gunnar Posted December 8, 2013 Report Share Posted December 8, 2013 Hi, i did this Base for good loot spawn, on my server this base is heavily protected by Sarge Ai Bandits (~40 Units + 3 Helicopters). Its impossible to kill these Bandits with sniper from outside the base (only some of them). Have fun. Before: After: Location: some more Screenshots: http://pastebin.com/0v6nNKhm https://mega.co.nz/#!Rk5wgSpB!XkdLAA9D0knzVI2BEJ8a6VSxYrkewZdw3LZJClTp6-o sry for bad english. Agnia-reR and gabba 2 Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted December 8, 2013 Report Share Posted December 8, 2013 Can you host that file someplace else? When you click on that link, it asks for an encryption code. Link to comment Share on other sites More sharing options...
gunnar Posted December 8, 2013 Author Report Share Posted December 8, 2013 Oh sorry, pastebin added. Link to comment Share on other sites More sharing options...
goldenpsp Posted December 8, 2013 Report Share Posted December 8, 2013 Looks cool, but how are you spawning in the AI? The only thing I see in the SQF file is for building the structures in the area. Link to comment Share on other sites More sharing options...
gunnar Posted December 9, 2013 Author Report Share Posted December 9, 2013 Take a look at your SARGE\map_config\SAR_cfg_grps_chernarus.sqf Its rly easy to create your own AI spawn points, here is an example of my helicopter spawns. // Heli 1 - Zone Alpha _this = createMarker ["SAR_marker_zone_alpha_1", [8000, 13250]]; _this setMarkerShape "ELLIPSE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [1000, 1000]; SAR_marker_zone_alpha_1 = _this; // Heli 2 - Zone Alpha _this = createMarker ["SAR_marker_zone_alpha_2", [8100, 13400]]; _this setMarkerShape "ELLIPSE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [750, 750]; SAR_marker_zone_alpha_2 = _this; // Heli 3 - Zone Alpha _this = createMarker ["SAR_marker_zone_alpha_3", [8000, 13500]]; _this setMarkerShape "ELLIPSE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [500, 500]; SAR_marker_zone_alpha_3 = _this; // Zone Alpha [SAR_marker_zone_alpha_1,3,false] call SAR_AI_heli; [SAR_marker_zone_alpha_2,3,false] call SAR_AI_heli; [SAR_marker_zone_alpha_3,3,false] call SAR_AI_heli; Its all explained in this sqf file. Like this //--------------------------------------------------------------------------------- // Static, predefined heli patrol areas with configurable units //--------------------------------------------------------------------------------- // // format: [areamarker,type_of_group,(respawn),(respawntime)] call SAR_AI; // // areamarker : Name of an area, as defined in your area definitions (MUST NOT BE similar to SAR_area_ ! THIS IS IMPORTANT!) // type_of_group : 1 = military, 2 = survivors, 3 = bandits // // respawn : true or false (optional) // respawntime : time in secs until group respawns (optional) // air_vehicle_type : classnema of the air vehicle you want to use // // // Note: The crew will be automatically seized to man any available gun in the airplane / heli. // // Examples: // // A) military air group patrolling, respawning, respawn time = default configured time, using default randomized vehicles // // [sAR_marker_DEBUG,1,true] call SAR_AI_heli; // // B) bandit air group patrolling, not respawning, // // [sAR_marker_DEBUG,3] call SAR_AI_heli; // // C) survivor air group patrolling, respawning, respawn time = 120 seconds // // [sAR_marker_DEBUG,true,120] call SAR_AI_heli; // //--------------------------------------------------------------------------------- Link to comment Share on other sites More sharing options...
goldenpsp Posted December 9, 2013 Report Share Posted December 9, 2013 Yes I know how to edit the sarge config. Since you tout the AI defenders I would have figured you would have included their config. I figured I'd ask before we made our own. Link to comment Share on other sites More sharing options...
