avdieking Posted January 31, 2014 Report Share Posted January 31, 2014 WAI is great but had to change a few things at the missions and i created own ones too like disarm bomb or rescue hostage next i will make a convoy mission where ai are driving from a to b Link to comment Share on other sites More sharing options...
Fuchs Posted January 31, 2014 Report Share Posted January 31, 2014 Both can be ran at the same time and not cause issues? No Issues on my Server at all i use static and dynamic dzai so u never be alone^^ Link to comment Share on other sites More sharing options...
Fuchs Posted January 31, 2014 Report Share Posted January 31, 2014 Hey guys ! 1st Mission is ready and fixed as also the 2nd one ! (EMS:Major SM1+2) Does anyone here know how i can call playSound "beep"; in the missions . What i tried so far was Mission file descrExt.h class CfgSounds { sounds[] = {}; class beep { name = "beep"; sound[] = {sounds\beep.ogg,2,1}; titles[] = {}; }; class ems { name = "ems"; sound[] = {sounds\ems.ogg,db-2.5,1}; titles[] = {}; }; }; added on the last line on the description.ext ... i had it working on my rmod server in the past but cant remember what i did... sad #include "descrExt.h" and added the sounds in the Sounds folder ems_cache.sqf [_position,"Weapon cache"] execVM "\z\addons\dayz_server\WAI\missions\compile\markers.sqf"; [nil,nil,rTitleText,"Bandits have obtained a weapon crate! Check your map for the location!", "PLAIN",10] call RE; playSound "beep"; sleep 0.5; Link to comment Share on other sites More sharing options...
FrankLopez Posted February 1, 2014 Report Share Posted February 1, 2014 Thank you for this awesome script :D Link to comment Share on other sites More sharing options...
korwin Posted February 1, 2014 Report Share Posted February 1, 2014 Hey guys ! 1st Mission is ready and fixed as also the 2nd one ! (EMS:Major SM1+2) Does anyone here know how i can call playSound "beep"; in the missions . Seems you dont need to add beep.ogg, Just call playsound "beep"; Here is example from Airdrop script (http://opendayz.net/threads/airdrop-script-wip-need-a-bit-of-help.14925/page-5): cutText [format["** Checking RAM **"], "BLACK FADED"]; playsound "beep"; sleep 0.5; playsound "beep"; sleep 4; cutText [format["*** Checking HDD ***"], "BLACK FADED"]; playsound "beep"; sleep 0.5; playsound "beep"; sleep 4; cutText [format["**** Checking OS ****"], "BLACK FADED"]; playsound "beep"; sleep 0.5; playsound "beep"; Link to comment Share on other sites More sharing options...
Geoffry Posted February 1, 2014 Report Share Posted February 1, 2014 This is mearly a template on how to go about placing them. Don't use the template just use it to better your understanding. As for the height adjustment. It is this factor. [[[448.887,329.356,0.001],[460.602,427.164,0.001]],"M2StaticMG",0.5,"Bandit2_DZ",1,2,"","Random"] call spawn_static; This is the line to call a turret in static spawns. To edit HEIGHT: Edit this value 448.887,329.356,0.001 This will affect the height at which they are placed at. You need to change the original static spawn file to what you want. The reason they where floating is because on my server I had a AI base which they sat on buildings. I think you are missing the point (i know how to place the static buildings) What is happening lets use the mayors mission for instance //Mayors Mansion _baserunover = createVehicle ["Land_A_Villa_EP1",[(_position select 0), (_position select 1),0],[], 0, "CAN_COLLIDE"]; the mansion usually spawns a few feet in the air ( probably due to the lingor map) and since a few AI hang out in the building as well they become invisible to players and are deadly accurate I thought I read somewhere that someone had code to make the buildings find more suitable terrain and self level.. i could be wrong I might have to change this to a static place on the map Anyways Thanks much Link to comment Share on other sites More sharing options...
tarvin Posted February 1, 2014 Report Share Posted February 1, 2014 last update have some bugs for 1.0.4b server and infistar onboard, bots do not use stationary machine guns, they just sit in front of them. :( Link to comment Share on other sites More sharing options...
maxpayne25 Posted February 1, 2014 Report Share Posted February 1, 2014 last update have some bugs for 1.0.4b server and infistar onboard, bots do not use stationary machine guns, they just sit in front of them. :( I set it on 1.0.4b yesterday, all works fine and m2 too. And btw there is a mistake in weapon cache mission file. Not a big but two mistakes when you successfuly taking mission or time is out notice writes wepaon cache. T-Rex 1 Link to comment Share on other sites More sharing options...
Fuchs Posted February 1, 2014 Report Share Posted February 1, 2014 (edited) Seems you dont need to add beep.ogg, Just call playsound "beep"; Here is example from Airdrop script (http://opendayz.net/threads/airdrop-script-wip-need-a-bit-of-help.14925/page-5): cutText [format["** Checking RAM **"], "BLACK FADED"]; playsound "beep"; sleep 0.5; playsound "beep"; sleep 4; cutText [format["*** Checking HDD ***"], "BLACK FADED"]; playsound "beep"; sleep 0.5; playsound "beep"; sleep 4; cutText [format["**** Checking OS ****"], "BLACK FADED"]; playsound "beep"; sleep 0.5; playsound "beep"; Yeah i know but he calls it via the mission file not on the server.pbo ... you know what i mean? Video Demonstration: WAI and DZAI with the 2 EMS Missions i ported successfully ! http://youtu.be/V5TQgNFQx0g Ported Missions from EMS: Major SM1,2,3,5 Github update soon Edited February 1, 2014 by Fuchs Link to comment Share on other sites More sharing options...
obeygaint Posted February 2, 2014 Report Share Posted February 2, 2014 Somebody was able to adapt to these missions napf? Link to comment Share on other sites More sharing options...
myst Posted February 2, 2014 Report Share Posted February 2, 2014 Anyone had players reporting the AI shooting through trees/buildings? Few players have mentioned it on my server. Link to comment Share on other sites More sharing options...
