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AI recruitment for epoch


Lacost

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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

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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?

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  • 2 weeks later...

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 :)

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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

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  • 2 weeks later...

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.

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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

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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"
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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.

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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?

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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

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