Tech_Support Posted June 9, 2014 Report Share Posted June 9, 2014 ok fixed it! Ai shoot zombies and Ai patrols, missions etc.. now 5 gold bars to recurit They only shoot the vehicle weapon when u get out the vehicle. Link to comment Share on other sites More sharing options...
Brutus Posted June 9, 2014 Report Share Posted June 9, 2014 Nice try. All the mechanics to buy it working great. But: - Bot dont attack whatever you trying. Whoever was is attacking you ( zed, player, AI) and whatever you attack anythings. Hope you can found how to fix that and edit your tutorial to match it. Because it's a cool addon Link to comment Share on other sites More sharing options...
insertcoins Posted June 10, 2014 Report Share Posted June 10, 2014 getting a whoooole lot of this when I recruit a unit: 9:43:50 Error in expression <not player _unit> 9:43:50 Error position: <not player _unit> Link to comment Share on other sites More sharing options...
Gramps Posted June 11, 2014 Report Share Posted June 11, 2014 ok fixed it! Ai shoot zombies and Ai patrols, missions etc.. now 5 gold bars to recurit They only shoot the vehicle weapon when u get out the vehicle. thats good can you share HOW you fixed the AI shooting Zombies and AI patrols? Link to comment Share on other sites More sharing options...
Cash Posted June 22, 2014 Report Share Posted June 22, 2014 Can't seem to get the server spawn to work. I see the client waiting for the spawn info but none of the server messages are in the logs. Has anyone gotten the dynamic spawns to work? Link to comment Share on other sites More sharing options...
Halvhjearne Posted June 23, 2014 Report Share Posted June 23, 2014 this works for any map and will place a trader randomly each restart, has a scroll menu compared to the display menu and spawns the ai serverside so players are not spawning the ai and their weapons/ammo: https://docs.google.com/file/d/0B8fUlKbv9mi2OU5adnNZOGFvcXM/edit Snake72 and insertcoins 2 Link to comment Share on other sites More sharing options...
Gramps Posted June 24, 2014 Report Share Posted June 24, 2014 this works for any map and will place a trader randomly each restart, has a scroll menu compared to the display menu and spawns the ai serverside so players are not spawning the ai and their weapons/ammo: https://docs.google.com/file/d/0B8fUlKbv9mi2OU5adnNZOGFvcXM/edit Do you install this the same way the original one or do you have instructions for server side setup? Nice job by the way :) Link to comment Share on other sites More sharing options...
Yrgen Posted June 24, 2014 Report Share Posted June 24, 2014 Whether it is possible to write guide for Epoch Chernarus? Link to comment Share on other sites More sharing options...
Halvhjearne Posted June 24, 2014 Report Share Posted June 24, 2014 remove all original files, only this is needed in your mission init.sqf: [] execVM "bon_recruit_units\init.sqf"; Link to comment Share on other sites More sharing options...
redcloud78 Posted June 25, 2014 Report Share Posted June 25, 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? Checkj here for reference and more info here http://opendayz.net/threads/simple-ai-tutorial-no-rmod-or-dayz_factions.8106/page-42 if you have build snapping use the custom compiles in that folder for your call Link to comment Share on other sites More sharing options...
Halvhjearne Posted June 26, 2014 Report Share Posted June 26, 2014 Checkj here for reference and more info here http://opendayz.net/threads/simple-ai-tutorial-no-rmod-or-dayz_factions.8106/page-42 if you have build snapping use the custom compiles in that folder for your call its not needed for my version, its a one line install Link to comment Share on other sites More sharing options...
Snake72 Posted June 26, 2014 Report Share Posted June 26, 2014 its not needed for my version, its a one line install ..and it works perfect without any problems :) Link to comment Share on other sites More sharing options...
fr1nk Posted June 26, 2014 Report Share Posted June 26, 2014 Yep, works great. Clean and simple. Link to comment Share on other sites More sharing options...
monkeebhoy Posted July 7, 2014 Report Share Posted July 7, 2014 So all we need to do is put the folder with files in the root of our mission pbo and add the line to the init.sqf? Is there a way to tell where to go to recruit the ai? Yep im stupid. it's one of my traits sorry :( Link to comment Share on other sites More sharing options...
fr1nk Posted July 7, 2014 Report Share Posted July 7, 2014 So all we need to do is put the folder with files in the root of our mission pbo and add the line to the init.sqf? Is there a way to tell where to go to recruit the ai? Yep im stupid. it's one of my traits sorry :( Pretty much the 1 line. A marker shows up on the map. Link to comment Share on other sites More sharing options...
monkeebhoy Posted July 7, 2014 Report Share Posted July 7, 2014 Thanks Fr1nk. Link to comment Share on other sites More sharing options...
monkeebhoy Posted July 7, 2014 Report Share Posted July 7, 2014 ok tried this on my server and get kicked BE publicvariable #0 Link to comment Share on other sites More sharing options...
fr1nk Posted July 7, 2014 Report Share Posted July 7, 2014 ok tried this on my server and get kicked BE publicvariable #0 Publicvariable.txt Add to the end of the second line: !="bon_recruit_newunit" Link to comment Share on other sites More sharing options...
monkeebhoy Posted July 7, 2014 Report Share Posted July 7, 2014 once again Fr1nk thank you. Link to comment Share on other sites More sharing options...
