williamjbrown Posted January 17, 2014 Author Report Share Posted January 17, 2014 Im having a problem with getting more then one group to spawn in. This is what im using [[429.17,280.013,0.001],10,1,"Random",8,"","Bandit2_DZ","Random"] spawn spawn_group; [[5674.24,4904.92,0.001],[0,0,0],10000,10,"UH1H_DZ",1] spawn heli_patrol; [[[448.887,329.356,0.001],[460.602,427.164,0.001]],"M2StaticMG",0.5,"Bandit2_DZ",1,2,"","Random"] call spawn_static; [[519.937,432.84,0.001],4,1,"Random",4,"","Graves_Light_DZ","Random"] call spawn_group; // [[409.414,436.282,0.001],4,1,"Random",4,"","Graves_Light_DZ","Random"] call spawn_group; // [[452.57,305.521,0.001],4,1,"Random",4,"","Graves_Light_DZ","Random"] call spawn_group; // [[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 very first group will spawn in and then the rest wont. Im getting nothing in my RPT log at all. Any idea on whats going on? The calls look fine to me. Maybe you are not putting them in the right section? Make sure you are posting them in the appropriate sections and not in the same one? Also take out the random // just in case like so! Attached a new custom spawn file for you to try out. Let me know how it goes! [[429.17,280.013,0.001],10,1,"Random",8,"","Bandit2_DZ","Random"] spawn spawn_group; [[5674.24,4904.92,0.001],[0,0,0],10000,10,"UH1H_DZ",1] spawn heli_patrol; [[[448.887,329.356,0.001],[460.602,427.164,0.001]],"M2StaticMG",0.5,"Bandit2_DZ",1,2,"","Random"] call spawn_static; [[519.937,432.84,0.001],4,1,"Random",4,"","Graves_Light_DZ","Random"] call spawn_group; [[409.414,436.282,0.001],4,1,"Random",4,"","Graves_Light_DZ","Random"] call spawn_group; [[452.57,305.521,0.001],4,1,"Random",4,"","Graves_Light_DZ","Random"] call spawn_group; [[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; New folder.zip Link to comment Share on other sites More sharing options...
williamjbrown Posted January 17, 2014 Author Report Share Posted January 17, 2014 I'd like to see the ability to add a random chance for the AI to spawn instead of them automatically spawning when a player enters a spawn area. The closest thing my simple coding mind can come up with is set the set amount then add a variable + or - a few more units to give it a variety. This is used in the missions which can be useful to mix things up a bit. Link to comment Share on other sites More sharing options...
Buck0 Posted January 17, 2014 Report Share Posted January 17, 2014 My players have noticed that there is no event markers if they dc? is there anyway to add something like this into this? Link to comment Share on other sites More sharing options...
williamjbrown Posted January 17, 2014 Author Report Share Posted January 17, 2014 I do apologize for this problem and there is a easy fix from what I believe. Find attached the files your will need to make this work. Put this at the bottom of your Init.sqf // Mission System Markers [] execVM "debug\addmarkers.sqf"; [] execVM "debug\addmarkers75.sqf"; Simply just paste the folder in your mission file and your done! Let me know the results. debug.zip Link to comment Share on other sites More sharing options...
Korbi Dallas Posted January 21, 2014 Report Share Posted January 21, 2014 Got to say love your bandit base mission it's an awesome piece of work! I had one question though is it possible to set the direction the forts and machine guns are facing? Can one of these values can set the direction? _position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos; It appears as if some of the entries face in random directions and I was wondering if it can be set so the entrances are facing the inward side of the base? _baserunover = createVehicle ["land_fortified_nest_big",[(_position select 0) - 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; Also I'm trying to set the direction in this code as I want to add in machine gun bunkers but they currently point in what appears to be random directions so some face inwards toward the base and mow down there own AI. [[[(_position select 0) - 10, (_position select 1) + 10, 0]],"M2StaticMG",0.8,"FR_OHara_DZ",1,2,"","Random",true] call spawn_static; Link to comment Share on other sites More sharing options...
kramarz Posted January 21, 2014 Report Share Posted January 21, 2014 Heya! Do you consider making heli patrols in such a way that when the heli crashes, it will spawn loot? kind regards, kramarz Link to comment Share on other sites More sharing options...
