horbin Posted January 12, 2014 Report Share Posted January 12, 2014 Been having some issues on previous servers with folks doing encounters by running over all the AI. Just recently added the following so that any AI that is 'run down' has all their gear destroyed. http://www.fulcrum.cc/showthread.php?tid=294 Under current implementation, any AI that is killed by a vehicle is identified as killing himself ( killer = killed). The code below will allow you to remove gear from AI that has been run down by vehicles. Loot remains if the AI is killed by another AI or by a player, or player mounted gun.For SARGE AI users: File: SAR_aikilled.sqf Find: if (!isNull _aikiller) then { Insert below: // AI was killed by vehicle, fall, or other // then _ai == _aikiller // so strip all his items! if ( _ai == _aikiller) then { diag_log format ["**AI Gear Destroyed!: %1 was killed by %2", _ai, _aikiller]; removeAllWeapons _ai; removeBackpack _ai; _ai removeweapon "ItemMap"; _ai removeweapon "ItemCompass"; _ai removeweapon "ItemRadio"; _ai addMagazine "TrashTinCan"; _ai addMagazine "FoodCanCornEmpty"; _ai addMagazine "ItemTrashToiletpaper"; }; for Mission AI, or other AI using a 'bodyclean.sqf', add the following: // Check if _aikiller is valid player. // If it is not, then ai killed with vehicle or gun mounted weaponAccessories diag_log format ["**AI Body Clean: %1 was killed by %2", _ai, _aikiller]; if (_ai == _aikiller) then { diag_log format ["**AI Gear Destroyed!: %1 was killed by %2", _ai, _aikiller]; removeAllWeapons _ai; removeBackpack _ai; _ai removeweapon "ItemMap"; _ai removeweapon "ItemCompass"; _ai removeweapon "ItemRadio"; _ai addMagazine "TrashTinCan"; _ai addMagazine "FoodCanCornEmpty"; _ai addMagazine "ItemTrashToiletpaper"; }; Link to comment Share on other sites More sharing options...
Razorman Posted January 12, 2014 Report Share Posted January 12, 2014 I give my Ai RPG's, with difficulty's set to max they don't all get run over ;) epochfail 1 Link to comment Share on other sites More sharing options...
epochfail Posted January 15, 2014 Report Share Posted January 15, 2014 where does this code go for the wicked ai missions Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 15, 2014 Report Share Posted January 15, 2014 Very cool. Anyone using DZAI that can help out on where to place this? Link to comment Share on other sites More sharing options...
horbin Posted January 20, 2014 Author Report Share Posted January 20, 2014 I am not familiar with the DZAI or WickedAI code, but I am sure there is a routine that does clean up on the bodies. Look through the files for where the author put the code for crediting players with kills (ie death spam, or humanity boost). This is the same place you should be able to drop this code and have it function for you. Hope that helps. Link to comment Share on other sites More sharing options...
Geryon Posted January 20, 2014 Report Share Posted January 20, 2014 I use WickedAI that carry RPGs. Add a few M2s and maybe a static stinger and players will not go Yoloing the AI. I prefer the AI to be very difficult with the same equipment as the players. I don't want them farmed unless the players put a lot of effort and planning into dealing with them. If they are too easy and most AI missions are you end up with players with safes full of briefcases. Link to comment Share on other sites More sharing options...
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