Gamers Crowd Posted August 12, 2014 Report Share Posted August 12, 2014 How come no vehicle/heli/dynamic AI are spawning?Where do i change that at? Link to comment Share on other sites More sharing options...
f3cuk Posted August 12, 2014 Report Share Posted August 12, 2014 Check your RPT log and report back please :) Edit: My bad, i actually pushed some wrong files that weren't tested yet. I'll fix them a.s.a.p. and will start a branch future development to a testbranch before releasing. Link to comment Share on other sites More sharing options...
f3cuk Posted August 12, 2014 Report Share Posted August 12, 2014 Check your RPT log and report back please :) Edit: My bad, i actually pushed some wrong files that weren't tested yet. I'll fix them a.s.a.p. and will start a branch future development to a testbranch before releasing. Tested the files now. Should all be good now. Please re-download. Link to comment Share on other sites More sharing options...
edhunter Posted August 12, 2014 Report Share Posted August 12, 2014 Redownloaded your latest files. Getting these errors. So many :unsure: I`m on Epoch 1.0.5.1 Arma 125548 22:23:11 Error in expression <call BIS_fnc_selectRandom; }; default : { _aicskill = ai_skill_random call BIS> 22:23:11 Error position: <: { _aicskill = ai_skill_random call BIS> 22:23:11 Error Invalid number in expression 22:23:11 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 99 22:23:11 Error in expression <call BIS_fnc_selectRandom; }; default : { _aicskill = ai_skill_random call BIS> 22:23:11 Error position: <: { _aicskill = ai_skill_random call BIS> 22:23:11 Error Invalid number in expression 22:23:11 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 99 22:23:11 Error in expression <call BIS_fnc_selectRandom; }; default : { _aicskill = ai_skill_random call BIS> 22:23:11 Error position: <: { _aicskill = ai_skill_random call BIS> 22:23:11 Error Invalid number in expression 22:23:11 File z\addons\dayz_server\WAI\compile\spawn_static.sqf, line 121 22:23:11 Error in expression <call BIS_fnc_selectRandom; }; default : { _aicskill = ai_skill_random call BIS> 22:23:11 Error position: <: { _aicskill = ai_skill_random call BIS> 22:23:11 Error Invalid number in expression 22:23:11 File z\addons\dayz_server\WAI\compile\spawn_static.sqf, line 121 22:23:11 Error in expression <killarray; { _gunner setSkill [_x,0.7] _gunner2 setSkill [_x,0.7] } forEach _sk> 22:23:11 Error position: <_gunner2 setSkill [_x,0.7] } forEach _sk> 22:23:11 Error Missing ; 22:23:11 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 78 22:23:11 Error in expression <killarray; { _gunner setSkill [_x,0.7] _gunner2 setSkill [_x,0.7] } forEach _sk> 22:23:11 Error position: <_gunner2 setSkill [_x,0.7] } forEach _sk> 22:23:11 Error Missing ; 22:23:11 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 78 22:23:11 Error in expression <\compile\heli_patrol.sqf" if (isServer) { private ["_wpnum","_radius","_gunner2> 22:23:11 Error position: <{ private ["_wpnum","_radius","_gunner2> 22:23:11 Error Missing ; 22:23:11 File z\addons\dayz_server\WAI\compile\heli_patrol.sqf, line 1 22:23:11 Error in expression <\compile\heli_patrol.sqf" if (isServer) { private ["_wpnum","_radius","_gunner2> 22:23:11 Error position: <{ private ["_wpnum","_radius","_gunner2> 22:23:11 Error Missing ; 22:23:11 File z\addons\dayz_server\WAI\compile\heli_patrol.sqf, line 1 22:23:11 Error in expression <mpile\vehicle_patrol.sqf" if (isServer) { private ["_gunner", "_wpnum","_radius> 22:23:11 Error position: <{ private ["_gunner", "_wpnum","_radius> 22:23:11 Error Missing ; 22:23:11 File z\addons\dayz_server\WAI\compile\vehicle_patrol.sqf, line 1 22:23:11 Error in expression <mpile\vehicle_patrol.sqf" if (isServer) { private ["_gunner", "_wpnum","_radius> 22:23:11 Error position: <{ private ["_gunner", "_wpnum","_radius> 22:23:11 Error Missing ; 22:23:11 File z\addons\dayz_server\WAI\compile\vehicle_patrol.sqf, line 1 22:23:11 "WAI: AI Config File Loaded" 22:23:11 "WAI: AI Monitor Started" 22:23:11 "WAI: Mission Config File Loaded" 22:23:11 "WAI: Starting AI Missions Moniter" Link to comment Share on other sites More sharing options...
edhunter Posted August 12, 2014 Report Share Posted August 12, 2014 Ok, downloaded with Downloadbutton, but Githubfiles are up2date. So i download at Github and hope these errors are fixed. Thx for your work . Greetz, Ed Link to comment Share on other sites More sharing options...
