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WAI - no patrols


ka3ant1p

Question

I have installed WAI 1.5 and EMS 0.3 to my server, missions go well, at first had some problems but then adjusted some files and everything went well but one thing, I don't have patrols, it seems i have only group patrols with no vehicles, I have tryied my best but couldn't change it, does anybody has the same problem or may be someone nows how to fix it?

This is a part of my init in WAI:
 

createCenter east;
WEST setFriend [EAST,0];
EAST setFriend [WEST,0];
WAIconfigloaded = true;
WAImissionconfig = true;

ai_ground_units = 100;
ai_emplacement_units = 50;
ai_air_units = 50;
ai_vehicle_units = 50;

customSpawns:
 

//Custom Spawns file//
/*
Custom group spawns Eg.

[[953.237,4486.48,0.001], //position
4,						  //Number Of units
1,					      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",			      //Primary gun set number. "Random" for random weapon set.
4,						  //Number of magazines
"",						  //Backpack "" for random or classname here.
"Bandit2_DZ",			  //Skin "" for random or classname here.
"Random"                  //Gearset number. "Random" for random gear set.
] call spawn_group;

Place your custom group spawns below
*/





/*
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 mutiple 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;

Place your custom static weapon spawns below
*/





/*
Custom Chopper Patrol spawn Eg.

[[725.391,4526.06,0],    //Position to patrol
[0,0,0],	             // Position to spawn chopper at
2000,					//Radius of patrol
10,                     //Number of waypoints to give
"UH1H_DZ",		        //Classname of vehicle (make sure it has driver and two gunners)
1						//Skill level of units 
] spawn heli_patrol;

Place your heli patrols below
*/





/* 
Custom Vehicle patrol spawns Eg. (Watch out they are stupid)

[[725.391,4526.06,0],   //Position to patrol
[725.391,4526.06,0],	// Position to spawn at
200,					//Radius of patrol
10,                     //Number of waypoints to give
"HMMWV_Armored",		//Classname of vehicle (make sure it has driver and gunner)
1						//Skill level of units 
] spawn vehicle_patrol;

Place your vehicle patrols below this line
*/





/*
Paradropped unit custom spawn Eg.

[[911.21545,4532.7612,2.6292224],  //Position that units will be dropped by
[0,0,0],                           //Starting position of the heli
400,                               //Radius from drop position a player has to be to spawn chopper
"UH1H_DZ",                         //Classname of chopper (Make sure it has 2 gunner seats!)
5,                                 //Number of units to be para dropped
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire. 
] spawn heli_para;

Place your paradrop spawns under this line
*/

server_cleanup:
 

