FragZ Posted March 13, 2014 Report Share Posted March 13, 2014 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 I'll try that on next restart. Also does someone know if the contact infos are real? I joined that TS and I got banned by a certain Cory for the reason *I am god* Link to comment Share on other sites More sharing options...
HellGamer115 Posted March 13, 2014 Report Share Posted March 13, 2014 when i spawn bots in manually on the map, how do i stop them from moving around? or limit them to moving up to 20m from where they were spawned. because i made an outpost but the bots will just walk out of it to some where else Link to comment Share on other sites More sharing options...
redcloud78 Posted March 13, 2014 Report Share Posted March 13, 2014 when i spawn bots in manually on the map, how do i stop them from moving around? or limit them to moving up to 20m from where they were spawned. because i made an outpost but the bots will just walk out of it to some where else WAI/AiConfig.sqf try and alter these values /// Sets radius for AI patrols (call spawn_group) ai_patrol_radius = 20; /// Sets number of waypoints to add in patrol area (call spawn_group) ai_patrol_radius_wp = 2; Link to comment Share on other sites More sharing options...
HiiShinoo Posted March 14, 2014 Report Share Posted March 14, 2014 so my friend server which i help with scripts, have been using this for a while, the weirdest thing happened today. a player complained to the admin that he was getting shot at after completing the mission, he then spectator him to find that on his screen he could see the gunner AI alive and shooting him, but the player screen showed him dead, when he teleported over to help him there was no AI to be seen, yet they both getting shots from the gunner however the shots weren't doing damage at all, as if they had god mode on. the admin then decided to go up to each static gun and delete them one by one, when he deleted the second the AI appeared suddenly with no gun in his hand however carried on shooting at them with no damaged , this time he was visible and able to kill him .... has anyone had this before? its never happened before..!! Link to comment Share on other sites More sharing options...
HiiShinoo Posted March 14, 2014 Report Share Posted March 14, 2014 the .rpt keep spamming with this error too 1:08:31 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:08:31 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:08:46 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:08:46 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:09:01 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:09:01 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:09:09 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:09:09 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:09:10 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:09:10 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:09:10 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:09:10 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:09:10 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:09:10 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:09:11 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:09:11 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:09:11 "infiSTAR.de Player-Log: screwface(230428998) - 0h 8min" 1:09:11 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:09:11 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:09:27 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:09:27 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:09:33 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:09:33 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:09:47 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:09:47 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:09:47 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:09:47 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:09:48 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:09:48 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:09:48 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:09:48 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:09:49 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:09:49 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:09:49 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:09:49 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:10:04 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:10:04 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:10:19 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:10:19 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:10:33 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:10:33 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:10:34 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:10:34 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:10:34 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:10:34 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle 1:10:49 Cannot use magazine 30Rnd_9x19_UZI_SD in muzzle HandGrenade_Stone 1:10:49 Cannot use magazine ItemBandage in muzzle RoadFlareMuzzle Link to comment Share on other sites More sharing options...
cayote Posted March 14, 2014 Report Share Posted March 14, 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 There :P Under the "Skin" option you have "Random" instead of "". Whoops already answered...sorry. Link to comment Share on other sites More sharing options...
cayote Posted March 15, 2014 Report Share Posted March 15, 2014 So, is there a way to add foot soldiers inside a building and have them NOT come out? I've done the whole reduce waypoints and patrol area but they still exit the buildings. I understand that they will run out when the shooting stops but I'd like a few of them to stay inside. Any ideas? Thanks Link to comment Share on other sites More sharing options...
redcloud78 Posted March 15, 2014 Report Share Posted March 15, 2014 I like sarge you can set for fortify_nochase and have some a.i friendly. They will seek out nearest buildings to fortify but i wont use sarge unless i can figure out how to run it server side. none of the other a.i. packages offer much control like sarge does but they all have their strengths wai for its para drops,dzms for its missions,dzai for its static spawns and suvivor companions for what it offer i usually use all 4 at the same time Link to comment Share on other sites More sharing options...
cayote Posted March 15, 2014 Report Share Posted March 15, 2014 I like sarge you can set for fortify_nochase and have some a.i friendly. They will seek out nearest buildings to fortify but i wont use sarge unless i can figure out how to run it server side. none of the other a.i. packages offer much control like sarge does but they all have their strengths wai for its para drops,dzms for its missions,dzai for its static spawns and suvivor companions for what it offer i usually use all 4 at the same time I'm using WAI, DZAI, DZMS. Haven't heard of 'companions'. I tried sarge, didn't like it. WAI is cool but I really want to get ai to stay in one place...can't do it. DZAI also...can create a spawn point in a small area but they just immediately leave. I also wish WAI had a bit more debug info. I just added a few more static spawns and they are not loading. Can't see any error in log nor in the .sqf. Grrrrr... EDIT, take that back...have seen companions....didn't look like it was finished so haven't really looked at it. Link to comment Share on other sites More sharing options...
