gopostal Posted March 29, 2014 Report Share Posted March 29, 2014 I haven't tested it to say it works perfectly or not but you could try changing the way position is defined in the creation parts of the script. For instance you would have this [[8555.83,16947.9,0.002], //position for one of your fixed gun so try to add orientation into it by changing that to [244,[8555.83,16947.9,0.002]], The 244 is the 360 degree orientation radial used as the static guns 'center' of fire. Now one thing to be absolutely SURE of is to preserve the bracketing. This is going to add another set of brackets so don't cut them down by one. For example you first have this: [[_position select 0, _position select 1, 0], //position 4, //Number Of units 1, //Skill level 0-1. Has no effect if using custom skills "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "CZ_Special_Forces_GL_DES_EP1_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. true ] call spawn_group; but in order to add radial orientation code you would then end up with this: [[123,[_position select 0, _position select 1, 0]], //position 4, //Number Of units 1, //Skill level 0-1. Has no effect if using custom skills "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "CZ_Special_Forces_GL_DES_EP1_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. true ] call spawn_group; where "123" is the added orientation. See how it added a new set of brackets to that first line? Be sure to do that or it won't work at all. If you test this let me know how it goes. It's something I always meant to try and never got around to doing. Link to comment Share on other sites More sharing options...
Nexarion Posted March 29, 2014 Report Share Posted March 29, 2014 I´ve heard about a mission system in which you can set up vehilce patrols in which the units get out the car when they see someone. But I don´t know which system this has been. Would it be possible to create this with WAI? Link to comment Share on other sites More sharing options...
Varithmus Posted March 29, 2014 Report Share Posted March 29, 2014 Checked and double checked the installation. We're struggling to access this RPT business. Would someone be able to come help us on Skype or something? It would be greatly appreciated. We're just noobs with no idea what we're doing, every other script we added seemed to work flawlessly. Please PM me :) Link to comment Share on other sites More sharing options...
gopostal Posted March 30, 2014 Report Share Posted March 30, 2014 Did you get sorted Vari? Let me know if you are still struggling. I'll be around all evening. Link to comment Share on other sites More sharing options...
Varithmus Posted March 30, 2014 Report Share Posted March 30, 2014 Still not sorted bud, would appreciate some help :) Link to comment Share on other sites More sharing options...
gopostal Posted March 30, 2014 Report Share Posted March 30, 2014 Sending PM now. Edit- Got Vari sorted out. He'll be killing WAI victims in no time. Link to comment Share on other sites More sharing options...
ARcoolJ Posted March 30, 2014 Report Share Posted March 30, 2014 Hey guys, just installed this script, everything works fine expect that there are no bots at the misssions. There is only the Static MG with the gunner. Any idea how to fix that? Link to comment Share on other sites More sharing options...
cayote Posted March 30, 2014 Report Share Posted March 30, 2014 Hey guys, just installed this script, everything works fine expect that there are no bots at the misssions. There is only the Static MG with the gunner. Any idea how to fix that? Probably small error in your configs, post? Link to comment Share on other sites More sharing options...
gopostal Posted March 30, 2014 Report Share Posted March 30, 2014 To all you guys having issues: Please post your server rpt file somewhere and link in to your help request post. It makes it so much easier for us to find the issue and it saves 2 or 3 posts where we have to ask for it. Be sure you get the rpt from when the server was having the issue too. The plus side of this is every single person I've helped with their AI setups I've found other things in their rpt log that they needed to address too. Posting yours will not only highlight things you know are broken but may shine a light on things you aren't aware of. Link to comment Share on other sites More sharing options...
THUNDERDOWNUNDER Posted March 31, 2014 Report Share Posted March 31, 2014 Hi mate first off love your ai missions but i have a problem when players have got the bandit camo skin and a few other skins on the ai will not shoot or react to them is there a fix for this thanks mate Link to comment Share on other sites More sharing options...
cayote Posted March 31, 2014 Report Share Posted March 31, 2014 To all you guys having issues: Please post your server rpt file somewhere and link in to your help request post. It makes it so much easier for us to find the issue and it saves 2 or 3 posts where we have to ask for it. Be sure you get the rpt from when the server was having the issue too. The plus side of this is every single person I've helped with their AI setups I've found other things in their rpt log that they needed to address too. Posting yours will not only highlight things you know are broken but may shine a light on things you aren't aware of. Bravo Link to comment Share on other sites More sharing options...
