Gamers Crowd Posted August 14, 2014 Report Share Posted August 14, 2014 Hey mate, open WAI\missions\ikea_convoy.sqf and confirm about line 16 reads this: [_box] call Construction_Supply_box; If it doesn't, change it to that. Whole section regarding the spawning of the box should look like this: _box = createVehicle ["BAF_VehicleBox",[(_position select 0),(_position select 1),0], [], 0, "CAN_COLLIDE"]; [_box] call Construction_Supply_box;Yes it does. But we don't see it. Link to comment Share on other sites More sharing options...
Thay-skill3d Posted August 14, 2014 Report Share Posted August 14, 2014 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. How can i enable custom_spawns? Cant find the option in cfg. Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 14, 2014 Report Share Posted August 14, 2014 How can i enable custom_spawns? Cant find the option in cfg. they're enabled by default as soon as you put them between these lines for each of the categories. I have used vehicle as an example below: Place your vehicle patrols below this line */ Configure them here by using the template examples included in the file above /* Link to comment Share on other sites More sharing options...
Havoc302 Posted August 14, 2014 Report Share Posted August 14, 2014 It's not enabled by default, the latest download I got they were off. You need to go into WAI\init.sqf and at the very top change. if(isServer) then { custom_spawns = true; to be true ;) Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 14, 2014 Report Share Posted August 14, 2014 It's not enabled by default, the latest download I got they were off. You need to go into WAI\init.sqf and at the very top change. if(isServer) then { custom_spawns = true; to be true ;) Oh apologies and thanks for correcting me there Havoc302! I was getting confused with the original WAI system :wacko: Link to comment Share on other sites More sharing options...
Havoc302 Posted August 14, 2014 Report Share Posted August 14, 2014 It's cool, I've spent the last two weeks staring at the code for this missions system now trying to iron out bugs, only to find that f3cuk has already fixed them and uploaded a new version :P Now I'm trying to make some custom missions but it's not easy. Link to comment Share on other sites More sharing options...
Thay-skill3d Posted August 14, 2014 Report Share Posted August 14, 2014 Thank u guys :) Link to comment Share on other sites More sharing options...
Gr8 Posted August 15, 2014 Report Share Posted August 15, 2014 [(_position select 0) + 10, (_position select 1) -15, 0] I want to make a mission. How do i get the + and - coords ? is it a feature in arma editor? Link to comment Share on other sites More sharing options...
Havoc302 Posted August 15, 2014 Report Share Posted August 15, 2014 [(_position select 0) + 10, (_position select 1) -15, 0] I want to make a mission. How do i get the + and - coords ? is it a feature in arma editor? Those are relative to where the mission spawns. So it'll spawn somewhere and things will be spawned in relation to that marker, above you can see it's X Position + 10, Y Position -15, Z Position 0. Link to comment Share on other sites More sharing options...
Havoc302 Posted August 15, 2014 Report Share Posted August 15, 2014 So I'm trying to edit a mission, I can find what the values are for all the other items in the missions except this one, someone mind breaking it down for me? [[[(_position select 0) + 85, (_position select 1) - 85, 0],[(_position select 0) - 85, (_position select 1) + 85, 0]],"M2StaticMG",0,"",1,2,"","Random",true] call spawn_static; [[[(_position select 0) + 85, (_position select 1) - 85, 0],[(_position select 0) - 85, (_position select 1) + 85, 0]],"M2StaticMG",0,"",1,2,"","Random",true] call spawn_static; I can't work out exactly what those do. Link to comment Share on other sites More sharing options...
