soundchok Posted October 30, 2014 Report Share Posted October 30, 2014 thanks you very much for your help Link to comment Share on other sites More sharing options...
soundchok Posted November 2, 2014 Report Share Posted November 2, 2014 not working for me on vilayer, only one AI spawning, and no giving humanity. i have certainly make a mistake thanks you _aiunit1 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";_aiunit1 addEventHandler ["killed",{_this ExecVM "\z\addons\dayz_server\addons\fmission\directory\ai_unit_killed.sqf"}]; _aiunit2 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";_aiunit2 addEventHandler ["killed",{_this ExecVM "\z\addons\dayz_server\addons\fmission\directory\ai_unit_killed.sqf"}]; _aiunit3 = [_aiunit_spawn_pos,50,4,"Sniper",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";_aiunit3 addEventHandler ["killed",{_this ExecVM "\z\addons\dayz_server\addons\fmission\directory\ai_unit_killed.sqf"}]; _aiunit4 = [_aiunit_spawn_pos,50,4,"Medic",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";_aiunit4 addEventHandler ["killed",{_this ExecVM "\z\addons\dayz_server\addons\fmission\directory\ai_unit_killed.sqf"}]; _aiunit5 = [_aiunit_spawn_pos,50,4,"Sniper",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";_aiunit5 addEventHandler ["killed",{_this ExecVM "\z\addons\dayz_server\addons\fmission\directory\ai_unit_killed.sqf"}]; _aiunit6 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";_aiunit6 addEventHandler ["killed",{_this ExecVM "\z\addons\dayz_server\addons\fmission\directory\ai_unit_killed.sqf"}]; _aiunit7 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M1"] execVM "\z\addons\dayz_server\addons\FMission\FAI\FAI_Create_Unit.sqf";_aiunit7 addEventHandler ["killed",{_this ExecVM "\z\addons\dayz_server\addons\fmission\directory\ai_unit_killed.sqf"}]; sleep 10; diag_log("MISSION 2: Outillage - Loading -=FAI=- Completed"); sleep .5; // Add a one off custom AI? _attackgroup = createGroup east; _attacker1 = _attackgroup createUnit ["TK_INS_Soldier_3_EP1", _base, [], 0, "Form"]; _attacker1 setUnitPos "AUTO"; _null = [_attacker1] execVM "\z\addons\dayz_server\addons\FMission\FLoot\FLoot_Bandit.sqf";_attacker1 addEventHandler ["killed",{_this ExecVM "\z\addons\dayz_server\addons\fmission\directory\ai_unit_killed.sqf"}]; _attacker1 setUnitPos "Middle"; _attacker2 = _attackgroup createUnit ["TK_Soldier_Medic_EP1", _base, [], 0, "Form"]; _attacker2 setUnitPos "AUTO"; _null = [_attacker2] execVM "\z\addons\dayz_server\addons\FMission\FLoot\FLoot_Medic.sqf";_attacker2 addEventHandler ["killed",{_this ExecVM "\z\addons\dayz_server\addons\fmission\directory\ai_unit_killed.sqf"}]; _attacker2 setUnitPos "Middle"; _attackgroup setCombatMode "RED"; _attackgroup setBehaviour "STEALTH"; Link to comment Share on other sites More sharing options...
FPGElliot Posted November 2, 2014 Report Share Posted November 2, 2014 Pretty cool mission system. Link to comment Share on other sites More sharing options...
megaz Posted November 3, 2014 Report Share Posted November 3, 2014 not working for me on vilayer, only one AI spawning, and no giving humanity. i have certainly make a mistake thanks you https://drive.google.com/folderview?id=0B1ZWkptRhF_7cXpGblJ0XzZoNG8&usp=sharing Here is my working file with Humanity added just drop the whole file in your addons folder and make sure you have the modules zip (included) added to your modules folder and add the files below to your init.sqf in the mission.pbo EpochEvents = [ ["any","any","any","any",0,"crash_spawner"], ["any","any","any","any",10,"animated_crash_spawner"], ["any","any","any","any",15,"supply_drop"], ["any","any","any","any",30,"crash_spawner"], // F Missions ["any","any","any","any",1,"FMission_Launcher1"], ["any","any","any","any",35,"FMission_Launcher1"], ["any","any","any","any",25,"FMission_Launcher2"], ["any","any","any","any",15,"FMission_Launcher3"], ["any","any","any","any",35,"FMission_Launcher3"]]; MegaZ Link to comment Share on other sites More sharing options...
