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Wicked AI/Mission system


Markk311

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How can you set when the first mission is actually started? I would like to start my first mission about 20 minutes after restart with a 40 minute clean up which i have it set like this

// Time between missions (seconds)
wai_mission_timer = 1200;

// How long before a mission times out (seconds)
wai_mission_timeout = 2400;

But the first mission starts around 47 minutes uptime.

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This looks very promising. we just added this as a replacement for sarge Ai to 1.0.3.1

Now I have a question regarding the ammo boxes.

The loot arrays are defined in missionCfg.sqf and the random logic for ammo box population are in ammobox.sqf.

I want to add an additional array with building material. how do I make that available in ammobox.sqf?

I dont get the function calls/method invocation in SQF. how do the parameter get passed into the ammobox.sqf?

if someone could give me a short skeleton example on how to define an additional loot array and pass it to ammobox.sqf i'd be so happy

:)

thx guys

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This looks very promising. we just added this as a replacement for sarge Ai to 1.0.3.1

Now I have a question regarding the ammo boxes.

The loot arrays are defined in missionCfg.sqf and the random logic for ammo box population are in ammobox.sqf.

I want to add an additional array with building material. how do I make that available in ammobox.sqf?

I dont get the function calls/method invocation in SQF. how do the parameter get passed into the ammobox.sqf?

if someone could give me a short skeleton example on how to define an additional loot array and pass it to ammobox.sqf i'd be so happy

:)

thx guys

I have the same exact question.

 

Second question: if I add a second ammo box like this:

_box2 = createVehicle ["BAF_VehicleBox",[8064.5078,9154.2549,3.9629116], [], 0, "CAN_COLLIDE"];
[_box] call spawn_ammo_box;

the box will contain 50 m249 mags and not the loot I defined in the cfg! _box1 is fine.

 

Solved: had to write [_box2]

 

Third question: is it possible to use ItemVault (safe) instead of the weapons box? I tried it, and the ammo box doesn't display

 

Fourth question: is it possible to set mission vehicles to despawn at restart?

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For me is it working good - long time read the scripts for understanding it and still not sure :-) I am not so experienced like you guys.

 

I am testing it on 1.0.3. - with 3.1 we have too much bugs with battle eye...

 

 

But i have one question - there is :

// Time between missions (seconds)
wai_mission_timer = 1200;

// How long before a mission times out (seconds)
wai_mission_timeout = 2400;

So first mission start after 1200 seconds after server start. And the second parameter is time, when mission ends? Than will all dissapear, incl. NPCS, wehicles and loot? And than will new mission start, with same time?

 

EDIt : so by this example 2400-1200=1200s so duration of this misson is 20 minutes? And all next missions will have the same duration before it ends?

 

Thx!

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For me is it working good - long time read the scripts for understanding it and still not sure :-) I am not so experienced like you guys.

 

I am testing it on 1.0.3. - with 3.1 we have too much bugs with battle eye...

 

 

But i have one question - there is :

// Time between missions (seconds)
wai_mission_timer = 1200;

// How long before a mission times out (seconds)
wai_mission_timeout = 2400;

So first mission start after 1200 seconds after server start. And the second parameter is time, when mission ends? Than will all dissapear, incl. NPCS, wehicles and loot? And than will new mission start, with same time?

 

EDIt : so by this example 2400-1200=1200s so duration of this misson is 20 minutes? And all next missions will have the same duration before it ends?

 

Thx!

first number is how long it takes to spawn in, the second number is how long it takes to despawn if no one attempts to do the mission, so another mission can spawn

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first number is how long it takes to spawn in, the second number is how long it takes to despawn if no one attempts to do the mission, so another mission can spawn

THX :-)

 

I tested it, and the mission will not ends, when someone start fight with NPCs?  By me the mission did not ends by itself...

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I have two questions regarding the missions

 

AI at night

 

It looks like the AI is blind and deaf at night. Is there a way to make them behave the same way at night as they are during the day?

 

AI doesn't open fire on certain vehicles 

 

Some vehicles like Vodniks or HMMWVs are ignored by the AI until you start shooting at them. It almost looks like as if they see those vehicles as allies until you get out and start shooting the AI.

Any idea how we could change that behaviour or other input on how to make AI less vulnerable to being run over by vehicles?

 

 

Really like this script

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Guys, can you someone help me? I dont know, how can i start heli patrols, vehicle patrols... Do you know how to set it up?

 

And how can i set by missions - like convoy - end? I mean the situation, when someone come in the battle with NPCs and for example died or ran away. The mission will not end by itself, although the time for the mission is expired...?

