c12azi3 Posted February 26, 2014 Report Share Posted February 26, 2014 hmmmm would it be possible to spawn survivors on player location? Link to comment Share on other sites More sharing options...
LancerSolurus Posted February 27, 2014 Author Report Share Posted February 27, 2014 Hey great stuff i love it, but is there a way to disable the command mode when you press the (Numpad .)?? Try adding 0x53 to the end of this line in dayz_spaceInterrupt.sqf after the 0x05, should disable the key if that was what you were looking for if (_dikCode in[0x02,0x03,0x04,0x58,0x57,0x44,0x43,0x42,0x41,0x40,0x3F,0x3E,0x3D,0x3C,0x3B,0x0B,0x0A,0x09,0x08,0x07,0x06,0x05]) then { hmmmm would it be possible to spawn survivors on player location? Not with the way it is currently designed Link to comment Share on other sites More sharing options...
c12azi3 Posted February 27, 2014 Report Share Posted February 27, 2014 The script runs and everything seems good, but I get kicked for waypoint restriction #0, when I try to dismiss and I no longer can view my safe's inventory Link to comment Share on other sites More sharing options...
boyd Posted February 27, 2014 Report Share Posted February 27, 2014 Try adding 0x53 to the end of this line in dayz_spaceInterrupt.sqf after the 0x05, should disable the key if that was what you were looking for if (_dikCode in[0x02,0x03,0x04,0x58,0x57,0x44,0x43,0x42,0x41,0x40,0x3F,0x3E,0x3D,0x3C,0x3B,0x0B,0x0A,0x09,0x08,0x07,0x06,0x05]) then { Link to comment Share on other sites More sharing options...
LancerSolurus Posted February 27, 2014 Author Report Share Posted February 27, 2014 great stuff this works great thanks alot, maybe edit the first post and put this as an additional info for those who want the same. Another note is that they won't attack zombies if i did that extra bit so they would but it doesnt work. Also adjusting the skill on them is this possible? Will add it to the OP. BTW their skill is already set to max, they are set to 'PRIVATE' then the only increase is to the maximum rank which you can do on your server. There is nothing else that can be done except writing a custom fsm for them. They should attack zeds if you added the extra addRating to the zombie_generate.sqf, they do on my server. They took down half of Zelenorgorsk 2 days ago just taking out the zeds in a BTR90. https://community.bistudio.com/wiki/rank Link to comment Share on other sites More sharing options...
fr1nk Posted February 27, 2014 Report Share Posted February 27, 2014 Looks like it was working fine before, I just couldn't spot them :lol: Very cool work, Lancer! LancerSolurus 1 Link to comment Share on other sites More sharing options...
LancerSolurus Posted February 27, 2014 Author Report Share Posted February 27, 2014 The script runs and everything seems good, but I get kicked for waypoint restriction #0, when I try to dismiss and I no longer can view my safe's inventory I don't use BE so can't help you without additional info, you did not mention the exact restriction it caused. I would suspect this was added for the bodyguard hack that hacker's use. If you get BE script restrictions please post the exact restriction the game shows so it can be narrowed down to a specific BE file, I have all of them up to 1.0.4.2 so hopefully I can find your problem. Link to comment Share on other sites More sharing options...
LancerSolurus Posted February 27, 2014 Author Report Share Posted February 27, 2014 @fr1nk - thanks, they seem to wander around in the forest a lot, thats why I tried to add them to very open areas so you could find them, try east of Gorka and south of Klen, I find them there often Link to comment Share on other sites More sharing options...
LancerSolurus Posted February 28, 2014 Author Report Share Posted February 28, 2014 Wondering if a mod could move this to Server Mods Corner, just noticed I posted in the wrong forum, thx! Link to comment Share on other sites More sharing options...
fr1nk Posted March 4, 2014 Report Share Posted March 4, 2014 Make sure your item count is correct, mine is class Markers { items=30; You can remove the type & colorName if you don't wan't it to show on the map. By the way, if you remove the following from mission.sqm Markers: type="mil_box"; colorName="ColorBrown"; You get a warning popup on server start: You can still connect but the message is a tad deceiving and might lead to players aborting out. edit: You can make the markers invisible by doing this: type="empty"; colorName="ColorBrown"; Link to comment Share on other sites More sharing options...
