dayZ NPC (AI) Units / Troops | Add to Server.

dayz_code.pbo


Awesome!

I've got two differnet factions of AI spawning now - one who kills survivors and zeds, and one who just kills zeds (unless attacked).
The only issue is, they look the same. If I try and replace BAF_Soldier_L_DDPM with any other skin, like Soldier_TL_PMC, they just don't spawn.

How do I know what models are available? I'd think that any models from here http://community.bistudio.com/wiki/ArmA_2_OA:_Infantry should work.
 
Awesome!

I've got two differnet factions of AI spawning now - one who kills survivors and zeds, and one who just kills zeds (unless attacked).
The only issue is, they look the same. If I try and replace BAF_Soldier_L_DDPM with any other skin, like Soldier_TL_PMC, they just don't spawn.

How do I know what models are available? I'd think that any models from here http://community.bistudio.com/wiki/ArmA_2_OA:_Infantry should work.
I don't know the answer to that question. If you find out let me know, cause once I get all my stuff sorted, I want to edit skins as well.
 
Code:
    _aispawn = [[8769.8047, 2077.0239, 0],75,4,10] execVM "units\add_unit_server.sqf";//Dorfmark
    _aispawn = [[9213.625, 4087.3997, 0],300,10,25] execVM "units\add_unit_server.sqf";//Schuen Mili Base
    _aispawn = [[8769.8047, 2077.0239, 0],75,4,10] execVM "units\add_unit_server.sqf";//SAF
    _aispawn = [[9213.625, 4087.3997, 0],300,10,25] execVM "units\add_unit_server.sqf";//Winsen   
    _aispawn = [[8769.8047, 2077.0239, 0],75,4,10] execVM "units\add_unit_server.sqf";//Beckedorf
    _aispawn = [[9213.625, 4087.3997, 0],300,10,25] execVM "units\add_unit_server.sqf";//NAF Hangars
    _aispawn = [[10483.499, 11546.264, 0],300,10,25] execVM "units\add_unit_server.sqf";//NAF Rax
    _aispawn = [[7045.3667, 11330.309, 0],300,10,25] execVM "units\add_unit_server.sqf";//Wietzendorf
    _aispawn = [[6727.9219, 7795.9731, 0],250,8,20]  execVM "units\add_unit_server.sqf";//South Bergen
    _aispawn = [[6729.9829, 8195.4121, 0],250,8,20] execVM "units\add_unit_server.sqf";//North Bergen   
    _aispawn = [[2980.6023, 10894.02, 0],300,10,25] execVM "units\add_unit_server.sqf";//Beckedorf
    _aispawn = [[1708.2568, 9235.5391, 0],300,10,25] execVM "units\add_unit_server.sqf";//Fallingbostel
    _aispawn = [[330.88837, 3893.2009, 0],300,10,25] execVM "units\add_unit_server.sqf";//Schwarmstedt
    _aispawn = [[3234.8313, 9433.7188, 0],3000,25,50] execVM "units\add_unit_server.sqf";//NW Quadrant
    _aispawn = [[9439.3867, 9201.5254, 0],3000,25,50] execVM "units\add_unit_server.sqf";//NE
    _aispawn = [[2756.8484, 2084.2375, 0],2000,25,50] execVM "units\add_unit_server.sqf";//SW   
    _aispawn = [[6439.4824, 6165.5156, 0],2000,25,50] execVM "units\add_unit_server.sqf";//Central map
    _aispawn = [[9654.5596, 4948.5781, 0],2000,25,50] execVM "units\add_unit_server.sqf";//SE
    _aispawn = [[8699.8037, 1317.3721, 0],2000,25,50] execVM "units\add_unit_server.sqf";//Further SE
    _aispawn = [[1559.0703, 4710.4424, 0],300,10,25] execVM "units\add_unit_server.sqf";// Far West Bridge
Basically how I figured models work is as follows: Loaded up my Celle server, exited, got in the 3d editor, created in this case EAST side, checked what units I could put down, and put that in as the skin type. I know celle isn't popular, and I don't have much to offer, but maybe someone can make use of it sometime (BTW the AI numbers are wacky - my server wanted to gang up on massive squads.. didn't get around to asking them how it turned out was bz).

Also anyone know the optimal waypoint to radius ratio?
 
Is there a way to get the AI to spawn with NVG's, food and medical supplies plus a handgun and a secondary? Also, how would I make the AI attack zombies, and players, but only if the player attacked them first? At the moment, if I shoot an AI it just limps to the ground and takes it in the head!
 