ARcoolJ Posted August 12, 2014 Report Share Posted August 12, 2014 21:14:55 "WAI: Spawned a group of 1 bandits at [11477.8,12790.4,0]" 21:14:55 Error in expression <select 1) - 15, 8]],"M2StaticMG","easy",Random",1,2,"Random","Random",true] call> 21:14:55 Error position: <Random",1,2,"Random","Random",true] call> 21:14:55 Error random: Type String, expected Number 21:14:55 File z\addons\dayz_server\WAI\missions\missions\mayors_mansion.sqf, line 26 Missions not spawning, getting this error. Link to comment Share on other sites More sharing options...
f3cuk Posted August 12, 2014 Report Share Posted August 12, 2014 Open mayors_mansion.sqf FindM2StaticMG","easy",Random",1,2,"Random", Replace with M2StaticMG","easy","Random",1,2,"Random", Link to comment Share on other sites More sharing options...
ARcoolJ Posted August 12, 2014 Report Share Posted August 12, 2014 Open mayors_mansion.sqf Find M2StaticMG","easy",Random",1,2,"Random", Replace with M2StaticMG","easy","Random",1,2,"Random", Thanks for the fast fix, my eyes are obviously not open anymore :D. BTW its out of your latest download link. Link to comment Share on other sites More sharing options...
Thay-skill3d Posted August 12, 2014 Report Share Posted August 12, 2014 Is it possible to add a mission what runs apart the normal wai cycle to fill a map-addition with ai? This would be a nice feature - maybe with an extra "staticmissionInit.sqf" out of the dynamic mission-cycle and without the despawn timer. Link to comment Share on other sites More sharing options...
f3cuk Posted August 13, 2014 Report Share Posted August 13, 2014 Thanks for the fast fix, my eyes are obviously not open anymore :D. BTW its out of your latest download link. I know, blame it on rushed testing. Fixed in on github now. Is it possible to add a mission what runs apart the normal wai cycle to fill a map-addition with ai? This would be a nice feature - maybe with an extra "staticmissionInit.sqf" out of the dynamic mission-cycle and without the despawn timer. Yeah the custom_spawns are intended for just that. Enable it, fill the custom_spawns.sqf with whatever you like (examples are given) and they should spawn on server start. ARcoolJ and Thay-skill3d 2 Link to comment Share on other sites More sharing options...
YuriLowell Posted August 13, 2014 Report Share Posted August 13, 2014 Still getting this error with the latest files 0:46:39 Error in expression <(_x select 0),(_x select 1)]; } forEach _aicskill; ai_vehicle_units = (ai_ve> 0:46:39 Error position: <_aicskill; ai_vehicle_units = (ai_ve> 0:46:39 Error Undefined variable in expression: _aicskill 0:46:39 File z\addons\dayz_server\WAI\compile\vehicle_patrol.sqf, line 48 Link to comment Share on other sites More sharing options...
Doctruscott Posted August 13, 2014 Report Share Posted August 13, 2014 Hello i was wondering if it is possible to make the roving AI and or the mission AI use armored vehicles ( bradly BMP and such ) as well as the weapons on them? Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 13, 2014 Report Share Posted August 13, 2014 Hello i was wondering if it is possible to make the roving AI and or the mission AI use armored vehicles ( bradly BMP and such ) as well as the weapons on them? Yes. See the instructions inside customSpawns.sqf for vehicle patrols. Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 13, 2014 Report Share Posted August 13, 2014 Still getting this error with the latest files 0:46:39 Error in expression <(_x select 0),(_x select 1)]; } forEach _aicskill; ai_vehicle_units = (ai_ve> 0:46:39 Error position: <_aicskill; ai_vehicle_units = (ai_ve> 0:46:39 Error Undefined variable in expression: _aicskill 0:46:39 File z\addons\dayz_server\WAI\compile\vehicle_patrol.sqf, line 48 @f3cuk, DZMS & EMS had this problem when arma2oa moved up to the last pre-steam version 112555. I'm not clever enough to really understand what the error means but, in DZMS this line was added to DZMSFunctions.sqf: _skill = _this select 0; You may want to read this thread and then follow the links to Vampires git with the modified files half way down page 2: Hope this helps.. Link to comment Share on other sites More sharing options...