/*%FSM<COMPILE "D:\Programme\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DayZ Server Cleanup">*/
/*%FSM<HEAD>*/
/*
item0[] = {"init",0,250,-25.000000,-350.000000,75.000000,-300.000000,0.000000,"init"};
item1[] = {"prepare",2,250,375.000000,-350.000000,475.000000,-300.000000,0.000000,"prepare"};
item2[] = {"initialized",4,218,175.000000,-350.000000,275.000000,-300.000000,0.000000,"initialized"};
item3[] = {"true",8,218,375.000000,-275.000000,475.000000,-225.000000,0.000000,"true"};
item4[] = {"waiting",2,250,375.000000,-200.000000,475.000000,-150.000000,0.000000,"waiting"};
item5[] = {"true",8,218,375.000000,75.000000,475.000000,125.000000,0.000000,"true"};
item6[] = {"general_cleanup",2,250,375.000000,150.000000,475.000000,200.000000,0.000000,"general" \n "cleanup" \n "loop"};
item7[] = {"",7,210,21.000000,170.999985,29.000000,179.000000,0.000000,""};
item8[] = {"",7,210,21.000004,-254.000000,28.999998,-246.000000,0.000000,""};
item9[] = {"",7,210,821.000000,-179.000000,829.000000,-171.000000,0.000000,""};
item10[] = {"",7,210,821.000000,96.000000,829.000000,104.000000,0.000000,""};
item11[] = {"___second_loop",4,218,50.000000,-75.000000,150.000000,-25.000000,1.000000,"3 second" \n "loop"};
item12[] = {"__s_update__obje",4,218,175.000000,-100.000000,275.000000,-50.000000,2.000000,"5s" \n "update " \n "objects"};
item13[] = {"___min__loop",4,218,300.000000,-125.000000,400.000000,-75.000000,3.000000,"1 min" \n " loop"};
item14[] = {"___min_loop",4,218,450.000000,-125.000000,550.000000,-75.000000,4.000000,"5 min" \n "loop"};
item15[] = {"__0_min__loop",4,218,575.000000,-100.000000,675.000000,-50.000000,5.000000,"10 min" \n " loop"};
item16[] = {"__5_min__loop",4,218,700.000000,-75.000000,800.000000,-25.000000,6.000000,"15 min" \n " loop"};
item17[] = {"cleanup_animals",2,250,700.000000,25.000000,800.000000,75.000000,0.000000,"cleanup" \n "animals and fire"};
item18[] = {"cleanup_dead",2,250,575.000000,0.000000,675.000000,50.000000,0.000000,"cleanup" \n "dead"};
item19[] = {"sync_time",2,250,450.000000,-25.000000,550.000000,25.000000,0.000000,"sync time"};
item20[] = {"cleanup_loot",2,250,300.000000,-25.000000,400.000000,25.000000,0.000000,"cleanup" \n "loot"};
item21[] = {"group_cleanup",2,4346,50.000000,25.000000,150.000000,75.000000,0.000000,"group" \n "cleanup"};
item22[] = {"update_objects",2,250,175.000000,0.000000,275.000000,50.000000,0.000000,"update objects"};
link0[] = {0,2};
link1[] = {1,3};
link2[] = {2,1};
link3[] = {3,4};
link4[] = {4,9};
link5[] = {4,11};
link6[] = {4,12};
link7[] = {4,13};
link8[] = {4,14};
link9[] = {4,15};
link10[] = {4,16};
link11[] = {5,6};
link12[] = {6,7};
link13[] = {7,8};
link14[] = {8,3};
link15[] = {9,10};
link16[] = {10,5};
link17[] = {11,21};
link18[] = {12,22};
link19[] = {13,20};
link20[] = {14,19};
link21[] = {15,18};
link22[] = {16,17};
link23[] = {17,5};
link24[] = {18,5};
link25[] = {19,5};
link26[] = {20,5};
link27[] = {21,5};
link28[] = {22,5};
globals[] = {25.000000,1,0,0,0,640,480,1,136,6316128,1,-53.328339,954.791992,443.544983,-436.145996,1044,911,1};
window[] = {2,-1,-1,-1,-1,1089,222,1514,277,3,1062};
*//*%FSM</HEAD>*/
class FSM
{
  fsmName = "DayZ Server Cleanup";
  class States
  {
    /*%FSM<STATE "init">*/
    class init
    {
      name = "init";
      init = /*%FSM<STATEINIT""">*/"//Major Performance Speedup by Skaronator ;)"/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "initialized">*/
        class initialized
        {
          priority = 0.000000;
          to="prepare";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"!isnil ""bis_fnc_init"""/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "prepare">*/
    class prepare
    {
      name = "prepare";
      init = /*%FSM<STATEINIT""">*/"diag_log (""CLEANUP: INITIALIZING CLEANUP SCRIPT"");" \n
       "" \n
       "_lastUpdate = diag_tickTime;" \n
       "_lastNeedUpdate = diag_tickTime;" \n
       "_lastCleanupVehicles = diag_tickTime;" \n
       "_lastCleanupGroups = diag_tickTime;" \n
       "_lastCleanupNull = diag_tickTime;" \n
       "" \n
       "_lastCleanup900 = diag_tickTime;" \n
       "" \n
       ""/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="waiting";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "waiting">*/
    class waiting
    {
      name = "waiting";
      init = /*%FSM<STATEINIT""">*/"//diag_log ""CLEANUP: Waiting for next task"";" \n
       ""/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "__5_min__loop">*/
        class __5_min__loop
        {
          priority = 6.000000;
          to="cleanup_animals";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"((diag_tickTime - _lastCleanup900) > 900)"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/"_lastCleanup900 = diag_tickTime;"/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
