass,[(_position select 0), (_position select 1),0], [], 0, "CAN_COLLIDE"];
_vehdir = round(random 360);
_veh setDir _vehdir;
clearWeaponCargoGlobal _veh;
clearMagazineCargoGlobal _veh;
_veh setVariable ["ObjectID","1",true];
PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_veh];
diag_log format["WAI: Mission Convoy spawned a %1",_vehclass];

_objPosition = getPosATL _veh;

_box = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"];
_1ox1 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"];
_2ox2 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"];
_3ox3 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"];
_4ox4 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"];

[[_position select 0, _position select 1, 0],4,1,"Random",4,"","Bandit2_DZ","Random",true] call spawn_group;
[[_position select 0, _position select 1, 0],4,1,"Random",4,"","Bandit2_DZ","Random",true] call spawn_group;
[[_position select 0, _position select 1, 0],4,1,"Random",4,"","Bandit2_DZ","Random",true] call spawn_group;

//Turrets
[[[(_position select 0) + 10, (_position select 1) + 10, 0],[(_position select 0) + 10, (_position select 1) - 10, 0]],"M2StaticMG",0.8,"Bandit2_DZ",0,2,"","Random",true] call spawn_static;

[_position,"Marijuana Field"] execVM "\z\addons\dayz_server\WAI\missions\compile\markers.sqf";
[nil,nil,rTitleText,"Bandits have started harvesting the marijuana field! Take them out to gather the crop yourself!! Better Bring a machete. Check your map for the location!", "PLAIN",10] call RE;
    
_missiontimeout = true;
_cleanmission = false;
_playerPresent = false;
_starttime = floor(time);
while {_missiontimeout} do {
    sleep 5;
    _currenttime = floor(time);
    {if((isPlayer _x) AND (_x distance _position <= 150)) then {_playerPresent = true};}forEach playableUnits;
    if (_currenttime - _starttime >= wai_mission_timeout) then {_cleanmission = true;};
    if ((_playerPresent) OR (_cleanmission)) then {_missiontimeout = false;};
};
if (_playerPresent) then {
    waitUntil
    {
        sleep 5;
        _playerPresent = false;
        {if((isPlayer _x) AND (_x distance _position <= 30)) then {_playerPresent = true};}forEach playableUnits;
        (_playerPresent)
    };
    diag_log format["WAI: Ural Attack Mission Ended At %1",_position];
    [nil,nil,rTitleText,"The marijuana has been secured by survivors!", "PLAIN",10] call RE;
        sleep 120;
        deleteVehicle _box;
        deleteVehicle _1ox1;
        deleteVehicle _2ox2;
        deleteVehicle _3ox3;
        deleteVehicle _4ox4;
        deleteVehicle __veh;
} else {
    clean_running_mission = True;
    deleteVehicle _box;
    deleteVehicle _1ox1;
    deleteVehicle _2ox2;
    deleteVehicle _3ox3;
    deleteVehicle _4ox4;
    deleteVehicle _veh;
    {_cleanunits = _x getVariable "missionclean";
    if (!isNil "_cleanunits") then {
        switch (_cleanunits) do {
            case "ground" :  {ai_ground_units = (ai_ground_units -1);};
            case "air" :     {ai_air_units = (ai_air_units -1);};
            case "vehicle" : {ai_vehicle_units = (ai_vehicle_units -1);};
            case "static" :  {ai_emplacement_units = (ai_emplacement_units -1);};
        };
        deleteVehicle _x;
        sleep 0.05;
    };    
    } forEach allUnits;
    
    diag_log format["WAI: Ural Attack Mission Timed Out At %1",_position];
    [nil,nil,rTitleText,"The marijuana is now gone!", "PLAIN",10] call RE;
};
missionrunning = false;

 

Player is supposed to be able to harvest the plant with  machete.
 