HellGamer115 Posted March 15, 2014 Report Share Posted March 15, 2014 I'm using WAI, DZAI, DZMS. Haven't heard of 'companions'. I tried sarge, didn't like it. WAI is cool but I really want to get ai to stay in one place...can't do it. DZAI also...can create a spawn point in a small area but they just immediately leave. I also wish WAI had a bit more debug info. I just added a few more static spawns and they are not loading. Can't see any error in log nor in the .sqf. Grrrrr... EDIT, take that back...have seen companions....didn't look like it was finished so haven't really looked at it. dude, you know when you create the custom spawn points you need a custom marker. just make that marker size really small like 100 by 100, and the ai never leaves the area Link to comment Share on other sites More sharing options...
cayote Posted March 15, 2014 Report Share Posted March 15, 2014 dude, you know when you create the custom spawn points you need a custom marker. just make that marker size really small like 100 by 100, and the ai never leaves the area Talking about DZAI? Yeah...I've got them (some) down to 10x10. Doesn't help. Link to comment Share on other sites More sharing options...
HellGamer115 Posted March 15, 2014 Report Share Posted March 15, 2014 Talking about DZAI? Yeah...I've got them (some) down to 10x10. Doesn't help. thats a bit too small, make it about 50x50 or 100x100. its weird cause my a.i never leaves the area. just run around in that marker area Link to comment Share on other sites More sharing options...
Kenshinzx Posted March 15, 2014 Report Share Posted March 15, 2014 hey is there a way to make more than one mission to spawn at a time? Link to comment Share on other sites More sharing options...
SideShowFreak Posted March 15, 2014 Report Share Posted March 15, 2014 i have a small question... can i just change the clean running missions setting to true for the vehicles to not save to the database? I love the system but dont like running around everyday deleting these excess vehicles. Just my personal preference for my server. Thanks in advance for any help. Link to comment Share on other sites More sharing options...
cayote Posted March 15, 2014 Report Share Posted March 15, 2014 i have a small question... can i just change the clean running missions setting to true for the vehicles to not save to the database? I love the system but dont like running around everyday deleting these excess vehicles. Just my personal preference for my server. Thanks in advance for any help. Odd...what setting? All my ai vehicles despawn or delete at restart. Link to comment Share on other sites More sharing options...
SideShowFreak Posted March 15, 2014 Report Share Posted March 15, 2014 in the mission.ini there is the line clean_running_mission = False; Link to comment Share on other sites More sharing options...
psychosis Posted March 16, 2014 Report Share Posted March 16, 2014 how to increase difficult of bots? after adding NVG they became stupid Link to comment Share on other sites More sharing options...
HellGamer115 Posted March 16, 2014 Report Share Posted March 16, 2014 how to increase difficult of bots? after adding NVG they became stupid is this for the mission bots or custom spawned? Link to comment Share on other sites More sharing options...
psychosis Posted March 16, 2014 Report Share Posted March 16, 2014 in Aiconfig add NVG in mission add rpg... after that they stupid Link to comment Share on other sites More sharing options...
redcloud78 Posted March 18, 2014 Report Share Posted March 18, 2014 in the mission.ini there is the line clean_running_mission = False; something in the custom_publishvehicle.sqf @ this path "dayz_epoch\WAI\missions\compile\" checking the orig wai topic i dont like the vehicle save feature because whats epoch if you dont work for vehicles that you want i have my map minimized to only some suvs and urals no other types and this vehicle save is ruining my finely pruned vehicle list This guy here says this works Link to comment Share on other sites More sharing options...
antartis Posted March 19, 2014 Report Share Posted March 19, 2014 "0 Active chopper patrol units (Crew)" [[5674.24,4904.92,0.001],[0,0,0],10000,10,"UH1H_DZ",1] spawn heli_patrol; [[429.17,280.013,0.001],[3137.98,4447.41,0.331],200,"CH_47F_EP1",25,1,"Random",4,"","Bandit2_DZ","Random",True] spawn heli_para; [[429.17,280.013,0.001],[9476.77,9682.84,30.059],200,"CH_47F_EP1",25,1,"Random",4,"","Bandit2_DZ","Random",True] spawn heli_para; the mission spawn, but not the Patrols. Link to comment Share on other sites More sharing options...
redcloud78 Posted March 19, 2014 Report Share Posted March 19, 2014 hmm had not had this problem before with reworked wai but i had changed alot of settings like created them as side WEST so they could be base guards and a United nations skins for the missions prvoiding aid anyhow what happened next was i could not pick up lootable items inside buildings and could not pick up items i dropped on the ground i also added it enemy of civilian to see if i would shoot zombies i will reinstalla stock copy and not heavily modify it Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted March 19, 2014 Report Share Posted March 19, 2014 Posted on the original WAI too... Any way to add a plot pole check, to stop this spawning too close to any bases etc? Link to comment Share on other sites More sharing options...
antartis Posted March 19, 2014 Report Share Posted March 19, 2014 "0 Active chopper patrol units (Crew)" [[5674.24,4904.92,0.001],[0,0,0],10000,10,"UH1H_DZ",1] spawn heli_patrol; [[429.17,280.013,0.001],[3137.98,4447.41,0.331],200,"CH_47F_EP1",25,1,"Random",4,"","Bandit2_DZ","Random",True] spawn heli_para; [[429.17,280.013,0.001],[9476.77,9682.84,30.059],200,"CH_47F_EP1",25,1,"Random",4,"","Bandit2_DZ","Random",True] spawn heli_para; the mission spawn, but not the Patrols. no help? Link to comment Share on other sites More sharing options...
3steN8igall Posted March 20, 2014 Report Share Posted March 20, 2014 it is possible to add a humanity check to the ai? so that they are only shooting on bandits? for example, to spawn static ai to defense the hero trader?!? Link to comment Share on other sites More sharing options...
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