I tried to put that line towards the beginning of the init but it doesn't seem to be working out. the AI and zeds still just ignore each other.
this is where I added it.
/*
INITILIZATION
*/
startLoadingScreen ["","DayZ_loadingScreen"];
cutText ["","BLACK OUT"];
enableSaving [false...
awesome man, I am actually working on this now and might test it soon.
i do have a question though about implementing it.
does it matter where I insert that line in the init.sqf?
ok, but what you are saying, isn't that going to happen regardless of how you make the AI hostile to zombies?
I will be trying this out tomorrow morning, if this works and the AI do in fact kill the Zeds on sight, then I will let ya know and you can send me a PM with yer email address for...
I seen a post in another part of the forums about someone who got AI to interact with zeds (i.e. kill them). I cannot for the life of me get it working though. I currently have opfor AI patrols on my map as well as a big AI bandit camp at the one factory. I would like the AI to shoot any zeds...
Ok, I am trying to get this to work on my server but it doesn't seem to be doing anything for me. Here is what I have on my mission. I am using UPS to handle troop movement, as well as troops walking various roads with waypoints. (So I have already added troops to my mission by hand)
I have...
it sounds like you are not removing the blufor guy once you merge the file with your own. Also the files I posted were from the previous version of DayZ and I am not sure if that will make a difference or not when merging with the new version.
Once I get everything back in order around my...
I am really sorry that I have not had time to do this lately. My father was sent to the ER for a stroke the day I was going to make this and I have not even thought about doing it since. I will do my best to put something together sometime soon.
I posted this in another thread as well, but give me a few days and I will make a tutorial on how to add AI and heli patrols to a map. Last night I was able to figure out how to add helis and get them to patrol around the map on a non rMod server. So I want to finish up my map first and then...
well last night I was able to get heli patrols working on a non rMod server. Give me a few days and I will do a tutorial on how to implement AI as well as Heli patrols to a map. I just want to get my map all set up first since this has been my major focus over the past two weeks.
Thanks for this. I am going to be trying this after work tonight. I personally do not care if it is disabled because as you have said, hackers are going to spawn shit anyways no matter what. The bypassers they are using just slap BE in the face anyways. If this does work, this opens a whole lot...
NP at all. I just hope someone is able to figure out how to get helis to stay that you place in via the mission editor. If I can find a fix for this, I can explain how to make the heli patrols. I'm not even going into that until I find a fix for it though, because that is a little bit more...
I would absolutley love to know how you fixed this to work. I am able to somewhat get it to work, but only if i spawn in vehicles through my database and then use a waypoint with a "git in closest" function. But then when the server resets the AI doesnt have a bird to fly and roams around by foot.
Here is the mission editor files so you can have a better look at what I did. Just create a folder in your "missions" folder (not MPmissions) and name it like "aitest.Chernarus" or something like that (has to be "name" dot (capital C)hernarus and then drop all these into that folder. after that...
give me a minute and I'll post my pbo for you guys to rip apart. It has working patrols of AI.
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edit
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ok here is My mission.pbo. You need to leave the ups.sqf in there or some of the patrols will not function. (UPS is sorta like DAC, but more...
they do not interact with zombies, and zombies do not interact with them. I also have a couple camps set up that they protect as well as roamers. They will shoot at vehicles and players with no problems at all.
only problem I am having is if they dont die before reset, the next reset they stay...
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