psychosis Posted March 4, 2014 Report Share Posted March 4, 2014 how set to not friend? Link to comment Share on other sites More sharing options...
Capt-O Posted March 5, 2014 Report Share Posted March 5, 2014 Is there an option or a way for death messages for AI killing survivors ? Kinda like normal death messages for survivors killing survivors ? Just wondering I've done some searching and haven't really seen anything about AI death messages. Capt-O Link to comment Share on other sites More sharing options...
psychosis Posted March 6, 2014 Report Share Posted March 6, 2014 CustomSpawns.sqf allows you too.. I have Skalisty Island setup as bandit HQ... 20 ai on the ground patroling 7 kords/Dskm 1 stinger pod 4 heli paradrops (Mi17sh rockets, players have learned not to shot at them) GN-185T on patrol 3 GPK Patrols 4 RHIB patrols 3 milt barracks and a random lot crate with almost every possible item/weapon..(every restart new items/weapons) I had another setup at NWAF and NEAF, but players started to rage :) I also had to remove the L39 on patrol over NWAF :( would hunt players until dead.... I liked the C130 paradrops but the planes wouldn't despawn after returning to spawn location... I also edited to allow Ai to keep magizines(nvgs/painkillers/gold bar/etc) on death. Gun would just disappear... HI!!!! can u share this?? or ti mail .. Link to comment Share on other sites More sharing options...
FragZ Posted March 7, 2014 Report Share Posted March 7, 2014 I tried using custom spawns feature, and it didint work at all. Can someone help me with it? Here is my code //Custom Spawns file// /* Custom group spawns Eg. [[953.237,4486.48,0.001], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; Place your custom group spawns below */ // Death Alley [[7994.49,13659.3,0],9,1,"Random",8,"","Random","Random"] call spawn_group; //Group1 [[8100.5,13527.5, ],9,1,"Random",8,"","Random","Random"] call spawn_group; //Group2 //Novylug [[9610.84,11279.6,0],7,1,"Random",8,"","Random","Random"] call spawn_group; //Patrol //NWAF base [[4481.76,10249.8,0],7,1,"Random",8,"","Random","Random"] call spawn_group; //Patrol /* Custom static weapon spawns Eg. (with one position) [[[911.21545,4532.7612,2.6292224]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 0.5, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 2, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; Custom static weapon spawns Eg. (with mutiple positions) [[[911.21545,4532.7612,2.6292224],[921.21545,4532.7612,2.6292224]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 0.5, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 2, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; Place your custom static weapon spawns below */ /* Custom Chopper Patrol spawn Eg. /////////////////////////////////////////////ETC ETC ETC//////////////////////////////////////// Link to comment Share on other sites More sharing options...
williamjbrown Posted March 7, 2014 Author Report Share Posted March 7, 2014 [[8100.5,13527.5, ],9,1,"Random",8,"","Random","Random"] call spawn_group; //Group2 [8100.5,13527.5, ] [8100.5,13527.5,0] Your welcome :) Link to comment Share on other sites More sharing options...
FragZ Posted March 8, 2014 Report Share Posted March 8, 2014 [[8100.5,13527.5, ],9,1,"Random",8,"","Random","Random"] call spawn_group; //Group2 [8100.5,13527.5, ] [8100.5,13527.5,0] Your welcome :) Thats the only reason why no AI group is spawning??? xD williamjbrown 1 Link to comment Share on other sites More sharing options...
FragZ Posted March 9, 2014 Report Share Posted March 9, 2014 Didint work still. I don't know why! Link to comment Share on other sites More sharing options...
Munkeskov Posted March 9, 2014 Report Share Posted March 9, 2014 Hey guys, i have some custom spawns (thanks to Gooober) and they work on Chernarus, but what happens when/if i change the map to eg namalsk? Do they still spawn in the grids? or what happens if the map is smaller, and the spawn area is outside my current map? Link to comment Share on other sites More sharing options...