DeliciousAce Posted July 9, 2014 Report Share Posted July 9, 2014 Love This Idea!! And thanks for sharing it :) But i Have Problems to set the BE Filters, any one can help me out with this? Got the PublicVariableRestriction #0 Kick if i try to buy the Units. I use the BE Filter from updated Infistar AH: //new 5 "" !"PVDZE_" !"norrn" !"usec" !="remExField" !="remExFP" !="drn_AskServerDynamicWeatherEventArgs" !="norrinRAlie" !="BIS_effects_gepv" !="dayzPlayerLogin" !="dayzPlayerLogin2" !"PVAHR_" !="PVAH_AdminReq" !="PVAH_WriteLogReq" 5 "norrn" !="norrnRACarUp" !="norrnRAPicUp" !="norrnRaDrag" !="norrnR180" !="norrnRalie" !="norrnRLact" !="norrnRALW" !="norrnRDead" !="bon_recruit_newunit" 5 "usec" !="usecMorphine" !="usecBandage" !="usecBleed" 5 "PVDZE_" !"PVDZE_player" !="PVDZE_send" !="PVDZE_log_lockUnlock" !="PVDZE_Server_Simulation" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_plr_TradeMenu" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" !="PVDZE_obj_setlocalVars" !="PVDZE_obj_getlocalVars" 5 "PVAHR_" !"PVAHR_0_" 5 "remExFP" !="\"remExFP\" = \[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]" !"\[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]" 5="player" 5="server" 5 "fnc_plyrHit" 1="PVAH_AdminReq" 1="PVAH_WriteLogReq" 1 "PVAHR_0_" Here reason from the PublicVariable Log file: 09.07.2014 14:10:55: DeliciousAce (XXXXXXXXX) XXXXXXXXXXXXXXXXXXXX - #0 "PV_requestServerunit" = [true,<NULL-object>,"Soldier_Sniper_PMC_DZ"] Please Help me :P Thanks in Advance! Ace Link to comment Share on other sites More sharing options...
DeliciousAce Posted July 13, 2014 Report Share Posted July 13, 2014 Love This Idea!! And thanks for sharing it :) But i Have Problems to set the BE Filters, any one can help me out with this? Got the PublicVariableRestriction #0 Kick if i try to buy the Units. I use the BE Filter from updated Infistar AH: //new 5 "" !"PVDZE_" !"norrn" !"usec" !="remExField" !="remExFP" !="drn_AskServerDynamicWeatherEventArgs" !="norrinRAlie" !="BIS_effects_gepv" !="dayzPlayerLogin" !="dayzPlayerLogin2" !"PVAHR_" !="PVAH_AdminReq" !="PVAH_WriteLogReq" 5 "norrn" !="norrnRACarUp" !="norrnRAPicUp" !="norrnRaDrag" !="norrnR180" !="norrnRalie" !="norrnRLact" !="norrnRALW" !="norrnRDead" !="bon_recruit_newunit" 5 "usec" !="usecMorphine" !="usecBandage" !="usecBleed" 5 "PVDZE_" !"PVDZE_player" !="PVDZE_send" !="PVDZE_log_lockUnlock" !="PVDZE_Server_Simulation" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_plr_TradeMenu" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" !="PVDZE_obj_setlocalVars" !="PVDZE_obj_getlocalVars" 5 "PVAHR_" !"PVAHR_0_" 5 "remExFP" !="\"remExFP\" = \[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]" !"\[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]" 5="player" 5="server" 5 "fnc_plyrHit" 1="PVAH_AdminReq" 1="PVAH_WriteLogReq" 1 "PVAHR_0_" Here reason from the PublicVariable Log file: 09.07.2014 14:10:55: DeliciousAce (XXXXXXXXX) XXXXXXXXXXXXXXXXXXXX - #0 "PV_requestServerunit" = [true,<NULL-object>,"Soldier_Sniper_PMC_DZ"] Please Help me :P Thanks in Advance! Ace Well i got help from Chris: !="PVAH_WriteLogReq" !="bon_recruit_newunit" !="PV_requestServerunit" Link to comment Share on other sites More sharing options...
DY357LX Posted July 15, 2014 Report Share Posted July 15, 2014 Is it possible to change the key used to issue commands to the AI? The Infistar antihack is kicking players for hitting the ` (under esc) key. Link to comment Share on other sites More sharing options...
DeliciousAce Posted July 15, 2014 Report Share Posted July 15, 2014 Is it possible to change the key used to issue commands to the AI? The Infistar antihack is kicking players for hitting the ` (under esc) key. Open your AH.sqf and look on row 2255 for this: if (_key == 0x29) then {['Tild - Known to start HackMenus'] spawn "+_randvar4+";}; and remove it or comment it out. You can change the code from the key just search for DIK Key Codes on the web. DY357LX 1 Link to comment Share on other sites More sharing options...
DY357LX Posted July 15, 2014 Report Share Posted July 15, 2014 Open your AH.sqf and look on row 2255 for this: if (_key == 0x29) then {['Tild - Known to start HackMenus'] spawn "+_randvar4+";}; and remove it or comment it out. You can change the code from the key just search for DIK Key Codes on the web. Oddly enough, commenting this out with // completely broke the server, hud + anti-hack. I changed the the 0x29 to the code 0x3D and now it seems fine. Anyone got the AI to fire at players yet? Link to comment Share on other sites More sharing options...
calamity Posted July 15, 2014 Report Share Posted July 15, 2014 this works for any map and will place a trader randomly each restart, has a scroll menu compared to the display menu and spawns the ai serverside so players are not spawning the ai and their weapons/ammo: https://docs.google.com/file/d/0B8fUlKbv9mi2OU5adnNZOGFvcXM/edit I just added this but I have no markers so im not sure if its working I cant seem to find anything in my rpt file I have an overpoch napf server. Is there anything I need to edit in your init.sqf ?? or should it be working without any edits Link to comment Share on other sites More sharing options...
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