williamjbrown Posted January 22, 2014 Author Report Share Posted January 22, 2014 Got to say love your bandit base mission it's an awesome piece of work! I had one question though is it possible to set the direction the forts and machine guns are facing? Can one of these values can set the direction? _position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos; It appears as if some of the entries face in random directions and I was wondering if it can be set so the entrances are facing the inward side of the base? _baserunover = createVehicle ["land_fortified_nest_big",[(_position select 0) - 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; Also I'm trying to set the direction in this code as I want to add in machine gun bunkers but they currently point in what appears to be random directions so some face inwards toward the base and mow down there own AI. [[[(_position select 0) - 10, (_position select 1) + 10, 0]],"M2StaticMG",0.8,"FR_OHara_DZ",1,2,"","Random",true] call spawn_static; As for the turrets they spin 360 degrees so they choose which way they want to face there is no real direction to set them. From what I know I do not think there is a way of changing the direction. The co-ors work by a X,Y,Z basis. X being West to East and Y being South to North. Z is the height. If you wanted to put the turret in the top part of the nest you could change this part of the code to change height. _baserunover = createVehicle ["land_fortified_nest_big",[(_position select 0) - 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; ---> 0, "CAN_COLLIDE"]; Change the 0 to what Height you desire. Heya! Do you consider making heli patrols in such a way that when the heli crashes, it will spawn loot? kind regards, kramarz As for the Heli patrols there are already animated Heli crash scripts out there. This intended to be for AI that fight back. The script I use is here: http://opendayz.net/threads/animated-helicrashs-0-1-release.12532/ Link to comment Share on other sites More sharing options...
Richie Posted January 22, 2014 Report Share Posted January 22, 2014 Speaking of heli parachutes, did you get these working again WilliamjBrown ? I remember seeing them when WAI was first released, never seen them since and i'm using your latest version, have i missed something or should they be on by default ? Link to comment Share on other sites More sharing options...
WEB11 Posted January 22, 2014 Report Share Posted January 22, 2014 Is there a way to give the WAI AI launchers like DZAI? Link to comment Share on other sites More sharing options...
Richie Posted January 22, 2014 Report Share Posted January 22, 2014 Is there a way to give the WAI AI launchers like DZAI? That was answered recently in the look over the last 3 or 4 pages it's in there. Link to comment Share on other sites More sharing options...
Korbi Dallas Posted January 22, 2014 Report Share Posted January 22, 2014 Okay after some research and playing around for a bit found a way to make it so all the watchtowers and large fortresses will have there entrances oriented towards the center with this code: _baserunover = createVehicle ["land_fortified_nest_big",[(_position select 0) - 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover setDir 90; _baserunover setVectorUp surfaceNormal position _baserunover; _baserunover1 = createVehicle ["land_fortified_nest_big",[(_position select 0) + 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover1 setDir 270; _baserunover1 setVectorUp surfaceNormal position _baserunover1; _baserunover2 = createVehicle ["land_fortified_nest_big",[(_position select 0), (_position select 1) - 40,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover2 setDir 0; _baserunover2 setVectorUp surfaceNormal position _baserunover2; _baserunover3 = createVehicle ["land_fortified_nest_big",[(_position select 0), (_position select 1) + 40,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover3 setDir 180; _baserunover3 setVectorUp surfaceNormal position _baserunover3; _baserunover4 = createVehicle ["Land_Fort_Watchtower",[(_position select 0) - 10, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover4 setDir 0; _baserunover4 setVectorUp surfaceNormal position _baserunover4; _baserunover5 = createVehicle ["Land_Fort_Watchtower",[(_position select 0) + 10, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover5 setDir 180; _baserunover5 setVectorUp surfaceNormal position _baserunover5; _baserunover6 = createVehicle ["Land_Fort_Watchtower",[(_position select 0), (_position select 1) - 10,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover6 setDir 270; _baserunover6 setVectorUp surfaceNormal position _baserunover6; _baserunover7 = createVehicle ["Land_Fort_Watchtower",[(_position select 0), (_position select 1) + 10,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover7 setDir 90; _baserunover7 setVectorUp surfaceNormal position _baserunover7; I don't know there may be a cleaner way of doing this if so let me know. Link to comment Share on other sites More sharing options...
