Rythron Posted April 24, 2014 Report Share Posted April 24, 2014 I havent had the chance to make them attack other players. Other Ai (missions) is no problem, but they die a valliant but ultimately pointless death, standing in the open and shooting. try this wenn pointing at the enemy http://youtu.be/UdBj0BVTOGs?t=11m30s Link to comment Share on other sites More sharing options...
FoRcE72 Posted April 24, 2014 Report Share Posted April 24, 2014 @ force i think it should be {15494.1,146,16990.9} if i remember right direction goes between the two world space numbers, middle number is directing, from whet ive been able to work out since i got thrown into the deep end and had to do all the server side gig your right , I overlooked it and thanks for the help that got my issue fixed.... Link to comment Share on other sites More sharing options...
peter_panzer Posted April 25, 2014 Report Share Posted April 25, 2014 all good glade i could help Link to comment Share on other sites More sharing options...
drsubo Posted April 26, 2014 Report Share Posted April 26, 2014 The guy you buy them off of is there but when I buy AI, the AI don't spawn. can anyone help please. Link to comment Share on other sites More sharing options...
Radec59437 Posted April 27, 2014 Report Share Posted April 27, 2014 try this wenn pointing at the enemy http://youtu.be/UdBj0BVTOGs?t=11m30s This only works when they recognize the target as an enemy already, such as other AI and zombies (using STENCHOVDETH's fix).No luck for other players and such. STENCHOVDETH 1 Link to comment Share on other sites More sharing options...
tharo999 Posted May 4, 2014 Report Share Posted May 4, 2014 I can't seem to get it to work with infstar antihack. I adjusted ah.sqf like previous post said and added , && (isNull (findDisplay 20001)) to that line , which fixed menu box not staying up problem. Now the dialog box will stay up but now when i select unit to buy one such as "Bodyguard" then I hit recruit nothing happens no queing nadda. like the ah is blocking the action to create the unit. anyone know how to get this working? Link to comment Share on other sites More sharing options...
kheldar125 Posted May 9, 2014 Report Share Posted May 9, 2014 im also having issues with using this with infistar, all menus working fine, payment taken but no ai spawning. im presuming this is a action in infistar's antihack i will have to whitelist? Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 17, 2014 Report Share Posted May 17, 2014 nice initiative ... however, i think you are overlooking a few things here ... 1. you could easy dynamicly add the trader to the map along with a marker 2. the cleanup of this is incomplete/missing, if you just delete the ai, it will still have eventhandlers attatched that will not be deleted along with the ai and will possibly lag the server in the end / over time not sure how you will do it, but you need to have some kind of check if a player is disconnected or dead and then from there send control to the server wich eventually deletes them, at some point (might not be optimal to delete them, the second the player dies, or they wont be very useful to guard the dead body) possibly you could add something in (i think the name of the script is) player_died.sqf, however it will still be a mess in case player disconnects/cobat logs as there wont be any cleanup in that case. but i like the idea ... its cool Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 17, 2014 Report Share Posted May 17, 2014 ok heres something that should help all others to add this mod ... i added the trader with dynamic spawn, which in terms means this will work for any map i also added option to set a static spawn, if someone wishes to do so (can even add an array of positions, to choose from) ... open init.sqf and change the content to this: //by Bon_Inf* #include "config.sqf" BON_RECRUIT_PATH = "bon_recruit_units\"; bon_max_units_allowed = _max_group; bon_recruit_queue = []; if(isServer) then{ diag_log "[PMC_CONTRACTOR]: Server Adding PVEvent ..."; "bon_recruit_newunit" addPublicVariableEventHandler { _newunit = _this select 1; [_newunit] execFSM (BON_RECRUIT_PATH+"unit_lifecycle.fsm"); }; diag_log "[PMC_CONTRACTOR]: Server Building Trader ..."; private ["_coords"]; if(!