        /*%FSM<LINK "__0_min__loop">*/
        class __0_min__loop
        {
          priority = 5.000000;
          to="cleanup_dead";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"((diag_tickTime - _lastCleanupNull) > 600)"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/"_lastCleanupNull = diag_tickTime;"/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
        /*%FSM<LINK "___min_loop">*/
        class ___min_loop
        {
          priority = 4.000000;
          to="sync_time";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"((diag_tickTime - _lastUpdate) > 300)"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/"_lastUpdate = diag_tickTime;"/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
        /*%FSM<LINK "___min__loop">*/
        class ___min__loop
        {
          priority = 3.000000;
          to="cleanup_loot";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"((diag_tickTime - _lastCleanupVehicles) > 60)"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/"_lastCleanupVehicles = diag_tickTime;"/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
        /*%FSM<LINK "__s_update__obje">*/
        class __s_update__obje
        {
          priority = 2.000000;
          to="update_objects";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"(( (count needUpdate_objects) > 0) && (diag_tickTime -_lastNeedUpdate> 5))"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/"_lastNeedUpdate = diag_tickTime;"/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
        /*%FSM<LINK "___second_loop">*/
        class ___second_loop
        {
          priority = 1.000000;
          to="group_cleanup";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"((diag_tickTime - _lastCleanupGroups) > 3)"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/"_lastCleanupGroups = diag_tickTime;"/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="general_cleanup";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "general_cleanup">*/
    class general_cleanup
    {
      name = "general_cleanup";
      init = /*%FSM<STATEINIT""">*/"//diag_log ""CLEANUP: Starting loop for next task"";" \n
       ""/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="waiting";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "cleanup_animals">*/
    class cleanup_animals
    {
      name = "cleanup_animals";
      init = /*%FSM<STATEINIT""">*/"[] spawn server_spawnCleanFire;" \n
       "[] spawn server_spawnCleanAnimals;"/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="general_cleanup";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "cleanup_dead">*/
    class cleanup_dead
    {
      name = "cleanup_dead";
      init = /*%FSM<STATEINIT""">*/"[] spawn server_spawncleanDead;"/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="general_cleanup";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "sync_time">*/
    class sync_time
    {
      name = "sync_time";
      init = /*%FSM<STATEINIT""">*/"if (DZE_DiagFpsSlow) then {" \n
       "	call dze_diag_fps;" \n
       "};" \n
       "call server_timeSync;"/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="general_cleanup";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "cleanup_loot">*/
    class cleanup_loot
    {
      name = "cleanup_loot";
      init = /*%FSM<STATEINIT""">*/"if (DZE_DiagFpsFast) then {" \n
       "	call dze_diag_fps;" \n
       "};" \n
       "" \n
       "[] spawn server_spawnCleanLoot;" \n
       "" \n
       "// set player save time based on server performance" \n
       "PVDZE_plr_SetSaveTime = round(60 - diag_fps);" \n
       "publicVariable ""PVDZE_plr_SetSaveTime"";"/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="general_cleanup";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "group_cleanup">*/
    class group_cleanup
    {
      name = "group_cleanup";
      init = /*%FSM<STATEINIT""">*/"[] spawn server_checkHackers;" \n
       "[] spawn server_cleanupGroups;"/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="general_cleanup";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "update_objects">*/
    class update_objects
    {
      name = "update_objects";
      init = /*%FSM<STATEINIT""">*/"{" \n
       "	needUpdate_objects = needUpdate_objects - [_x];" \n
       "	[_x,""damage"",true] call server_updateObject;" \n
       "} forEach needUpdate_objects;"/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "true">*/
        class true
        {
          priority = 0.000000;
          to="general_cleanup";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
  };
  initState="init";
  finalStates[] =
  {
  };
};
/*%FSM</COMPILE>*/