koothrappali Posted March 10, 2014 Report Share Posted March 10, 2014 Hello, I want the WAI static Spawns on Napf 1.0.4.2 1 Custom group 2 Custom static weapon spawn 3 Custom Chopper Patrol spawn 4 Paradropped unit custom spawn 5 static ammo box spwan custom group spawns but everyone else does. I need help please greetings Koothrappali //Custom Spawns file// /* Custom group spawns Eg. [[953.237,4486.48,0.001], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; Place your custom group spawns below */ [[4639.83,16676.2,2.289], //position 10, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Camo1_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; /* Custom static weapon spawns Eg. (with one position) [[[911.21545,4532.7612,2.6292224]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 0.5, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 2, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; Custom static weapon spawns Eg. (with mutiple positions) [[[911.21545,4532.7612,2.6292224],[921.21545,4532.7612,2.6292224]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 0.5, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 2, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; Place your custom static weapon spawns below */ [[[4665.01,16720.4,0.006],[4633.7,16643.2,0.001]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 0.5, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 2, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; /* Custom Chopper Patrol spawn Eg. [[725.391,4526.06,0], //Position to patrol [0,0,0], // Position to spawn chopper at 2000, //Radius of patrol 10, //Number of waypoints to give "UH1H_DZ", //Classname of vehicle (make sure it has driver and two gunners) 1 //Skill level of units ] spawn heli_patrol; Place your heli patrols below */ [[4121.6,15831.7,-0.041], //Position to patrol [7889.97,18108.2,3.519], // Position to spawn chopper at 2000, //Radius of patrol 10, //Number of waypoints to give "MH60S_DZE", //Classname of vehicle (make sure it has driver and two gunners) 1 //Skill level of units ] spawn heli_patrol; /* Custom Vehicle patrol spawns Eg. (Watch out they are stupid) [[725.391,4526.06,0], //Position to patrol [725.391,4526.06,0], // Position to spawn at 200, //Radius of patrol 10, //Number of waypoints to give "HMMWV_Armored", //Classname of vehicle (make sure it has driver and gunner) 1 //Skill level of units ] spawn vehicle_patrol; Place your vehicle patrols below this line */ /* Paradropped unit custom spawn Eg. [[911.21545,4532.7612,2.6292224], //Position that units will be dropped by [0,0,0], //Starting position of the heli 400, //Radius from drop position a player has to be to spawn chopper "UH1H_DZ", //Classname of chopper (Make sure it has 2 gunner seats!) 5, //Number of units to be para dropped 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. True //True: Heli will stay at position and fight. False: Heli will leave if not under fire. ] spawn heli_para; Place your paradrop spawns under this line */ [[4639.83,16676.2,2.09], //Position that units will be dropped by [6854.23,17313.5,0.02], //Starting position of the heli 400, //Radius from drop position a player has to be to spawn chopper "MH60S_DZE", //Classname of chopper (Make sure it has 2 gunner seats!) 5, //Number of units to be para dropped 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Camo1_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. True //True: Heli will stay at position and fight. False: Heli will leave if not under fire. ] spawn heli_para; Face 1 Link to comment Share on other sites More sharing options...
FragZ Posted March 11, 2014 Report Share Posted March 11, 2014 Still need help. Link to comment Share on other sites More sharing options...
Cinjun Posted March 12, 2014 Report Share Posted March 12, 2014 Still need help. Post your updated customSpawns.sqf. Link to comment Share on other sites More sharing options...
FragZ Posted March 12, 2014 Report Share Posted March 12, 2014 //Custom Spawns file// /* Custom group spawns Eg. [[953.237,4486.48,0.001], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; Place your custom group spawns below */ // Death Alley [[7994.49,13659.3,0],9,1,"Random",8,"","Random","Random"] call spawn_group; //Group1 [[8100.5,13527.5,0],9,1,"Random",8,"","Random","Random"] call spawn_group; //Group2 //Novylug [[9610.84,11279.6,0],7,1,"Random",8,"","Random","Random"] call spawn_group; //Patrol //NWAF base [[4481.76,10249.8,0],7,1,"Random",8,"","Random","Random"] call spawn_group; //Patrol /* Custom static weapon spawns Eg. (with one position) [[[911.21545,4532.7612,2.6292224]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 0.5, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 2, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; Custom static weapon spawns Eg. (with mutiple positions) [[[911.21545,4532.7612,2.6292224],[921.21545,4532.7612,2.6292224]], //position(s) (can be multiple). "M2StaticMG", //Classname of turret 0.5, //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ", //Skin "" for random or classname here. 1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 2, //Number of magazines. (not needed if ai_static_useweapon = False) "", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random" //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; Place your custom static weapon spawns below */ /* Custom Chopper Patrol spawn Eg. [[725.391,4526.06,0], //Position to patrol [0,0,0], // Position to spawn chopper at 2000, //Radius of patrol 10, //Number of waypoints to give "UH1H_DZ", //Classname of vehicle (make sure it has driver and two gunners) 1 //Skill level of units ] spawn heli_patrol; Place your heli patrols below */ /* Custom Vehicle patrol spawns Eg. (Watch out they are stupid) [[725.391,4526.06,0], //Position to patrol [725.391,4526.06,0], // Position to spawn at 200, //Radius of patrol 10, //Number of waypoints to give "HMMWV_Armored", //Classname of vehicle (make sure it has driver and gunner) 1 //Skill level of units ] spawn vehicle_patrol; Place your vehicle patrols below this line */ /* Paradropped unit custom spawn Eg. [[911.21545,4532.7612,2.6292224], //Position that units will be dropped by [0,0,0], //Starting position of the heli 400, //Radius from drop position a player has to be to spawn chopper "UH1H_DZ", //Classname of chopper (Make sure it has 2 gunner seats!) 5, //Number of units to be para dropped 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. True //True: Heli will stay at position and fight. False: Heli will leave if not under fire. ] spawn heli_para; Place your paradrop spawns under this line */ There :P Link to comment Share on other sites More sharing options...
