SARGE AI Framework - Public Release

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Great Job Sarge ! Thanks for the files.
I´m having a few problems.
I downloaded the first version to my server...everything was fine...AI spawning and all... i have my server @dayz.st and the files worked great...the thing is that with more than 25 users, the server lagged alot. I have also alot of other functions and about 5000 new objects that i add via map editor, so i cant tell you if it was from the AI itself or because of the all working at the same time...auto refuel, vehicle strip, etc.
A few dayz ago, i downloaded the new version of your files, and since then i cant seem to get the AI spawning...do i have to comment or add anything to the files to make it work?
Sorry for the dumb question and thanks again for the great files !
 
recheck your config files, enable debugging and check the rpt, make sure you installed my version of UPSMON as well.

If it still doesnt work, paste your init, config and the RELEVANT parts of the rpt here and i'll have a look.
 
IMPORTANT

because i am getting too many of these kind of messages:

Add me on skype please
I need to ask many question.

How do i get AI

My AI doesnt spawn.

--------------------------------------------------------------------
if you want my support (and you can see in this thread that i never really denied support), from now on write a post with the following format please if you have an issue (HOW DO I MAKE IT WORK questions simply get ignored by me. Show some respect to the author and invest YOUR time in reading my documentation. Before asking ME to invest MY time to do YOUR work for you.)
---------------------------------------------------------------------

Code:
Sample error Report
 
--------------------------------------------------
YES; i did read the FAQ and the READMEs
on opendayz.net and on github,
and i searched this thread for my issue.
 
Version of SAR_AI :  x.x.x
Version of Dayz  :  x.x.x.x
 
Serverpackage
Type              :  Bliss/Crosire etc
Version          :  x.x.x
 
Installed mods    :  Long list of your mods
 
Enabled debug modes:  SAR_DEBUG, SAR_EXTREME_DEBUG, KRON_UPS_DEBUG, other ?
 
Describe your issue:
 
 
 
 
 
 
 
-----------------------------------------------------------------------------------------------------------------
Paste an EXTRACT of the relevant parts of cfg files
(SAR_config, x_x_grid.cgf, x_x_grps.cfg) here:
 
 
 
 
 
 
 
Paste the RELEVANT parts of your rpt file here:
 
 
 
 
 
 
 
 
Did you try to disable my mod and check if your issue is still there? YES/NO
Did you try to disable OTHER mods to see which mod is causing the issue? YES/NO
Did you read the FAQ and the READMEs on opendayz.net and on github? YES/NO
Did you search this thread if anyone else had the issue as well ? YES/NO
 
---------------------------------------------------------------------------------------------------------

Thanks all for understanding and sticking to this, i prefer to spend my time programming new features instead of explaining where to turn off the groupmarkers the 100th time.

cheers

Sarge
 
I got 3 questions​
1: Can i make AI/NPC's have backbacks?​
2: Can i make zombie's Attack NPC's?​
3: Can i make NPC's loot, gear?​
_______________________________________________________________​
Bug: some players can't get in vehicles togethter​
 
I got 3 questions

1: Can i make AI/NPC's have backbacks?

2: Can i make zombie's Attack NPC's?

3: Can i make NPC's loot, gear?

couple of answers:

a) backpacks are not available for NPCs yet. I didn't really see the need for them. If more people ask for it, i might consider them for a future release.
b) Zombies ignore NPCs at the moment. I dont see the big advantage in them attacking AI, it is already pretty easy to loot a town with existing survivir AI around - you can drag zeds towards them, and they do the work for you.
c) NPCs will re-arm on corpses. You will see AI taking different weapons off of dead bodies, as well as ammunition.

cheers, Sarge
 
Can i make the zombie's get attracted to the npc's. So it is easier for me to loot in big city's
NPCs will re-arm on corpses. You will see AI taking different weapons off of dead bodies, as well as ammunition.
Can i make them loot from Mart's Etc.

