Uro Posted December 31, 2013 Report Share Posted December 31, 2013 As above OnkelDom 1 Link to comment Share on other sites More sharing options...
poet Posted January 5, 2014 Report Share Posted January 5, 2014 its alot less busy then mine ive created i was wondering did you find the dzai ai more intelligent then the sarge ai, reason im asking is i had to add more things so that the ai would fortify instead of just being a clean swarm to front gate Link to comment Share on other sites More sharing options...
Uro Posted January 8, 2014 Author Report Share Posted January 8, 2014 I tweaked my dzai's stats so some AI are more hardcore, some are more average, in the prison I put a mixture of AI skillsets. :) they generally act like players would if they were under attack, taking cover, using buildings, running out infront of bullets :D Link to comment Share on other sites More sharing options...
andygully Posted January 9, 2014 Report Share Posted January 9, 2014 installed and is working fine thank you :D Uro 1 Link to comment Share on other sites More sharing options...
cayote Posted January 10, 2014 Report Share Posted January 10, 2014 Just a congrat...good work and thanks for the support. Works fine.... Uro 1 Link to comment Share on other sites More sharing options...
Jaxjags Posted January 14, 2014 Report Share Posted January 14, 2014 I'm having a slight issue with this. I followed the instructions, but now I'm getting AI on the main islands instead of just the prison island. I want to keep the AI soley on the prison island. Am I doing something wrong? Something else I need to configure? And somehow the AI is coming back to life after they're killed. Link to comment Share on other sites More sharing options...
Uro Posted January 14, 2014 Author Report Share Posted January 14, 2014 Yeah, your AI aren't configured correctly :) Look at your dzaiconfig.sqf in \dayz_server\DZAI\init\ Within dzaiconfig.sqf you need to look for the following settings and set them as false if you don't want AI spawning dynamically on the map, or at static spawns around the map: DZAI_staticAI = false; DZAI_dynAISpawns = false; StaticAI generates spawn points in towns, cities and other predefined areas. DynamicAI generates random spawn points around the map. IIRC these settings dont effect custom spawns, and your AI will spawn as they are set in cust_spawn_tavi.sqf / cust_markers_tavi.sqf As for them coming back to life, you don't always kill them with 1 shot, sometimes they get knocked out and/or bleed like a regular player would, hense the "coming back to life" is simply them regaining conciousness :) Link to comment Share on other sites More sharing options...
Jaxjags Posted January 14, 2014 Report Share Posted January 14, 2014 Uro1, Thanks for the help! This was my first time configuring AI on my server so I thought I was doing something wrong for sure! :) I'll let you know how it turns out! Link to comment Share on other sites More sharing options...
insertcoins Posted February 2, 2014 Report Share Posted February 2, 2014 for some reason every building is streamed over 15 times. Kinda weird opening 15 doors just to enter the barracks :D http://www.youtube.com/watch?v=&feature=youtu.be Link to comment Share on other sites More sharing options...
Uro Posted February 4, 2014 Author Report Share Posted February 4, 2014 Have a search on the forum, theres similar threads about custom map mod buildings adding multiples. Could be something to do with scripts your running or the way your host loads stuff. I can't recall what the actual fix is, but its nothing to do with my code :) Also, your youtube link is broken :) Link to comment Share on other sites More sharing options...