Caveman1 Posted November 7, 2014 Report Share Posted November 7, 2014 Megaz, Sorry I haven't had time to work on the kinks in my missions. hope to get back to it soon. Will def post when they are working. my biggest issue is with map marker cleanup. Can't seem to get them to go away. Link to comment Share on other sites More sharing options...
FoamysWorld Posted November 7, 2014 Author Report Share Posted November 7, 2014 Megaz, Sorry I haven't had time to work on the kinks in my missions. hope to get back to it soon. Will def post when they are working. my biggest issue is with map marker cleanup. Can't seem to get them to go away. The markers showing or not is dependent on the variable EPOCH_MISSION1_RUNNING so make sure your mission is setting this to true at the start and false at the end, launch the marker script after you have declared that variable true. Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted November 11, 2014 Report Share Posted November 11, 2014 FMission has an ai hooker in the assassination mission. I guess its possible just a map edit with that added in. don't think she moves, just crouched over.Don't see a paa called anywhere for her. is that girl part of epoch ? .. would like to create mission sex slaves rescue lol .. just for giggles.. :D :rolleyes: Just trying to figure out if she was built into the bunker in a map edit .. or is actually a reskinned ai character Link to comment Share on other sites More sharing options...
MrEnzO Posted November 12, 2014 Report Share Posted November 12, 2014 FMission has an ai hooker in the assassination mission. I guess its possible just a map edit with that added in. don't think she moves, just crouched over.Don't see a paa called anywhere for her. is that girl part of epoch ? .. would like to create mission sex slaves rescue lol .. just for giggles.. :D :rolleyes: Just trying to figure out if she was built into the bunker in a map edit .. or is actually a reskinned ai character She is a skin in Arma. Here is a link to pretty much everthing in Arma 2 and Arma 2 AO. Go in under arma 2 and then choose civ-woman and and you have 10 of them to choose from. But there is only 5 diffrent skins, hooker1 and ru_hooker1 has the same out fit and so on. Goes up to 5. http://www.armatechsquad.com/ArmA2Class151656165165341654165165165165f/index.php Link to comment Share on other sites More sharing options...
MatthewK Posted November 27, 2014 Report Share Posted November 27, 2014 Any way to make the mines stronger? So far the best they do is break your legs or take off a little blood (sometimes then do nothing, they'll explode, the guy makes a moaning noise but no blood loss or broken bones!!). They do nothing to stop vehicles. I'd like them to at least knock a guy to the ground, leave him half dead and for vehicles, just blow a wheel or two off :) Link to comment Share on other sites More sharing options...
Proximus Posted November 27, 2014 Report Share Posted November 27, 2014 Is it normal with the assassination mission (the standard from Foamy) the AI running outside don't have any gear? The 2 AI inside the "bunker" protecting the girl do have weapons, but only look at the player and don't shoot. The Hostage mission works fine btw Link to comment Share on other sites More sharing options...
MatthewK Posted November 30, 2014 Report Share Posted November 30, 2014 How do we delete the mines after the mission completes. I've tried this: { deleteVehicle _x; } forEach nearestObjects [_pos,["Sign_Danger","MineE"],180]; But it only deletes the Signs. The mine remain and are still active :( EDIT: Figured it out with this code... {if (typeof _x == "MineE" or typeof _x == "EmptyDetector") then {deletevehicle _x; };} foreach (NearestObjects [_pos, [], 180]) ; You have to delete the EmptyDetectors too, or you'll still trigger the explosion on that spot ;) Link to comment Share on other sites More sharing options...
FoamysWorld Posted December 5, 2014 Author Report Share Posted December 5, 2014 Any way to make the mines stronger? So far the best they do is break your legs or take off a little blood (sometimes then do nothing, they'll explode, the guy makes a moaning noise but no blood loss or broken bones!!). They do nothing to stop vehicles. I'd like them to at least knock a guy to the ground, leave him half dead and for vehicles, just blow a wheel or two off :) You could do one of two things, use a slightly larger explosive or code it to do specific damage when activated. Could even get fancy and make random damages, etc. MatthewK 1 Link to comment Share on other sites More sharing options...
