- 0
Epoch 1051 WAI Error.
-
Similar Content
-
- 0 replies
- 1690 views
-
- 8 replies
- 3622 views
-
WAI mission announcement/claim mission
By C4-timah,
- extended safe zones
- bandit missions
- (and 4 more)
- 2 replies
- 1114 views
-
- 0 answers
- 1208 views
-
- 0 replies
- 2689 views
-
- Advertisement
Question
Voltan
Hey guys, (@salival hoping you can assist here buddy)
I will preface this by saying that I am using Epoch 1.0.5.1 and server files provided by @Ultima_weapon
I am getting this error in my console from WAI:
23:44:49 Error in expression <{_aiweapon};
_magazine = _weapon call find_suitable_ammunition;
};
call {
if(>
23:44:49 Error position: <find_suitable_ammunition;
};
call {
if(>
23:44:49 Error Undefined variable in expression: find_suitable_ammunition
23:44:49 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 84
23:44:50 Error in expression < from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapon _weapon;
_>
23:44:50 Error position: <_magazine;
};
_unit addweapon _weapon;
_>
23:44:50 Error Undefined variable in expression: _magazine
23:44:50 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 147
23:44:50 "WAI: Spawned a group of 3 AI (Hero) at [8197.29,1853.48,0]"
23:44:50 Error in expression <selectRandom;
_magazine = _weapon call find_suitable_ammunition;
call {
if(typ>
23:44:50 Error position: <find_suitable_ammunition;
call {
if(typ>
23:44:50 Error Undefined variable in expression: find_suitable_ammunition
23:44:50 File z\addons\dayz_server\WAI\compile\spawn_static.sqf, line 102
I found something related here on page 7 here:
https://epochmod.com/forum/topic/43666-release-wicked-ai-223-106/page/7/
But this did not fix my issue.
Here is the spawn_group.sqf:
/*
Modified by Ultima-weapon
Ultima-Weapon's Universe [UwU]
http://ultima-weapons-universe.enjin.com/
*/
if (isServer) then {
private ["_rocket","_launcher","_pos_x","_pos_y","_pos_z","_aiskin","_unarmed","_current_time","_gain","_mission","_ainum","_aitype","_mission","_aipack","_aicskill","_position","_unitnumber","_skill","_gun","_mags","_backpack","_skin","_gear","_aiweapon","_aigear","_aiskin","_skillarray","_unitGroup","_weapon","_magazine","_gearmagazines","_geartools","_unit","_cash"];
_position = _this select 0;
_pos_x = _position select 0;
_pos_y = _position select 1;
_pos_z = _position select 2;
_unitnumber = _this select 1;
_skill = _this select 2;
_gun = _this select 3;
_mags = _this select 4;
_backpack = _this select 5;
_skin = _this select 6;
_gear = _this select 7;
_aitype = _this select 8;
if (typeName _gun == "ARRAY") then {
_launcher = _gun select 1;
_gun = _gun select 0;
};
if (typeName _aitype == "ARRAY") then {
_gain = _aitype select 1;
_aitype = _aitype select 0;
};
if (count _this > 9) then {
_mission = _this select 9;
} else {
_mission = nil;
};
_aiweapon = [];
_aigear = [];
_aiskin = "";
_aicskill = [];
_aipack = "";
_current_time = time;
_unarmed = false;
if(_aitype == "Hero") then {
_unitGroup = createGroup RESISTANCE;
} else {
_unitGroup = createGroup EAST;
};
if(_pos_z == 0) then {
if(floor(random 2) == 1) then {
_pos_x = _pos_x - (5 + random(25));
} else {
_pos_x = _pos_x + (5 + random(25));
};
if(floor(random 2) == 1) then {
_pos_y = _pos_y - (5 + random(25));
} else {
_pos_y = _pos_y + (5 + random(25));
};
};
for "_x" from 1 to _unitnumber do {
call {
if(typeName(_gun) == "SCALAR") then {
if(_gun == 0) exitWith { _aiweapon = ai_wep_assault; };
