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Wicked AI/Mission system


Markk311

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I'm also having limited joy with the customSpawn.sqf.

 

From server report;

13:03:03 "9 Active ground units"
13:03:03 "0 Active emplacement units"
13:03:03 "0 Active chopper patrol units (Crew)"
13:03:03 "0 Active vehicle patrol units (Crew)"

This numbers go up when a mission begins (and how much fun are these missions???!!) but then goes back to only 9 ground units.

 

My customSpwan.sqf here (pastebin linky).

 

As for mission suggestions, I was working on one for TheSzerdi's pack where AI take over a hotel and hold hostages.  Kill a hostage and the mission fails.  I just couldn't get the damn AI into the building - and they kept killing the hostages :o

 

Many thanks Mark, very neat package.  (the Missions thing - not the other..)

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Hello guys, looking for help with heli para. I dont know, how to set marker. Want marker there by starting this mission and delete marker by killing NPCs and choppper, if will chopper stay there with NPCs.

 

I made hints. 1. hint will show when player enter prohibited area, 2. hint will show, when NPCs are droped. But still dont know how put marker there. Can someone help me?

 

Here is my change of custom spawn mission heli_para.

//Delay before chopper spawns in.
//sleep _delay;
//Spawing in Chopper and crew
diag_log format ["WAI: Spawning a %1 with %2 units to be paradropped at %3",_heli_class,_paranumber,_position];
_hint = parseText format["<t align='center' color='#FFFF66' shadow='2' size='1.75'>Prohibited area</t><br/><t align='center' color='#ffffff'>Someone entered prohobited area! NPC para drop on the way!</t>"];
customRemoteMessage = ['hint', _hint];
publicVariable "customRemoteMessage";
_unitGroup = createGroup east;
_pilot = _unitGroup createUnit ["Bandit1_DZ", [0,0,0], [], 1, "NONE"];
[_pilot] joinSilent _unitGroup;
ai_air_units = (ai_air_units +1);



ai_ground_units = (ai_ground_units + 1);
_para addEventHandler ["Killed",{[_this select 0, _this select 1, "ground"] call on_kill;}];
_chute = createVehicle ["ParachuteEast", [(_helipos select 0), (_helipos select 1), (_helipos select 2)], [], 0, "NONE"];
_para moveInDriver _chute;
[_para] joinSilent _pgroup;
sleep 1.5;
 _hint = parseText format["<t align='center' color='#FFFF66' shadow='2' size='1.75'>Prohibited area</t><br/><t align='center' color='#ffffff'>NPC squad now in area!</t>"];
customRemoteMessage = ['hint', _hint];
publicVariable "customRemoteMessage";

So is here someone who can help? :-)

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I'm also having limited joy with the customSpawn.sqf.

 

From server report;

13:03:03 "9 Active ground units"
13:03:03 "0 Active emplacement units"
13:03:03 "0 Active chopper patrol units (Crew)"
13:03:03 "0 Active vehicle patrol units (Crew)"

This numbers go up when a mission begins (and how much fun are these missions???!!) but then goes back to only 9 ground units.

 

My customSpwan.sqf here (pastebin linky).

 

As for mission suggestions, I was working on one for TheSzerdi's pack where AI take over a hotel and hold hostages.  Kill a hostage and the mission fails.  I just couldn't get the damn AI into the building - and they kept killing the hostages :o

 

Many thanks Mark, very neat package.  (the Missions thing - not the other..)

I placed a Diag entry at the head of the customSpawn.sqf and it doesn't show up in the server report.  What would prevent it from running?  Any ideas?

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I won't share my files i will help ppl to get it going if they like i have spent the time to my going it wasn't that hard just follow the intrsuctions :) pm me if you would like a extra hand

 

Can you please explain it here for everyone. there are a lot of people with this problem. Or just post 2 static. Or just explain on this example where mistake is. First group spawns, second not.

 

 

Place your custom group spawns below

*/

[[7869.92,3759.93,20.133], //ocean base right upper corner

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.

1 //Gearset number. "Random" for random gear set.

] call spawn_group;

[[6891.68,7073.65,0.001], //maruko flughafen

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.

1 //Gearset number. "Random" for random gear set.

] call spawn_group;

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Can you please explain it here for everyone. there are a lot of people with this problem. Or just post 2 static. Or just explain on this example where mistake is. First group spawns, second not.

 

 

Place your custom group spawns below

*/

[[7869.92,3759.93,20.133], //ocean base right upper corner

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.

1 //Gearset number. "Random" for random gear set.

] call spawn_group;

[[6891.68,7073.65,0.001], //maruko flughafen

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.

1 //Gearset number. "Random" for random gear set.

] call spawn_group;

here is my first 2 customs spawns

 

[[4774.0439, 2507.7603], //Cherno3

3,        //Number Of units

0,           //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.

0,         //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;

[[6970.9785, 2640.334], //Cherno1

3,        //Number Of units

0,           //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.

0,         //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;

 

hope this helps.

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I'm also having limited joy with the customSpawn.sqf.

 

From server report;

13:03:03 "9 Active ground units"
13:03:03 "0 Active emplacement units"
13:03:03 "0 Active chopper patrol units (Crew)"
13:03:03 "0 Active vehicle patrol units (Crew)"

This numbers go up when a mission begins (and how much fun are these missions???!!) but then goes back to only 9 ground units.