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How would you make a list of random air vehicles to chose from  instead on 1 type
Would like one of the following below to be picked randomly.
"A10","AV8B","Su25_CDF","Su25_INS","Su39","Su25_CDF","Su34","F35B","Su25_TK_EP1","L39_TK_EP1"
 
 
Place your heli patrols below
*/
[[3720.9399,6005.7715,0],             //Position to patrol JET
[3720.9399,6005.7715,0],          //Position to spawn chopper at
18000,              //Radius of patrol
10,                                   //Number of waypoints to give
"A10" of vehicle (make sure it has driver and two gunners)
1              //Skill level of units 
] spawn heli_patrol;
/* 
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Pretty sure there is a bug in the code.

I changed line 2 to the one below and I believe it should get rid of the error i was having.

Untested at this point in time though.

_num = round(random _randomizedLoot) + _guaranteedLoot;
_config =        configFile >> "CfgBuildingLoot" >> _lootTable;
_itemTypes =	[] + getArray (_config >> "itemType");
_index =        dayz_CBLBase find toLower(_lootTable);
_weights =		dayz_CBLChances select _index;
_cntWeights = count _weights;

Line 2 was this:

_config = 		missionconfigFile >> "CfgBuildingLoot" >> _lootTable;

 

Well I tried your fix for Line 2 and I'm still not getting any loot around heli crash.

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Was wondering...

 

Since I'm unable to harvest hemp in this "Weed" mission":

 

//Weed



private ["_positionarray","_position","_box","_missiontimeout","_cleanmission","_playerPresent","_starttime","_currenttime","_cleanunits","_rndnum"]; // Add "_positionarray",


//_position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos;  //Then this gets changed to the text he said I will just comment it out and add the change under it//

_positionarray = [[8530.92,20444,0.002],[11338.4,817.329,0.002],[1573.89,6832.49,0.002],[9642.47,6060.6,0.002],[9802.39,19503.1,0.001],[17443.8,4442.49,0.002],[3193.24,2528.34,0.002],[13897.1,12902.9,0.002]];
_position = _positionarray call BIS_fnc_selectRandom;

_vehclass = cargo_trucks call BIS_fnc_selectRandom;

diag_log format["WAI: Ural Attack Mission Started At %1",_position];

_veh = createVehicle [_vehclass,[(_position select 0), (_position select 1),0], [], 0, "CAN_COLLIDE"];
_vehdir = round(random 360);
_veh setDir _vehdir;
clearWeaponCargoGlobal _veh;
clearMagazineCargoGlobal _veh;
_veh setVariable ["ObjectID","1",true];
PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_veh];
diag_log format["WAI: Mission Convoy spawned a %1",_vehclass];

_objPosition = getPosATL _veh;

_box = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"];
_1ox1 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"];
_2ox2 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"];
_3ox3 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"];
_4ox4 = createVehicle ["fiberplant",[(_position select 0) + 4,(_position select 1) + 4,0], [], 0, "CAN_COLLIDE"];

[[_position select 0, _position select 1, 0],4,1,"Random",4,"","Bandit2_DZ","Random",true] call spawn_group;
[[_position select 0, _position select 1, 0],4,1,"Random",4,"","Bandit2_DZ","Random",true] call spawn_group;
[[_position select 0, _position select 1, 0],4,1,"Random",4,"","Bandit2_DZ","Random",true] call spawn_group;

//Turrets
[[[(_position select 0) + 10, (_position select 1) + 10, 0],[(_position select 0) + 10, (_position select 1) - 10, 0]],"M2StaticMG",0.8,"Bandit2_DZ",0,2,"","Random",true] call spawn_static;

[_position,"Marijuana Field"] execVM "\z\addons\dayz_server\WAI\missions\compile\markers.sqf";
[nil,nil,rTitleText,"Bandits have started harvesting the marijuana field! Take them out to gather the crop yourself!! Better Bring a machete. Check your map for the location!", "PLAIN",10] call RE;
    
