Humpabry Posted May 29, 2014 Report Share Posted May 29, 2014 Humpabry, on 25 May 2014 - 12:21 AM, said: //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 */ //example spawn 2 [[456.75,419.422,0.00143886], //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; //example spawn 3 [[441.295,319.657,0.00143886], //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; //example spawn 4 [[419.033,315.894,0.00143838], //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; //example spawn 5 [[496.225,483.173,0.00144482], //position 1, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "5", //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; //example spawn 6 [[480.266,476.691,0.0014472], //position 1, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "5", //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; //example spawn 7 [[484.582,477.715,0.00144482], //position 1, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "5", //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; //example spawn 8 [[515.599,471.463,0.00142479], //position 2, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "5", //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; //example spawn 9 [[500.635,422.405,0.00143862], //position 1, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "5", //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; /* This is best I can do ATM as I am abroad but will be home in 3 days :) but am sure this is the latest test I did an this is giving me head ache cause already another members checked it all and said it looks spot on and I don't wanna use sarge ai due to them being way easier then WAI. Would be so great ful for a fix to my problem. Thank you :) Link to comment Share on other sites More sharing options...
Humpabry Posted May 29, 2014 Report Share Posted May 29, 2014 If I delete the first group then the second group spawn which puzzles me and they is no errors in my rot and it shows the 4 ai that spawn but does not say wats happened to the rest of them sadly Link to comment Share on other sites More sharing options...
HellWalker Posted May 29, 2014 Report Share Posted May 29, 2014 If I delete the first group then the second group spawn which puzzles me and they is no errors in my rot and it shows the 4 ai that spawn but does not say wats happened to the rest of them sadly The only thing i see is the ' /* ' at the end of your code.. I don't know what may be wrong. Try to delet the first part of your code, the commented one and also delete that extra piece of code. If it doesn't fix your problem, i'll give you my customSpawn.sqf file which already have WAI spawning. I'm running NAPF server with AI defending the north island with the military base. Link to comment Share on other sites More sharing options...
Humpabry Posted May 29, 2014 Report Share Posted May 29, 2014 So delete everything above the - place custom spawns below- ? Also the /* needs to be where it is does it not? It ends the spawn section for ai troops. I am currently running panthera :) Link to comment Share on other sites More sharing options...
fr1nk Posted May 29, 2014 Report Share Posted May 29, 2014 /* and */ are used to comment out code. Anything in-between gets ignored. Link to comment Share on other sites More sharing options...
Humpabry Posted May 29, 2014 Report Share Posted May 29, 2014 So they should not effect my custom spawns then since they are set to read between those lines Link to comment Share on other sites More sharing options...
nemphis Posted May 29, 2014 Report Share Posted May 29, 2014 Hello guys, Anyone knows a possibilty to make the AI stay in for example an radius of about 50meters ? I have created an NPC base on the north island in Napf and want the AI to guard a few points but dont want them to leave those spots. So that they wont come to me when i shoot 300 meters away on other AI. Link to comment Share on other sites More sharing options...
DY357LX Posted May 29, 2014 Report Share Posted May 29, 2014 Hello guys, Anyone knows a possibilty to make the AI stay in for example an radius of about 50meters ? I have created an NPC base on the north island in Napf and want the AI to guard a few points but dont want them to leave those spots. So that they wont come to me when i shoot 300 meters away on other AI. In the AIconfig.sqf file: ai_patrol_radius = 300; Bring it down to 10 or 20. (0 might cause errors.) Link to comment Share on other sites More sharing options...
nemphis Posted May 29, 2014 Report Share Posted May 29, 2014 Alright will try it, was just afraid AI on missions will stay dump near the mission then and wont charge after players to hunt them down Link to comment Share on other sites More sharing options...
HellWalker Posted May 29, 2014 Report Share Posted May 29, 2014 So they should not effect my custom spawns then since they are set to read between those lines You are right, except for that extra code i said. MAYBE it is the problem, i think is worth a try. Otherwise, try to put only the spawn code, start with only one or 2 and then increase the number. Link to comment Share on other sites More sharing options...
Humpabry Posted May 29, 2014 Report Share Posted May 29, 2014 You are right, except for that extra code i said. MAYBE it is the problem, i think is worth a try. Otherwise, try to put only the spawn code, start with only one or 2 and then increase the number. Wat do ya mean by extra code? U mean like - backpack random- etc? Link to comment Share on other sites More sharing options...