NetShark Posted December 6, 2014 Report Share Posted December 6, 2014 Hi, is there any way to give to AI RPGs ? I tried by modifing the "FLoot_Bandit.sqf" file, but.. maybe I did it wrong... I added the RPG gun and ammo... and indeed some bandits spawn with RPG but they neither use it nor attack anyway... they just run around with the RPG on their backs :D :D ... What would be the appropiate way to do so? Thanks Link to comment Share on other sites More sharing options...
oSoDirty Posted December 8, 2014 Report Share Posted December 8, 2014 Hi, is there any way to give to AI RPGs ? I tried by modifing the "FLoot_Bandit.sqf" file, but.. maybe I did it wrong... I added the RPG gun and ammo... and indeed some bandits spawn with RPG but they neither use it nor attack anyway... they just run around with the RPG on their backs :D :D ... What would be the appropiate way to do so? Thanks Not sure how you would get them to use them, they usually only attack vehicles with them when they do anyway. But this thing still works?? It's like 4 versions outdated or so =P (according to the readme.md) NetShark 1 Link to comment Share on other sites More sharing options...
FoamysWorld Posted December 8, 2014 Author Report Share Posted December 8, 2014 Not sure how you would get them to use them, they usually only attack vehicles with them when they do anyway. But this thing still works?? It's like 4 versions outdated or so =P (according to the readme.md) As oSo said, the AI usually only shoot at vehicles with RPG's. As far as FMission still working despite being written a few versions ago, I designed it that way. I wrote it in a way that it should continue to function through Epoch upgrades. It's a self contained system that uses Arma functions so it's technically independent of Epoch, it just runs from the scheduler, which is super convenient. Not to say anything against the other mission systems as they all have their merits, but this one was designed because I found the others less flexible and independent than I was looking for. Short of it is, FMission is extremely flexible, you can make just about any kind of mission your brain can conjure up, and it should continue to function until Arma changes the functions I used. I did a video on how to make missions with FMission for anyone interested in making missions, it's linked in the first post. NetShark 1 Link to comment Share on other sites More sharing options...
NetShark Posted December 8, 2014 Report Share Posted December 8, 2014 Not sure how you would get them to use them, they usually only attack vehicles with them when they do anyway. But this thing still works?? It's like 4 versions outdated or so =P (according to the readme.md) As oSo said, the AI usually only shoot at vehicles with RPG's. As far as FMission still working despite being written a few versions ago, I designed it that way. I wrote it in a way that it should continue to function through Epoch upgrades. It's a self contained system that uses Arma functions so it's technically independent of Epoch, it just runs from the scheduler, which is super convenient. Not to say anything against the other mission systems as they all have their merits, but this one was designed because I found the others less flexible and independent than I was looking for. Short of it is, FMission is extremely flexible, you can make just about any kind of mission your brain can conjure up, and it should continue to function until Arma changes the functions I used. I did a video on how to make missions with FMission for anyone interested in making missions, it's linked in the first post. Thank you very much for your answers. I tried to add it again from cero and it worked, and as you said, the AI with RPG only attack vehicles, but it's exactly what I wanted :). I had to create a different Loot SQF file called "FLoot_RPG.sqf" with the proper content to do so, and call it this way: if (_unit_type == "RPG") then { _chance = .50; _diceroll = random 1; if (_diceroll < _chance) then { "BanditW2_DZ" createUnit [_aispawnpos, _aigroup, "_aiunit=this;",1,"PRIVATE"]; } else { "Bandit1_DZ" createUnit [_aispawnpos, _aigroup, "_aiunit=this;",1,"PRIVATE"]; }; _null = [_aiunit] execVM "\z\addons\dayz_server\addons\FMission\FLoot\FLoot_RPG.sqf"; }; :) Thanks Another question, I've noticed that the Mine Fields remain after Missions Clean Up...... so, I tried to assign it a name, without having too much knowledge about it, this way: _minefield = [_loot_pos,east,.50] execVM "\z\addons\dayz_server\addons\FMission\FMinefield\FMinefield.sqf"; And then add it to the Clean Up Process: deleteGroup _minefield; or deleteVehicle _minefield; And guess what?... I didn't work :D :D ... How can I Clean Up the Mines after missions? Link to comment Share on other sites More sharing options...