_missiontimeout = true;
_cleanmission = false;
_playerPresent = false;
_starttime = floor(time);
while {_missiontimeout} do {
    sleep 5;
    _currenttime = floor(time);
    {if((isPlayer _x) AND (_x distance _position <= 150)) then {_playerPresent = true};}forEach playableUnits;
    if (_currenttime - _starttime >= wai_mission_timeout) then {_cleanmission = true;};
    if ((_playerPresent) OR (_cleanmission)) then {_missiontimeout = false;};
};
if (_playerPresent) then {
    waitUntil
    {
        sleep 5;
        _playerPresent = false;
        {if((isPlayer _x) AND (_x distance _position <= 30)) then {_playerPresent = true};}forEach playableUnits;
        (_playerPresent)
    };
    diag_log format["WAI: Ural Attack Mission Ended At %1",_position];
    [nil,nil,rTitleText,"The marijuana has been secured by survivors!", "PLAIN",10] call RE;
        sleep 120;
        deleteVehicle _box;
        deleteVehicle _1ox1;
        deleteVehicle _2ox2;
        deleteVehicle _3ox3;
        deleteVehicle _4ox4;
        deleteVehicle __veh;
} else {
    clean_running_mission = True;
    deleteVehicle _box;
    deleteVehicle _1ox1;
    deleteVehicle _2ox2;
    deleteVehicle _3ox3;
    deleteVehicle _4ox4;
    deleteVehicle _veh;
    {_cleanunits = _x getVariable "missionclean";
    if (!isNil "_cleanunits") then {
        switch (_cleanunits) do {
            case "ground" :  {ai_ground_units = (ai_ground_units -1);};
            case "air" :     {ai_air_units = (ai_air_units -1);};
            case "vehicle" : {ai_vehicle_units = (ai_vehicle_units -1);};
            case "static" :  {ai_emplacement_units = (ai_emplacement_units -1);};
        };
        deleteVehicle _x;
        sleep 0.05;
    };    
    } forEach allUnits;
    
    diag_log format["WAI: Ural Attack Mission Timed Out At %1",_position];
    [nil,nil,rTitleText,"The marijuana is now gone!", "PLAIN",10] call RE;
};
missionrunning = false;

 

Would it be possible to spawn some kilos of hemp on the ground?

 

There is a Ural in the mission. Could some kilos of hemp be put in the Ural?

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Anyway to set the vehicles that spawn during missions to not save to the hive and delete after restart?

 

Couldn't you just use "deleteVehicle _MV22_DZ; ?

 

Place that at bottom of mission file like so:

 

diag_log format["WAI: Mission MV-22 Ended At %1",_position];

    [nil,nil,rTitleText,"Survivors have secured the MV-22!", "PLAIN",10] call RE;

} else {

    clean_running_mission = True;

    deleteVehicle _veh;

    deleteVehicle _MV22_DZ;

    {_cleanunits = _x getVariable "missionclean";

 

 

Maybe use the sleep command to delay it?...

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how do i increase the ammount of AI's in game i opened my file up but dont see and option here is what i see

 

 

 

//Custom Spawns file//
/*
Custom group spawns Eg.

[[953.237,4486.48,0.001], //position
4,        //Number Of units
1,           //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",         //Primary gun set number. "Random" for random weapon set.
4,        //Number of magazines
"",        //Backpack "" for random or classname here.
"Bandit2_DZ",     //Skin "" for random or classname here.
"Random"                  //Gearset number. "Random" for random gear set.
] call spawn_group;

Place your custom group spawns below
*/

 

 

/*
Custom static weapon spawns Eg. (with one position)

[[[911.21545,4532.7612,2.6292224]], //position(s) (can be multiple).
"M2StaticMG",             //Classname of turret
0.5,       //Skill level 0-1. Has no effect if using custom skills
"Bandit2_DZ",     //Skin "" for random or classname here.
1,        //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False)
2,        //Number of magazines. (not needed if ai_static_useweapon = False)
"",        //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False)
"Random"      //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False)
] call spawn_static;

Custom static weapon spawns Eg. (with mutiple positions)

[[[911.21545,4532.7612,2.6292224],[921.21545,4532.7612,2.6292224]], //position(s) (can be multiple).
"M2StaticMG",             //Classname of turret
0.5,       //Skill level 0-1. Has no effect if using custom skills
"Bandit2_DZ",     //Skin "" for random or classname here.
1,        //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False)
2,        //Number of magazines. (not needed if ai_static_useweapon = False)
"",        //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False)
"Random"      //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False)
] 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)
1      //Skill level of units
] 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)
1      //Skill level of units
] 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
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