Is there a way to get the AI to spawn with NVG's, food and medical supplies plus a handgun and a secondary? Also, how would I make the AI attack zombies, and players, but only if the player attacked them first? At the moment, if I shoot an AI it just limps to the ground and takes it in the head!
AI will attack you if you kill 3 of them I believe. It's probably something like -750 rating per kill and it takes -2000 to become an enemy. So if you setFriend WEST as .7, then maybe 1 kill will do it.

As for adding items, if you go below where you add your magazines and do another addmagazine, but replace aiammo with the name of an item, it will give them that item.
 
AI will attack you if you kill 3 of them I believe. It's probably something like -750 rating per kill and it takes -2000 to become an enemy. So if you setFriend WEST as .7, then maybe 1 kill will do it.

As for adding items, if you go below where you add your magazines and do another addmagazine, but replace aiammo with the name of an item, it will give them that item.

Code:
//AI Units
RESISTANCE setFriend [WEST,0.7];

This line , right?
There's also a //survivors ... West steFriend
 
I don't know the answer to that question. If you find out let me know, cause once I get all my stuff sorted, I want to edit skins as well.

it LOOKS like if you open config.cpp from dayz_anim.pbo in the @DayZ mod folder, look for lines that are marked //class and you get this:


Line 1179://class USMC_Soldier_MG: Banned {};
Line 1275://class Ins_Soldier_1: Banned {};
Line 1299://class CDF_Soldier: Banned {};
Line 1302://class CDF_Soldier_Militia: Banned {};
Line 1309://class CDF_Soldier_AR: Banned {};
Line 1318://class Citizen3: Banned {};
Line 1324://class Worker1: Banned {};
Line 1360://class Villager1: Banned {};
Line 1462://class TK_CIV_Takistani01_EP1: Banned {};
Line 1466://class TK_CIV_Takistani05_EP1: Banned {};
Line 1487://class TK_INS_Soldier_EP1: Banned {};
Line 1520://class CZ_Soldier_DES_EP1: Banned {};
Line 1535://class US_Soldier_EP1: Banned {};
Line 1947://class BAF_Soldier_MTP: Banned {};
Line 1948://class BAF_Soldier_DDPM: Banned {};
Line 1953://class BAF_Soldier_L_MTP: Banned {};
Line 1954://class BAF_Soldier_L_DDPM: Banned {};
Line 1967://class BAF_Soldier_Officer_MTP: Banned {};
Line 1968://class BAF_Soldier_Officer_DDPM: Banned {};
Line 1987://class BAF_Soldier_Sniper_MTP: Banned {};
Line 1988://class BAF_Soldier_SniperH_MTP: Banned {};
Line 1989://class BAF_Soldier_SniperN_MTP: Banned {};
Line 2005://class Soldier_Crew_PMC: Banned {};


I don't know if all of these are available; but I would guess no others would be.


It would appear that these are the default dayz unbanned models.
 
Look at this code spawn. It has one additional parameter
0 - for the urban bots with ordinary weapons
1 - for the military bots with hi weapons
PHP:
    _aispawn = [[11900,9100,0],100,5,2,0] execVM "troops\add_unit_server.sqf";//Berezino center
    _aispawn = [[12200,9500,0],100,5,2,0] execVM "troops\add_unit_server.sqf";//Berezino nord
    _aispawn = [[10500,2300,0],100,5,2,0] execVM "troops\add_unit_server.sqf";//Electrozavodsk east
    _aispawn = [[10000,1900,0],100,5,2,0] execVM "troops\add_unit_server.sqf";//Electrozavodsk west
    _aispawn = [[6700,2700,0],100,5,2,0] execVM "troops\add_unit_server.sqf";//Chernogorsk east
    _aispawn = [[6400,2400,0],100,5,2,0] execVM "troops\add_unit_server.sqf";//Chernogorsk west
    _aispawn = [[2700,5300,0],200,6,2,0] execVM "troops\add_unit_server.sqf";//Zelenogorsk center
    _aispawn = [[6100,7700,0],300,8,2,0] execVM "troops\add_unit_server.sqf";//Stary Sobor center
    _aispawn = [[6800,11400,0],400,10,2,0] execVM "troops\add_unit_server.sqf";//Evil Castle center
    _aispawn = [[11000,12300,0],300,10,2,0] execVM "troops\add_unit_server.sqf";//Krasnostav center sity
    _aispawn = [[12000,12600,0],400,10,2,0] execVM "troops\add_unit_server.sqf";//Krasnostar center aero
    _aispawn = [[4900,9500,0],300,10,5,1] execVM "troops\add_unit_server.sqf";//NW Aero south baracs
    _aispawn = [[4700,10500,0],300,10,5,1] execVM "troops\add_unit_server.sqf";//NW Aero center baracs
example - _aispawn = [[11000,12300,0],300,10,2,0] execVM "troops\add_unit_server.sqf";//Berezino center
In spawn code this parameter called - _levelnum
PHP:
    private["_aiunit","_xpos","_ypos","_unitpos","_aiGroup","_wppos","_wpradius","_wpnum","_levelnum","_numunits","_rndLOut","_ailoadout","_aiwep","_aiammo","_wp","_aispawnpos"];
 
