Jump to content
Zombiegirl

AI island on Napf

Recommended Posts

@MassAsster

thanks for this serverexample the scripts are realy helpfull. But i tried this but i have different problems with kicks. What can i do?

 

For example: restriction 77 ( sale or buy of Helis in the south )

Share this post


Link to post
Share on other sites

On our server we built some stuff in the editor to make the island more military like. That includes implaced machine gun nests around 14 spread over the Island, 2 vehicle patrols which spawn a random type of vehicle (you can have the luck of running into a BTR90 :> ), and around 40 AI soldiers running around in 5 or 6 groups with Officers, Soldiers, Medics, Machinegunner, Missile Soldier. It's pretty hard to take out the AI.

But it's well worth it, I've customized the ammobox script so there's tons of stuff in the ammoboxes that spawn in on the Island as reward to grap and run.

Everything runs on customized WAI scripts. VERY hard AI settings, but it's so much fun ^^

 

A litte Video showing how we attack the Island with a group of 6 people.
https://www.youtube.com/watch?v=s7H3GCZKUtw

Share this post


Link to post
Share on other sites

how is the AI island going? I have mine set very hard, but would like to see the bridge

 

obviously change the cords and direction, but this builds a bridge:

 

//START//

if (isNil "oneTime") then {

oneTime = true;


fnc_bridgeA2 = {
private ["_start","_obj"];
_start = createVehicle [
_this select 2,
_this select 0,
[],
0, "
CAN_COLLIDE"
];
_start setVectorUp [0,0,1];
_start setDir (_this select 1);
_start setPosATL (_this select 0);
for "_i" from 1 to (_this select 3) do {
_obj = createVehicle [
_this select 2,
_this select 0,
[],
0,
"CAN_COLLIDE"
];
_obj attachTo [_start, [
_i*(_this select 4),
_i*(_this select 5),
_i*(_this select 6)
]];
};
};

//END//



//Placement of objects//
//[startingPosition, direction, objectClass, repeats, offsetX, offsetY, offsetZ]


[ [13287.128, 2786.3577, -0.3], 222.15, "Land_nav_pier_m_2", 27, 40, 0, 0 ] call fnc_bridgeA2;

};

Share this post


Link to post
Share on other sites

 

obviously change the cords and direction, but this builds a bridge:

//START//

if (isNil "oneTime") then {

oneTime = true;


fnc_bridgeA2 = {
private ["_start","_obj"];
_start = createVehicle [
_this select 2,
_this select 0,
[],
0, "
CAN_COLLIDE"
];
_start setVectorUp [0,0,1];
_start setDir (_this select 1);
_start setPosATL (_this select 0);
for "_i" from 1 to (_this select 3) do {
_obj = createVehicle [
_this select 2,
_this select 0,
[],
0,
"CAN_COLLIDE"
];
_obj attachTo [_start, [
_i*(_this select 4),
_i*(_this select 5),
_i*(_this select 6)
]];
};
};

//END//



//Placement of objects//
//[startingPosition, direction, objectClass, repeats, offsetX, offsetY, offsetZ]


[ [13287.128, 2786.3577, -0.3], 222.15, "Land_nav_pier_m_2", 27, 40, 0, 0 ] call fnc_bridgeA2;

};

Thanks for the script. Where do I put it? Folder/file name would be great thank you

Share this post


Link to post
Share on other sites

Yeah, much easier to custom make your own. I have made AI islands/sections on Napf, Lingor, Oring, Chernarus, Taviana and Namalsk just using the editor and WAI. They are much better when custom built to your server.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By KELLEY
      If you are running a post apocalyptic Napf map I think you may want to use this.
      I made a small mod with permission for Napf. It can be found in the Arma 3 Steam Workshop.
      Here is a link to a 1 minute video. I don't know if this is the correct place to post. Feel free to move it.
      Enjoy.
      https://youtu.be/sP8Z_nMUMXo
       
    • By victorks
      my first work in editin :) https://uploaddeimagens.com.br/imagens/20180307202515_1-jpg https://uploaddeimagens.com.br/imagens/20180307202245_1-jpg DOWNLOAD: https://www.dropbox.com/s/oq97j7x59362kqe/CASTLEai.sqf?dl=0 AI M2 NEED WAI: https://pastebin.com/GJMnPvZP ON THE MAP: https://pastebin.com/cyqH9rNV  
       
      https://www.dropbox.com/s/oq97j7x59362kqe/CASTLEai.sqf?dl=0
       
       
       
       
       
       
       
       
       