 

My customSpwan.sqf here (pastebin linky).

 

As for mission suggestions, I was working on one for TheSzerdi's pack where AI take over a hotel and hold hostages.  Kill a hostage and the mission fails.  I just couldn't get the damn AI into the building - and they kept killing the hostages :o

 

Many thanks Mark, very neat package.  (the Missions thing - not the other..)

 

hi not sure if you need this line but looks like its missing.

 

[[4774.0439, 2507.7603], //Cherno3

3,        //Number Of units

0,           //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.

0,         //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;

 

 

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Hi two things im in the process of figuring out calling in the para drop with EMS, ill let you know how that goes but im also trying to find out how i trigger a sound file such as a air-raid siren that is already in my pbo.  And to only have it played out to a certain distance. 

 

Does any one have a idea how to do this?

 

 

 

also im getting this in my rpt 

 

 

 

{if((isPlayer _x) AND (_x distance [(_position select 0),(_positio>
3:17:19 Error position: <distance [(_position select 0),(_positio>
3:17:19 Error Type Array, expected Number
3:17:19 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 33
3:17:30 Error in expression <sent = false;
{if((isPlayer _x) AND (_x distance [(_position select 0),(_positio>
3:17:30 Error position: <distance [(_position select 0),(_positio>
3:17:30 Error Type Array, expected Number
3:17:30 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 33
3:17:41 Error in expression <sent = false;
{if((isPlayer _x) AND (_x distance [(_position select 0),(_positio>
3:17:41 Error position: <distance [(_position select 0),(_positio>
3:17:41 Error Type Array, expected Number
3:17:41 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 33

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I can only spawn in 2(max) custom spawn groups. I also placed my custom spawn groups info at the bottom of the customSpawns.cfg just as a test.

 

With it at the beginning & lots of entries it would read the first two then nothing would happen for the rest of the cfg.

 

With it at the end everything else worked, e.g. heli patrols, para drops, static mg (you can place static mg on buildings :) )

 

Think the spawn_group obviously has issues.

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Has anyone gotten a heli patrol to spawn with a mission? If so please help me! this is what I tried

[[[_position select 0, _position select 1, 0]],    //Position to patrol
[[(_position select 0), (_position select 1) - 20, 0]],             // Position to spawn chopper at
700, //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;

but i get a error for the patrol position in my rpt =/

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Has anyone gotten a heli patrol to spawn with a mission? If so please help me! this is what I tried

[[[_position select 0, _position select 1, 0]],    //Position to patrol
[[(_position select 0), (_position select 1) - 20, 0]],             // Position to spawn chopper at
700, //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;

but i get a error for the patrol position in my rpt =/

hi bon maybe try having a look at how the paradrop is spawned and tweek from there?

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Mark311,

 

Amazing mod..  Anyone else having an issue with DZAI in general not attacking players who are wearing Bandit Camo?

 

My vanilla DZAI will not attack but will attack once attacked

 

The Mission DZAI do not attack and will NOT attack even after being attacked.

 

for now I plan to make the Bandit Camo un-lootable via the take clothes script to stop my exploiters.

 

Any other ideas?

 

Zkirby

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Hello guys, looking for help with heli para. I dont know, how to set marker. Want marker there by starting this mission and delete marker by killing NPCs and choppper, if will chopper stay there with NPCs.

 

I made hints. 1. hint will show when player enter prohibited area, 2. hint will show, when NPCs are droped. But still dont know how put marker there. Can someone help me?

 

Here is my change of custom spawn mission heli_para.

//Delay before chopper spawns in.
//sleep _delay;
//Spawing in Chopper and crew
diag_log format ["WAI: Spawning a %1 with %2 units to be paradropped at %3",_heli_class,_paranumber,_position];
_hint = parseText format["<t align='center' color='#FFFF66' shadow='2' size='1.75'>Prohibited area</t><br/><t align='center' color='#ffffff'>Someone entered prohobited area! NPC para drop on the way!</t>"];
customRemoteMessage = ['hint', _hint];
publicVariable "customRemoteMessage";
_unitGroup = createGroup east;
_pilot = _unitGroup createUnit ["Bandit1_DZ", [0,0,0], [], 1, "NONE"];
[_pilot] joinSilent _unitGroup;
ai_air_units = (ai_air_units +1);



ai_ground_units = (ai_ground_units + 1);
_para addEventHandler ["Killed",{[_this select 0, _this select 1, "ground"] call on_kill;}];
_chute = createVehicle ["ParachuteEast", [(_helipos select 0), (_helipos select 1), (_helipos select 2)], [], 0, "NONE"];
_para moveInDriver _chute;
[_para] joinSilent _pgroup;
sleep 1.5;
 _hint = parseText format["<t align='center' color='#FFFF66' shadow='2' size='1.75'>Prohibited area</t><br/><t align='center' color='#ffffff'>NPC squad now in area!</t>"];
customRemoteMessage = ['hint', _hint];
publicVariable "customRemoteMessage";

So is here someone who can help? :-)

 

So is here someone, who can help me? :D

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