f3cuk Posted August 13, 2014 Report Share Posted August 13, 2014 Still getting this error with the latest files 0:46:39 Error in expression <(_x select 0),(_x select 1)]; } forEach _aicskill; ai_vehicle_units = (ai_ve> 0:46:39 Error position: <_aicskill; ai_vehicle_units = (ai_ve> 0:46:39 Error Undefined variable in expression: _aicskill 0:46:39 File z\addons\dayz_server\WAI\compile\vehicle_patrol.sqf, line 48 Hi Yuri, are you spawning this yourself with custom_spawner.sqf or is it one of the missions that is causing this? (maybe bandit base?) @f3cuk, DZMS & EMS had this problem when arma2oa moved up to the last pre-steam version 112555. I'm not clever enough to really understand what the error means but, in DZMS this line was added to DZMSFunctions.sqf: _skill = _this select 0; You may want to read this thread and then follow the links to Vampires git with the modified files half way down page 2: Hope this helps.. Hi RedBaron, That line makes that it sets the _skill variable to the first input that it gets. So if you use something like: ["Hi", 25, true, "easy"] call vehicle_patrol; In vehicle patrol file _skill = _this select 0; // -> Hi _number = _this select 1; // -> 25 _use_something = _this select 2; // -> true _difficulty = _this select 3; // -> easy In this case it seems nothing to do with that cause both _skill is defined and _aicskill should have an auto fallback to ai_skill_random call BIS_fnc_selectRandom; -- Edit: I see i did not declare _aiskill as a private variable. Try this as vehicle_patrol.sqf if (isServer) then { private ["_aicskill", "_gunner", "_wpnum","_radius","_skillarray","_startingpos","_veh_class","_veh","_unitGroup","_pilot","_skill","_position","_wp"]; _position = _this select 0; _startingpos = _this select 1; _radius = _this select 2; _wpnum = _this select 3; _veh_class = _this select 4; _skill = _this select 5; _skillarray = ["aimingAccuracy","aimingShake","aimingSpeed","endurance","spotDistance","spotTime","courage","reloadSpeed","commanding","general"]; switch (_skill) do { case "easy" : { _aicskill = ai_skill_easy; }; case "medium" : { _aicskill = ai_skill_medium; }; case "hard" : { _aicskill = ai_skill_hard; }; case "extreme" : { _aicskill = ai_skill_extreme; }; case "Random" : { _aicskill = ai_skill_random call BIS_fnc_selectRandom; }; default { _aicskill = ai_skill_random call BIS_fnc_selectRandom; }; }; _unitGroup = createGroup east; _pilot = _unitGroup createUnit ["Bandit1_DZ", [0,0,0], [], 1, "NONE"]; [_pilot] joinSilent _unitGroup; ai_vehicle_units = (ai_vehicle_units + 1); _veh = createVehicle [_veh_class, [(_startingpos select 0),(_startingpos select 1), 0], [], 0, "CAN_COLLIDE"]; _veh setFuel 1; _veh engineOn true; _veh setVehicleAmmo 1; _veh addEventHandler ["GetOut",{(_this select 0) setFuel 0;(_this select 0) setDamage 1;}]; _veh allowCrewInImmobile true; _veh lock true; PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_veh]; _pilot assignAsDriver _veh; _pilot moveInDriver _veh; _gunner = _unitGroup createUnit ["Bandit1_DZ", [0,0,0], [], 1, "NONE"]; _gunner assignAsGunner _veh; _gunner moveInTurret [_veh,[0]]; [_gunner] joinSilent _unitGroup; { _gunner setSkill [(_x select 0),(_x select 1)]; } forEach _aicskill; ai_vehicle_units = (ai_vehicle_units + 1); { _pilot setSkill [_x,1] } forEach _skillarray; { _x addweapon "Makarov"; _x addmagazine "8Rnd_9x18_Makarov"; _x addmagazine "8Rnd_9x18_Makarov"; } forEach (units _unitgroup); { _x addEventHandler ["Killed",{[_this select 0, _this select 1, "vehicle"] call on_kill;}]; } forEach (units _unitgroup); [_veh] spawn veh_monitor; _unitGroup allowFleeing 0; _unitGroup setBehaviour "AWARE"; _unitGroup setCombatMode "RED"; if(_wpnum > 0) then { for "_x" from 1 to _wpnum do { _wp = _unitGroup addWaypoint [[(_position select 0),(_position select 1),0],_radius]; _wp setWaypointType "SAD"; _wp setWaypointCompletionRadius 200; }; }; _wp = _unitGroup addWaypoint [[(_position select 0),(_position select 1),0],100]; _wp setWaypointType "CYCLE"; _wp setWaypointCompletionRadius 200; waitUntil{clean_running_mission}; if(clean_running_mission) then { deleteVehicle _veh; deleteVehicle _gunner; deleteVehicle _pilot; }; }; Link to comment Share on other sites More sharing options...