    • By Thug
      UPDATED 2/20/2018
      Click here for files from Github
      Hello all
      I have been asked to post this so here goes. The island is surrounded by 20m high walls. Only 4 ways in, well you could try and land a heli,  There is two weapon creates and a lottery box behind the palace.
      M2s waiting to greet you.
      If you would like the files, please PM me and I will send them to you.  Don't forget to leave email in PM. I am looking to find a new way to post links since DropBox changed the way they share.
      You have to update the items in the crates to the new class names in Epoch 1.0.6.2  DONE
    • By Donnovan
      14 FEBRUARY 2018 - INSTALLATION INSTRUCTIONS UPDATED (REMOTE EXEC WHITE LIST)!
      04 FEBRUARY 2018 - WE ARE ON v002!
      Thanks to the Discord pals for helping in tailore BRPVP Zombies to Epoch.
       
      Hi:
      My name is Donnovan and i bring here the BRPVP Zombies for Epoch Mod.
      (You can know more about BRPVP here: http://www.brpvp.com)
      BRPVP Zombies are made of: code, +code, some few images and sounds.



      Here the files v002 (size 432Kb):
      4 February 2018 - https://drive.google.com/file/d/1ANHL_SaFdKlJOLrDV6CakOD7HTNwVr4T/view?usp=sharing
       
      License:
      http://creativecommons.org/licenses/by/4.0/
      You must use the words "BRPVP zombies" or "BRPVP-Z" in your server name and give proper credits to the Author (Andre Luis AKA Donnovan).
       
      BRPVP Zombies was done completelly stand alone, but with Epoch in mind.
       
      BE Filters Info:
      1 - The variables set on zombies and target, with setVariable, have the prefix "brpvp_", for easy BE Filter management.
      2 - BRPVP Zombies make use of 3 public variables, the variable names start with "BRPVP_" for easy BE Filters management.
       
      Remote Exec White List:
      You need that in your description.ext:
      class CfgRemoteExec { class Functions { mode = 1; jip = 0; class BRPVP_remoteExec { allowedTargets = 0; jip = 1; }; }; }; If you already have a class CfgRemoteExec {...}; declaration in your description.ext you will need to merge the above with the one you have.
       
      Custom Epoch "FiredMan" Event Handler:
      Get the code inside player addEventHandler ["FiredMan",{...this code...}]; in the file brpvp_zombies_stuff_client.sqf and put it in the Epoch file EPOCH_custom_EH_FiredMan.sqf (see https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/customs/EPOCH_custom_EH_FiredMan.sqf).
       
      description.ext file:
      BRPVP Zombies have some sound declarations in description.ext. You will need to merge it with your description.ext.
       
      Gameplay:
      BRPVP Zombies add two types of zombies:
      1 - Fixed zombies in infected cities: they stay on some cities and can be triggered from near or from far, with your proximity or with bullet hit.
      Here the configuration for fixed zombies and infected cities:
      //FIXED ZOMBIES ON DEDICATED SERVER BRPVP_fixedZombiesAmount = [ [[1],[10],35,["NameVillage"]], [[1],[10],35,["NameVillage"]], [[1],[10],35,["NameVillage"]], [[1],[10],35,["NameVillage"]], [[2],[15],40,["NameVillage"]], [[2],[15],40,["NameVillage"]], [[2,3],[40,60],100,["NameCity","NameVillage"]], [[4,5],[120,160],150,["NameCityCapital","NameCity"]] ]; BRPVP_fixedZombiesReviveTime = 1800; //SECONDS TO A FIXED ZOMBIE TO REVIVE, THEY ONLY REVIVE IF THERE IS NO PLAYER NEAR Reading above, you will have 8 infected cities on your mission.
      Explaning line 7: [[2,3],[40,60],100,["NameCity","NameVillage"]]
      Zombies will have its force random selected from 2 or 3, they will be in number of 40 if force is 2 and will be in number of 60 if force is 3. The spawn radius in the city will be 100 meters, and the city selected for those zombies will be randonly picked from the list of Cities and Villages provided by the map.
      2 - Context spawned zombies: those zombies will spawn when you are in places with near houses or buildings. You can avoid those zombies to spawn by obscuring your self like walking near walls, entering in houses, going crouch or prone, stay high from the ground, stay near big objects like wreck cars and all kind of objects or group of objects that can block the perception of you.
       
      Configuration:
      All the BRPVP Zombies configurations can be found in this file: brpvp_zombies_config.sqf.
       
      Older files:
      v001: https://drive.google.com/file/d/1Q4cavJQdqwxcz-O6DBFo_fKfEG-_g8bj/view?usp=sharing
  • Advertisement
  • Advertisement
  • Supporters
  • Advertisement
  • Discord

×