Place your paradrop spawns under this line
*/

 

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sorry wrong config its this one

///////////////////////////////////////////////////////
///Use the built in mission system (config file for mission system in mission folder)
ai_mission_sysyem = True;

///////////////////////////////////////////////////////
/// clears all Weapons and Magazines off body on death
ai_clear_body = False;

/// Clears dead bodies after given time
ai_clean_dead = True;

/// Time (in seconds) after which a dead body will be cleaned up
cleanup_time = 1800;
///////////////////////////////////////////////////////
/// Sets radius for AI patrols (call spawn_group)
ai_patrol_radius = 200;

/// Sets number of waypoints to add in patrol area (call spawn_group)
ai_patrol_radius_wp = 10;

/// Sets behavior of AI groups
ai_combatmode = "RED";
ai_behaviour = "SAFE";

///////////////////////////////////////////////////////
/// Turns on AI info sharing (Makes them very hard even on low skill settings)
ai_ahare_info = False;

/// Distance AI will let other enemies know of your position (currently only on kill)
ai_share_distance = 150;

///////////////////////////////////////////////////////
/// Gain humanity for killing an AI unit (True: is on. False: is off.)
ai_humanity_gain = True;

/// Humanity added for AI kill
ai_add_humanity = 350;

/// Adds bandit kill when killing an AI (True: on. False: off.)
ai_banditkills_gain = True;

///////////////////////////////////////////////////////
/// Allows you to set a custom skill array for units. (True: will use these arrays. False: will use number in spawn array)
ai_custom_skills = True;

/// Custom skill array. Use 0 to use this with ai_custom_skills = True
ai_custom_array1 = [
["aimingAccuracy",0.60],
["aimingShake",0.60],
["aimingSpeed",1.00],
["endurance",1.00],
["spotDistance",1.00],
["spotTime",1.00],
["courage",1.00],
["reloadSpeed",1.00],
["commanding",1.00],
["general",1.00]
];

/// Custom skill array. Use 1 to use this with ai_custom_skills = True
ai_custom_array2 = [
["aimingAccuracy",0.15],
["aimingShake",0.20],
["aimingSpeed",1.00],
["endurance",1.00],
["spotDistance",1.00],
["spotTime",1.00],
["courage",1.00],
["reloadSpeed",1.00],
["commanding",1.00],
["general",1.00]
];

/// Custom skill array. Use 2 to use this with ai_custom_skills = True
ai_custom_array3 = [
["aimingAccuracy",0.60],
["aimingShake",0.60],
["aimingSpeed",1.00],
["endurance",1.00],
["spotDistance",1.00],
["spotTime",1.00],
["courage",1.00],
["reloadSpeed",1.00],
["commanding",1.00],
["general",1.00]
];

/// Arrays used in "Random" custom skill
ai_skill_random = [ai_custom_array1,ai_custom_array2,ai_custom_array3];

///////////////////////////////////////////////////////
/// Allows AI on static guns to have a loadout
ai_static_useweapon = True;

/// Allows you to set custom array for AI on static weapons. (True: On False: Off)
ai_static_skills = True;

/// Custom skill array. Use this with ai_static_skills = True;
ai_static_array = [
["aimingAccuracy",0.15],
["aimingShake",0.20],
["aimingSpeed",0.50],
["endurance",1.00],
["spotDistance",1.00],
["spotTime",1.00],
["courage",1.00],
["reloadSpeed",1.00],
["commanding",1.00],
["general",1.00]
];

///////////////////////////////////////////////////////
/// Gearset arrays for unit Loadouts ///

/// 0 ///
ai_gear0 = [
["ItemBandage","ItemBandage","ItemPainkiller"],
["ItemKnife","ItemFlashlight"]
];

/// 1 ///
ai_gear1 = [
["ItemBandage","ItemBandage","ItemPainkiller"],
["ItemKnife","ItemFlashlight"]
];

/// 2 ///
ai_gear2 = [
["ItemBandage","ItemBandage","ItemPainkiller"],
["ItemKnife","ItemFlashlight"]
];