robvdheijden Posted August 13, 2014 Report Share Posted August 13, 2014 nice work with updating the wai system f3cuk i was wondering if its possible that the vehicles get deleted each server restart i want people to be able to get the vehicles as a reward and sell them to the traders even. i just want them gone at the server restart otherwise the map is gonna be flooded with vehicles in no time. thx rob Link to comment Share on other sites More sharing options...
f3cuk Posted August 13, 2014 Report Share Posted August 13, 2014 Hi Rob, One of the great features of WAI is that "captured" vehicles will get written to the database, meaning they will not automatically remove on restart. Not writing them to the database will make them delete after restart but will also make them non-sellable. The thing we did to counter the problem you described was simply run a script that removes all empty / unlocked vehicles on restart. This helps keep the map clean and as a bonus respawns new vehicles randomly making sure your coastal area always has plenty of them. -- Link to comment Share on other sites More sharing options...
ekroemer Posted August 13, 2014 Report Share Posted August 13, 2014 Why should not writing them to DB make them un-sellable per se? They only need to have ObjectID and ObjectUID and those could be set independently from the DB write. Link to comment Share on other sites More sharing options...
f3cuk Posted August 13, 2014 Report Share Posted August 13, 2014 Why should not writing them to DB make them un-sellable per se? They only need to have ObjectID and ObjectUID and those could be set independently from the DB write. Did not know that. Thanks :) @robvdheijden: I'll look into making an option that stops vehicles from saving to the database. Link to comment Share on other sites More sharing options...
Taylor Swift Posted August 13, 2014 Report Share Posted August 13, 2014 Thanks for your work on this f3cuk, we will be testing this out and incorporating shortly. ;) Link to comment Share on other sites More sharing options...
Gamers Crowd Posted August 13, 2014 Report Share Posted August 13, 2014 To set the number of vehicle/air patrols, that's in init.sqf, correct?Also, one of the "construction" missions is not spawning the construction items loot box Link to comment Share on other sites More sharing options...
Doctruscott Posted August 13, 2014 Report Share Posted August 13, 2014 Hello i make use of armored vehicles on my server ( IFV's and tanks ) i was wondering if anyone has suggestions on how to configure the missions to make things like BMP's not un kill able for the AI? Link to comment Share on other sites More sharing options...
Havoc302 Posted August 13, 2014 Report Share Posted August 13, 2014 Yeah I have a militarised server as well, I just added the MAAWS, RPG18 and Stinger to the AI's random weapons loadouts, sadly they don't get a gun but they still shoot at vehicles and will destroy them. Link to comment Share on other sites More sharing options...
Doctruscott Posted August 13, 2014 Report Share Posted August 13, 2014 @Havoc302 thanks for the reply i tried to make that change and i most likely messed it up lol because server would not start, what file do i need to edit the load-outs on ? Link to comment Share on other sites More sharing options...
Havoc302 Posted August 13, 2014 Report Share Posted August 13, 2014 In ai_config you just add it to the ai_wep_assault, ai_wep_machine or ai_wep_sniper like below. ,["MAAWS","MAAWS_HEAT"],["RPG18","RPG18"],["Stinger","Stinger"] So it's basically just ,["Weapon","Ammo"],["NextWeapon","NextAmmo"] Then just make sure there's a [ and a ] at the start and end of all the weapons, so like below. ai_wep_assault = [["Weapon","Ammo"],["NextWeapon","NextAmmo"]] Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now