tkdmaster Posted March 31, 2014 Report Share Posted March 31, 2014 Wanted to try this, but the download links on the front page seem to be broken :( EDIT: Nevermind, seems it was just the attachment files that don't work, the github worked just fine :) Link to comment Share on other sites More sharing options...
tkdmaster Posted March 31, 2014 Report Share Posted March 31, 2014 Probably small error in your configs, post? I'm having the same issue with the OP install as well, just M2's are spawning. Here are my edits to the SpawnGroup file. for "_i" from 1 to _mags do {_unit addMagazine _magazine;}; if ((_x == 1) && (_RPG > 0)) then { _unit addweapon "RPG7V"; _unit addmagazine "PG7V"; _unit addmagazine "PG7V"; } else { _unit addBackpack _aipack; {_unit addMagazine _x} forEach _gearmagazines; {_unit addweapon _x} forEach _geartools; if (ai_custom_skills) then { switch (_skill) do { case 0 : {_aicskill = ai_custom_array1;}; case 1 : {_aicskill = ai_custom_array2;}; case 2 : {_aicskill= ai_custom_array3;}; case "Random" : {_aicskill = ai_skill_random call BIS_fnc_selectRandom;}; }; {_unit setSkill [(_x select 0),(_x select 1)]} forEach _aicskill; } else { {_unit setSkill [_x,_skill]} forEach _skillarray; }; if (count _this > 8) then { _mission = _this select 8; _RPG = 1; } else { _mission = False; _RPG = -1; } Link to comment Share on other sites More sharing options...
gopostal Posted March 31, 2014 Report Share Posted March 31, 2014 What does your rpt log have to say about the mission spawning? Guys, it's just nearly useless to post your code without an rpt to go along with it. Yeah, we could debug it line by line but the engine already does that AND tells you exactly where the problem is. Edit: your problem is here f ((_x == 1) && (_RPG > 0)) then { _unit addweapon "RPG7V"; _unit addmagazine "PG7V"; _unit addmagazine "PG7V"; Keep looking and you'll see what you did. BTW, the rpt will tell you too. THAT'S why you post that too. Link to comment Share on other sites More sharing options...
THUNDERDOWNUNDER Posted April 1, 2014 Report Share Posted April 1, 2014 have you set the ai to free for all because I had this prob and the ai were killing each other and ai prob despawing Link to comment Share on other sites More sharing options...
Th3Rabbit Posted April 2, 2014 Report Share Posted April 2, 2014 Hey im getting this error in my rpt log could anyone please help? use.p3d:geometryView 23:37:20 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView 23:37:20 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView 23:37:28 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon 23:37:29 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl 23:37:30 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]" 23:37:30 "DayZ Epoch: MPframework inited" 23:37:31 Warning Message: Script z\addons\dayz_server\init\server_functions.sqf not found 23:37:31 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf not found 23:37:31 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf not found 23:37:31 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..." 23:37:31 "Res3tting B!S effects..." 23:37:31 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not found 23:43:33 Client: Remote object 2:9 not found 23:43:33 Client: Remote object 2:10 not found23:43:33 Client: Remote object 2:11 not found Link to comment Share on other sites More sharing options...
gopostal Posted April 2, 2014 Report Share Posted April 2, 2014 See this part: 23:37:31 Warning Message: Script z\addons\dayz_server\init\server_functions.sqf not found That's gonna be a bit of a problem ;) It looks like your folder setup isn't being called correctly. BTW, sorry I missed you guys. First of the month is always bad for the mailman. I'm off tomorrow (Thursday) and I'll be free all day if you still need setup help. Link to comment Share on other sites More sharing options...
cayote Posted April 2, 2014 Report Share Posted April 2, 2014 I haven't tested it to say it works perfectly or not but you could try changing the way position is defined in the creation parts of the script. For instance you would have this [[8555.83,16947.9,0.002], //position for one of your fixed gun so try to add orientation into it by changing that to [244,[8555.83,16947.9,0.002]], The 244 is the 360 degree orientation radial used as the static guns 'center' of fire. Now one thing to be absolutely SURE of is to preserve the bracketing. This is going to add another set of brackets so don't cut them down by one. For example you first have this: [[_position select 0, _position select 1, 0], //position 4, //Number Of units 1, //Skill level 0-1. Has no effect if using custom skills "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "CZ_Special_Forces_GL_DES_EP1_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. true ] call spawn_group; but in order to add radial orientation code you would then end up with this: [[123,[_position select 0, _position select 1, 0]], //position 4, //Number Of units 1, //Skill level 0-1. Has no effect if using custom skills "Random", //Primary gun set number. "Random" for random weapon set. 4, //Number of magazines "", //Backpack "" for random or classname here. "CZ_Special_Forces_GL_DES_EP1_DZ", //Skin "" for random or classname here. "Random", //Gearset number. "Random" for random gear set. true ] call spawn_group; where "123" is the added orientation. See how it added a new set of brackets to that first line? Be sure to do that or it won't work at all. If you test this let me know how it goes. It's something I always meant to try and never got around to doing. Thanks for the reply, I'll try it out. I've switched maps so will have to come up with some new spawn locations. I'll let you know. I was wondering if the facing would work (and look) like it does in the database. Link to comment Share on other sites More sharing options...