/// 3 ///
ai_gear3 = [
["ItemBandage","ItemBandage","ItemPainkiller"],
["ItemKnife","ItemFlashlight"]
];

/// 4 ///
ai_gear4 = [
["ItemBandage","ItemBandage","ItemPainkiller"],
["ItemKnife","ItemFlashlight"]
];

/// Gearsets to use if set to "Random" ///
ai_gear_random = [ai_gear0,ai_gear1,ai_gear2,ai_gear3,ai_gear4];

///////////////////////////////////////////////////////
/// Weapon arrays for unit Loadouts ///
/// Format is ["Gun","Ammo"] ///

/// 0 ///
ai_wep0 = [
["AKS_74_UN_kobra","30Rnd_545x39_AKSD"],
["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],
["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"],
["M16A4","30Rnd_556x45_Stanag"],
["m8_carbine","30Rnd_556x45_Stanag"],
["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"],
["Sa58V_CCO_EP1","30Rnd_762x39_AK47"]
];

/// 1 ///
ai_wep1 = [
["AK_107_pso","30Rnd_545x39_AK"],
["M16A4_ACG","30Rnd_556x45_Stanag"],
["Sa58V_RCO_EP1","30Rnd_762x39_AK47"],
["SCAR_L_STD_Mk4CQT","30Rnd_556x45_Stanag"],
["BAF_L86A2_ACOG","30Rnd_556x45_Stanag"],
["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"],
["M14_EP1","20Rnd_762x51_DMR"],
["M8_sharpshooter","30Rnd_556x45_Stanag"]
];

/// 2 ///
ai_wep2 = [
["AK_107_GL_pso","30Rnd_545x39_AK"],
["AK_107_GL_kobra","30Rnd_545x39_AK"],
["M4A1_HWS_GL","30Rnd_556x45_Stanag"],
["M16A4_ACG_GL","30Rnd_556x45_Stanag"],
["M8_carbineGL","30Rnd_556x45_Stanag"],
["SCAR_L_STD_EGLM_RCO","30Rnd_556x45_Stanag"],
["BAF_L85A2_UGL_Holo","30Rnd_556x45_Stanag"],
["M4A3_RCO_GL_EP1","30Rnd_556x45_Stanag"]
];

/// 3 ///
ai_wep3 = [
["SCAR_H_STD_EGLM_Spect","20rnd_762x51_B_SCAR"],
["M110_NVG_EP1","20rnd_762x51_B_SCAR"],
["SCAR_H_LNG_Sniper_SD","20rnd_762x51_SB_SCAR"],
["SVD_CAMO","10Rnd_762x54_SVD"],
["VSS_Vintorez","20Rnd_9x39_SP5_VSS"],
["DMR","20Rnd_762x51_DMR"],
["M40A3","5Rnd_762x51_M24"]
];

/// 4 ///
ai_wep4 = [
["RPK_74","75Rnd_545x39_RPK"],
["MK_48_DZ","100Rnd_762x51_M240"],
["M249_DZ","200Rnd_556x45_M249"],
["Pecheneg_DZ","100Rnd_762x54_PK"],
["M240_DZ","100Rnd_762x51_M240"]
];

/// Arrays used in "Random" for weapons///
ai_wep_random = [ai_wep0,ai_wep1,ai_wep2,ai_wep3,ai_wep4];

///////////////////////////////////////////////////////
/// Backpacks used when "" for random ///
ai_packs = [
"DZ_Patrol_Pack_EP1",
"DZ_Assault_Pack_EP1",
"DZ_Czech_Vest_Puch",
"DZ_TerminalPack_EP1",
"DZ_ALICE_Pack_EP1",
"DZ_TK_Assault_Pack_EP1",
"DZ_CompactPack_EP1",
"DZ_British_ACU",
"DZ_GunBag_EP1",
"DZ_CivilBackpack_EP1",
"DZ_Backpack_EP1",
"DZ_LargeGunBag_EP1"
];