Munkeskov Posted August 15, 2014 Report Share Posted August 15, 2014 wouldt it be possible to have 1* several custom_spawns files (depending of the map) or 2*in the custom_spawn.sql to define the maps eg. 1* Custom_spawn_chernarus.sql Custom_spawn_namalsk.sql Custom_spawn_napf.sql Custom_spawn_panthera.sql 2* Place your custom group spawns below */ //Lingor [[920.229,9114.56,0.01],4,1,"Random",1,"","","Random"] call spawn_group; [[1084.63,9354.31,0.01],4,1,"Random",1,"","","Random"] call spawn_group; [[923.409,9140.2,0.01],4,1,"Random",1,"","","Random"] call spawn_group; //Chernarus [[13479,3369.47,0.01],4,1,"Random",1,"","","Random"] call spawn_group; [[13392,3286.25,0.01],4,1,"Random",1,"","","Random"] call spawn_group; [[13086,3204.82,0.01],4,1,"Random",1,"","","Random"] call spawn_group; /* At the moment i have several customspawn files, that i move around, according to the map we play, so i would love to have it done autoatic. Link to comment Share on other sites More sharing options...
YuriLowell Posted August 15, 2014 Report Share Posted August 15, 2014 Getting this errors while testing the dev version if (!_actionSet) then { s_player_holderPickup> 14:13:44 Error position: <_actionSet) then { s_player_holderPickup> 14:13:44 Error Undefined variable in expression: _actionset 14:13:44 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13 14:14:31 Error in expression <edat") then { if ((time - _killedat) >= cleanup_time) then { deleteVehicle _x; }> 14:14:31 Error position: <cleanup_time) then { deleteVehicle _x; }> 14:14:31 Error Undefined variable in expression: cleanup_time 14:14:31 File z\addons\dayz_server\WAI\compile\ai_monitor.sqf, line 15 14:14:31 Error in expression <edat") then { if ((time - _killedat) >= cleanup_time) then { deleteVehicle _x; 14:12:47 Error in expression <type.sqf" if(isServer) then { private [_missiontype,_playerPresent]; _missiont> 14:12:47 Error position: <_missiontype,_playerPresent]; _missiont> 14:12:47 Error Undefined variable in expression: _missiontype 14:12:47 File z\addons\dayz_server\WAI\compile\mission_type.sqf, line 3 14:12:55 Error in expression < getVariable["actionSet", false]; Link to comment Share on other sites More sharing options...
f3cuk Posted August 15, 2014 Report Share Posted August 15, 2014 Dev version is not at all tested yet. Do not use it :P We'll try and release it soon as possible. Link to comment Share on other sites More sharing options...
Havoc302 Posted August 16, 2014 Report Share Posted August 16, 2014 Tried making another custom mission, for some reason the three vehicles that spawn (not with AI in them), disappear as soon as I get near them, anyone else seen this? Link to comment Share on other sites More sharing options...
ReDBaroN Posted August 16, 2014 Report Share Posted August 16, 2014 So I'm trying to edit a mission, I can find what the values are for all the other items in the missions except this one, someone mind breaking it down for me? [[[(_position select 0) + 85, (_position select 1) - 85, 0],[(_position select 0) - 85, (_position select 1) + 85, 0]],"M2StaticMG",0,"",1,2,"","Random",true] call spawn_static; [[[(_position select 0) + 85, (_position select 1) - 85, 0],[(_position select 0) - 85, (_position select 1) + 85, 0]],"M2StaticMG",0,"",1,2,"","Random",true] call spawn_static; I can't work out exactly what those do. Hey, the instructions for those values from the original system are here: 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 multiple 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; But, I know f3cuk has changed some of this stuff in the new system like skill so, you may want to have a quick compare from the old system to the new one to see check what values have changed.... Havoc302 1 Link to comment Share on other sites More sharing options...