FoamysWorld Posted December 11, 2014 Author Report Share Posted December 11, 2014 Thank you very much for your answers. I tried to add it again from cero and it worked, and as you said, the AI with RPG only attack vehicles, but it's exactly what I wanted :). I had to create a different Loot SQF file called "FLoot_RPG.sqf" with the proper content to do so, and call it this way: if (_unit_type == "RPG") then { _chance = .50; _diceroll = random 1; if (_diceroll < _chance) then { "BanditW2_DZ" createUnit [_aispawnpos, _aigroup, "_aiunit=this;",1,"PRIVATE"]; } else { "Bandit1_DZ" createUnit [_aispawnpos, _aigroup, "_aiunit=this;",1,"PRIVATE"]; }; _null = [_aiunit] execVM "\z\addons\dayz_server\addons\FMission\FLoot\FLoot_RPG.sqf"; }; :) Thanks Another question, I've noticed that the Mine Fields remain after Missions Clean Up...... so, I tried to assign it a name, without having too much knowledge about it, this way: _minefield = [_loot_pos,east,.50] execVM "\z\addons\dayz_server\addons\FMission\FMinefield\FMinefield.sqf"; And then add it to the Clean Up Process: deleteGroup _minefield; or deleteVehicle _minefield; And guess what?... I didn't work :D :D ... How can I Clean Up the Mines after missions? {if (typeof _x == "MineE" or typeof _x == "EmptyDetector") then {deletevehicle _x; };} foreach (NearestObjects [_pos, [], 180]) ; As posted a few posts back you have to delete the detectors as well. Link to comment Share on other sites More sharing options...
NetShark Posted December 12, 2014 Report Share Posted December 12, 2014 {if (typeof _x == "MineE" or typeof _x == "EmptyDetector") then {deletevehicle _x; };} foreach (NearestObjects [_pos, [], 180]) ; As posted a few posts back you have to delete the detectors as well. Thanks a lot for your answer. However, Im not sure if this code should go in the Clean Up part of every mission..... I added it to that part but the MineField stays after mision clean up. I added it this way: //MISION CLEAN UP ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ EPOCH_MISSION2_RUNNING = false; deleteVehicle _loot_box; deleteVehicle _base; { deleteVehicle _x } forEach units _attackgroup; deleteGroup _attackgroup; {if (typeof _x == "MineE" or typeof _x == "EmptyDetector") then {deletevehicle _x; };} foreach (NearestObjects [_pos, [], 180]) ; diag_log("MISSION 2: Mine Field Deleted"); sleep .5; diag_log("MISSION 2: - Script Finished"); Link to comment Share on other sites More sharing options...
Mr White Posted December 15, 2014 Report Share Posted December 15, 2014 This is what I am getting with both vehicle and heli patrols: 6:15:16 "FAI Vehicle 1.0: -=HMMWV_M1151_M2_CZ_DES_EP1_DZ=- Spawned @ Location: [6770.97,12809.2] | Patrol Radius: 100m" 6:15:16 Error in expression <pletionRadius 20; if (_i == 0) then { _hwp setWaypointSpeed "LIMITED"; _hwp se> 6:15:16 Error position: <_hwp setWaypointSpeed "LIMITED"; _hwp se> 6:15:16 Error Undefined variable in expression: _hwp 6:15:16 File z\addons\dayz_server\addons\FMission\FAI\FAI_fn_vehiclePatrol.sqf, line 59 6:15:16 Error in expression < _vwp = _grp addWaypoint [_wpPos, 0]; _hwp setWaypointType "MOVE"; _hwp setWay> 6:15:16 Error position: <_hwp setWaypointType "MOVE"; _hwp setWay> 6:15:16 Error Undefined variable in expression: _hwp 6:15:16 File z\addons\dayz_server\addons\FMission\FAI\FAI_fn_vehiclePatrol.sqf, line 53 6:15:16 Error in expression < _vwp = _grp addWaypoint [_wpPos, 0]; _hwp setWaypointType "MOVE"; _hwp setWay> 6:15:16 Error position: <_hwp setWaypointType "MOVE"; _hwp setWay> 6:15:16 Error Undefined variable in expression: _hwp 6:15:16 File z\addons\dayz_server\addons\FMission\FAI\FAI_fn_vehiclePatrol.sqf, line 53 6:15:16 Error in expression < _vwp = _grp addWaypoint [_wpPos, 0]; _hwp setWaypointType "MOVE"; _hwp setWay> 6:15:16 Error position: <_hwp setWaypointType "MOVE"; _hwp setWay> 6:15:16 Error Undefined variable in expression: _hwp 6:15:16 File