gunnar Posted December 9, 2013 Author Report Share Posted December 9, 2013 I've a private pw protected server, play mostly with friends, PvP is on, but sometimes all play together to clean the base, thats why we have a bit more AI Units and very sharp player detection in that base. If you want to use my setup, try it ;) // Infantry - Zone Alpha _this = createMarker ["SAR_patrol_zone_alpha_inf_1", [8134,13461]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [50, 50]; SAR_patrol_zone_alpha_inf_1 = _this; // Infantry - Zone Alpha _this = createMarker ["SAR_patrol_zone_alpha_inf_2", [8062.5,13578]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [50, 50]; SAR_patrol_zone_alpha_inf_2 = _this; // Infantry - Zone Alpha _this = createMarker ["SAR_patrol_zone_alpha_inf_3", [8031,13651]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [50, 50]; SAR_patrol_zone_alpha_inf_3 = _this; // Infantry - Zone Alpha _this = createMarker ["SAR_patrol_zone_alpha_inf_4", [7969,13647]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [50, 50]; SAR_patrol_zone_alpha_inf_4 = _this; // Infantry - Zone Alpha _this = createMarker ["SAR_patrol_zone_alpha_inf_5", [8093,13698]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [100, 100]; SAR_patrol_zone_alpha_inf_5 = _this; // Infantry - Zone Alpha _this = createMarker ["SAR_patrol_zone_alpha_inf_6", [8200,13360]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [50, 50]; SAR_patrol_zone_alpha_inf_6 = _this; // Zone Alpha [SAR_patrol_zone_alpha_inf_1,3,0,8,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_2,3,3,7,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_3,3,2,7,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_4,3,3,4,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_5,3,4,7,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_6,3,4,8,"fortify",true,3600] call SAR_AI; Link to comment Share on other sites More sharing options...
goldenpsp Posted December 9, 2013 Report Share Posted December 9, 2013 sweet i will We were going to setup our own but I'm being lazy. Yea ours is currently a private PW server as well. Link to comment Share on other sites More sharing options...
pedro69er Posted December 10, 2013 Report Share Posted December 10, 2013 really nice work but there seems to be 3 sets of barracks that spawn inside each other so u can only get into part of the first? Link to comment Share on other sites More sharing options...
gabba Posted December 11, 2013 Report Share Posted December 11, 2013 Hi everyone.I like this map addon can anybody help me with step by step installiation guide? :( Link to comment Share on other sites More sharing options...
gunnar Posted December 11, 2013 Author Report Share Posted December 11, 2013 Download this file (if this is a .txt extension, rename to .sqf), put this into MPMissions\DayZ_Epoch_11.Chernarus Folder, then add these line below into the end of your init.sqf (located in the same folder) and restart your server. [] ExecVM "zonealpha.sqf"; gabba 1 Link to comment Share on other sites More sharing options...
gabba Posted December 12, 2013 Report Share Posted December 12, 2013 Download this file (if this is a .txt extension, rename to .sqf), put this into MPMissions\DayZ_Epoch_11.Chernarus Folder, then add these line below into the end of your init.sqf (located in the same folder) and restart your server. [] ExecVM "zonealpha.sqf"; Done.What about sarge ai Link to comment Share on other sites More sharing options...
gunnar Posted December 12, 2013 Author Report Share Posted December 12, 2013 For Sarge setup read the posts above Link to comment Share on other sites More sharing options...
gabba Posted December 12, 2013 Report Share Posted December 12, 2013 Everything works great!Players on my server like it?Great addon.Guys maybe somebody can help me how can i add any truck with random loot in this addon Link to comment Share on other sites More sharing options...