tinux Posted February 7, 2014 Report Share Posted February 7, 2014 Awesome map addon, seems to work perfectly fine! I used the "server" side option and AI spawns, buildings are there, but the only thing I am missing are the custom markers on the map. Any idea what I might be forgetting? Have set those options in the basic config Dayz AI: DZAI_staticAI = false; DZAI_dynAISpawns = false; Rest of the options is addon default. Running EMS 0.26 and Infistar AH, might one of those be blocking the markers? my cust_markers_tavi.sqf: /* Custom Marker Requirements: Spawn markers: The area covered by the marker will be used as the patrol and spawning area. 1. Marker shape must be Ellipse (Could be rectangular but the function will consider the marker as elliptical regardless) 2. Marker should have identical x and y dimensions. If they are different, the smaller dimension will be used instead. Blacklist markers: If a player is within this area, they will not be selected as a target for dynamic AI spawns. 1. Marker shape may be Ellipse or Rectangle 2. Marker dimensions should cover the area to be blacklisted. Example Marker (Note: the marker name must be unique! In this example, it's named "dzaicustomspawntest"): _this = createMarker ["dzaicustomspawntest", [6650.9883, 9411.541, -6.1035156e-005]]; _this setMarkerShape "ELLIPSE"; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [200, 200]; _this setMarkerAlpha 0; _dzaicustomspawntest = _this; //_dzaicustomspawntest must be a unique name Note: This marker is used in the example found in the custom_spawns config files. */ //----------------------------Add your custom markers below this line ---------------------------- _this = createMarker ["dzaiprisonspawn1", [11965.874, 21137.555, 0]]; _this setMarkerShape "ELLIPSE"; _this setMarkerType "Empty"; _this setMarkerBrush "Solid"; _this setMarkerSize [20, 20]; _this setMarkerAlpha 0; _this = createMarker ["dzaiprisonspawn2", [11846.333, 21133.252, 0]]; _this setMarkerShape "ELLIPSE"; _this setMarkerType "Empty"; _this setMarkerBrush "Solid"; _this setMarkerSize [20, 20]; _this setMarkerAlpha 0; _this = createMarker ["dzaiprisonspawn3", [11829.598, 21054.832, 0]]; _this setMarkerShape "ELLIPSE"; _this setMarkerType "Empty"; _this setMarkerBrush "Solid"; _this setMarkerSize [20, 20]; _this setMarkerAlpha 0; _this = createMarker ["dzaiprisonspawn4", [11989.305, 21010.363, 0]]; _this setMarkerShape "ELLIPSE"; _this setMarkerType "Empty"; _this setMarkerBrush "Solid"; _this setMarkerSize [20, 20]; _this setMarkerAlpha 0; Link to comment Share on other sites More sharing options...
Uro Posted February 8, 2014 Author Report Share Posted February 8, 2014 The custom spawn dzai markers are invisible, to make them visible you need to change the setMarkerType line from "Empty" to a visible map marker type. Personally i'd leave the dzai spawn files as they are and put the visible marker in the missionfile\mission.sqm, beneath the trader markers. That way all the visible map markers (trader cities etc) would be in the same file. tinux 1 Link to comment Share on other sites More sharing options...
GhostTown Posted February 19, 2014 Report Share Posted February 19, 2014 Any chance this can be converted to NAPF? on one of the islands :P Link to comment Share on other sites More sharing options...
Uro Posted February 19, 2014 Author Report Share Posted February 19, 2014 Any chance this can be converted to NAPF? on one of the islands :P I could but theres no way to take the actual prison building from tavi > napf. so all that would be left would be the surrounding objects :) Link to comment Share on other sites More sharing options...
GhostTown Posted February 19, 2014 Report Share Posted February 19, 2014 I could but theres no way to take the actual prison building from tavi > napf. so all that would be left would be the surrounding objects :) Aww shucks your right :( I want some awesome NAPF additions. I suck in the editor and I just dont have time with my work and family. Link to comment Share on other sites More sharing options...
Uro Posted February 22, 2014 Author Report Share Posted February 22, 2014 I'll have a play around when I get some free time to play on our napf server, get a feel for the map, see what I can throw together. :) Link to comment Share on other sites More sharing options...
Stoney316 Posted April 5, 2014 Report Share Posted April 5, 2014 just a question will this work with DZMS installed or do i have to have DZAI as well Link to comment Share on other sites More sharing options...
Uro Posted April 6, 2014 Author Report Share Posted April 6, 2014 Either or both :) For static spawns I'd recommend DZAI. I have a few AI mods and mission systems running side by side :) Link to comment Share on other sites More sharing options...
