mrpow Posted July 16, 2014 Report Share Posted July 16, 2014 It works fine and everything, but when I buy the AI it will spawn and just go prone and wont move at all? it will engage in bandits and all, but not any zombies. im confused on why it wont follow me or move at all, its almost like its frozen? also, how do I make it so it wont attack players with more then 0 humanity? thank you for the help :) Link to comment Share on other sites More sharing options...
DY357LX Posted July 16, 2014 Report Share Posted July 16, 2014 It works fine and everything, but when I buy the AI it will spawn and just go prone and wont move at all? it will engage in bandits and all, but not any zombies. im confused on why it wont follow me or move at all, its almost like its frozen? also, how do I make it so it wont attack players with more then 0 humanity? thank you for the help :) In your "server_create_delete_units.sqf" change setCombatMode and setBehaviour. Use - https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes to see which to use. (I use "YELLOW" and "AWARE".) Link to comment Share on other sites More sharing options...
2sugars Posted July 17, 2014 Report Share Posted July 17, 2014 Can someone please tell me how to assign a different key to tell the ai where/what/why to go/do. Using infiSTAR anti hack & currently have tilde disabled. Do I need to assign new key via spaceinterrupt? Thanks in advance! Link to comment Share on other sites More sharing options...
fr1nk Posted July 17, 2014 Report Share Posted July 17, 2014 Can someone please tell me how to assign a different key to tell the ai where/what/why to go/do. Using infiSTAR anti hack & currently have tilde disabled. Do I need to assign new key via spaceinterrupt? Thanks in advance! Have you tried the solution a few posts above? Link to comment Share on other sites More sharing options...
2sugars Posted July 17, 2014 Report Share Posted July 17, 2014 Yes I did try commenting out the infiSTAR line if (_key == 0x29) then {['Tild - Known to start HackMenus'] spawn "+_randvar4+";}; disables anti hack for some reason as DY357LX states. I want to learn how to change the key not necessarily disable the antihack, or substitute the DIK code in the same line in the antihack. Anyone know where the tilde key is assigned? Link to comment Share on other sites More sharing options...
fr1nk Posted July 17, 2014 Report Share Posted July 17, 2014 Well, if you bought it from infistar, email him and ask. Otherwise, you could try changing it to another key: https://community.bistudio.com/wiki/DIK_KeyCodes Link to comment Share on other sites More sharing options...
2sugars Posted July 17, 2014 Report Share Posted July 17, 2014 Thanks for the help Fr1nk :) Link to comment Share on other sites More sharing options...
DY357LX Posted July 18, 2014 Report Share Posted July 18, 2014 I've noticed that if you change skins whilst you have AI with you, you lose the command menu. Any solutions for this? Link to comment Share on other sites More sharing options...
SadBoy1981 Posted July 26, 2014 Report Share Posted July 26, 2014 (edited) Only have two problems! 1, Buy menu are not full 2. Players can kill AI and stole weapon http://floomby.ru/s2/VWkUSW/full/ Edited July 27, 2014 by SadBoy1981 Link to comment Share on other sites More sharing options...
mrpow Posted August 6, 2014 Report Share Posted August 6, 2014 how would I change the skin of the police officer to the graves soldier skin? thanks! :) Link to comment Share on other sites More sharing options...
mrpow Posted August 6, 2014 Report Share Posted August 6, 2014 ^^ help please Link to comment Share on other sites More sharing options...
mrpow Posted August 6, 2014 Report Share Posted August 6, 2014 Help Please Link to comment Share on other sites More sharing options...
mrpow Posted August 7, 2014 Report Share Posted August 7, 2014 anyone? Link to comment Share on other sites More sharing options...
2sugars Posted August 7, 2014 Report Share Posted August 7, 2014 Go through all the files & look for RU_Policeman_DZ then change it to your preferred skin. Link to comment Share on other sites More sharing options...
mrpow Posted August 7, 2014 Report Share Posted August 7, 2014 I did but when I try to recruit the Graves Guy, it shows the motion of buying him, and when its done he doesint spawn, nor does it show his picture at the bottom left Link to comment Share on other sites More sharing options...
2sugars Posted August 8, 2014 Report Share Posted August 8, 2014 Did the logs show anything? Link to comment Share on other sites More sharing options...
Caveman1 Posted August 11, 2014 Report Share Posted August 11, 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/e So iput these in the server pbo or the mpmissions folder? Then add the line to the init file in mpmissions? Link to comment Share on other sites More sharing options...
DaVIdoSS Posted August 27, 2014 Report Share Posted August 27, 2014 Why i can get only 1 bot? Link to comment Share on other sites More sharing options...
fr1nk Posted August 27, 2014 Report Share Posted August 27, 2014 Why i can get only 1 bot? Check the included init.sqf: bon_max_units_allowed = 1; Link to comment Share on other sites More sharing options...
DaVIdoSS Posted August 27, 2014 Report Share Posted August 27, 2014 Thank you. Working like charm Link to comment Share on other sites More sharing options...
Yrgen Posted September 7, 2014 Report Share Posted September 7, 2014 publicvariable.txt Excuse for my English) I Ask show adjustments(options) of your file of me expel as soon as I try to take the recruit(((( :wub: Help!!!! Link to comment Share on other sites More sharing options...
P0k3r_OF_Sm0t Posted September 8, 2014 Report Share Posted September 8, 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 In the init.sqf you have this code: if(isOverpoch)then{ _agent = "Gangsta_merc2"; }else{ _agent = "pook_doc_bell47"; }; pook_doc_bell47 is the same skin that it is used for one of the medical trader's on napf therefore you also get the trader menu there. I have changed mine to another skin that's not in use but you may want to fix that. Link to comment Share on other sites More sharing options...
P0k3r_OF_Sm0t Posted September 19, 2014 Report Share Posted September 19, 2014 After using this mod for awhile I have to say it's pretty cool. I have only found one other problem than the one I posted above. I haven't quite narrowed it down to whether it's when you switch seats or get out but the ammo goes away. Every gun in the Vehicle will be empty. At least on the ones I've experienced it in. My PC died (think it's the motherboard since it freezes on splash screen before it even gives the option to enter bios) so i haven't had a chance to verify which one it is. It has done this in a M1A2_TUSK_MG & a BTR90. Anyone had this issue or know how to resolve it? Thanks Link to comment Share on other sites More sharing options...
Caveman1 Posted September 21, 2014 Report Share Posted September 21, 2014 battleye kicks me for #0 "bon_recruit_newunit" = <NULL-object> PublicVariable .txt does placement matter ?? I put these at the bottom. I tried adding ................ !="bon_recruit_newunit" and......................... 1="bon_recruit_newunit" got it working ;) Learned new BE stuff.... So how did you do it? tried ! "bon_recruot_newunit" and still get kicked Edit. realized I needed to add it to the publicVariable.txt not the publicvariableval.txt ...duhh:) Link to comment Share on other sites More sharing options...
mrakobes85 Posted September 24, 2014 Report Share Posted September 24, 2014 Whether it is possible to write guide for Epoch Chernarus? Link to comment Share on other sites More sharing options...
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