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Hello..

 

In my CustomSpawns.

/ StaticCrateSpawn..

 

Can i add so when people have finished the "Mission". That i placed Customly. It says Survivors has cleared out the bandit camp and looted the stolen goods?

 

- Aswell can you make a timer. So they dont spawn immediatly after server restart?

 

- And can you do so. That the AI's stays at theire positions and not run around?...

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arma ORP
_unit = _unitGroup createUnit [_aiskin, [(_position select >
23:06:04   Error position: <createUnit [_aiskin, [(_position select >
23:06:04   Error Type Any, expected Number
23:06:04 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 53
23:06:04 Error in expression <{
_aiskin = _skin
};
_unit = _unitGroup createUnit [_aiskin, [(_position select >
23:06:04   Error position: <createUnit [_aiskin, [(_position select >
23:06:04   Error Type Any, expected Number
23:06:04 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 53
23:06:04 Error in expression <{
_aiskin = _skin
};
_unit = _unitGroup createUnit [_aiskin, [(_position select >
23:06:04   Error position: <createUnit [_aiskin, [(_position select >
23:06:04   Error Type Any, expected Number
23:06:04 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 53
23:06:04 Error in expression <{
_aiskin = _skin
};
_unit = _unitGroup createUnit [_aiskin, [(_position select >
23:06:04   Error position: <createUnit [_aiskin, [(_position select >
23:06:04   Error Type Any, expected Number
23:06:04 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 53
23:06:04 Error in expression <{
_aiskin = _skin
};
 
My setings 
[[8619.95,4733.77,0], //position
4,                              //Number Of units
1,                             //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
2,                          //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.
1                          //Gearset number. "Random" for random gear set.
] call spawn_group;
 
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main dayz_server directory = the dayzserver file? and the insert sode should look like this?

 

if(isnil "OldHeliCrash") then {

OldHeliCrash = false;
};
 
    [] ExecVM "\z\addons\dayz_server\WAI\init.sqf";
allowConnection = true;
 
// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
if(OldHeliCrash) then {
_nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite;
};
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main dayz_server directory = the dayzserver file? and the insert sode should look like this?

 

if(isnil "OldHeliCrash") then {

OldHeliCrash = false;
};
 
    [] ExecVM "\z\addons\dayz_server\WAI\init.sqf";
allowConnection = true;
 
// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
if(OldHeliCrash) then {
_nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite;
};

 

 

 

Correct

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Hey guys...

 

My customSpawns.sqf

//Custom group
[[4607.29,7944.16,0.001],4,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;
[[482.13083,364.92307,0.001],8,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;
[[4980.8633,7713.1147,0.001],6,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;
[[503.68832,446.19894,0.001],5,1,"Random",4,"","Bandit2_DZ","Random"] call spawn_group;
//Custom static weapon spawns
[[[4985.6348,7683.6563,0.1],[4890.1611,7729.1338,0.1],[419.63754,268.04395,0.1],[361.32706,419.25995,0.1],[467.64276,481.91605,0.1]],"M2StaticMG",0.5,"Bandit2_DZ",1,2,"","Random"] call spawn_static;
//Custom Chopper Patrol spawn
[[385.79007,9294.3115,0],[0,0,0],2000,10,"UH1H_DZE",1] spawn heli_patrol;
[[4265.4551,7486.4741,0],[0,0,0],2000,10,"UH1H_DZE",1] spawn heli_patrol;
[[452.97083,378.13867,0],[0,0,0],2000,10,"UH1H_DZE",1] spawn heli_patrol;
[[6857.4307,1051.6687,0],[0,0,0],2000,10,"UH1H_DZE",1] spawn heli_patrol;
//Custom Vehicle patrol spawns
[[4943.4785,7488.2852,0],[4943.4785,7488.2852,0],200,10,"HMMWV_Armored",1] spawn vehicle_patrol;
//Paradropped unit custom spawn
[[449.50165,9315.1699,0],[0,0,0],400,"UH1H_DZE",5,1,"Random",4,"","Bandit2_DZ","Random",False] spawn heli_para;
[[4607.29,7944.16,0],[0,0,0],400,"UH1H_DZE",5,1,"Random",4,"","Bandit2_DZ","Random",False] spawn heli_para;
[[4980.8633,7713.1147,0],[0,0,0],400,"UH1H_DZE",5,1,"Random",4,"","Bandit2_DZ","Random",False] spawn heli_para;

The first two custom group spawns & nothing else. RPT only gives info for the first custom group spawning.