gunnar Posted December 12, 2013 Author Report Share Posted December 12, 2013 A small example for loot: if (isServer) then { _vehicle_999991 = objNull; if (true) then { _this = createVehicle ["TKVehicleBox_EP1", [7909.4,13691.2], [], 0, "CAN_COLLIDE"]; _vehicle_999991 = _this; _this setDir 20; clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; _this addWeaponCargoGlobal ["NVGoggles",2]; _this addWeaponCargoGlobal ["Binocular_Vector",2]; _this addWeaponCargoGlobal ["ItemGPS",2]; _this addWeaponCargoGlobal ["ItemEtool", 2]; _this addWeaponCargoGlobal ["ItemFlashlightRed", 2]; _this addMagazineCargoGlobal ["Skin_Camo1_DZ", 2]; GunRandomizerA=floor(random 4); if (GunRandomizerA == 0) then { _this addWeaponCargoGlobal ["MakarovSD", 2]; _this addMagazineCargoGlobal ["8Rnd_9x18_MakarovSD", 25]; _this addWeaponCargoGlobal ["FN_FAL",2]; _this addmagazineCargoGlobal ["20Rnd_762x51_FNFAL",20]; _this addWeaponCargoGlobal ["DMR_DZ",2]; _this addmagazineCargoGlobal ["20Rnd_762x51_DMR",20]; _this addWeaponCargoGlobal ["M4A1_HWS_GL", 2]; _this addMagazineCargoGlobal ["30Rnd_556x45_Stanag", 30]; _this addWeaponCargoGlobal ["AK_107_kobra", 1]; _this addMagazineCargoGlobal ["30Rnd_545x39_AK", 30]; _this addWeaponCargoGlobal ["M4A1_AIM_SD_camo",2]; _this addMagazineCargoGlobal ["30Rnd_556x45_StanagSD", 30]; _this addWeaponCargoGlobal ["BAF_L85A2_RIS_SUSAT",2]; }; if (GunRandomizerA == 1) then { _this addWeaponCargoGlobal ["M9SD", 1]; _this addMagazineCargoGlobal ["15Rnd_9x19_M9SD", 25]; _this addWeaponCargoGlobal ["SVD_CAMO",2]; _this addmagazineCargoGlobal ["10Rnd_762x54_SVD",20]; _this addWeaponCargoGlobal ["M107_DZ",2]; _this addmagazineCargoGlobal ["10Rnd_127x99_m107",20]; _this addWeaponCargoGlobal ["G36K_camo",2]; _this addmagazineCargoGlobal ["30Rnd_556x45_G36",30]; _this addWeaponCargoGlobal ["M4A1_HWS_GL_SD_camo",2]; _this addMagazineCargoGlobal ["30Rnd_556x45_StanagSD", 30]; _this addWeaponCargoGlobal ["AKS_74_U", 1]; _this addMagazineCargoGlobal ["30Rnd_545x39_AK", 30]; _this addWeaponCargoGlobal ["BAF_L85A2_RIS_SUSAT",2]; }; if (GunRandomizerA == 2) then { _this addWeaponCargoGlobal ["UZI_SD_EP1", 1]; _this addMagazineCargoGlobal ["30Rnd_9x19_UZI_SD", 25]; _this addWeaponCargoGlobal ["BAF_AS50_TWS",1]; _this addmagazineCargoGlobal ["5Rnd_127x99_as50",20]; _this addWeaponCargoGlobal ["SCAR_H_LNG_Sniper_SD",2]; _this addmagazineCargoGlobal ["20Rnd_762x51_SB_SCAR",20]; _this addWeaponCargoGlobal ["M4A1_AIM_SD_camo", 2]; _this addMagazineCargoGlobal ["30Rnd_556x45_Stanag", 30]; _this addWeaponCargoGlobal ["RPK_74", 2]; _this addMagazineCargoGlobal ["75Rnd_545x39_RPK", 25]; _this addWeaponCargoGlobal ["AK_74_GL", 2]; _this addMagazineCargoGlobal ["30Rnd_545x39_AK", 30]; _this addWeaponCargoGlobal ["BAF_L85A2_RIS_Holo",2]; }; if (GunRandomizerA == 3) then { _this addWeaponCargoGlobal ["MakarovSD", 2]; _this addMagazineCargoGlobal ["8Rnd_9x18_MakarovSD", 25]; _this addWeaponCargoGlobal ["VSS_vintorez",1]; _this addmagazineCargoGlobal ["20Rnd_9x39_SP5_VSS",20]; _this addWeaponCargoGlobal ["M40A3",2]; _this addmagazineCargoGlobal ["5Rnd_762x51_M24",20]; _this addWeaponCargoGlobal ["SVD", 2]; _this addMagazineCargoGlobal ["10Rnd_762x54_SVD", 20]; _this addWeaponCargoGlobal ["FN_FAL", 2]; _this addMagazineCargoGlobal ["20Rnd_762x51_FNFAL", 30]; _this addWeaponCargoGlobal ["MP5A5", 2]; _this addMagazineCargoGlobal ["30rnd_9x19_MP5", 30]; _this addWeaponCargoGlobal ["M240_DZ", 2]; _this addMagazineCargoGlobal ["100Rnd_762x51_M240", 25]; }; _this addbackpackCargoGlobal ["DZ_LargeGunBag_EP1",5]; _this setPos [7909.4,13691.2]; }; _vehicle_999992 = objNull; if (true) then { _this = createVehicle ["USVehicleBox", [8020.13,13633.4], [], 0, "CAN_COLLIDE"]; _vehicle_999992 = _this; _this setDir 130; clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; _this addmagazineCargoGlobal ["PartEngine",2]; _this addmagazineCargoGlobal ["PartGeneric",4]; _this addmagazineCargoGlobal ["PartVRotor",2]; _this addmagazineCargoGlobal ["PartWheel",5]; _this addmagazineCargoGlobal ["PartFueltank",2]; _this addmagazineCargoGlobal ["PartGlass",5]; _this addmagazineCargoGlobal ["ItemJerrycan",2]; _this addmagazineCargoGlobal ["50Rnd_127x107_DSHKM",5]; _this addmagazineCargoGlobal ["100Rnd_127x99_M2",5]; _this addmagazineCargoGlobal ["4000Rnd_762x51_M134",5]; _this addmagazineCargoGlobal ["100Rnd_762x51_M240",5]; GunCrateSRandomizer=floor(random 3); if (GunCrateSRandomizer == 0) then { _this addmagazineCargoGlobal ["ItemGoldBar10oz",6]; }; if (GunCrateSRandomizer == 1) then { _this addmagazineCargoGlobal ["ItemSilverBar10oz",12]; }; if (GunCrateSRandomizer == 2) then { _this addmagazineCargoGlobal ["ItemBriefcase10oz",1]; }; _this setPos [8020.13,13633.4]; }; _vehicle_999993= objNull; if (true) then { _this = createVehicle ["TKVehicleBox_EP1", [8007.18,13638.1], [], 0, "CAN_COLLIDE"]; _vehicle_999993 = _this; _this setDir 90.560677; clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; _this addWeaponCargoGlobal ["NVGoggles",1]; _this addWeaponCargoGlobal ["ItemGPS",1]; _this addmagazineCargoGlobal ["ItemBandage",10]; _this addmagazineCargoGlobal ["ItemPainkiller",10]; _this addmagazineCargoGlobal ["ItemMorphine",10]; _this addmagazineCargoGlobal ["ItemBloodBag",10]; _this addmagazineCargoGlobal ["ItemEpinephrine",10]; _this addmagazineCargoGlobal ["ItemAntibiotic",10]; _this addbackpackCargoGlobal ["DZ_LargeGunBag_EP1",2]; _this setPos [8007.18,13638.1]; }; }; rename this to zonealpha_loot.sqf and add to you init.sqf the following line [] ExecVM "zonealpha_loot.sqf"; this will be executed on every server start. Ive a much more complex script, but some errors with weapons, this script should work fine for you. If you want add a marker for this base, add these lines on the top in the same file _marker = createMarker ["zoneAlpha", [8050,13550]]; _marker setMarkerColor "ColorBlack"; _marker setMarkerShape "ELLIPSE"; _marker setMarkerBrush "Grid"; _marker setMarkerAlpha 0.25; _marker setMarkerSize [500,500]; marker = _zoneAlpha; with this you have a marker on your map gabba 1 Link to comment Share on other sites More sharing options...
gabba Posted December 13, 2013 Report Share Posted December 13, 2013 Thx mate!Great job! Link to comment Share on other sites More sharing options...
Gramps Posted December 21, 2013 Report Share Posted December 21, 2013 Hi, Excellent base and rock formations and best I've seen. I have that on my Epoch 1.0.3.1 Survival Server and it looks nice at night too. I had issues from my sarge ai working after 1.0.2.4 and finally in 1.0.3.1 I decided to let survival techs put in sarge ai and the mission files. Once they did that I have working heli npc and found some dynamic spawn at nwaf but never found static npc so far. I have many added bases on my server and had some other static formats that had worked fine with 1.0.2.4 so I added those and added the Heli options on this post, the loot option and the static soldiers. Well nothing NEW shows up .....the plain vanilla heli's from sarge ai are on coast and nwaf but no heli's at the Alpha Zone , No loot and no static bandits or others at any of my base add ins. I was hoping since I am not a rocket scientist and really my forte is "cut and paste" that somebody with a big brain could look at my sarge grp file to see what stupid mistake I have made. I put the alphazone_loot.sqf in mission.pbo root and referenced at bottom on init file. One glitch that comes up is that when I join at first my charactor is in debug with a pause then ends up moving to whereever he was on map I did have intro music but now its not working so maybe something is happening with that and a sarge file? http://pastebin.com/mZG2phy4 this is grp sarge file http://pastebin.com/QMrk1GFK init file http://pastebin.com/MywYKYSR alphazone_loot.sqf (note: marker doesn't show up either) Description has the hpp on the bottom and like I said the vanilla heli spawns in sarge and dynamic npc atleast at nwaf are working. So thanks in advance if someone can let me know why I'm so stupid. I have been trying for 4 months to move my bases from client side to server with no luck. So I'm stuck with longer then normal download for players. By the way if you want to check out a great server then Grumpyworld is the name and it is functional now just without some npc its on Dayz Commander but won't put anymore in here its not advertisement I'm seeking help Gramps aka Slingblade Link to comment Share on other sites More sharing options...