williamjbrown Posted January 22, 2014 Author Report Share Posted January 22, 2014 Okay after some research and playing around for a bit found a way to make it so all the watchtowers and large fortresses will have there entrances oriented towards the center with this code: _baserunover = createVehicle ["land_fortified_nest_big",[(_position select 0) - 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover setDir 90; _baserunover setVectorUp surfaceNormal position _baserunover; _baserunover1 = createVehicle ["land_fortified_nest_big",[(_position select 0) + 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover1 setDir 270; _baserunover1 setVectorUp surfaceNormal position _baserunover1; _baserunover2 = createVehicle ["land_fortified_nest_big",[(_position select 0), (_position select 1) - 40,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover2 setDir 0; _baserunover2 setVectorUp surfaceNormal position _baserunover2; _baserunover3 = createVehicle ["land_fortified_nest_big",[(_position select 0), (_position select 1) + 40,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover3 setDir 180; _baserunover3 setVectorUp surfaceNormal position _baserunover3; _baserunover4 = createVehicle ["Land_Fort_Watchtower",[(_position select 0) - 10, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover4 setDir 0; _baserunover4 setVectorUp surfaceNormal position _baserunover4; _baserunover5 = createVehicle ["Land_Fort_Watchtower",[(_position select 0) + 10, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; _baserunover5 setDir 180; _baserunover5 setVectorUp surfaceNormal position _baserunover5; _baserunover6 = createVehicle ["Land_Fort_Watchtower",[(_position select 0), (_position select 1) - 10,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover6 setDir 270; _baserunover6 setVectorUp surfaceNormal position _baserunover6; _baserunover7 = createVehicle ["Land_Fort_Watchtower",[(_position select 0), (_position select 1) + 10,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover7 setDir 90; _baserunover7 setVectorUp surfaceNormal position _baserunover7; I don't know there may be a cleaner way of doing this if so let me know. You sir are a legend. I will be including this in the latest release! Thank you kindly. Link to comment Share on other sites More sharing options...
williamjbrown Posted January 22, 2014 Author Report Share Posted January 22, 2014 Speaking of heli parachutes, did you get these working again WilliamjBrown ? I remember seeing them when WAI was first released, never seen them since and i'm using your latest version, have i missed something or should they be on by default ? Working on it now. Will be adding it to a couple of missions to start. Will also provide a tutorial if working. Link to comment Share on other sites More sharing options...
williamjbrown Posted January 22, 2014 Author Report Share Posted January 22, 2014 Is there a way to give the WAI AI launchers like DZAI? Launchers you mean RPG? I assume so. I think it will be OP but you would just add it to the AI config file. Add the RPG to the guns section of the array set up. /// 0 /// ai_wep0 = [ ["AKS_74_UN_kobra","30Rnd_545x39_AKSD"], ["M4A3_CCO_EP1","30Rnd_556x45_Stanag"], ["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"], ["M16A4","30Rnd_556x45_Stanag"], ["m8_carbine","30Rnd_556x45_Stanag"], ["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"], ["Sa58V_CCO_EP1","30Rnd_762x39_AK47"] ]; /// 1 /// ai_wep1 = [ ["AK_107_pso","30Rnd_545x39_AK"], ["M16A4_ACG","30Rnd_556x45_Stanag"], ["Sa58V_RCO_EP1","30Rnd_762x39_AK47"], ["SCAR_L_STD_Mk4CQT","30Rnd_556x45_Stanag"], ["BAF_L86A2_ACOG","30Rnd_556x45_Stanag"], ["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"], ["M14_EP1","20Rnd_762x51_DMR"], ["M8_sharpshooter","30Rnd_556x45_Stanag"] ]; /// 2 /// ai_wep2 = [ ["AK_107_GL_pso","30Rnd_545x39_AK"], ["AK_107_GL_kobra","30Rnd_545x39_AK"], ["M4A1_HWS_GL","30Rnd_556x45_Stanag"], ["M16A4_ACG_GL","30Rnd_556x45_Stanag"], ["M8_carbineGL","30Rnd_556x45_Stanag"], ["SCAR_L_STD_EGLM_RCO","30Rnd_556x45_Stanag"], ["BAF_L85A2_UGL_Holo","30Rnd_556x45_Stanag"], ["M4A3_RCO_GL_EP1","30Rnd_556x45_Stanag"] ]; /// 3 /// ai_wep3 = [ ["SCAR_H_STD_EGLM_Spect","20rnd_762x51_B_SCAR"], ["M110_NVG_EP1","20rnd_762x51_B_SCAR"], ["SCAR_H_LNG_Sniper_SD","20rnd_762x51_SB_SCAR"], ["SVD_CAMO","10Rnd_762x54_SVD"], ["VSS_Vintorez","20Rnd_9x39_SP5_VSS"], ["DMR","20Rnd_762x51_DMR"], ["M40A3","5Rnd_762x51_M24"] ]; /// 4 /// ai_wep4 = [ ["RPK_74","75Rnd_545x39_RPK"], ["MK_48_DZ","100Rnd_762x51_M240"], ["M249_DZ","200Rnd_556x45_M249"], ["Pecheneg_DZ","100Rnd_762x54_PK"], ["M240_DZ","100Rnd_762x51_M240"] ]; You would add RPG like so. ai_wep0 = [ ["AKS_74_UN_kobra","30Rnd_545x39_AKSD"], ["M4A3_CCO_EP1","30Rnd_556x45_Stanag"], ["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"], ["M16A4","30Rnd_556x45_Stanag"], ["m8_carbine","30Rnd_556x45_Stanag"], ["RPG7V","PG7V"], ["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"], ["Sa58V_CCO_EP1","30Rnd_762x39_AK47"] ]; This would mean there is a random chance of getting the RPG though...Not sure if this would work but worth a shot. If anything just add more turrets :) You can add Igla Turrets if you really wanted to. Link to comment Share on other sites More sharing options...