if(_gun == 1) exitWith { _aiweapon = ai_wep_machine; };
if(_gun == 2) exitWith { _aiweapon = ai_wep_sniper; };
} else {
if(_gun == "random") exitWith { _aiweapon = ai_wep_random call BIS_fnc_selectRandom; };
if(_gun == "unarmed") exitWith { _unarmed = true; };
_aiweapon = _gun;
}
};
if (!_unarmed) then {
_weapon = if (typeName (_aiweapon) == "ARRAY") then {_aiweapon call BIS_fnc_selectRandom} else {_aiweapon};
_magazine = _weapon call find_suitable_ammunition;
};
call {
if(typeName(_gear) == "SCALAR") then {
if(_gear == 0) exitWith { _aigear = ai_gear0; };
if(_gear == 1) exitWith { _aigear = ai_gear1; };
} else {
if(_gear == "random") exitWith { _aigear = ai_gear_random call BIS_fnc_selectRandom; };
};
};
_gearmagazines = _aigear select 0;
_geartools = _aigear select 1;
call {
if(_skin == "random") exitWith { _aiskin = ai_all_skin call BIS_fnc_selectRandom; };
if(_skin == "hero") exitWith { _aiskin = ai_hero_skin call BIS_fnc_selectRandom; };
if(_skin == "bandit") exitWith { _aiskin = ai_bandit_skin call BIS_fnc_selectRandom; };
if(_skin == "special") exitWith { _aiskin = ai_special_skin call BIS_fnc_selectRandom; };
_aiskin = _skin;
};
if(typeName _aiskin == "ARRAY") then {
_aiskin = _aiskin call BIS_fnc_selectRandom;
};
_unit = _unitGroup createUnit [_aiskin,[_pos_x,_pos_y,_pos_z],[],0,"CAN COLLIDE"];
[_unit] joinSilent _unitGroup;
call {
if(_aitype == "hero") exitWith { _unit setVariable ["Hero",true]; _unit setVariable ["humanity", ai_remove_humanity]; };
if(_aitype == "bandit") exitWith { _unit setVariable ["Bandit",true]; _unit setVariable ["humanity", ai_add_humanity]; };
if(_aitype == "special") exitWith { _unit setVariable ["Special",true]; _unit setVariable ["humanity", ai_special_humanity]; };
};
if (!isNil "_gain") then { _unit setVariable ["humanity", _gain]; };
call {
if(_backpack == "random") exitWith { _aipack = ai_packs call BIS_fnc_selectRandom; };
if(_backpack == "none") exitWith { };
_aipack = _backpack;
};
if (isNil "_mission") then {
_unit enableAI "TARGET";
_unit enableAI "AUTOTARGET";
_unit enableAI "MOVE";
_unit enableAI "ANIM";
_unit enableAI "FSM";
};
removeAllWeapons _unit;
removeAllItems _unit;
if (sunOrMoon != 1) then {
_unit addweapon "NVGoggles";
};
if (!_unarmed) then {
for "_i" from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addweapon _weapon;
_unit selectWeapon _weapon;
};
if(_backpack != "none") then {
_unit addBackpack _aipack;
};
{
_unit addMagazine _x
} count _gearmagazines;
{
_unit addweapon _x
} count _geartools;
//Single Currency
_cash = round(random 20) * 1000; // number between 0 and 20 000
_unit setVariable["CashMoney",_cash ,true];
call {
if(_skill == "supereasy") exitWith { _aicskill = ai_skill_supereasy; };
if(_skill == "easy") exitWith { _aicskill = ai_skill_easy; };
if(_skill == "medium") exitWith { _aicskill = ai_skill_medium; };
if(_skill == "hard") exitWith { _aicskill = ai_skill_hard; };
if(_skill == "extreme") exitWith { _aicskill = ai_skill_extreme; };
if(_skill == "random") exitWith { _aicskill = ai_skill_random call BIS_fnc_selectRandom; };
_aicskill = ai_skill_random call BIS_fnc_selectRandom;
};
{
_unit setSkill [(_x select 0),(_x select 1)]
} count _aicskill;
ai_ground_units = (ai_ground_units + 1);
_unit addEventHandler ["Killed",{[_this select 0, _this select 1, "ground"] call on_kill;}];
if (!isNil "_mission") then {
wai_mission_data select _mission set [0, (((wai_mission_data select _mission) select 0) + 1)];