///////////////////////////////////////////////////////
/// Skins used when "" for random ///
ai_skin = [
"Bandit1_DZ",
"BanditW1_DZ",
"BanditW2_DZ",
"Camo1_DZ",
"Sniper1_DZ",
"Soldier1_DZ",
"Survivor2_DZ",
"SurvivorW2_DZ",
"GUE_Soldier_MG_DZ",
"GUE_Soldier_Sniper_DZ",
"GUE_Soldier_Crew_DZ",
"GUE_Soldier_2_DZ",
"RU_Policeman_DZ",
"Pilot_EP1_DZ",
"Haris_Press_EP1_DZ",
"Ins_Soldier_GL_DZ",
"GUE_Commander_DZ",
"Functionary1_EP1_DZ",
"Priest_DZ",
"Rocker1_DZ",
"Rocker2_DZ",
"Rocker3_DZ",
"Rocker4_DZ",
"TK_INS_Warlord_EP1_DZ",
"TK_INS_Soldier_EP1_DZ",
"Soldier_Sniper_PMC_DZ",
"Soldier_TL_PMC_DZ",
"FR_OHara_DZ",
"FR_Rodriguez_DZ",
"CZ_Soldier_Sniper_EP1_DZ",
"Graves_Light_DZ",
"Bandit2_DZ",
"SurvivorWcombat_DZ"
];
//////////////////////////////////////////////////////
WAIconfigloaded = True;

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sorry wrong config its this one

///////////////////////////////////////////////////////

///Use the built in mission system (config file for mission system in mission folder)

ai_mission_sysyem = True;

///////////////////////////////////////////////////////

/// clears all Weapons and Magazines off body on death

ai_clear_body = False;

/// Clears dead bodies after given time

ai_clean_dead = True;

/// Time (in seconds) after which a dead body will be cleaned up

cleanup_time = 1800;

///////////////////////////////////////////////////////

/// Sets radius for AI patrols (call spawn_group)

ai_patrol_radius = 200;

/// Sets number of waypoints to add in patrol area (call spawn_group)

ai_patrol_radius_wp = 10;

/// Sets behavior of AI groups

ai_combatmode = "RED";

ai_behaviour = "SAFE";

///////////////////////////////////////////////////////

/// Turns on AI info sharing (Makes them very hard even on low skill settings)

ai_ahare_info = False;

/// Distance AI will let other enemies know of your position (currently only on kill)

ai_share_distance = 150;

///////////////////////////////////////////////////////

/// Gain humanity for killing an AI unit (True: is on. False: is off.)

ai_humanity_gain = True;

/// Humanity added for AI kill

ai_add_humanity = 350;

/// Adds bandit kill when killing an AI (True: on. False: off.)

ai_banditkills_gain = True;

///////////////////////////////////////////////////////

/// Allows you to set a custom skill array for units. (True: will use these arrays. False: will use number in spawn array)

ai_custom_skills = True;

/// Custom skill array. Use 0 to use this with ai_custom_skills = True

ai_custom_array1 = [

["aimingAccuracy",0.60],

["aimingShake",0.60],

["aimingSpeed",1.00],

["endurance",1.00],

["spotDistance",1.00],

["spotTime",1.00],

["courage",1.00],

["reloadSpeed",1.00],

["commanding",1.00],

["general",1.00]

];

/// Custom skill array. Use 1 to use this with ai_custom_skills = True

ai_custom_array2 = [

["aimingAccuracy",0.15],

["aimingShake",0.20],

["aimingSpeed",1.00],

["endurance",1.00],

["spotDistance",1.00],

["spotTime",1.00],

["courage",1.00],

["reloadSpeed",1.00],

["commanding",1.00],

["general",1.00]

];

/// Custom skill array. Use 2 to use this with ai_custom_skills = True

ai_custom_array3 = [

["aimingAccuracy",0.60],

["aimingShake",0.60],

["aimingSpeed",1.00],

["endurance",1.00],

["spotDistance",1.00],

["spotTime",1.00],

["courage",1.00],

["reloadSpeed",1.00],

["commanding",1.00],

["general",1.00]

];

/// Arrays used in "Random" custom skill

ai_skill_random = [ai_custom_array1,ai_custom_array2,ai_custom_array3];