Richie Posted February 2, 2014 Report Share Posted February 2, 2014 Somebody was able to adapt to these missions napf? They work fine on any map as they use BIS_fnc_findSafePos, you can also setup your own fixed spawn points easy enough :) Anyone had players reporting the AI shooting through trees/buildings? Few players have mentioned it on my server. I did on Taviana cause some of the buildings were client side, anything client side the Ai can't see Link to comment Share on other sites More sharing options...
obeygaint Posted February 2, 2014 Report Share Posted February 2, 2014 They work fine on any map as they use BIS_fnc_findSafePos, you can also setup your own fixed spawn points easy enough :) I know about this, but the mission did not want to work. Could you give me your dayz_server that is running only these missions? Link to comment Share on other sites More sharing options...
Richie Posted February 2, 2014 Report Share Posted February 2, 2014 I know about this, but the mission did not want to work. Could you give me your dayz_server that is running only these missions? I don't run NAPF, I run Sauerland so my locations would be useless on another map. Open the editor and add some random objects where you want the mission locations, then in every mission file find : _position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos; Replace with : _positionarray = [[x,y,z],[x,y,z]]; _position = _positionarray call BIS_fnc_selectRandom; Obviously change x,y,z to the coordinates you made in the editor :) Link to comment Share on other sites More sharing options...
S3M4J Posted February 2, 2014 Report Share Posted February 2, 2014 does this work only for 1.0.4 or will it work on 1.0.3.1? Link to comment Share on other sites More sharing options...
RipSaw Posted February 2, 2014 Report Share Posted February 2, 2014 does this work only for 1.0.4 or will it work on 1.0.3.1? It works for both Link to comment Share on other sites More sharing options...
S3M4J Posted February 2, 2014 Report Share Posted February 2, 2014 a seem to be getting an error on loadup no entry "bin\config.bin/cfgmagazines" Link to comment Share on other sites More sharing options...
Richie Posted February 2, 2014 Report Share Posted February 2, 2014 a seem to be getting an error on loadup no entry "bin\config.bin/cfgmagazines" One of the weapon crate items has the wrong classname, it won't do any harm but it's worth looking at what mission starts when you see it. Link to comment Share on other sites More sharing options...
Fuchs Posted February 2, 2014 Report Share Posted February 2, 2014 One of the weapon crate items has the wrong classname, it won't do any harm but it's worth looking at what mission starts when you see it. Maybe this or it just needs to be optimized like this : addMagazineCargoGlobal addWeaponCargoGlobal addBackpackCargoGlobal [this answer could also be wrong !] Link to comment Share on other sites More sharing options...
thekaboobie Posted February 2, 2014 Report Share Posted February 2, 2014 Had a missing "," in the missionconfig It Was: // missions used when selecting the next random mission wai_missions = [ "bandit_base", "armed_vehicle", "disabled_civchopper", "crash_spawner", "disabled_milchopper", "MV22", "weapon_cache", "mayors_mansion", "convoy", "C130_crash", "ems_cache", "medi_camp" "Ural" ]; You should notice that there is no comma after medi_camp before Ural. IT Should be: // missions used when selecting the next random mission wai_missions = [ "bandit_base", "armed_vehicle", "disabled_civchopper", "crash_spawner", "disabled_milchopper", "MV22", "weapon_cache", "mayors_mansion", "convoy", "C130_crash", "ems_cache", "medi_camp", "Ural" ]; insertcoins 1 Link to comment Share on other sites More sharing options...
Richie Posted February 3, 2014 Report Share Posted February 3, 2014 Has anyone worked out a way to respawn the static Ai ? Maybe a 30 minute respawn time. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted February 3, 2014 Report Share Posted February 3, 2014 I just went to the weapons cache mission and found all AI dead except for the M2 gunner. Does the M2 gunner kill all of the other AI? Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted February 3, 2014 Report Share Posted February 3, 2014 Has anyone worked out a way to respawn the static Ai ? Maybe a 30 minute respawn time. DZAI does it. Surely it can't be hard? Link to comment Share on other sites More sharing options...
Richie Posted February 3, 2014 Report Share Posted February 3, 2014 DZAI does it. Surely it can't be hard? Send me the code then please :p I use the WAI static spawns, in this thread and the original, nobody has added how to get them respawning. Link to comment Share on other sites More sharing options...
poet Posted February 3, 2014 Report Share Posted February 3, 2014 hears the issue im having i don't know if anyone else has had this but, when i set to many custom spawns they do not all spawn sois there a cap in the folder somewhere as to how many i can spawn in 1 area? Link to comment Share on other sites More sharing options...
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