lostandcrazy34 Posted January 29, 2015 Report Share Posted January 29, 2015 A couple of questions: I run a PVE server and I don't want players to lose humanity at hero missions. Can I change hero missions into bandits ones? Can I change the humanity lost from killing heros into humanity gain? I read somewhere that it might be possible to make a hero mission friendly to player heros, is this the case and if so, how is it defined? Thanks in advance. :) Andy they have the new WAI mission system that has hero and bandit missions.. if you look on the epochmods section you should see it. Link to comment Share on other sites More sharing options...
Anarchy's Shadow Posted February 1, 2015 Report Share Posted February 1, 2015 how do I add this to my server I have looked in my mission pbo and there is no system folder I am fairly new to this stuff so I am a little confused please help Link to comment Share on other sites More sharing options...
Mr White Posted February 1, 2015 Report Share Posted February 1, 2015 how do I add this to my server I have looked in my mission pbo and there is no system folder I am fairly new to this stuff so I am a little confused please help it doesn't go in the mission.pbo, it goes in the dayz_server.pbo which is housed under @DayZ_Epoch_Server\addons you might want to try building a test server, and blowing it up a few times. it may keep you out of trouble. Link to comment Share on other sites More sharing options...
Zgraphz Posted February 12, 2015 Report Share Posted February 12, 2015 I added the WAI folder to my Dayz_server folder i added the commands, im not sure what is going on, i followed the instructions with the newest update 2.2.0 and nothing happens, keep in mind my server is a Panthera Dayz epoch server. Im hosting from vilayer, if im correct, i place the WAI folder inside the Dayz_epoch folder right? so it should look like this? vilayercodecustom/dayz_epoch/WAI/init.sqf right? Link to comment Share on other sites More sharing options...
Earl Bigtruck Posted February 12, 2015 Report Share Posted February 12, 2015 I added the WAI folder to my Dayz_server folder i added the commands, im not sure what is going on, i followed the instructions with the newest update 2.2.0 and nothing happens, keep in mind my server is a Panthera Dayz epoch server. Im hosting from vilayer, if im correct, i place the WAI folder inside the Dayz_epoch folder right? so it should look like this? vilayercodecustom/dayz_epoch/WAI/init.sqf right? Nope - you need to download and unpack your server pbo. And put the WAI folder in the root directory. The Server pbo is normally located here:- \@DayZ_Epoch_Server\addons\dayz_server.pbo Link to comment Share on other sites More sharing options...
Zgraphz Posted February 14, 2015 Report Share Posted February 14, 2015 What i had said is my server i dont have to pack or unpack anything. i did everything correct or as i was explained how to do so. Link to comment Share on other sites More sharing options...
Earl Bigtruck Posted February 14, 2015 Report Share Posted February 14, 2015 What i had said is my server i dont have to pack or unpack anything. i did everything correct or as i was explained how to do so. Sorry I missed the part about about vilayer hosting - okay - the folder is in the right place the. Can you logon to the server and post your .rpt file? Link to comment Share on other sites More sharing options...
Thug Posted February 19, 2015 Report Share Posted February 19, 2015 I would like to add a AT to some ai. need a little help in the examples in the default.sqf it shows "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 do i make it look like this [953.237,4486.48,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "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; Link to comment Share on other sites More sharing options...
Earl Bigtruck Posted February 19, 2015 Report Share Posted February 19, 2015 I would like to add a AT to some ai. need a little help in the examples in the default.sqf it shows "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 do i make it look like this [953.237,4486.48,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "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; Hi Thug for AT launchers use this format [953.237,4486.48,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) ["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; For AA launchers [953.237,4486.48,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) ["Random","aa"], // 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; Link to comment Share on other sites More sharing options...
Thug Posted February 19, 2015 Report Share Posted February 19, 2015 Hi Thug for AT launchers use this format [953.237,4486.48,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) ["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; For AA launchers [953.237,4486.48,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) ["Random","aa"], // 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; Thank you for your help Link to comment Share on other sites More sharing options...
DangerRuss Posted March 1, 2015 Report Share Posted March 1, 2015 Without skimming through all 50 + pages, can someone tell me if there is a way to make multiple types of static weapon spawn at a mission? It seems as though the weapon is either random, or predefined, but whatever it is, there is only one kind at each mission. So if the M2 is selected, there will be several M2's but ONLY M2's. I was thinking something like this //Static Guns [[ [(_position select 0) + 25, (_position select 1) + 25, 0], [(_position select 0) - 25, (_position select 1) - 25, 0] ],["M2StaticMG","DSHKM_Ins"],"extreme","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static; Would that work? Link to comment Share on other sites More sharing options...
Invasion Posted March 12, 2015 Report Share Posted March 12, 2015 download link broken Link to comment Share on other sites More sharing options...