Bug: some players can't get in vehicles togethter
And some of my players are complaining about this bug. :(
 
The bug is an ARMA behaviour that was pretty hard to fix. I fixed it, will be part of the next release.
 
ok so first off thanks for this sarge it is awesome. now my problem at hand the AI are spawning i have it set to spawn only bandits but the problem i am having is that they are spawning every where and not just in the designated places i want like cherno, electro, nwaf, neaf ect ect. so where did I go wrong? ok i think i hope this is what the problem is was i forgot to edit the discription.ext so ill test at lunch but if you don't mind can you double check everything make sure i didn't derp some where. Also im using Day control center to run my server off my personal PC not using a hosting service.
 

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  • dayz_1.chernarus.zip
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I just downloaded newest version of Sarge AI and this is the only mod i use on namalsk map. Just quick question. Do i have to turn automatic respawn manualy or is it enabled by default?
Found these line

Code:
if (SAR_dynamic_group_respawn) then {
 
_respawn = true;
 
 
 
// respawning of groups & vehicles that are dynamically spawned in the grid system
// -----------------------------------------------
SAR_dynamic_group_respawn = false;

But i play with static npc only.
 
ok so first off thanks for this sarge it is awesome. now my problem at hand the AI are spawning i have it set to spawn only bandits but the problem i am having is that they are spawning every where and not just in the designated places i want like cherno, electro, nwaf, neaf ect ect. so where did I go wrong? ok i think i hope this is what the problem is was i forgot to edit the discription.ext so ill test at lunch but if you don't mind can you double check everything make sure i didn't derp some where. Also im using Day control center to run my server off my personal PC not using a hosting service.

Hi mate,

checked your files and saw your issue.

You defined the default setup for grids with bandits only - which is fine, but gets applied to ALL grids (for Chernarus thats 36).

In the grps_cfg file not all of them are covered.

So 2 ways to solve that:

a) you set your default values all to 0 in SAR_config.cfg

b) you add the missing grids into your grps_cfg file and set the values to 0 there.

I would recommend you go with the first approach, should achieve what you want.

cheers, Sarge
 
I just downloaded newest version of Sarge AI and this is the only mod i use on namalsk map. Just quick question. Do i have to turn automatic respawn manualy or is it enabled by default?
Found these line

Code:
if (SAR_dynamic_group_respawn) then {
 
_respawn = true;
 
 
 
// respawning of groups & vehicles that are dynamically spawned in the grid system
// -----------------------------------------------
SAR_dynamic_group_respawn = false;

But i play with static npc only.

The respawn for static AI is not being controlled by a cfg entry, wouldnt make any sense.

You define for each static group that you spawn IF it should respawn or not.

Example:

[SAR_marker_DEBUG1,1,0,6,"patrol",true] call SAR_AI;

The "true" enables respawn for that group.

Sarge
 
Hi mate,

checked your files and saw your issue.

You defined the default setup for grids with bandits only - which is fine, but gets applied to ALL grids (for Chernarus thats 36).

In the grps_cfg file not all of them are covered.

So 2 ways to solve that:

a) you set your default values all to 0 in SAR_config.cfg

b) you add the missing grids into your grps_cfg file and set the values to 0 there.

I would recommend you go with the first approach, should achieve what you want.

cheers, Sarge

Code:
// enable or disable dynamic grid spawning
// -----------------------------------------------
SAR_dynamic_spawning = false;
 
// -----------------------------------------------
// default values for dynamic grid spawning
// -----------------------------------------------
 
// maximum number of groups / grid
SAR_max_grps_bandits = 0;
SAR_max_grps_soldiers = 0;
SAR_max_grps_survivors = 0;
 
// chance for a group to spawn (1-100)
SAR_chance_bandits = 0;
SAR_chance_soldiers = 0;
SAR_chance_survivors = 0;
 
// maximum size of group (including Leader)
SAR_max_grpsize_bandits = 0;
SAR_max_grpsize_soldiers = 0;
SAR_max_grpsize_survivors = 0;

like this?
 