Havoc302 Posted August 16, 2014 Report Share Posted August 16, 2014 Hey, the instructions for those values from the original system are here: 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 multiple 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; But, I know f3cuk has changed some of this stuff in the new system like skill so, you may want to have a quick compare from the old system to the new one to see check what values have changed.... Awesome thanks man, that helps a lot. Does anyone know if there's some way I can put a wait in after a player completes a mission then it clears all the buildings and stuff that was spawned, so like a wait 10 minutes or something after it's got the completed trigger then clear all buildings, I imagined it'd be something like this? { _cleanunits = _x getVariable "missionclean"; if (!isNil "_cleanunits") then { switch (_cleanunits) do { case "ground" : {ai_ground_units = (ai_ground_units -1);}; case "air" : {ai_air_units = (ai_air_units -1);}; case "vehicle" : {ai_vehicle_units = (ai_vehicle_units -1);}; case "static" : {ai_emplacement_units = (ai_emplacement_units -1);}; }; deleteVehicle _x; sleep 600; deleteVehicle _baserunover; deleteVehicle _baserunover1; deleteVehicle _baserunover2; deleteVehicle _baserunover3; deleteVehicle _baserunover4; deleteVehicle _baserunover5; deleteVehicle _baserunover6; deleteVehicle _baserunover7; deleteVehicle _baserunover8;}; Link to comment Share on other sites More sharing options...
Gamers Crowd Posted August 16, 2014 Report Share Posted August 16, 2014 Does this support Dynamic AI spawns with heli and land vehicle patrols? If so where do I configure that? Link to comment Share on other sites More sharing options...
Havoc302 Posted August 17, 2014 Report Share Posted August 17, 2014 Does this support Dynamic AI spawns with heli and land vehicle patrols? If so where do I configure that? Yes, it's set in WAI\custom_spawns.sqf. I can send you a copy of mine if you like but it's setup for Napf, just to give you an idea. Link to comment Share on other sites More sharing options...
Havoc302 Posted August 17, 2014 Report Share Posted August 17, 2014 f3cuk would it be possible to have the mission time out in the mission file itself? Some of the harder ones people want more time to complete them where as the easy ones they often don't want to go to them but await them to timeout. I have a custom mission that will probably take a couple of hours to get to and defeat where as some of the easier ones you can get to and complete in 30 minutes easily. Link to comment Share on other sites More sharing options...
f3cuk Posted August 17, 2014 Report Share Posted August 17, 2014 Not a half bad idea. I'll put it on the "research" list :) -- Doing some final testing on the new version, just implemented it on our live server so hopefully (with some proper feedback) we'll be able to release soon. Decided to simply name it "Wicked AI" and start a new thread so people don't mix up Re-Worked with this one. Link to comment Share on other sites More sharing options...
Havoc302 Posted August 17, 2014 Report Share Posted August 17, 2014 Perhaps rename it completely to something like Ultra AI or Uber AI or just something else in general, you can always pay homage to the original system in the readme and notes. But I think it's grown into a whole new beast now that deserves it's own title. Gamers Crowd 1 Link to comment Share on other sites More sharing options...
Gamers Crowd Posted August 17, 2014 Report Share Posted August 17, 2014 Perhaps rename it completely to something like Ultra AI or Uber AI or just something else in general, you can always pay homage to the original system in the readme and notes. But I think it's grown into a whole new beast now that deserves it's own title. I agree! Link to comment Share on other sites More sharing options...
f3cuk Posted August 17, 2014 Report Share Posted August 17, 2014 Haha i actually really like Wicked AI. It's not that different from the previous versions and apart from that keeping the name the same will help admins recognize what it is and what it does. Imho no need for a fancy new name. Link to comment Share on other sites More sharing options...
Gamers Crowd Posted August 17, 2014 Report Share Posted August 17, 2014 So if I want a group in custom spawns to spawn in a random location, instead of static coords, can I just put "random"? Link to comment Share on other sites More sharing options...
Havoc302 Posted August 17, 2014 Report Share Posted August 17, 2014 So if I want a group in custom spawns to spawn in a random location, instead of static coords, can I just put "random"? Oh sorry you mean randomly around the map? There's no capacity for that at present from what I can see, although I imagine it wouldn't be hard to implement. 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