    _aiunit = objNull;
    _aiGroup = createGroup resistance;
    _aispawnpos =_this select 0;
    _wpradius = _this select 1;
    _wpnum = _this select 2;
    _numunits = _this select 3;
    _levelnum = _this select 4;
 
    _xpos = _aispawnpos select 0;
    _ypos = _aispawnpos select 1;
 
    diag_log format ["AIUNIT: Spawn initiated: Centre:%1 | Radius in m:%2 | Waypoint number:%3 | WeaponLevel:%4",_aispawnpos,_wpradius,_wpnum,_levelnum];
 
    for [{ x=1 },{ x < _numunits+1 },{ x = x + 1; }] do
    {
        _unitpos = [_xpos+x,_ypos+x,0];
 
        if (_levelnum==0) then // in_sities troops
        {
            if ((x == 1) || (x == 3) || (x == 5)) then //troops soldiers
            {
                "BAF_Soldier_L_DDPM" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"PRIVATE"];
                _rndLOut=floor(random 4);
                _ailoadout=
                switch (_rndLOut) do
                {
                  case 0: {["M1014","8Rnd_B_Beneli_74Slug","revolver_EP1","6Rnd_45ACP"]};
                  case 1: {["M1014","8Rnd_B_Beneli_Pellets","revolver_EP1","6Rnd_45ACP"]};
                  case 2: {["Remington870_lamp","8Rnd_B_Beneli_74Slug","Colt1911","7Rnd_45ACP_1911"]};
                  case 3: {["Remington870_lamp","8Rnd_B_Beneli_Pellets","Colt1911","7Rnd_45ACP_1911"]};
                };
            };
            if ((x == 2) || (x == 4) || (x >= 6)) then //troops snipers
            {
                "BAF_Soldier_Sniper_MTP" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"PRIVATE"];
                _rndLOut=floor(random 1);
                _ailoadout=
                switch (_rndLOut) do
                {
                  case 0: {["LeeEnfield","10x_303","Makarov","8Rnd_9x18_Makarov"]};
                };
            };
        };
        if (_levelnum==1) then //in_military troops
        {
            if (x == 1) then //one troops comander
            {
                "BAF_Soldier_Officer_DDPM" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"LIEUTENANT"];
                _rndLOut=floor(random 7);
                _ailoadout=
                switch (_rndLOut) do
                {
                  case 0: {["AK_47_M","30Rnd_762x39_AK47","UZI_SD_EP1","15Rnd_9x19_M9SD"]};
                  case 1: {["AK_47_S","30Rnd_762x39_AK47","M9SD","15Rnd_9x19_M9SD"]};
                  case 2: {["Sa58P_EP1","30Rnd_762x39_SA58","UZI_SD_EP1","15Rnd_9x19_M9SD"]};
                  case 3: {["Sa58V_CCO_EP1","30Rnd_762x39_SA58","M9SD","15Rnd_9x19_M9SD"]};
                  case 4: {["Sa58V_EP1","30Rnd_762x39_SA58","UZI_SD_EP1","15Rnd_9x19_M9SD"]};
                  case 5: {["FN_FAL","20Rnd_762x51_FNFAL","M9SD","15Rnd_9x19_M9SD"]};
                  case 6: {["FN_FAL_ANPVS4","20Rnd_762x51_FNFAL","UZI_SD_EP1","15Rnd_9x19_M9SD"]};
                };
            };
            if ((x == 2) || (x == 3)) then //troops sergeant
            {
                "BAF_Soldier_L_DDPM" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"SERGEANT"];
                _rndLOut=floor(random 3);
                _ailoadout=
                switch (_rndLOut) do
                {
                  case 0: {["M240","100Rnd_762x51_M240","glock17_EP1","17Rnd_9x19_glock17"]};
                  case 1: {["Mk_48","100Rnd_762x51_M240","Colt1911","7Rnd_45ACP_1911"]};
                  case 2: {["M249_EP1","100Rnd_556x45_M249","M9","15Rnd_9x19_M9"]};
                };
            };
            if (x > 3) then //troops soldiers
            {
                "BAF_Soldier_Sniper_MTP" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"CORPORAL"];
       