Stoney316 Posted April 6, 2014 Report Share Posted April 6, 2014 if (isServer and isNil "sm_done") then { serverVehicleCounter = []; _hiveResponse = []; for "_i" from 1 to 5 do { diag_log "HIVE: trying to get objects"; _key = format["CHILD:302:%1:", dayZ_instance]; _hiveResponse = _key call server_hiveReadWrite; if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then { diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse)); _hiveResponse = ["",0]; } else { diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" ); _i = 99; // break }; }; //Custom Buildingscall compile preProcessFileLineNumbers "\z\addons\dayz_server\mapaddon\prison.sqf"; _BuildingQueue = []; _objectQueue = []; if ((_hiveResponse select 0) == "ObjectStreamStart") then { diag_log ("HIVE: Commence Object Streaming..."); _key = format["CHILD:302:%1:", dayZ_instance]; _objectCount = _hiveResponse select 1; _bQty = 0; _vQty = 0; for "_i" from 1 to _objectCount do { _hiveResponse = _key call server_hiveReadWriteLarge; //diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]); if ((_hiveResponse select 2) isKindOf "ModularItems") then { _BuildingQueue set [_bQty,_hiveResponse]; _bQty = _bQty + 1; } else { _objectQueue set [_vQty,_hiveResponse]; _vQty = _vQty + 1; just making sure that this is the place i put the script. cause when i start the server and i log in it just gets to the waiting to authenticate with the server screen. then i have to wait a minute then it just goes back to the lobby and i have to click connect. when i take the script out. the server works normal again Link to comment Share on other sites More sharing options...
Uro Posted April 6, 2014 Author Report Share Posted April 6, 2014 Add them above this line: if (isServer and isNil "sm_done") then { serverVehicleCounter = []; _hiveResponse = []; To look like this: //Custom Buildings call compile preProcessFileLineNumbers "\z\addons\dayz_server\mapaddon\prison.sqf"; if (isServer and isNil "sm_done") then { serverVehicleCounter = []; _hiveResponse = []; IIrc the server monitor contents have been changed quite a lot since I wrote this install guide. :) Link to comment Share on other sites More sharing options...
Stoney316 Posted April 6, 2014 Report Share Posted April 6, 2014 thank you very much Link to comment Share on other sites More sharing options...
Stoney316 Posted April 6, 2014 Report Share Posted April 6, 2014 thank you i got it working. not put DZAI in yet cause had problem with the roaming AI keep respawning too quickly.it was clear one group then 2 mins later another group would appear and thats just the roaming AI Link to comment Share on other sites More sharing options...
Uro Posted April 7, 2014 Author Report Share Posted April 7, 2014 Yeah those dynamic AI are quite lethal if you dont configure them right :) Here's the settings I use for DZAI dynamic spawns: DZAI\init\dzai_config.sqf.... Lines 108 -109: //Time (seconds) required to reach maximum spawn probability per player. Lower number = More frequent dynamic spawns, Higher Number = Less frequent. (Recommended range: 1200-2700, Default: 1800) DZAI_maxSpawnTime = 2700; DZAI\scripts\dynamicSpawn_manager.sqf Lines 12-13 //Maximum chance to be selected for spawn condition check. Prevents unfairly high probability when few players are online. #define CHANCE_CAP 0.1 CHANCE_CAP goes from 0,0.1,0.2, etc up to a maxmimun of 1. :) Link to comment Share on other sites More sharing options...
Stoney316 Posted April 12, 2014 Report Share Posted April 12, 2014 we went to the prison last night to have a go at clearing it. found there was no AI spawning? even though they spawn on the map Link to comment Share on other sites More sharing options...