RRP47 Posted January 22, 2014 Report Share Posted January 22, 2014 Updated to the latest, Weapon Cache mission was kicking and temp-banning players, aside from me, who got near the crate and it floated in mid air. Check my infistar log and it would say the player name, the name of the crate, coords and then "TOO MUCH CARGO" "217" this was after I looted it. So far only mission that did it. Might be a fluke, but I adjusted the amount of gear in the crate to see what happens. Link to comment Share on other sites More sharing options...
williamjbrown Posted January 22, 2014 Author Report Share Posted January 22, 2014 In your AHconfig.sqf /* HACKED BOX Check ? */ _CHB = false; /* true or false */ /* recommended: true */ /* some epoch player might want to turn this one off */ Set it to false like above maybe? Thats the only thing I can think of. I've been using ifistar this whole time. I cannot see why it wont work for you. Link to comment Share on other sites More sharing options...
kramarz Posted January 22, 2014 Report Share Posted January 22, 2014 As for the Heli patrols there are already animated Heli crash scripts out there. This intended to be for AI that fight back. The script I use is here: http://opendayz.net/threads/animated-helicrashs-0-1-release.12532/ Thanks for the reply! What i ment it, i want to keep the WAI mission system, have the heli patrol the map, fight back and when shot down, they would crash and spawn loot. From what i understood from the animated heli crashes, is that they just start from a place on the map, fly towards the destination they should crash on, and crash there, unless shot down before the crash location, and apparently they do not fight back - thats not exactly wnat i want, heh. I want them to fight, until totally destroyed, then crash, and spawn loot. Hope you catch my idea. Link to comment Share on other sites More sharing options...
KoTaS Posted January 23, 2014 Report Share Posted January 23, 2014 mayors_mansion missions have some sort of bug. BAF_VehicleBox spawn in mansion, but after minute or two once all bandits are killed and you aproche for loot BAF_VehicleBox gets transffered up in the air above mansion. Is there away to fix this? Link to comment Share on other sites More sharing options...
RRP47 Posted January 23, 2014 Report Share Posted January 23, 2014 mayors_mansion missions have some sort of bug. BAF_VehicleBox spawn in mansion, but after minute or two once all bandits are killed and you aproche for loot BAF_VehicleBox gets transffered up in the air above mansion. Is there away to fix this? noticed this with the weapon cache mission. I adjusted the amount of gear in the crates to bring it down a bit as infistar was throwing "too much cargo" in my log and kicking/ banning players. did some digging thru the interwebs and read some where to adjust the crates so the amount of gear in them is under 194. Link to comment Share on other sites More sharing options...
KoTaS Posted January 23, 2014 Report Share Posted January 23, 2014 Yes iam using Infistar too, but i dont think this is cause for box to respawn in the air, must be something to do with actual missions config... Does adjusting under 194 helped spawn in air? Link to comment Share on other sites More sharing options...
RRP47 Posted January 23, 2014 Report Share Posted January 23, 2014 so far as I can tell it has. haven't had any kicks or bans, and the crates stay in the ground so far. I'm at work right now, so I'll report back any findings asap. Link to comment Share on other sites More sharing options...
KoTaS Posted January 23, 2014 Report Share Posted January 23, 2014 Well what i can do then just adjust _maxx = 650 to _maxx = 950 in the AH.sqf file of infistar. This might stop box spawn in air, but not sure. I dont wanna touch loudout of them boxes. Ill keep posting results... Link to comment Share on other sites More sharing options...
RRP47 Posted January 23, 2014 Report Share Posted January 23, 2014 I didn't want to either, minus a few things. look forward to your results Link to comment Share on other sites More sharing options...
KoTaS Posted January 23, 2014 Report Share Posted January 23, 2014 Also is there away to make AI never spawn near trader cities, hero camp, bandit camp? Iam using safezone there Link to comment Share on other sites More sharing options...
RRP47 Posted January 23, 2014 Report Share Posted January 23, 2014 depends on the AI I think. dzai has a 200m blacklist area around traders. although they'll still chase you in, they won't spawn "in" the zone, unless you mess with the world config. I'm assuming every AI will have some sort of a blacklist area. I've only used DZAI, and the WAI mission system. Link to comment Share on other sites More sharing options...
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