Cenda1986 Posted March 13, 2015 Report Share Posted March 13, 2015 Hello is sometimes set the delay after AI spawn marked on a map? Not that I can not find it anywhere :-( Thank you in advance. Link to comment Share on other sites More sharing options...
wildwezul Posted April 4, 2015 Report Share Posted April 4, 2015 Ok, So I had DZMS and WAi installed, and everything was fine and working... then I took the server down, backed up my files, and tried loading in a new building script. It didn't work, so I deleted my mission and server pbo and reloaded from the backup. Now, the missions spawn and all the ai kill each other. usually 2 live, and have what seems to be "fast fire" and Unlimited ammo... as if they had Infistar on and were using it. The crates also, most of the time, don't spawn any loot. Checking my Rpt it says this when loading a mission now (never use to) http://pastebin.com/9TfLBmxs Also I find out that a standard player can't kill those last one or two Ai... I can, as an Admin, though. Link to comment Share on other sites More sharing options...
DangerRuss Posted April 5, 2015 Report Share Posted April 5, 2015 Ok, So I had DZMS and WAi installed, and everything was fine and working... then I took the server down, backed up my files, and tried loading in a new building script. It didn't work, so I deleted my mission and server pbo and reloaded from the backup. Now, the missions spawn and all the ai kill each other. usually 2 live, and have what seems to be "fast fire" and Unlimited ammo... as if they had Infistar on and were using it. The crates also, most of the time, don't spawn any loot. Checking my Rpt it says this when loading a mission now (never use to) http://pastebin.com/9TfLBmxs Also I find out that a standard player can't kill those last one or two Ai... I can, as an Admin, though. Im gonna take a stab in the dark and say you updated your antihack? Perhaps there might be an experimental variable which moves the ai to the client that you may need to set to false? Any time there is something you can do as an "admin" that regular players cannot is more than most likely antihack related. Link to comment Share on other sites More sharing options...
don2k7 Posted April 5, 2015 Report Share Posted April 5, 2015 hi there for the missions (without going through 50 pages) is it possible under the _position = [80] call find_position; is it possible to change these to a series of grid references for the mission to spawn for example the beachhead mission cheers Link to comment Share on other sites More sharing options...
wildwezul Posted April 5, 2015 Report Share Posted April 5, 2015 Im gonna take a stab in the dark and say you updated your antihack? Perhaps there might be an experimental variable which moves the ai to the client that you may need to set to false? Any time there is something you can do as an "admin" that regular players cannot is more than most likely antihack related. You were right. I had updated Infistar the previous night, when I got their email. I rolled it back to the previous version and everything was ok. I'll have to look through it and fine out where anything is in it to set to true or false. Thanks Link to comment Share on other sites More sharing options...
DangerRuss Posted April 5, 2015 Report Share Posted April 5, 2015 You were right. I had updated Infistar the previous night, when I got their email. I rolled it back to the previous version and everything was ok. I'll have to look through it and fine out where anything is in it to set to true or false. Thanks I gave you a huge hint. Ill go one step further. /* *experimental* - will transfer serverside units (including mission AI) to clientside */ Link to comment Share on other sites More sharing options...
Guest Posted April 5, 2015 Report Share Posted April 5, 2015 Link down Link to comment Share on other sites More sharing options...
DangerRuss Posted April 5, 2015 Report Share Posted April 5, 2015 Link down Link to comment Share on other sites More sharing options...
Guest Posted April 5, 2015 Report Share Posted April 5, 2015 Thank you, sir. Link to comment Share on other sites More sharing options...
Scarylarry Posted May 9, 2015 Report Share Posted May 9, 2015 Is there a way to stop missions from spawning within a certain range from plot poles? I've got a few players who have missions spawning just outside their plot poles. Imagine logging in to a hero base, 50m away... Thanks Link to comment Share on other sites More sharing options...
Ash Ketchup Posted May 11, 2015 Report Share Posted May 11, 2015 Im gonna take a stab in the dark and say you updated your antihack? Perhaps there might be an experimental variable which moves the ai to the client that you may need to set to false? Any time there is something you can do as an "admin" that regular players cannot is more than most likely antihack related. thanks for the info! this fixed the loot boxes Link to comment Share on other sites More sharing options...