Cinjun Posted March 12, 2014 Report Share Posted March 12, 2014 There :PEverything looks fine there; have you tried them one at a time? Link to comment Share on other sites More sharing options...
brandonwh64 Posted March 12, 2014 Report Share Posted March 12, 2014 I also cannot get taviana custom spawns to work. I thought at first I was getting the worldspace wrong but I TPed myself to the small island airfield and let the data base update my position then added that position to the spawn group and still nothing happened there. Link to comment Share on other sites More sharing options...
FragZ Posted March 13, 2014 Report Share Posted March 13, 2014 Everything looks fine there; have you tried them one at a time? I tried each one at a time none worked :s If someone could help me out installing this... we had functionnal AI salvation base and outposts before :( Players want it back haha Link to comment Share on other sites More sharing options...
Cinjun Posted March 13, 2014 Report Share Posted March 13, 2014 I tried each one at a time none worked :s If someone could help me out installing this... we had functionnal AI salvation base and outposts before :( Players want it back haha Do you have missions or dynamic AI turned on? Are they working? If not, then the only thing I can think to to you is to check your install. Also, are you seeing any errors in your RPT? Link to comment Share on other sites More sharing options...
FragZ Posted March 13, 2014 Report Share Posted March 13, 2014 I have alot of errors but they are regarding hackercheck that I removed. Also I disabled those to use the DZMS instead of the Wicked mission system... Would that be why? If so I feel so freaking dumb right now u_u Link to comment Share on other sites More sharing options...
Cinjun Posted March 13, 2014 Report Share Posted March 13, 2014 I have alot of errors but they are regarding hackercheck that I removed. Also I disabled those to use the DZMS instead of the Wicked mission system... Would that be why? If so I feel so freaking dumb right now u_u I would not think so, I use DZMS, DZAI, and WAI and have had no issues. Thought I have dynamic and mission spawns turned off in WAI. Make sure: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; is above the DZMS call. Link to comment Share on other sites More sharing options...
Ventana Posted March 13, 2014 Report Share Posted March 13, 2014 I was on a server where when you got within a certain distance of lets say barn you got a message telling you that a bandit was near and to find him. As you got closer it gave you other messages telling you that you are closer or that another bandit was near. You then hunted and killed them (or them you)/ they were using either using this or the DZMS system. Does anyone have a clue how this would be done? Link to comment Share on other sites More sharing options...
FragZ Posted March 13, 2014 Report Share Posted March 13, 2014 I would not think so, I use DZMS, DZAI, and WAI and have had no issues. Thought I have dynamic and mission spawns turned off in WAI. Make sure: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; is above the DZMS call. Link to comment Share on other sites More sharing options...
redcloud78 Posted March 13, 2014 Report Share Posted March 13, 2014 if(isnil "OldHeliCrash") then { OldHeliCrash = false; }; [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; [] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf"; allowConnection = true; // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]] try like this arrangement also your folder name is weird inside this folder here (Re-Worked-WAI-0.17-master) is a folder called WAI that u must use Link to comment Share on other sites More sharing options...
shurix Posted March 13, 2014 Report Share Posted March 13, 2014 Is it possible to run regular dynamic missions and one static mission at the same time? We have a "bot island" with ~150 paratroopers, ground units and static gunners. On the ground, there are boxes with ammo and money. I created those using StaticAmmoBoxes.sqf. These are replenished on restart. I also want to be able to use server_publishVeh function on armor and armed choppers once the survivors get nearby. If I add the armor into StaticAmmoBoxes.sqf it is not written in the database and disappears once the survivor gets in. So, I was thinking I could re-use the existing check for _playerPresent but that is only available within the context of the mission. if (_playerPresent) then { [_veh,[_vehdir,_objPosition],_vehclass,true,"0"] call server_publishVeh; } Any alternatives I could use to publish the vehicles in the database and replenish them on restart? Thanks! Link to comment Share on other sites More sharing options...