HellWalker Posted May 29, 2014 Report Share Posted May 29, 2014 You are right, except for that extra code i said. MAYBE it is the problem, i think is worth a try. Otherwise, try to put only the spawn code, start with only one or 2 and then increase the number. Wat do ya mean by extra code? U mean like - backpack random- etc? just the /* at the end. Link to comment Share on other sites More sharing options...
Humpabry Posted May 29, 2014 Report Share Posted May 29, 2014 Ok I'll try that thanks mate Link to comment Share on other sites More sharing options...
nemphis Posted May 29, 2014 Report Share Posted May 29, 2014 if i change the patrol radius the npcs are still running over 300 meters if they hear me shootin :/ any other suggestions to keep them from walking ? Link to comment Share on other sites More sharing options...
dajax Posted May 29, 2014 Report Share Posted May 29, 2014 Okay, better yet does anyone know how I can make an AI unit not attack a air target? I just want my tanks to Attack Players on the Ground Link to comment Share on other sites More sharing options...
OSMOX Posted May 30, 2014 Report Share Posted May 30, 2014 Is it possible to have 2-4 missions active instead of 1 showing up on map? Link to comment Share on other sites More sharing options...
HellWalker Posted May 30, 2014 Report Share Posted May 30, 2014 Is it possible to have 2-4 missions active instead of 1 showing up on map? As far as i know, with this system you can only have one at a time. But i might be wrong Link to comment Share on other sites More sharing options...
RaymondThompson Posted May 31, 2014 Report Share Posted May 31, 2014 How do i add moving armor cars into my missions ? Link to comment Share on other sites More sharing options...
jgalla5400 Posted May 31, 2014 Report Share Posted May 31, 2014 As far as i know, with this system you can only have one at a time. But i might be wrong Fairly certain this isn't possible with one mission system , I couldn't figure it out so we run wicked ai and dzms both run fine and allows multiple missions on your map Link to comment Share on other sites More sharing options...
fr1nk Posted May 31, 2014 Report Share Posted May 31, 2014 How do i add moving armor cars into my missions ? Adjust your mission files like this: Above: [_position,"Supply Cache"] execVM "\z\addons\dayz_server\WAI\missions\compile\markers.sqf"; Add: //GPK HUMVEE PATROL SPAWN [[(_position select 0) + 15,(_position select 1) + 15,0], //Position to patrol [(_position select 0) + 1,(_position select 1) + 1,0], // Position to spawn at 200, //Radius of patrol 10, //Number of waypoints to give "HMMWV_M1151_M2_DES_EP1", //Classname of vehicle (make sure it has driver and gunner) 0.3 //Skill level of units ] spawn vehicle_patrol; Adjust the vehicle classname to your liking. Note that even after a mission clears, the vehicle doesn't despawn and will continue driving around. Was going to figure out how to clear it originally, but decided to leave it :D Link to comment Share on other sites More sharing options...
blacklabel83 Posted May 31, 2014 Report Share Posted May 31, 2014 Can someone help me? I am wanting to add more crew members to land and air vehicles. When I shoot at a passing say Ural I want it to stop and AI get out to fight? Link to comment Share on other sites More sharing options...
OSMOX Posted June 1, 2014 Report Share Posted June 1, 2014 yea i got death urals = 15 ai exit and gang bang bus =25 ai gets out Link to comment Share on other sites More sharing options...
blacklabel83 Posted June 1, 2014 Report Share Posted June 1, 2014 yea i got death urals = 15 ai exit and gang bang bus =25 ai gets out Ok so how do I script that? Link to comment Share on other sites More sharing options...
blacklabel83 Posted June 1, 2014 Report Share Posted June 1, 2014 Anyone? Link to comment Share on other sites More sharing options...
dajax Posted June 2, 2014 Report Share Posted June 2, 2014 Adjust your mission files like this: Above: [_position,"Supply Cache"] execVM "\z\addons\dayz_server\WAI\missions\compile\markers.sqf"; Add: //GPK HUMVEE PATROL SPAWN [[(_position select 0) + 15,(_position select 1) + 15,0], //Position to patrol [(_position select 0) + 1,(_position select 1) + 1,0], // Position to spawn at 200, //Radius of patrol 10, //Number of waypoints to give "HMMWV_M1151_M2_DES_EP1", //Classname of vehicle (make sure it has driver and gunner) 0.3 //Skill level of units ] spawn vehicle_patrol; Adjust the vehicle classname to your liking. Note that even after a mission clears, the vehicle doesn't despawn and will continue driving around. Was going to figure out how to clear it originally, but decided to leave it :D I have been trying to figure out how to get them to delete, I will try the .3 skill level. They tend to shoot down choppers from miles away. Link to comment Share on other sites More sharing options...
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