_useStaticCoords)then{ waitUntil {(!isNil "BIS_fnc_findSafePos")}; _coords = [getMarkerPos 'Center',0,8000,20,0,2000,0] call BIS_fnc_findSafePos; }else{ waitUntil {(!isNil "BIS_fnc_selectRandom")}; _coords = _staticCoords call BIS_fnc_selectRandom; }; diag_log format["[PMC_CONTRACTOR]: Found position for PMC Contractor ... (%1) %2",mapGridPosition _coords,_coords]; ///////////////////////////////////////////////////////////// /* this is taken from: objectMapper.sqf Author: Joris-Jan van 't Land Edited by HALV */ private ["_multiplyMatrixFunc"]; _multiplyMatrixFunc = { private ["_array1", "_array2", "_result"]; _array1 = _this select 0; _array2 = _this select 1; _result = [ (((_array1 select 0) select 0) * (_array2 select 0)) + (((_array1 select 0) select 1) * (_array2 select 1)), (((_array1 select 1) select 0) * (_array2 select 0)) + (((_array1 select 1) select 1) * (_array2 select 1)) ]; _result }; ///////////////////////////////////////////////////////////// _randir = (random 360); //create trader and objects _objects = [ ["Land_CamoNet_EAST", 0.709961,-0.51001, -167.21477], ["Misc_Cargo1B_military", 5.69727,-0.706299, -2.8818593], ["Misc_cargo_cont_net1", -4.14941,0.804443, -26.693502], ["SignM_FOB_Revolve_EP1", 5.53516,2.65137, -182.78931], ["Info_Board_EP1", -3.35449,1.47534, -116.36801], ["Desk", 0.25293,1.05273, 188.31465], ["Land_Chair_EP1", -0.34375,-1.01563, -73.404587], ["AmmoCrates_NoInteractive_Medium", 3.55762,0.761719, 0], ["AmmoCrates_NoInteractive_Large", 3.38379,-1.71509, 0] ]; _unit = createAgent ["UN_CDF_Soldier_SL_EP1", [(_coords select 0),(_coords select 1),0] , [], 0, "CAN_COLLIDE"]; _unit setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;this addAction [""Recruit Units"",""bon_recruit_units\open_dialog.sqf""];"; _unit setUnitAbility 0.60000002; _unit setDir _randir; _unit allowDammage false; _unit disableAI 'FSM'; _unit disableAI 'MOVE'; _unit disableAI 'AUTOTARGET'; _unit disableAI 'TARGET'; _unit setBehaviour 'CARELESS'; _unit forceSpeed 0;_unit enableSimulation false; processInitCommands; { _name = _x select 0; _offsetX = _x select 1; _offsetY = _x select 2; _offsetDir = _x select 3; _Dir = (_randir + _offsetDir); _rotMatrix =[[cos _randir, sin _randir],[-(sin _randir), cos _randir]]; _newRelPos = [_rotMatrix, [_offsetX,_offsetY]] call _multiplyMatrixFunc; _pos = [(_coords select 0) + (_newRelPos select 0), (_coords select 1) + (_newRelPos select 1), 0]; _obj = createVehicle [_name, _pos, [], 0, "CAN_COLLIDE"]; _obj setDir _Dir; _obj setPos _pos; _obj setVariable ["objectLocked", true, true]; // if(_name == "SignM_FOB_Revolve_EP1")then{ // _obj setVehicleInit ""; //this is to apply a diffrent texture to the sign // }; }forEach _objects; diag_log "[PMC_CONTRACTOR]: PMC Contractor Build ... Server sending Position"; PV_Merc_trader = _coords; publicVariable "PV_Merc_trader"; }; // Client stuff... if(!isDedicated) exitWith{ diag_log "[PMC_CONTRACTOR]: Client waiting for Trader Position ..."; waitUntil {sleep 1;(!isNil "PV_Merc_trader")}; //create marker if(_useLocalMarkers)then{ _marker = createMarkerLocal ["PMC_Contractor", PV_Merc_trader]; _marker setMarkerShapeLocal "ICON"; _marker setMarkerTypeLocal "mil_dot"; _marker setMarkerTextLocal "PMC Contractor"; _marker setMarkerColorLocal "ColorBlack"; diag_log "[PMC_CONTRACTOR]: Client created local markers ..."; }else{ if (getMarkerColor "PMC_Contractor" == "") then { _marker = createMarker ["PMC_Contractor", PV_Merc_trader]; _marker setMarkerShape "ICON"; _marker setMarkerType "mil_dot"; _marker setMarkerText "PMC Contractor"; _marker setMarkerColor "ColorBlack"; diag_log "[PMC_CONTRACTOR]: Client created markers ..."; }; }; }; open config.sqf and change the content to this: UNIT1_PRICE = [["ItemGoldBar",2]];//[["ItemGoldBar",0]]-free UNIT2_PRICE = [["ItemGoldBar",0]]; UNIT3_PRICE = [["ItemGoldBar",1]]; UNIT4_PRICE = [["ItemGoldBar",2]]; UNIT5_PRICE = [["ItemGoldBar",2]]; _max_group = 3; //some antihacks will want this false, default false ... if you have no antihack, set to true _useLocalMarkers = false; //set to true and add static coords below _useStaticCoords = false; //set static cords here, if more than one is added, a random position will be choosen from these _staticCoords = [ //[0,0,0], //[0,0,0] ]; however ... imo, most of this should be moved serverside, idk why the author decided not to make the server spawn and cleanup the ai. SadPanda 1 Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 17, 2014 Report Share Posted May 17, 2014 would be nice if someone edited the menu and made the 2 buttons actually have text on them, not new but not experienced to know how ... right now the buttons are blank. iv had to white list about 5 different cmd menus to get this running smooth with no kicks :) just trial and error... what text is missing for you? Link to comment Share on other sites More sharing options...