GudrunGisela Posted May 13, 2015 Report Share Posted May 13, 2015 Hi everyone, first of all thanks for this great script :) But I've got a problem with the spawning of missions. I have a Overpoch Origins server so that the map is taviana. By default settings of the find_position.sqf the missions always spawn on mountains. So I've configured static positions where missions can spawn but I've got a problem with this. If someone completes a mission there often spawns a new mission exactly at this position although there are many other positions. This is my find_position.sqf: if(isServer) then { private ["_i","_traders","_possiblePositions","_validspot","_position"]; markerready = false; if(use_blacklist) then { _possiblePositions = [ [8421.72, 20052.3, 0], [8859.07, 19218.7, 0], [10034.7, 18686.6, 0], [10623.7, 17509.4, 0], [12156.2, 14931.4, 0], [12975.7, 13520.5, 0], [13383.7, 11971.1, 0], [16146.7, 14680.8, 0], [13097.6, 19218.2, 0], [17001.7, 8532.04, 0], [17667.5, 7506.71, 0], [16974.9, 6138.25, 0], [7947.84, 7757.94, 0], [9156.91, 5646.49, 0], [8469.61, 2989.28, 0], [4446.66, 6406.61, 0], [4722.83, 7931.13, 0], [7695.86, 6956.98, 0], [5873.4, 16301.1, 0] ]; } else { _possiblePositions = [ [8421.72, 20052.3, 0], [8859.07, 19218.7, 0], [10034.7, 18686.6, 0], [10623.7, 17509.4, 0], [12156.2, 14931.4, 0], [12975.7, 13520.5, 0], [13383.7, 11971.1, 0], [16146.7, 14680.8, 0], [13097.6, 19218.2, 0], [17001.7, 8532.04, 0], [17667.5, 7506.71, 0], [16974.9, 6138.25, 0], [7947.84, 7757.94, 0], [9156.91, 5646.49, 0], [8469.61, 2989.28, 0], [4446.66, 6406.61, 0], [4722.83, 7931.13, 0], [7695.86, 6956.98, 0], [5873.4, 16301.1, 0] ]; }; _validspot = false; _i = 1; while{!_validspot} do { _position = _possiblePositions call BIS_fnc_selectRandom; _i = _i + 1; _validspot = true; if (_position call inDebug) then { if(debug_mode) then {diag_log("WAI: Invalid Position (Debug)");}; _validspot = false; }; if(_validspot && wai_avoid_water != 0) then { if ([_position,wai_avoid_water] call isNearWater) then { if(debug_mode) then {diag_log("WAI: Invalid Position (Water)");}; _validspot = false; }; }; if (_validspot && isNil "infiSTAR_LoadStatus1" && wai_avoid_town != 0) then { if ([_position,wai_avoid_town] call isNearTown) then { if(debug_mode) then {diag_log("WAI: Invalid Position (Town)");}; _validspot = false; }; }; // ELSE infoSTAR is enabled, need to find another method of finding near towns if(_validspot && wai_avoid_road != 0) then { if ([_position,wai_avoid_road] call isNearRoad) then { if(debug_mode) then {diag_log("WAI: Invalid Position (Road)");}; _validspot = false; }; }; if (_validspot && wai_avoid_missions != 0) then { if(debug_mode) then { diag_log("WAI DEBUG: FINDPOS: Checking nearby mission markers: " + str(wai_mission_markers)); }; { if (getMarkerColor _x != "" && (_position distance (getMarkerPos _x) < wai_avoid_missions)) exitWith { if(debug_mode) then {diag_log("WAI: Invalid Position (Marker: " + str(_x) + ")");}; _validspot = false; }; } count wai_mission_markers; }; if (_validspot && wai_avoid_traders != 0) then { if(debug_mode) then { diag_log("WAI DEBUG: FINDPOS: Checking nearby trader markers: " + str(trader_markers)); }; { if (getMarkerColor _x != "" && (_position distance (getMarkerPos _x) < wai_avoid_traders)) exitWith { if(debug_mode) then {diag_log("WAI: Invalid Position (Marker: " + str(_x) + ")");}; _validspot = false; }; } count trader_markers; }; if(_validspot) then { if(debug_mode) then { diag_log("Loop complete, valid position " +str(_position) + " in " + str(_i) + " attempts"); }; }; }; _position set [2, 0]; _position }; Is there a way to configure that after cleaning a mission runs a timer that no other mission can spawn at this position for 30 minutes for example? I would be very grateful if anyone has a solution for this. Best regards, GudrunGisela Link to comment Share on other sites More sharing options...
Saltzman Posted June 5, 2015 Report Share Posted June 5, 2015 Getting this spammed in my RPT logs, any ideas of the issue here? Also: Warning Message: Script z\addons\dayz_server\WAI\missions\hero\black_hawk_down.sqf not found Error in expression <Kills",(_banditkills + 1),true]; }; }; if (ai_clear_body) then { {_unit removeM> Error position: <if (ai_clear_body) then { {_unit removeM> Error if: Type Number, expected Bool File z\addons\dayz_server\WAI\compile\on_kill.sqf, line 64 Thanks for any help. Link to comment Share on other sites More sharing options...
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