MasterSnake Posted April 2, 2014 Report Share Posted April 2, 2014 Does anyone know a way to make the AI count as bandit kills in the Dayz Monitor similar to DZMS? Would love to figure out how to add that feature or addon to this. Link to comment Share on other sites More sharing options...
Nexarion Posted April 2, 2014 Report Share Posted April 2, 2014 Does anyone know a way to make the AI count as bandit kills in the Dayz Monitor similar to DZMS? Would love to figure out how to add that feature or addon to this. I have the option in the AIconfig.sqf: /// Adds bandit kill when killing an AI (True: on. False: off.) ai_banditkills_gain = True; Link to comment Share on other sites More sharing options...
MasterSnake Posted April 3, 2014 Report Share Posted April 3, 2014 I have that option enabled but for some odd reason, it doesn't show up as a bandit kill compared to DZMS. I do get the humanity but not have it show up in the debug kill monitor. Link to comment Share on other sites More sharing options...
gopostal Posted April 3, 2014 Report Share Posted April 3, 2014 You are thinking about it too absolutely. In code it's not hard to adjust the amount of humanity gained from a kill. You just use a negative number in place of a positive. This does not however change the base class of the victim. Since the monitor watches when particular victims are killed (only bandit classes are deemed as 'Bandit kills' by it) and remembering that it doesn't care AT ALL about how things are scored, you can see why this particular thing happens. Link to comment Share on other sites More sharing options...
MasterSnake Posted April 4, 2014 Report Share Posted April 4, 2014 You are thinking about it too absolutely. In code it's not hard to adjust the amount of humanity gained from a kill. You just use a negative number in place of a positive. This does not however change the base class of the victim. Since the monitor watches when particular victims are killed (only bandit classes are deemed as 'Bandit kills' by it) and remembering that it doesn't care AT ALL about how things are scored, you can see why this particular thing happens. If you are replying to me, I am not asking about adjust the humanity, I am asking to have each kill of the AI that are around these missions show up as a kill in the debug monitor when you kill them. If i kill 5 patrol or 5 AI in WAI, my counter will show 0 when I killed 5 AIs, I do however get the humanity but not the kill added to my score. DZMS somehow has the kills show up in the debug monitor as if they actually killed a real person. Link to comment Share on other sites More sharing options...
gopostal Posted April 4, 2014 Report Share Posted April 4, 2014 Yes, I was replying to you and I explained why you are having the effect you are. Let me simplify it some, setting scoring aside for the moment: the debug shows bandit CLASS kills *only*. The AI are not class names that will cause this number of kills to increase so it must be done manually in the mods code. Each AI kill you make causes the mod to tell the server to increase your bandit kills by one since the default DayZ code will not do this. Think of it this way: the term "Bandit Kills" in your monitor could actually read "Number of human players with negative 2500 or lesser humanity I have killed". Anything other than that will not trigger the total to increment unless it's specifically told to do that by extra code, in this case the ai_banditkills_gain = True; is doing exactly that. Link to comment Share on other sites More sharing options...
MoorZ Posted April 4, 2014 Report Share Posted April 4, 2014 I love this AI mission, by the far the best and I tested all the other ones. I have it running on my server with no problems apart from the Crashed C130 which glitches the AI and players if they are too close and they start jumping everywhere. Has any one found a fix for this? I also want to know if it is possible to have one kick ass static mission on of the abundant islands on my NAPF server. would it be possible to have high number of AI and one crate of gear spawn in one of the islands possibly also have a chopper hoovering to defend it? one major mission that runs along the normal once in the main island however this one only occur once every restart or even better only at night time? please let me know if you can help with this? Link to comment Share on other sites More sharing options...
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