SmexyVampire Posted May 18, 2014 Report Share Posted May 18, 2014 found a bug in your config.sqf UNIT1_PRICE = [["ItemGoldBar",2]];//[["ItemGoldBar",0]]-free UNIT2_PRICE = [["ItemGoldBar",0]]; UNIT3_PRICE = [["ItemGoldBar",1]]; UNIT4_PRICE = [["ItemGoldBar",2]]; UNIT5_PRICE = [["ItemGoldBar",2]]; _max_group = 5; body guard guy is free Link to comment Share on other sites More sharing options...
SmexyVampire Posted May 18, 2014 Report Share Posted May 18, 2014 there allso quite hard to controll as thay dotn fire enless you scope in on an nother ai and tell take out or engage maby its just me not maping keys Link to comment Share on other sites More sharing options...
SmexyVampire Posted May 19, 2014 Report Share Posted May 19, 2014 maby i havent installed properly then Link to comment Share on other sites More sharing options...
BeansOnToast Posted May 19, 2014 Report Share Posted May 19, 2014 i set them to open fire and they fire at ai fine, might change them to attack zeds, atm my players get the menu and it flickers away for some reason :/ I added in this script and have the same issue with the menu - ie approach vendor, scroll over and select Recruit, the menu appears for a second displaying the vendors options eg bodyguard, sniper, etc , but quickly disappears before i can react to the options. Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 19, 2014 Report Share Posted May 19, 2014 I added in this script and have the same issue with the menu - ie approach vendor, scroll over and select Recruit, the menu appears for a second displaying the vendors options eg bodyguard, sniper, etc , but quickly disappears before i can react to the options. your antihack is blocking the addaction ... you need to allow commanding menus as the action currently cannot be whitelisted @all on a side note i now have a working script that makes spawns the ai serverside ... i also added some code that will hopefully force the ai to return to the player (if too far from the player), rearms the ai and hopefully also prevent shooting within defined safezones SaintXMonkey 1 Link to comment Share on other sites More sharing options...
BeansOnToast Posted May 19, 2014 Report Share Posted May 19, 2014 your antihack is blocking the addaction ... you need to allow commanding menus as the action currently cannot be whitelisted I had considered that, i turned off battleye as a test, but it seems the issue is still there. What i had thought is that there maybe some other antihack in operation, according to the hosts console currently no BE/Antihack are enabled, but im sceptical over that as when in game, hitting escape to display the usual menu system ie Save/Restart/Respawn/Options/Abort - at the top of the window, it says DAYZ ANTIHACK in red ( http://www.imagehousing.com/image/1197603 ) - granted this isnt proof of an antihack entity, i suppose it could just be branding. Is there some where something like that would be universally launched from ? ie init.sqf or something? Sorry for sounding a bit wishy washy, this isnt my server, im just assisting in adding in scripts for them. If i can get a clue of what and where to look i will gladly resume hunting Any help appreciated :). Link to comment Share on other sites More sharing options...
BeansOnToast Posted May 19, 2014 Report Share Posted May 19, 2014 I had considered that, i turned off battleye as a test, but it seems the issue is still there. What i had thought is that there maybe some other antihack in operation, according to the hosts console currently no BE/Antihack are enabled, but im sceptical over that as when in game, hitting escape to display the usual menu system ie Save/Restart/Respawn/Options/Abort - at the top of the window, it says DAYZ ANTIHACK in red ( http://www.imagehousing.com/image/1197603 ) - granted this isnt proof of an antihack entity, i suppose it could just be branding. Is there some where something like that would be universally launched from ? ie init.sqf or something? Sorry for sounding a bit wishy washy, this isnt my server, im just assisting in adding in scripts for them. If i can get a clue of what and where to look i will gladly resume hunting Any help appreciated :). Found the problem - the hosts had bundled a "lite" version of infistar - no access to the folder, so i turned it off for now, menus in this script and others are now behaving woop! Link to comment Share on other sites More sharing options...