LancerSolurus Posted March 4, 2014 Author Report Share Posted March 4, 2014 My bad, you are correct. It always has to have a type. I wouldn't be surprised though if colorName is optional. Updated the OP. Thanks! Link to comment Share on other sites More sharing options...
fadzrul90 Posted March 4, 2014 Report Share Posted March 4, 2014 awesome script. work well on 1.0.3.1 would it be possible to make the AI stand still upon spawning? kinda difficult to look for them when they are running around Link to comment Share on other sites More sharing options...
antartis Posted March 4, 2014 Report Share Posted March 4, 2014 any way to deploy the AI? like you have a item and then you can deploy the AI like the bikes and the toolbox :D Link to comment Share on other sites More sharing options...
LancerSolurus Posted March 4, 2014 Author Report Share Posted March 4, 2014 @ fadzrul90 - I will look into making it an option to remove their waypoints, you can reduce the area they roam, the default is 500 meters (250 m radius) @ antartis - haven't used any of the deploying scripts, will have to take a look at how they do it, currently it is spawned server side so I prefer to have it where it stayed that way Link to comment Share on other sites More sharing options...
fadzrul90 Posted March 6, 2014 Report Share Posted March 6, 2014 thank you sir. if i may ask which sqf will i need make the necessary changes for the roaming distance? Link to comment Share on other sites More sharing options...
fr1nk Posted March 6, 2014 Report Share Posted March 6, 2014 I believe it's scp_spwn_fr.sqf [_unit] call scp_behavoir; [_westGrp, _pos, 250] call scp_task_patrol; Link to comment Share on other sites More sharing options...
LancerSolurus Posted March 7, 2014 Author Report Share Posted March 7, 2014 thank you sir. if i may ask which sqf will i need make the necessary changes for the roaming distance? Link to comment Share on other sites More sharing options...
cayote Posted March 15, 2014 Report Share Posted March 15, 2014 Awesome mod. Is there any instructions anywhere as to what the commands are? Also, some times ai will get in and drive/fly....sometimes there is no option (next waypoint etc.). ?? Link to comment Share on other sites More sharing options...
LancerSolurus Posted March 16, 2014 Author Report Share Posted March 16, 2014 It is standard arma commands. The 0-9 commands are disabled by default due to hackers, otherwise there would be a huge number of control functions available for them. I plan on looking into re-enabling those commands on my server since it's private. The standard ~ menu has been enough for most of my uses so far though but I do miss the command to make them follow my stance. The current command list for Epoch is in the OP if your wondering... To make them drive/fly, tell them to get in the vehicle then regroup. If in a chopper tell them to disembark to make them land and get out. They will follow you all over the map. I use a mod to make them drive better on my server (they suck at it normally) so it is possible to have an AI convoy with you. They will run out of gas if you don't refuel them though, I don't have auto-refuel in the script. Link to comment Share on other sites More sharing options...
iPrismmm Posted March 17, 2014 Report Share Posted March 17, 2014 Awesome job. The only issue I've had is my traders have seemed to stop working since installing. No menu nothing. Any ideas? Link to comment Share on other sites More sharing options...
pedro69er Posted March 18, 2014 Report Share Posted March 18, 2014 Great mod, i followed the install instructions and the ai have spawned and i have found them but i get no option to recruit them? Should the option appear in the action menu or just on screen like traders? Would really like to get this mod working on my server so any help would be great ? Link to comment Share on other sites More sharing options...
insertcoins Posted March 21, 2014 Report Share Posted March 21, 2014 works great on my non-epoch server. I lowered the amount to 3 for the whole server, no respawning. Only thing I have trouble with is having them enter vehicles. Link to comment Share on other sites More sharing options...
insertcoins Posted March 21, 2014 Report Share Posted March 21, 2014 incedently, my mission file is now 1337kb. I think I'm done. Link to comment Share on other sites More sharing options...
antartis Posted March 28, 2014 Report Share Posted March 28, 2014 they will attack other players? or other AI from missions? Link to comment Share on other sites More sharing options...
gopostal Posted April 8, 2014 Report Share Posted April 8, 2014 Installed, works on 1042 Epoch. Getting BE kicks on "Dismiss", need to finish working through fixing those tonight but on a quick test this seems to run as intended. Nice work OP. Link to comment Share on other sites More sharing options...
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