FragZ Posted March 13, 2014 Report Share Posted March 13, 2014 if(isnil "OldHeliCrash") then { OldHeliCrash = false; }; [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; [] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf"; allowConnection = true; // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]] try like this arrangement also your folder name is weird inside this folder here (Re-Worked-WAI-0.17-master) is a folder called WAI that u must use I changed files name from the OP. Ill redownload and try your setup. Link to comment Share on other sites More sharing options...
FragZ Posted March 13, 2014 Report Share Posted March 13, 2014 Ok now I used that you told me, it said in the RPT that it spawned AI groups but also I got alot of errors. I got ingame, and they are not there. 18:46:03 "WAI: Spawned a group of 7 Bandits at [9610.84,11279.6,0]" 18:46:03 Cannot create non-ai vehicle Random, 18:46:03 Cannot create non-ai vehicle Random, 18:46:03 Cannot create non-ai vehicle Random, 18:46:03 Cannot create non-ai vehicle Random, 18:46:03 Cannot create non-ai vehicle Random, 18:46:03 Cannot create non-ai vehicle Random, Then 18:46:21 Error: Bone leftshoulder doesn't exist in some skeleton 18:46:21 Error: Bone rightshoulder doesn't exist in some skeleton 18:46:21 Error: Bone leftshoulder doesn't exist in some skeleton 18:46:21 Error: Bone rightshoulder doesn't exist in some skeleton 18:46:21 Error: Bone leftshoulder doesn't exist in some skeleton 18:46:21 Error: Bone rightshoulder doesn't exist in some skeleton 18:46:21 Error: Bone leftshoulder doesn't exist in some skeleton 18:46:22 Error: Bone leftshoulder doesn't exist in some skeleton 18:46:22 Error: Bone rightshoulder doesn't exist in some skeleton 18:46:22 Error: Bone leftshoulder doesn't exist in some skeleton 18:46:22 Error: Bone rightshoulder doesn't exist in some skeleton Link to comment Share on other sites More sharing options...
redcloud78 Posted March 13, 2014 Report Share Posted March 13, 2014 I changed files name from the OP. Ill redownload and try your setup. Try like this instead notice the call is at the bottom of the server monitor.sqf not where you currently have it if(isnil "OldHeliCrash") then { OldHeliCrash = false; }; // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire] if(OldHeliCrash) then { _nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite; }; if (isDedicated) then { // Epoch Events _id = [] spawn server_spawnEvents; // server cleanup [] spawn { private ["_id"]; sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart waitUntil {!isNil "server_spawnCleanAnimals"}; _id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm"; }; // spawn debug box _debugMarkerPosition = getMarkerPos "respawn_west"; _debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1]; _vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"]; _vehicle_0 setPos _debugMarkerPosition; _vehicle_0 setVariable ["ObjectID","1",true]; // max number of spawn markers if(isnil "spawnMarkerCount") then { spawnMarkerCount = 10; }; actualSpawnMarkerCount = 0; // count valid spawn marker positions for "_i" from 0 to spawnMarkerCount do { if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then { actualSpawnMarkerCount = actualSpawnMarkerCount + 1; } else { // exit since we did not find any further markers _i = spawnMarkerCount + 99; }; }; diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount]; endLoadingScreen; }; [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; [] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf"; allowConnection = true; sm_done = true; publicVariable "sm_done"; }; and for this //Custom Spawns file// /* Custom group spawns Eg. [[953.237,4486.48,0.001], //position 4, //Number Of units 1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array. "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "Bandit2_DZ", //Skin "" for random or classname here. "Random" //Gearset number. "Random" for random gear set. ] call spawn_group; Place your custom group spawns below */ // Death Alley [[7994.49,13659.3,0],9,1,"Random",8,"","Random","Random"] call spawn_group; //Group1 [[8100.5,13527.5,0],9,1,"Random",8,"","Random","Random"] call spawn_group; //Group2 //Novylug [[9610.84,11279.6,0],7,1,"Random",8,"","Random","Random"] call spawn_group; //Patrol //NWAF base [[4481.76,10249.8,0],7,1,"Random",8,"","Random","Random"] call spawn_group; //Patrol for the skin dont write "Random" just write "" // Death Alley [[7994.49,13659.3,0],9,1,"Random",8,"","","Random"] call spawn_group; //Group1 [[8100.5,13527.5,0],9,1,"Random",8,"","","Random"] call spawn_group; //Group2 //Novylug [[9610.84,11279.6,0],7,1,"Random",8,"","","Random"] call spawn_group; //Patrol //NWAF base [[4481.76,10249.8,0],7,1,"Random",8,"","","Random"] call spawn_group; //Patrol Link to comment Share on other sites More sharing options...
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