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[RELEASE] WAI 2.2.6


JasonTM

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Thanks for all the help, got it all working just fine.

Only thing I want to know now is which file I can use to edit/configure the mission markers because its somewhat confusing to find out which missions have bandits at them, and which have heroes. I basically just want to change the colors of the mission markers to red (bandits) and green (heroes) only.

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  On 2/2/2019 at 6:43 AM, WeepiestLem0n said:

Thanks for all the help, got it all working just fine.

Only thing I want to know now is which file I can use to edit/configure the mission markers because its somewhat confusing to find out which missions have bandits at them, and which have heroes. I basically just want to change the colors of the mission markers to red (bandits) and green (heroes) only.

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IT'S in the wai config file in wai folder you will see what i mean

 

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Still unable to find how to edit the map markers :/

I can only find the line which I guess shows the bandit and hero markers, but I cannot find where to edit them:

wai_mission_markers        = ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"]; // List of DZMS mission markers to check

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  On 2/2/2019 at 6:43 AM, WeepiestLem0n said:

Thanks for all the help, got it all working just fine.

Only thing I want to know now is which file I can use to edit/configure the mission markers because its somewhat confusing to find out which missions have bandits at them, and which have heroes. I basically just want to change the colors of the mission markers to red (bandits) and green (heroes) only.

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The mission marker colors are based on mission difficulty. If you want to change to AI type (Hero and Bandit), then change this block of code:

https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/mission_winorfail.sqf#L22-L27

To this:

_color = call {
	if(_missionType == "MainHero") exitWith {"ColorRed"};
	if(_missionType == "MainBandit") exitWith {"ColorGreen"};
};

Also change these:

https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/airdrop_winorfail.sqf#L26-L31

https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/patrol_winorfail.sqf#L20-L25

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  On 2/3/2019 at 2:04 PM, JasonTM said:

The mission marker colors are based on mission difficulty. If you want to change to AI type (Hero and Bandit), then change this block of code:

https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/mission_winorfail.sqf#L22-L27

To this:

_color = call {
	if(_missionType == "MainHero") exitWith {"ColorRed"};
	if(_missionType == "MainBandit") exitWith {"ColorGreen"};
};

Also change these:

https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/airdrop_winorfail.sqf#L26-L31

https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/patrol_winorfail.sqf#L20-L25

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Thanks! got it sorted :)

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  • 2 weeks later...

Error in expression <sion_text != "") exitWith {};
} forEach WAI_Missions_Array_Notify;
if (_mission_>
  Error position: <WAI_Missions_Array_Notify;
if (_mission_>
   Error Undefined variable in expression: wai_missions_array_notify
   File z\addons\dayz_server\WAI\missions\init.sqf, line 103

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  On 2/16/2019 at 11:14 AM, Gromillla said:

Error in expression <sion_text != "") exitWith {};
} forEach WAI_Missions_Array_Notify;
if (_mission_>
  Error position: <WAI_Missions_Array_Notify;
if (_mission_>
   Error Undefined variable in expression: wai_missions_array_notify
   File z\addons\dayz_server\WAI\missions\init.sqf, line 103

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This code does not exist in WAI. That file only has 79 lines.

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  • 3 months later...

Hi all !

How can I make the boat run between two waypoints?

In custom mission:

//Uncomment this section for Skalisty Island Boat Patrols
[
	[13450.0,3610.00,0],			// Position to patrol
	[12900.0,3160.00,0],			// Position to spawn at, can be same as patrol location
	100,							// Radius of patrol
	2,								// Number of waypoints to give
	"RHIB",							// Classname of armed boat (make sure it has driver and gunner)
	"Random",						// Skill level of units (easy, medium, hard, extreme, Random)
	"Random",						// Skin classname, use "Random" or classname here
	"Bandit"						// AI Type, "Hero" or "Bandit".
] call vehicle_patrol;

The boat moves to the second point and patrols around it. I want it to move back to the first, then again to the second, etc.

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  • 1 month later...

hello i have installed this it works great the only problem i have is that i created a static mission using the example file and looked at the previous comments on this forum but am getting an error i cant seem to fix was wondering if anyone can help

error

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  On 7/12/2019 at 11:34 AM, don2k7 said:

hello i have installed this it works great the only problem i have is that i created a static mission using the example file and looked at the previous comments on this forum but am getting an error i cant seem to fix was wondering if anyone can help

error

 

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you forgot the semicolon in the file z\addons\dayz_server\WAI\static\default.sqf near line 399.

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  On 7/16/2019 at 8:22 AM, WLF said:

you forgot the semicolon in the file z\addons\dayz_server\WAI\static\default.sqf near line 399.

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hi thanks for getting back to me

this is line 397 to 402, i just can't see where i am missing the semicolon

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  • 2 weeks later...
  On 7/25/2019 at 2:51 PM, WLF said:

Post whole file default.sqf

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here is the whole file

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old version has it. but current version lost it.

add this in the top of your sqf 

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  • 2 months later...

How do you add them?

You might not set up the vehicle correctly. There are some variables that must be set up correctly, else the ingame createvehicle check will

kill the vehicle as soon as someone enters it.

e.g.:
 

dayz_serverObjectMonitor set [count dayz_serverObjectMonitor, _object];

_object setVariable ["ObjectID", "1", true];
_object setVariable ["ObjectUID", "1", true];

 

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right in the mayors_mansion.sqf

[[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"HMMWV_M1151_M2_CZ_DES_EP1_DZE","Random",_aiType,_aiType,_mission] call vehicle_patrol;
[[(_position select 0) - 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"BRDM2_TK_EP1","Random","_aiType","_aiType",_mission] call vehicle_patrol;
[[(_position select 0) + 200, _position select 1, 0],[(_position select 0) + 200, _position select 1, 0],50,2,"BRDM2_GUE","Random","_aiType","_aiType",_mission] call vehicle_patrol;

 

hummer will spawn, BRDM's will not. If i do one at a time the hummer will be good, if i do the BRDM, it's on fire when i get to the mission.

 

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  On 10/3/2019 at 12:46 PM, Khyron said:

right in the mayors_mansion.sqf

[[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"HMMWV_M1151_M2_CZ_DES_EP1_DZE","Random",_aiType,_aiType,_mission] call vehicle_patrol;
[[(_position select 0) - 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"BRDM2_TK_EP1","Random","_aiType","_aiType",_mission] call vehicle_patrol;
[[(_position select 0) + 200, _position select 1, 0],[(_position select 0) + 200, _position select 1, 0],50,2,"BRDM2_GUE","Random","_aiType","_aiType",_mission] call vehicle_patrol;

 

hummer will spawn, BRDM's will not. If i do one at a time the hummer will be good, if i do the BRDM, it's on fire when i get to the mission.

 

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what are those double-quotations?
I can't believe you joined here October 26, 2014 ...

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