BeansOnToast Posted May 19, 2014 Report Share Posted May 19, 2014 Ok one last thing from me - two buttons on the menu system from the vendor appears to be blank - randomly clicking will purchase an AI unit, but cannot figure out how to add in the actual text on the vendors menu. I have been over the additions and cant spot anything missing or added in wrong, anyone got any pointers? Snapshot of vendor in current state: http://www.imagehousing.com/image/1197616 thanks again :) Link to comment Share on other sites More sharing options...
SaintXMonkey Posted May 19, 2014 Report Share Posted May 19, 2014 Ok one last thing from me - two buttons on the menu system from the vendor appears to be blank - randomly clicking will purchase an AI unit, but cannot figure out how to add in the actual text on the vendors menu. I have been over the additions and cant spot anything missing or added in wrong, anyone got any pointers? Snapshot of vendor in current state: http://www.imagehousing.com/image/1197616 thanks again :) I had this same issue. It doesn't state that you have to put the stringtable.csv anywhere, but you actually do.. Make sure your "stringtable.csv" file is in the root of your mission folder. Link to comment Share on other sites More sharing options...
BeansOnToast Posted May 19, 2014 Report Share Posted May 19, 2014 I had this same issue. It doesn't state that you have to put the stringtable.csv anywhere, but you actually do.. Make sure your "stringtable.csv" file is in the root of your mission folder. lol i just found that out by myself and had come back to post the solution ! :lol: but thanks for replying - glad i got there in the end! Theodore.Hill 1 Link to comment Share on other sites More sharing options...
BeansOnToast Posted May 20, 2014 Report Share Posted May 20, 2014 mine are fine against other ai (havent had chance to see how they react to other players yet) ...now if i can just get them to shoot zeds too and perhaps even use vehicle weapons, that would be awesome Link to comment Share on other sites More sharing options...
STENCHOVDETH Posted May 20, 2014 Report Share Posted May 20, 2014 @Beans I also added this line to a custom "zombie_generate.sqf" around line 118 add this: _agent addRating -1000000; for the AI to attack Z's. STENCH Link to comment Share on other sites More sharing options...
BeansOnToast Posted May 20, 2014 Report Share Posted May 20, 2014 Hiya Stench, thanks for that, i tried but I must of screwed up somewhere as they still arent engaging zeds zombie_generate.sqf taken from pbo and put into custom folder in root of mission //Add some loot _rnd = random 1; if (_rnd > 0.3) then { _lootType = configFile >> "CfgVehicles" >> _type >> "zombieLoot"; if (isText _lootType) then { _array = []; if (DZE_MissionLootTable) then { _array = getArray (missionConfigFile >> "cfgLoot" >> getText(_lootType)); } else { _array = getArray (configFile >> "cfgLoot" >> getText(_lootType)); }; if (count _array > 0) then { _loot = _array call BIS_fnc_selectRandomWeighted; if(!isNil "_array") then { _agent addMagazine _loot; }; }; }; };_agent addRating -1000000; //Start behavior _id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm"; Called zombie_generate.sqf file from the bottom of my init.sqf: call compile preprocessFileLineNumbers "custom\zombie_generate.sqf"; Any ideas what im doing wrong? Link to comment Share on other sites More sharing options...
STENCHOVDETH Posted May 21, 2014 Report Share Posted May 21, 2014 your antihack is blocking the addaction ... you need to allow commanding menus as the action currently cannot be whitelisted @all on a side note i now have a working script that makes spawns the ai serverside ... i also added some code that will hopefully force the ai to return to the player (if too far from the player), rearms the ai and hopefully also prevent shooting within defined safezones @Halvhjearne, care to share this serverside addition? Link to comment Share on other sites More sharing options...
BeansOnToast Posted May 21, 2014 Report Share Posted May 21, 2014 @STENCHOVDETH Hi bud, re your suggestion on putting in _agent addRating -1000000; into the zombie_generate.sqf - it didnt seem to make any difference - did i put it in the right place in the file? (see previous post) thanks Link to comment Share on other sites More sharing options...
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