_unit setVariable ["missionclean", "ground"];
_unit setVariable ["mission", _mission, true];
};
};
if (!isNil "_launcher" && wai_use_launchers) then {
call {
//if (_launcher == "Random") exitWith { _launcher = (ai_launchers_AT + ai_launchers_AA) call BIS_fnc_selectRandom; };
if (_launcher == "at") exitWith { _launcher = ai_wep_launchers_AT call BIS_fnc_selectRandom; };
if (_launcher == "aa") exitWith { _launcher = ai_wep_launchers_AA call BIS_fnc_selectRandom; };
};
_rocket = _launcher call find_suitable_ammunition;
_unit addMagazine _rocket;
_unit addMagazine _rocket;
_unit addWeapon _launcher;
};
_unitGroup setFormation "ECH LEFT";
_unitGroup selectLeader ((units _unitGroup) select 0);
if(_aitype == "Hero") then {
if (!isNil "_mission") then {
[_unitGroup, _mission] spawn hero_behaviour;
} else {
[_unitGroup] spawn hero_behaviour;
};
} else {
if (!isNil "_mission") then {
[_unitGroup, _mission] spawn bandit_behaviour;
} else {
[_unitGroup] spawn bandit_behaviour;
};
};
if(_pos_z == 0) then {
[_unitGroup,[_pos_x,_pos_y,_pos_z],_skill] spawn group_waypoints;
};
diag_log format ["WAI: Spawned a group of %1 AI (%3) at %2",_unitnumber,_position,_aitype];
_unitGroup
};
and the spawn_static.sqf:
/*
Modified by Ultima-weapon
Ultima-Weapon's Universe [UwU]
http://ultima-weapons-universe.enjin.com/
*/
if (isServer) then {
private ["_ainum","_unarmed","_aicskill","_aitype","_mission","_aipack","_class","_position2","_static","_position","_unitnumber","_skill","_gun","_mags","_backpack","_skin","_gear","_aiweapon","_aigear","_aiskin","_skillarray","_unitGroup","_weapon","_magazine","_gearmagazines","_geartools","_unit"];
_position = _this select 0;
_class = _this select 1;
_skill = _this select 2;
_skin = _this select 3;
_aitype = _this select 4;
if (ai_static_useweapon) then {
_gun = _this select 5;
_mags = _this select 6;
_backpack = _this select 7;
_gear = _this select 8;
};
if ((count _this == 10) OR (count _this == 6)) then {
if (count _this == 10) then { _mission = _this select 9; };
if (count _this == 6) then { _mission = _this select 5; };
} else {
_mission = nil;
};
_position2 = [];
_aiweapon = [];
_aigear = [];
_aiskin = "";
_aipack = "";
_unitnumber = count _position;
if(_aitype == "Hero") then {
_unitGroup = createGroup RESISTANCE;
} else {
_unitGroup = createGroup EAST;
};
if (!isServer) exitWith {};
{
_position2 = _x;
call {
if(_skin == "random") exitWith { _aiskin = ai_all_skin call BIS_fnc_selectRandom; };
if(_skin == "hero") exitWith { _aiskin = ai_hero_skin call BIS_fnc_selectRandom; };
if(_skin == "bandit") exitWith { _aiskin = ai_bandit_skin call BIS_fnc_selectRandom; };
if(_skin == "special") exitWith { _aiskin = ai_special_skin call BIS_fnc_selectRandom; };
_aiskin = _skin;
};
if(typeName _aiskin == "ARRAY") then {
_aiskin = _aiskin call BIS_fnc_selectRandom;
};
call {
if (_class == "Random") exitWith { _class = ai_static_weapons call BIS_fnc_selectRandom; };
};
_unit = _unitGroup createUnit [_aiskin, [0,0,0], [], 10, "PRIVATE"];
_static = createVehicle [_class, [(_position2 select 0),(_position2 select 1),(_position2 select 2)], [], 0, "CAN_COLLIDE"];
_static setDir round(random 360);
_static setPos [(_position2 select 0),(_position2 select 1),(_position2 select 2)];
[_unit] joinSilent _unitGroup;
call {
if(_aitype == "hero") exitWith { _unit setVariable ["Hero",true,true]; };
if(_aitype == "bandit") exitWith { _unit setVariable ["Bandit",true,true]; };