PRT logs:
 

17:14:51 "EPOCH EVENTS INIT"
17:14:52 "Total Number of spawn locations 5"
17:14:54 "DEBUG VEIN: Too many objects at [12046.5,10410.6]"
17:14:54 "WAI: AI Config File Loaded"
17:14:54 "WAI: AI Monitor Started"
17:14:55 "TIME SYNC: Local Time set to [2013,8,3,13,14]"
17:14:57 "WAI: Spawned a group of 2 Bandits at [4947.43,2492.61,0]"
17:14:59 "WAI: Spawned a group of 2 Bandits at [4928.02,2531.57,0]"
17:15:00 "WAI: Spawned a group of 2 Bandits at [5150.51,2346.78,0]"
17:15:00 "WAI: Paradrop Waiting for player"
17:15:00 "WAI: Spawned a group of 3 Bandits at [6689.49,2623.59,0]"
17:15:01 "WAI: Spawned a group of 3 Bandits at [10447.5,2246.96,0]"
17:15:03 "WAI: Spawned a group of 34 Bandits at [13253.3,6406.53,0]"
17:15:04 "WAI: Spawned a group of 3 Bandits at [4114.58,10689.8,0]"
17:15:04 "WAI: Spawned a group of 1 Bandits at [4443.77,10830.7,0]"
17:15:05 "WAI: Spawned a group of 2 Bandits at [4646.66,9800.71,0]"
17:15:05 "WAI: Spawned a group of 2 Bandits at [4984.14,9916.77,0]"
17:15:06 "RUNNING EVENT: supply_drop on [2014,3,23,13,15]"
17:15:51 "infiSTAR.de SignIn: Tutywka(12077833)"
17:15:56 "[DZMS]: Starting DayZ Mission System."
17:15:56 "[DZMS]: WickedAI Found! Using WickedAI's Relations!"
17:15:56 "[DZMS]: Mission and Extended Configuration Loaded!"
17:15:56 "[DZMS]: chernarus Detected. Map Specific Settings Adjusted!"
17:15:56 "[DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!"
17:15:56 "[DZMS]: Mission Functions Script Loaded!"
17:15:56 "[DZMS]: Major Mission Clock Starting!"
17:15:56 "[DZMS]: Minor Mission Clock Starting!"
17:15:56 "[DZMS]: Mission Marker Loop for JIPs Starting!"
17:16:55 "infiSTAR.de PVAH_WriteLogReq: Tutywka G_o_d ON"
17:16:57 "153 Active ground units"
17:16:57 "50 Active emplacement units"
17:16:57 "53 Active chopper patrol units (Crew)"
17:16:57 "50 Active vehicle patrol units (Crew)"
17:16:58 "infiSTAR.de PVAH_WriteLogReq: Tutywka PlayerMarkers Activated"
17:17:40 Error: Bone leftshoulder doesn't exist in some skeleton 
17:17:40 Error: Bone rightshoulder doesn't exist in some skeleton 
17:17:40 Error: Bone rightshoulder doesn't exist in some skeleton 
17:17:40 Error: Bone leftshoulder doesn't exist in some skeleton 
17:17:40 Error: Bone rightshoulder doesn't exist in some skeleton 
17:17:40 Error: Bone leftshoulder doesn't exist in some skeleton 
17:17:40 Error: Bone rightshoulder doesn't exist in some skeleton 
17:17:40 Error: Bone leftshoulder doesn't exist in some skeleton 
17:17:40 Error: Bone rightshoulder doesn't exist in some skeleton 
17:17:40 Error: Bone leftshoulder doesn't exist in some skeleton 
17:17:40 Error: Bone rightshoulder doesn't exist in some skeleton 
17:17:40 Error: Bone leftshoulder doesn't exist in some skeleton 
17:17:40 Error: Bone leftshoulder doesn't exist in some skeleton 
17:17:40 Error: Bone rightshoulder doesn't exist in some skeleton 
17:17:40 Error: Bone leftshoulder doesn't exist in some skeleton 
17:17:40 Error: Bone rightshoulder doesn't exist in some skeleton 
17:18:15 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
17:21:35 "[DZMS]: Running Minor Mission SM1."
17:22:00 "[DZMS]: Running Major Mission SM4."

And WTF is that?

17:15:03 "WAI: Spawned a group of 34 Bandits at [13253.3,6406.53,0]"
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yes you have to manually do it also see this what was there as a template?

 

Paradropped unit custom spawn Eg.

[[911.21545,4532.7612,2.6292224], //Position that units will be dropped by
[0,0,0], //Starting position of the heli
400, //Radius from drop position a player has to be to spawn chopper
"UH1H_DZ", //Classname of chopper (Make sure it has 2 gunner seats!)
5, //Number of units to be para dropped
1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random", //Primary gun set number. "Random" for random weapon set.
4, //Number of magazines
"", //Backpack "" for random or classname here.
"Bandit2_DZ", //Skin "" for random or classname here.
"Random", //Gearset number. "Random" for random gear set.
True //True: Heli will stay at position and fight. False: Heli will leave if not under fire.
] spawn heli_para;

Place your paradrop spawns under this line
*/

 

where it says place your paradrop below this line paste in that template under the */ and put your co ords in you want them to drop at but make sure!! 

you put it between */ and /* and it will work!

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yes you have to manually do it also see this what was there as a template?

 

Paradropped unit custom spawn Eg.

[[911.21545,4532.7612,2.6292224], //Position that units will be dropped by

[0,0,0], //Starting position of the heli

400, //Radius from drop position a player has to be to spawn chopper

"UH1H_DZ", //Classname of chopper (Make sure it has 2 gunner seats!)

5, //Number of units to be para dropped

1, //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.

"Random", //Primary gun set number. "Random" for random weapon set.

4, //Number of magazines

"", //Backpack "" for random or classname here.

"Bandit2_DZ", //Skin "" for random or classname here.

"Random", //Gearset number. "Random" for random gear set.

True //True: Heli will stay at position and fight. False: Heli will leave if not under fire.