Gramps Posted December 21, 2013 Report Share Posted December 21, 2013 Quick update I found that they had moved my buildings and sarges to a mod folder I didn't see so my items were not working but I got that fixed now the big problem moving my buildings out of the mod folder in mission.pbo into server side so they actually work. One thing strange I watched a dynamic spawn bandit run through a wall in Berenzino.....thought that original buildings the ai could see?? So don't know about that. When I walked into Alpha Zone I was met with about 10 guys shooting me at the same time lol so guess it will take a little work to clean them out. don't know where your spawn items come in if anyone knows let me know so I can check if the spawn is working. Also would like to set up big prize in there like safe with key to chinook with 5 briefcase of gold or something anyone know how to create a document I could insert safe code onto and hide in that area?? So now my server has about 18 new additions with forts/bases, cities and you will not survive Grumpyworld Gramps Best played at night without nvg so you can quiver and hide in the dark from THEM!!!!!!!!!! Link to comment Share on other sites More sharing options...
gunnar Posted December 22, 2013 Author Report Share Posted December 22, 2013 Hi, the items spawn in big crates near the 2nd crashed plane and 1 crate inside the barracks. Thats the AI runs thru walls, yeah i noticed that too, have no fix for this. Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted December 23, 2013 Report Share Posted December 23, 2013 This looks great!Don't suppose there's any biedi to go with it so we can adapt it slightly? Happy to share any changes if you like (or not - your choice 100%!) :) Link to comment Share on other sites More sharing options...
Razorman Posted December 23, 2013 Report Share Posted December 23, 2013 Hi, how do I add a text marker to the map to show along with the circle marker? Thanks Link to comment Share on other sites More sharing options...
gunnar Posted December 23, 2013 Author Report Share Posted December 23, 2013 Hi, how do I add a text marker to the map to show along with the circle marker? Thanks like this: _myMarker1 = createMarker ["_myMarker1", [13100,3960]]; // Location of Marker _myMarker1 setMarkerText "my Text here"; // Marker Text _myMarker1 setMarkerType "City"; // for all supported icons read: http://community.bistudio.com/wiki/cfgMarkers _myMarker1 setMarkerColor "ColorBlack"; // for all supported colors read: http://community.bistudio.com/wiki/setMarkerColor _myMarker2 = createMarker ["_myMarker2", [13100,3960]]; _myMarker2 setMarkerColor "ColorRed"; _myMarker2 setMarkerShape "ELLIPSE"; // for all supported shapes read: http://community.bistudio.com/wiki/setMarkerShape _myMarker2 setMarkerBrush "Grid"; // for all supported brushes read: http://community.bistudio.com/wiki/setMarkerBrush _myMarker2 setMarkerAlpha 0.5; // transparency 0.0 - 1.0 _myMarker2 setMarkerSize [250,250]; // Marker size creates 2 markers near Skalisty and Kamyshovo Link to comment Share on other sites More sharing options...
Razorman Posted December 23, 2013 Report Share Posted December 23, 2013 All working fine with the above help, thanks Link to comment Share on other sites More sharing options...
himler Posted December 27, 2013 Report Share Posted December 27, 2013 I have noticed they respawn so it is impossible to clear out the ai base? anyone have a fix for this? Link to comment Share on other sites More sharing options...
gunnar Posted December 27, 2013 Author Report Share Posted December 27, 2013 Yes they respawn after 1 Hour, but you can easy change it in your SAR:cfg_grps_chernarus.sqf change: // Zone Alpha [SAR_patrol_zone_alpha_inf_1,3,0,8,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_2,3,3,7,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_3,3,2,7,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_4,3,3,4,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_5,3,4,7,"patrol",true,3600] call SAR_AI; [SAR_patrol_zone_alpha_inf_6,3,4,8,"fortify",true,3600] call SAR_AI; to // Zone Alpha [SAR_patrol_zone_alpha_inf_1,3,0,8,"patrol",false] call SAR_AI; [SAR_patrol_zone_alpha_inf_2,3,3,7,"patrol",false] call SAR_AI; [SAR_patrol_zone_alpha_inf_3,3,2,7,"patrol",false] call SAR_AI; [SAR_patrol_zone_alpha_inf_4,3,3,4,"patrol",false] call SAR_AI; [SAR_patrol_zone_alpha_inf_5,3,4,7,"patrol",false] call SAR_AI; [SAR_patrol_zone_alpha_inf_6,3,4,8,"fortify",false] call SAR_AI; so the AI will not respawn. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now