                _rndLOut=floor(random 4);
                _ailoadout=
                switch (_rndLOut) do
                {
                  case 0: {["SVD_NSPU_EP1","10Rnd_762x54_SVD","Sa61_EP1","20Rnd_B_765x17_Ball"]};
                  case 1: {["M24","5Rnd_762x51_M24","Sa61_EP1","20Rnd_B_765x17_Ball"]};
                  case 2: {["DMR","20Rnd_762x51_DMR","Sa61_EP1","20Rnd_B_765x17_Ball"]};
                  case 3: {["M40A3","5Rnd_762x51_M24","Sa61_EP1","20Rnd_B_765x17_Ball"]};
                };
            };
        };
        diag_log format ["AIUNIT: Creating BAF_Soldier_L_DDPM by %1 at %2. Result:%3 | Loadout:%4 / Num:%5",player,_unitpos,_aiunit,_ailoadout,_rndLOut];
 
        _aiunit enableAI "TARGET";
        _aiunit enableAI "AUTOTARGET";
        _aiunit enableAI "MOVE";
        _aiunit enableAI "ANIM";
        _aiunit enableAI "FSM";
        _aiunit allowDammage true;
 
        _aiunit setCombatMode "RED";
        _aiunit setBehaviour "COMBAT";
 
        //clear default weapons / ammo
        removeAllWeapons _aiunit;
        //add random selection
        _aiwep1 = _ailoadout select 0;
        _aiammo1 = _ailoadout select 1;
        _aiwep2 = _ailoadout select 2;
        _aiammo2 = _ailoadout select 3;
        _aiunit addweapon _aiwep1;
        _aiunit addMagazine _aiammo1;
        _aiunit addMagazine _aiammo1;
        _aiunit addMagazine _aiammo1;
        _aiunit addweapon _aiwep2;
        _aiunit addMagazine _aiammo2;
        _aiunit addMagazine _aiammo2;
 
        if (x == 1) then {
        _aiunit addMagazine "SmokeShellGreen";
        _aiunit addMagazine "HandGrenade_West";
        _aiunit addMagazine "FoodCanBakedBeans";
        _aiunit addMagazine "ItemSodaCoke";
        _aiunit addMagazine "ItemPainkiller";
        _aiunit addMagazine "ItemHeatPack";
        _aiunit addMagazine "ItemEpinephrine";
        _aiunit addMagazine "ItemMorphine";
        };
        if (x == 2) then {
        _aiunit addMagazine "ItemHeatPack";
        _aiunit addMagazine "ItemPainkiller";
        _aiunit addMagazine "ItemEpinephrine";
        _aiunit addMagazine "ItemMorphine";
        };
        if (x >= 3) then {
        _aiunit addMagazine "ItemHeatPack";
        _aiunit addMagazine "ItemBandage";
        };
 
        //set skills
        _aiunit setSkill ["aimingAccuracy",1];
        _aiunit setSkill ["aimingShake",0.9];
        _aiunit setSkill ["aimingSpeed",0.9];
        _aiunit setSkill ["endurance",0.9];
        _aiunit setSkill ["spotDistance",0.6];
        _aiunit setSkill ["spotTime",0.9];
        _aiunit setSkill ["courage",0.8];
        _aiunit setSkill ["reloadSpeed",1];
        _aiunit setSkill ["commanding",1];
        _aiunit setSkill ["general",1];
        //sleep 0.5;
    };
 