Code:
// enable or disable dynamic grid spawning
// -----------------------------------------------
SAR_dynamic_spawning = false;
 
// -----------------------------------------------
// default values for dynamic grid spawning
// -----------------------------------------------
 
// maximum number of groups / grid
SAR_max_grps_bandits = 0;
SAR_max_grps_soldiers = 0;
SAR_max_grps_survivors = 0;
 
// chance for a group to spawn (1-100)
SAR_chance_bandits = 0;
SAR_chance_soldiers = 0;
SAR_chance_survivors = 0;
 
// maximum size of group (including Leader)
SAR_max_grpsize_bandits = 0;
SAR_max_grpsize_soldiers = 0;
SAR_max_grpsize_survivors = 0;

like this?

Set SAR_dynamic_spawning to true, otherwise you will see not a single AI. You didnt define any static AI in your grps_cfg file.
 
Set SAR_dynamic_spawning to true, otherwise you will see not a single AI. You didnt define any static AI in your grps_cfg file.

so either set it to true or go in to the grps_cfg file and set up static AI?

or so either set it to true and go in to the grps_cfg file and set up static AI?
 
you need either. Either set it to true and keep everything else as it is. Or set it to false, and setup static AI in the grps_cfg file.
 
you need either. Either set it to true and keep everything else as it is. Or set it to false, and setup static AI in the grps_cfg file.
ok i do have some static spawns set up in the grps_cfg will this have any effect if i set dynamic to true? also how does the dynamic spawn work will that spawn them all over the map or just in certain areas? if so ill just have to go with the static spawns i have set up.
Code:
// Kamenka, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_0_0"] call SAR_AI_mon_upd;
 
[B]// Balota, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su[/B]
[B]_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[100,0,0],[3,0,0]],"SAR_area_1_0"] call SAR_AI_mon_upd;[/B]
 
[B]// Cherno, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su[/B]
[B]_check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[100,0,0],[4,0,0]],"SAR_area_2_0"] call SAR_AI_mon_upd;[/B]
 
// Prido, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_3_0"] call SAR_AI_mon_upd;
 
[B]// Elektro, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su[/B]
[B]_check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[100,0,0],[4,0,0]],"SAR_area_4_0"] call SAR_AI_mon_upd;[/B]
 
// Kamyshovo, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_5_0"] call SAR_AI_mon_upd;
 
// Tulga, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_5_1"] call SAR_AI_mon_upd;
 
// Solni, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_5_2"] call SAR_AI_mon_upd;
 
[B]// Berezino, 4 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su[/B]
[B]_check = [["max_grps","rnd_grps","max_p_grp"],[[4,0,0],[100,0,0],[4,0,0]],"SAR_area_5_3"] call SAR_AI_mon_upd;[/B]
 
// Khelm, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_5_4"] call SAR_AI_mon_upd;
 
[B]// NEAF, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su[/B]
[B]_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[100,0,0],[4,0,0]],"SAR_area_5_5"] call SAR_AI_mon_upd;[/B]
 
[B]// NWAF, 3 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su[/B]
[B]_check = [["max_grps","rnd_grps","max_p_grp"],[[3,0,0],[100,0,0],[6,0,0]],"SAR_area_1_4"] call SAR_AI_mon_upd;[/B]
 
[B]// Stary, 3 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su[/B]
[B]_check = [["max_grps","rnd_grps","max_p_grp"],[[3,0,0],[100,0,0],[3,0,0]],"SAR_area_2_2"] call SAR_AI_mon_upd;[/B]
 
[B]// Devils Castle, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su[/B]
[B]_check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_2_4"] call SAR_AI_mon_upd;[/B]
 
// Skalka, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_0_5"] call SAR_AI_mon_upd;
 
// Petrovka1, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_1_5"] call SAR_AI_mon_upd;
 
// Petrovka2, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_2_5"] call SAR_AI_mon_upd;
 
// Pobeda, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_3_5"] call SAR_AI_mon_upd;
 
// Krasno, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_4_5"] call SAR_AI_mon_upd;
 
[B]// test south of lopatino, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su[/B]
[B]_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[100,0,0],[6,0,0]],"SAR_area_0_3"] call SAR_AI_mon_upd;[/B]
 
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