z\addons\dayz_server\addons\FMission\FAI\FAI_fn_vehiclePatrol.sqf, line 53 6:15:16 Error in expression < _vwp = _grp addWaypoint [_wpPos, 0]; _hwp setWaypointType "MOVE"; _hwp setWay> 6:15:16 Error position: <_hwp setWaypointType "MOVE"; _hwp setWay> 6:15:16 Error Undefined variable in expression: _hwp 6:15:16 File z\addons\dayz_server\addons\FMission\FAI\FAI_fn_vehiclePatrol.sqf, line 53 6:15:16 Error in expression <vate ["_hwp"]; _hwp = _grp addWaypoint [_pos, 0]; _hwp setWaypointType "CYCLE"; > 6:15:16 Error position: <_pos, 0]; _hwp setWaypointType "CYCLE"; > 6:15:16 Error Undefined variable in expression: _pos 6:15:16 File z\addons\dayz_server\addons\FMission\FAI\FAI_fn_vehiclePatrol.sqf, line 66 nothing obvious is jumping out, it happens with all example missions I have used that spawn vehicles and heli patrols edit, I noticed your github history, the arrays are named slightly differently. Link to comment Share on other sites More sharing options...
NetShark Posted December 17, 2014 Report Share Posted December 17, 2014 Hi, I have a problem that it's easier to explain with the picture below. Sometimes the AI of the missions doesn't spawn inside the marker but kilometers away.... and this can be a problem because a normal player could be easily killed by those T-72 that shouldnt be there :D :D Now the thing is that this issue is been happening very often lately... I mean, I've seen this happening with all Fmissions from time to time... but lately it happens very often. Is there something Im doing wrong to produce this issue? Link to comment Share on other sites More sharing options...
Mr White Posted December 17, 2014 Report Share Posted December 17, 2014 Are they spawning correctly in relation to each other? Link to comment Share on other sites More sharing options...
NetShark Posted December 18, 2014 Report Share Posted December 18, 2014 Are they spawning correctly in relation to each other? You mean between units?.. Yes. I even added sleep lines in between to avoid them to kill each other while spawning. As I said this issue doesnt happen all the time, so that's why It's weird. Link to comment Share on other sites More sharing options...
seelenapparat Posted December 19, 2014 Report Share Posted December 19, 2014 the problem is related to the function, which calls the units and vehicles: bis_fnc_findsafepos. this function is spawning the units in the center of the map, if it cant find a safe position. but I have the feeling, that it sometimes just spawns them in the center, wether it could safely spawn them or not. I removed that function and spawn the units now like DZMS does. Link to comment Share on other sites More sharing options...
NetShark Posted December 21, 2014 Report Share Posted December 21, 2014 the problem is related to the function, which calls the units and vehicles: bis_fnc_findsafepos. this function is spawning the units in the center of the map, if it cant find a safe position. but I have the feeling, that it sometimes just spawns them in the center, wether it could safely spawn them or not. I removed that function and spawn the units now like DZMS does. Umm interesting, and will that work for Vehicles as well?, because, as far as I know, DZMS doesn't spawn vehicles controlled by AI. Would you show me an example on how to use DZMS AI spawn funtion within a F Missions? Link to comment Share on other sites More sharing options...
seelenapparat Posted December 22, 2014 Report Share Posted December 22, 2014 I didnt say, I use DZMS spawnfunctions. ;) I use the method, DZMS uses for spawning AI into the mission. That means: gettin rid of the findsafpos function first and replace the spawncoords of the AI with more defined coords: _aiunit_spawn_pos = [(_position select 0) + 20,(_position select 1) + 20,0]; works for vehicles too. NetShark 1 Link to comment Share on other sites More sharing options...
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