Stoney316 Posted April 12, 2014 Report Share Posted April 12, 2014 /* Custom Marker Requirements: Spawn markers: The area covered by the marker will be used as the patrol and spawning area. 1. Marker shape must be Ellipse (Could be rectangular but the function will consider the marker as elliptical regardless) 2. Marker should have identical x and y dimensions. If they are different, the smaller dimension will be used instead. Blacklist markers: If a player is within this area, they will not be selected as a target for dynamic AI spawns. 1. Marker shape may be Ellipse or Rectangle 2. Marker dimensions should cover the area to be blacklisted. Example Marker (Note: the marker name must be unique! In this example, it's named "dzaicustomspawntest"): _this = createMarker ["dzaicustomspawntest", [6650.9883, 9411.541, -6.1035156e-005]]; _this setMarkerShape "ELLIPSE"; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [200, 200]; _this setMarkerAlpha 0; _dzaicustomspawntest = _this; //_dzaicustomspawntest must be a unique name Note: This marker is used in the example found in the custom_spawns config files. */ //----------------------------Add your custom markers below this line ---------------------------- [ "dzaiprisonspawn1", //This is the marker name to be used as the patrol and spawning area. 4, //This trigger will spawn a group of 4 AI units. 1, //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/...e-28#post-79148 ] call DZAI_spawn; [ "dzaiprisonspawn2", //This is the marker name to be used as the patrol and spawning area. 4, //This trigger will spawn a group of 4 AI units. 2, //AI spawned by this trigger will have Weapon Grade level 2 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/...e-28#post-79148 ] call DZAI_spawn; [ "dzaiprisonspawn3", //This is the marker name to be used as the patrol and spawning area. 4, //This trigger will spawn a group of 4 AI units. 2, //AI spawned by this trigger will have Weapon Grade level 2 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/...e-28#post-79148 ] call DZAI_spawn; [ "dzaiprisonspawn4", //This is the marker name to be used as the patrol and spawning area. 4, //This trigger will spawn a group of 4 AI units. 1, //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/...e-28#post-79148 ] call DZAI_spawn; here is my cust markers tavi.sqf /* DZAI Custom Spawn Function Description: An easy-to-use function for server admins to create AI spawns at specific locations. Explanation of DZAI_spawn: [ "dzaicustomspawntest", //This is the marker name to be used as the patrol and spawning area. 2, //This trigger will spawn a group of 2 AI units. 1, //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148 ] call DZAI_spawn; Weapon Grade explanation: 0: Approx 40% of maximum AI skill potential - weapon from Farm/Residential loot table. 1: Approx 55% of maximum AI skill potential - weapon from Military loot table 2: Approx 70% of maximum AI skill potential - weapon from MilitarySpecial (Barracks) loot table 3: Approx 80% of maximum AI skill potential - weapon from HeliCrash loot table Note: This trigger will create 2 respawning AI units with weapons from DayZ's military loot table. */ //----------------------------Add your custom spawn definitions below this line ---------------------------- [ "dzaiprisonspawn1", //This is the marker name to be used as the patrol and spawning area. 4, //This trigger will spawn a group of 4 AI units. 1, //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/...e-28#post-79148 ] call DZAI_spawn; [ "dzaiprisonspawn2", //This is the marker name to be used as the patrol and spawning area. 4, //This trigger will spawn a group of 4 AI units. 2, //AI spawned by this trigger will have Weapon Grade level 2 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/...e-28#post-79148 ] call DZAI_spawn; [ "dzaiprisonspawn3", //This is the marker name to be used as the patrol and spawning area. 4, //This trigger will spawn a group of 4 AI units. 2, //AI spawned by this trigger will have Weapon Grade level 2 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/...e-28#post-79148 ] call DZAI_spawn; [ "dzaiprisonspawn4", //This is the marker name to be used as the patrol and spawning area. 4, //This trigger will spawn a group of 4 AI units. 1, //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/...e-28#post-79148 ] call DZAI_spawn; here is my cust spawns tavi.sqf Link to comment Share on other sites More sharing options...
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