15:31:17 "WAI: AI Config File Loaded"
15:31:17 "WAI: AI Monitor Started"
15:31:17 Server: Object 4:7 not found (message 70)
15:31:17 Server: Object 4:6 not found (message 89)
15:31:17 "WAI: Spawned a group of 4 Bandits at [4607.29,7944.16,0.001]"
15:31:18 "TIME SYNC: Local Time set to [2013,8,3,16,31]"
15:31:18 "WAI: Mission Config File Loaded"
15:31:18 "WAI: Starting AI Missions Moniter"

Any ideas? All missions working fine as far as I can tell.

 

Can the static mgs be placed on top of buildings?

 

Any help gratefully received!!

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Still a no go for me added it to epoch 1.0.3.1 and get this in my  RPT

 

18:47:16 "MPframework inited"
18:47:16 Warning Message: Script z\addons\dayz_server\init\server_functions.sqf not found
18:47:16 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf not found
18:47:16 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf not found
18:47:16 "Res3tting B!S effects..."
18:47:17 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not found
18:49:32 Client: Remote object 2:9 not found
18:49:32 Client: Remote object 2:10 not found
18:49:32 Client: Remote object 2:11 not found

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21:00:04   Error Undefined variable in expression: _iclass
21:00:04 File z\addons\dayz_code\compile\spawn_loot.sqf, line 9
21:00:04 Error in expression <s select _index;
_itemType = _itemTypes select _index;
[_itemType select 0, _ite>
21:00:04   Error position: <select _index;
[_itemType select 0, _ite>
21:00:04   Error Zero divisor
21:00:04 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73
21:00:04 Error in expression <t 2;
_radius = _this select 3;
 
switch (_iClass) do
{
default
{
 
_item = createV>
21:00:04   Error position: <_iClass) do
{
default
{
 
_item = createV>
21:00:04   Error Undefined variable in expression: _iclass
21:00:04 File z\addons\dayz_code\compile\spawn_loot.sqf, line 9
21:00:04 Error in expression <s select _index;
_itemType = _itemTypes select _index;
[_itemType select 0, _ite>
21:00:04   Error position: <select _index;
[_itemType select 0, _ite>
21:00:04   Error Zero divisor
21:00:04 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73
21:00:04 Error in expression <t 2;
_radius = _this select 3;
 
switch (_iClass) do
{
default
{
 
_item = createV>
21:00:04   Error position: <_iClass) do
{
default
{
 
_item = createV>
21:00:04   Error Undefined variable in expression: _iclass
21:00:04 File z\addons\dayz_code\compile\spawn_loot.sqf, line 9
21:00:04 Error in expression <s select _index;
_itemType = _itemTypes select _index;
[_itemType select 0, _ite>
21:00:04   Error position: <select _index;
[_itemType select 0, _ite>
21:00:04   Error Zero divisor
21:00:04 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73
21:00:04 Error in expression <t 2;
_radius = _this select 3;
 
switch (_iClass) do
{
default
{
 
_item = createV>
21:00:04   Error position: <_iClass) do
{
default
{
 
_item = createV>
21:00:04   Error Undefined variable in expression: _iclass
21:00:04 File z\addons\dayz_code\compile\spawn_loot.sqf, line 9
21:00:04 Error in expression <s select _index;
_itemType = _itemTypes select _index;
[_itemType select 0, _ite>
21:00:04   Error position: <select _index;
[_itemType select 0, _ite>
21:00:04   Error Zero divisor
21:00:04 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73
21:00:04 Error in expression <t 2;
_radius = _this select 3;
 
switch (_iClass) do
{
default
{
 
_item = createV>
21:00:04   Error position: <_iClass) do
{
default
{
 
_item = createV>
21:00:04   Error Undefined variable in expression: _iclass
21:00:04 File z\addons\dayz_code\compile\spawn_loot.sqf, line 9
21:00:04 Error in expression <s select _index;
_itemType = _itemTypes select _index;
[_itemType select 0, _ite>
21:00:04   Error position: <select _index;
[_itemType select 0, _ite>
21:00:04   Error Zero divisor
ANY IDEAS  ?
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Hello..

 

In my CustomSpawns.

/ StaticCrateSpawn..

 

Can i add so when people have finished the "Mission". That i placed Customly. It says Survivors has cleared out the bandit camp and looted the stolen goods?

 

- Aswell can you make a timer. So they dont spawn immediatly after server restart?

 

- And can you do so. That the AI's stays at theire positions and not run around?...

- BUMP

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