///////////////////////////////////////////////////////

/// Allows AI on static guns to have a loadout

ai_static_useweapon = True;

/// Allows you to set custom array for AI on static weapons. (True: On False: Off)

ai_static_skills = True;

/// Custom skill array. Use this with ai_static_skills = True;

ai_static_array = [

["aimingAccuracy",0.15],

["aimingShake",0.20],

["aimingSpeed",0.50],

["endurance",1.00],

["spotDistance",1.00],

["spotTime",1.00],

["courage",1.00],

["reloadSpeed",1.00],

["commanding",1.00],

["general",1.00]

];

///////////////////////////////////////////////////////

/// Gearset arrays for unit Loadouts ///

/// 0 ///

ai_gear0 = [

["ItemBandage","ItemBandage","ItemPainkiller"],

["ItemKnife","ItemFlashlight"]

];

/// 1 ///

ai_gear1 = [

["ItemBandage","ItemBandage","ItemPainkiller"],

["ItemKnife","ItemFlashlight"]

];

/// 2 ///

ai_gear2 = [

["ItemBandage","ItemBandage","ItemPainkiller"],

["ItemKnife","ItemFlashlight"]

];

/// 3 ///

ai_gear3 = [

["ItemBandage","ItemBandage","ItemPainkiller"],

["ItemKnife","ItemFlashlight"]

];

/// 4 ///

ai_gear4 = [

["ItemBandage","ItemBandage","ItemPainkiller"],

["ItemKnife","ItemFlashlight"]

];

/// Gearsets to use if set to "Random" ///

ai_gear_random = [ai_gear0,ai_gear1,ai_gear2,ai_gear3,ai_gear4];

///////////////////////////////////////////////////////

/// Weapon arrays for unit Loadouts ///

/// Format is ["Gun","Ammo"] ///

/// 0 ///

ai_wep0 = [

["AKS_74_UN_kobra","30Rnd_545x39_AKSD"],

["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],

["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"],

["M16A4","30Rnd_556x45_Stanag"],

["m8_carbine","30Rnd_556x45_Stanag"],

["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"],

["Sa58V_CCO_EP1","30Rnd_762x39_AK47"]

];

/// 1 ///

ai_wep1 = [

["AK_107_pso","30Rnd_545x39_AK"],

["M16A4_ACG","30Rnd_556x45_Stanag"],

["Sa58V_RCO_EP1","30Rnd_762x39_AK47"],

["SCAR_L_STD_Mk4CQT","30Rnd_556x45_Stanag"],

["BAF_L86A2_ACOG","30Rnd_556x45_Stanag"],

["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"],

["M14_EP1","20Rnd_762x51_DMR"],

["M8_sharpshooter","30Rnd_556x45_Stanag"]

];

/// 2 ///

ai_wep2 = [

["AK_107_GL_pso","30Rnd_545x39_AK"],

["AK_107_GL_kobra","30Rnd_545x39_AK"],

["M4A1_HWS_GL","30Rnd_556x45_Stanag"],

["M16A4_ACG_GL","30Rnd_556x45_Stanag"],

["M8_carbineGL","30Rnd_556x45_Stanag"],

["SCAR_L_STD_EGLM_RCO","30Rnd_556x45_Stanag"],

["BAF_L85A2_UGL_Holo","30Rnd_556x45_Stanag"],

["M4A3_RCO_GL_EP1","30Rnd_556x45_Stanag"]

];

/// 3 ///

ai_wep3 = [

["SCAR_H_STD_EGLM_Spect","20rnd_762x51_B_SCAR"],

["M110_NVG_EP1","20rnd_762x51_B_SCAR"],

["SCAR_H_LNG_Sniper_SD","20rnd_762x51_SB_SCAR"],

["SVD_CAMO","10Rnd_762x54_SVD"],

["VSS_Vintorez","20Rnd_9x39_SP5_VSS"],

["DMR","20Rnd_762x51_DMR"],

["M40A3","5Rnd_762x51_M24"]

];