if(_aitype == "special") exitWith { _unit setVariable ["Special",true,true]; };
};
_unit enableAI "TARGET";
_unit enableAI "AUTOTARGET";
_unit enableAI "MOVE";
_unit enableAI "ANIM";
_unit enableAI "FSM";
removeAllWeapons _unit;
removeAllItems _unit;
if (ai_static_useweapon) then {
call {
if(typeName(_gun) == "SCALAR") then {
if(_gun == 0) exitWith { _aiweapon = ai_wep_assault; };
if(_gun == 1) exitWith { _aiweapon = ai_wep_machine; };
if(_gun == 2) exitWith { _aiweapon = ai_wep_sniper; };
} else {
if(_gun == "random") exitWith { _aiweapon = ai_wep_random call BIS_fnc_selectRandom; };
if(_gun == "unarmed") exitWith { _unarmed = true; };
};
};
_weapon = _aiweapon call BIS_fnc_selectRandom;
_magazine = _weapon call find_suitable_ammunition;
call {
if(typeName(_gear) == "SCALAR") then {
if(_gear == 0) exitWith { _aigear = ai_gear0; };
if(_gear == 1) exitWith { _aigear = ai_gear1; };
} else {
if(_gear == "random") exitWith { _aigear = ai_gear_random call BIS_fnc_selectRandom; };
};
};
call {
if(_backpack == "random") exitWith { _aipack = ai_packs call BIS_fnc_selectRandom; };
if(_backpack == "none") exitWith { };
_aipack = _backpack;
};
_gearmagazines = _aigear select 0;
_geartools = _aigear select 1;
_unit addweapon _weapon;
for "_i" from 1 to _mags do {
_unit addMagazine _magazine;
};
if(_backpack != "none") then {
_unit addBackpack _aipack;
};
{
_unit addMagazine _x
} count _gearmagazines;
{
_unit addweapon _x
} count _geartools;
};
if (ai_static_skills) then {
{
_unit setSkill [(_x select 0),(_x select 1)]
} count ai_static_array;
} else {
call {
if(_skill == "supereasy") exitWith { _aicskill = ai_skill_supereasy; };
if(_skill == "easy") exitWith { _aicskill = ai_skill_easy; };
if(_skill == "medium") exitWith { _aicskill = ai_skill_medium; };
if(_skill == "hard") exitWith { _aicskill = ai_skill_hard; };
if(_skill == "extreme") exitWith { _aicskill = ai_skill_extreme; };
if(_skill == "random") exitWith { _aicskill = ai_skill_random call BIS_fnc_selectRandom; };
_aicskill = ai_skill_random call BIS_fnc_selectRandom;
};
{
_unit setSkill [(_x select 0),(_x select 1)]
} count _aicskill;
};
ai_emplacement_units = (ai_emplacement_units + 1);
_unit addEventHandler ["Killed",{[_this select 0, _this select 1, "static"] call on_kill;}];
_static addEventHandler ["GetOut",{(_this select 0) setDamage 1;}];
PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_static];
if (sunOrMoon != 1) then {
_unit addweapon "NVGoggles";
};
_unit moveingunner _static;
if (!isNil "_mission") then {
_ainum = (wai_mission_data select _mission) select 0;
wai_mission_data select _mission set [0, (_ainum + 1)];
_static setVariable ["missionclean","static"];
_static setVariable ["mission",_mission];
_unit setVariable ["mission",_mission];
};
[_static] spawn vehicle_monitor;
} forEach _position;
_unitGroup selectLeader ((units _unitGroup) select 0);
if(_aitype == "Hero") then {
if (!isNil "_mission") then {
[_unitGroup, _mission] spawn hero_behaviour;
} else {
[_unitGroup] spawn hero_behaviour;
};
} else {
if (!isNil "_mission") then {
[_unitGroup, _mission] spawn bandit_behaviour;
} else {
[_unitGroup] spawn bandit_behaviour;
};
};
diag_log format ["WAI: Spawned in %1 %2",_unitnumber,_class];
_unitGroup
};
Anyone know what could cause this?
Link to comment
Share on other sites
1 answer to this question
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now