] spawn heli_para;

Place your paradrop spawns under this line

*/

 

where it says place your paradrop below this line paste in that template under the */ and put your co ords in you want them to drop at but make sure!! 

you put it between */ and /* and it will work!

 

I've found that getting rid of all the remarks, including the */, makes it easier to read and easier to find mistakes.  E.G.:

 

[[911.21545,4532.7612,2.6292224],[0,0,0],400,"UH1H_DZ",5,1,"Random",4,"","Bandit2_DZ","Random",True] spawn heli_para;

 

So my config looks like this (edited):

 

//CONSTRUCTION
[[2179.34,6997.62,4.326],6,1,"Random",4,"","","Random"] call spawn_group;
//BIG HOUSE RIGHT
[[2126.88,7086.95,0],2,1,"Random",4,"","","Random"] call spawn_group;
 
[[[11819.4,11374.3,0],[11814.5,11390.6,0]],"M2StaticMG",0.7,"Bandit2_DZ",1,2,"","Random"] call spawn_static;
[[[11831.2,11333.8,2.806],[11890.4,11351.2,2.782]],"KORD_high_UN_EP1",0.7,"Bandit2_DZ",1,2,"","Random"] call spawn_static;
 
//PARADROPS, KAMENI
[[8511.03,20035,0],[8357,20382.301,0],100,"UH1H_DZ",6,0.8,"Random",4,"","Bandit2_DZ","Random",False] spawn heli_para;
[[8520.69,19922.5,0],[8947.3,19060.801,0],100,"UH1H_DZ",6,0.8,"Random",4,"","Bandit2_DZ","Random",False] spawn heli_para;
 
//HELI PATROL, NUKE BASE
[[9480.56,4492.55,0],[9685.86,4115.86,0],500,6,"UH60M_EP1",1] spawn heli_patrol;
 
//VEHICLE PATROL, YOSHBASE SOUTH SIDE
[[11975.2,11188.6,0],[11855.1,11326.8,0],75,4,"HMMWV_Armored",1] spawn vehicle_patrol;
 
 
 
Works good and easy to read.
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Do yourself a favor and get Notepad++ (it's free) and install this:

http://www.armaholic.com/page.php?id=8680

 

Even if you aren't ever planning on becoming a coder this will be a huge help for editing sqf files. The colors will help you to not forget to close braces and easily ignore the commented (// or /* sections) parts.

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Yeah, I have that, does help with editing.  It's just that my config has a ton of ai spawns and getting rid of the redundant remarks just makes it way easier to work with (not to mention trimming the file size a bit).  That example I posted is probably a tenth of the actual file.

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Yes I did. It's not nearly as bad as I thought it would be. You can combine those into arrays like this. A chunk of your original:

// text removed
[[2126.88,7086.95,0],2,1,"Random",4,"","","Random"] call spawn_group;
// text removed
[[2153.68,7098.58,0],2,1,"Random",4,"","","Random"] call spawn_group;
// text removed
[[2185.64,7080.15,10.797],2,1,"Random",4,"","","Random"] call spawn_group;
// text removed
[[2209.8,7049.18,7.861],2,1,"Random",4,"","","Random"] call spawn_group;

into:

//Location1, location2, location3, location4
[[[2126.88,7086.95,0],[2153.68,7098.58,0],[2185.64,7080.15,10.797],[2209.8,7049.18,7.861]],2,1,"Random",4,"","","Random"] call spawn_group;

You can easily combine all like spawns in this manner and compress down your sqf tremendously.

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Yes I did. It's not nearly as bad as I thought it would be. You can combine those into arrays like this. A chunk of your original:

// text removed
[[2126.88,7086.95,0],2,1,"Random",4,"","","Random"] call spawn_group;
// text removed
[[2153.68,7098.58,0],2,1,"Random",4,"","","Random"] call spawn_group;
// text removed
[[2185.64,7080.15,10.797],2,1,"Random",4,"","","Random"] call spawn_group;
// text removed
[[2209.8,7049.18,7.861],2,1,"Random",4,"","","Random"] call spawn_group;

into:

//Location1, location2, location3, location4
[[[2126.88,7086.95,0],[2153.68,7098.58,0],[2185.64,7080.15,10.797],[2209.8,7049.18,7.861]],2,1,"Random",4,"","","Random"] call spawn_group;

You can easily combine all like spawns in this manner and compress down your sqf tremendously.

 

Hmm...cool thanks.  So I'm assuming (non scripter) that each array needs a separate line if any option (number of units etc.) changes, yes?  Thanks for this though.

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