/// 4 ///

ai_wep4 = [

["RPK_74","75Rnd_545x39_RPK"],

["MK_48_DZ","100Rnd_762x51_M240"],

["M249_DZ","200Rnd_556x45_M249"],

["Pecheneg_DZ","100Rnd_762x54_PK"],

["M240_DZ","100Rnd_762x51_M240"]

];

/// Arrays used in "Random" for weapons///

ai_wep_random = [ai_wep0,ai_wep1,ai_wep2,ai_wep3,ai_wep4];

///////////////////////////////////////////////////////

/// Backpacks used when "" for random ///

ai_packs = [

"DZ_Patrol_Pack_EP1",

"DZ_Assault_Pack_EP1",

"DZ_Czech_Vest_Puch",

"DZ_TerminalPack_EP1",

"DZ_ALICE_Pack_EP1",

"DZ_TK_Assault_Pack_EP1",

"DZ_CompactPack_EP1",

"DZ_British_ACU",

"DZ_GunBag_EP1",

"DZ_CivilBackpack_EP1",

"DZ_Backpack_EP1",

"DZ_LargeGunBag_EP1"

];

///////////////////////////////////////////////////////

/// Skins used when "" for random ///

ai_skin = [

"Bandit1_DZ",

"BanditW1_DZ",

"BanditW2_DZ",

"Camo1_DZ",

"Sniper1_DZ",

"Soldier1_DZ",

"Survivor2_DZ",

"SurvivorW2_DZ",

"GUE_Soldier_MG_DZ",

"GUE_Soldier_Sniper_DZ",

"GUE_Soldier_Crew_DZ",

"GUE_Soldier_2_DZ",

"RU_Policeman_DZ",

"Pilot_EP1_DZ",

"Haris_Press_EP1_DZ",

"Ins_Soldier_GL_DZ",

"GUE_Commander_DZ",

"Functionary1_EP1_DZ",

"Priest_DZ",

"Rocker1_DZ",

"Rocker2_DZ",

"Rocker3_DZ",

"Rocker4_DZ",

"TK_INS_Warlord_EP1_DZ",

"TK_INS_Soldier_EP1_DZ",

"Soldier_Sniper_PMC_DZ",

"Soldier_TL_PMC_DZ",

"FR_OHara_DZ",

"FR_Rodriguez_DZ",

"CZ_Soldier_Sniper_EP1_DZ",

"Graves_Light_DZ",

"Bandit2_DZ",

"SurvivorWcombat_DZ"

];

//////////////////////////////////////////////////////

WAIconfigloaded = True;

 

Do you know if there is a way to increase the AI health?

I really want to do this!

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Question on wicked AI , Players on my server are saying that the AI can shoot through rocks and cinder walls ?

 

Any ideas ?

 

Im on epoch (latest) with the NAPF map

 

thanks in advance

 

Jon

 

 

larger calibre guns are able to shoot through walls?

 

In my server we do not have these problems. Except when the AI uses .50 cal weapons.. But it can happen even with another player.

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I added AI Patrol Vehicles to my missions, but they tend to stick around when the mission is failed or timesout can someone help me with this?

 

They are shooting down planes and helis when there is no mission alive.

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our server has an impressive amount of AI :) a few static bases then some pretty nasty missions spawning. took ages to get it all working but the posts on here guided me through 99% of it. still problem with helis flying into trees when doing attack runs though. the static 50s can shoot through thinner walls but thick stuff stops them. 

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i cant get more then 1 static group of ai spawning still.

 

also had someone else check my files and they are all correct but still 1 static group of ai spawn and thats my lot which means sadly i cant use wicked ai for my ai city i made so back to old easy mode ai.

 

unless someone may know something i dont? tried as much as i can think of so really would love someone to say *try this* and i say holy s**t it worked :P

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i cant get more then 1 static group of ai spawning still.

 

also had someone else check my files and they are all correct but still 1 static group of ai spawn and thats my lot which means sadly i cant use wicked ai for my ai city i made so back to old easy mode ai.

 

unless someone may know something i dont? tried as much as i can think of so really would love someone to say *try this* and i say holy s**t it worked :P

 

Can you post your customspawn sqf file here, so we can take a look at your code?

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