    //generate waypoints
    for [{ x=1 },{ x < _wpnum },{ x = x + 1; }] do {
    _wppos = [_xpos+(x*20),_ypos+(x*20),_wpradius];
    _wp = _aiGroup addWaypoint [_wppos, _wpradius];
    _wp setWaypointType "MOVE";
    };
    _wp = _aiGroup addWaypoint [[_xpos,_ypos,0], _wpradius];
    _wp setWaypointType "CYCLE";
 
    diag_log format ["AIUNIT: Last Waypoint %1 at %2",_wp,_wppos];
This log look like
12:41:41 "AIUNIT: Spawn initiated: Centre:[2700,5300,0] | Radius in m:200 | Waypoint number:6 | WeaponLevel:0"
12:41:41 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [2701,5301,0]. Result:R 1-1-C:1 | Loadout:["M1014","8Rnd_B_Beneli_74Slug","revolver_EP1","6Rnd_45ACP"] / Num:0"
12:41:41 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [2702,5302,0]. Result:R 1-1-C:2 | Loadout:["LeeEnfield","10x_303","Makarov","8Rnd_9x18_Makarov"] / Num:0"
12:41:41 "AIUNIT: Last Waypoint [R 1-1-C,6] at [2800,5400,200]"
12:41:41 "AIUNIT: Last Waypoint [R 1-1-B,5] at [11980,9180,100]"


Ahhhh I missed that. That's the problem.
 
Hey all I'm trying to do the same, read through this thread and it has been a TON of help so thanks to Axeman and everyone.
But I've got an issue:

When running my server I get:
Code:
File mpmissions\dayz_1.Chenarus\mission.sqm, line 1280: Config: .private: "" encountered instead of ']'

Won't let me post the entire mission file, so I'll upload it, I renamed the extension .sqf instead of .sqm as it wouldn't let me upload it :/ dunno why.

Do I need to add this after all the main mission file code? Am I missing closing brackets somewhere?

Thanks, a ton guys.

NVM I'm an idiot...that doesn't go into mission.sqm

Problem is I can't find the file it needs to go into...

Just for clification. I'm running a Dedicated DayZ+ server from my house (got a home server running VMware) and i have no dayz_cherno.pbo file in my MPmissions folder...
 
Hey Axeman, the players on my server love this script.. Several have told me how they were playing last night on their own and crapped their pants when someone started shooting at them from out of nowhere, made even more intense when there was nobody else but them online.. lol ... Cheers for sharing this.

I have 3 questions , if you don't mind me asking..

1. Is there a way to spawn both good guys and bad guys, if you get my drift? bandits and survivors... I still want the survivors to shoot back if players open up on them.

2. How does the spotDistance work exactly, I've read up on it and nobody seems to be able to explain in a language my little brain can handle.

3. Is it possible (and how,maybe) to have the AI spawn run every 30 minutes. So for example, I want to spawn 1 AI at the airfield, then have another one spawn half hour later, and so on.. This is my way of dealing with the dead AI respawning issue ;)

Thanks again, really loving this script :)
 
Hey Axeman, the players on my server love this script.. Several have told me how they were playing last night on their own and crapped their pants when someone started shooting at them from out of nowhere, made even more intense when there was nobody else but them online.. lol ... Cheers for sharing this.

I have 3 questions , if you don't mind me asking..

1. Is there a way to spawn both good guys and bad guys, if you get my drift? bandits and survivors... I still want the survivors to shoot back if players open up on them.

2. How does the spotDistance work exactly, I've read up on it and nobody seems to be able to explain in a language my little brain can handle.

3. Is it possible (and how,maybe) to have the AI spawn run every 30 minutes. So for example, I want to spawn 1 AI at the airfield, then have another one spawn half hour later, and so on.. This is my way of dealing with the dead AI respawning issue ;)

Thanks again, really loving this script :)

Glad you like it :)

1: Yes, set the sides differently, more sides are available, Survivors are WEST. AI Units are RESISTANCE. I used the Dayz Factions init.sqf purely as it was not my code (see Xyberviri's Dayz Factions thread for a more indepth explanation of this) EAST is not used in this so, technically is free to use. It is designed for Bandits and if you use any of Xyb's releases with this conflicts will occur. Other sides available to use: http://community.bistudio.com/wiki/Side.

2: spotDIstance, I believe, is exactly that, from zero to one, how far they can spot the enemy, I have been using 0.6. Setting to 1 (one) they start shooting through buildings and all sorts at zeds miles away..

3: Is currently designed to run at server start. I have been trying to find a way to execute sqf files or call a public variable using rcon. If I could do this I could then write a scheduled task .exe or issue commands directly to the game from the server OS or a website. As it stands, it will respawn every server restart, without duplicating the units.

Or, look into the Guard option for waypoints, you can set several groups to guard a point and stations them in the surrounding area in 'stealth mode', then as the first group gets taken out the second will move in to the guard point, then the third etc.

Advanced stuff that I am just getting grips of. On my server I now have a bus that runs up and down the coast road, in Chernarus, with two AI troops aboard. My next step will be to add triggers to react to events like being attacked, I might even spawn a HUMMV full of angry troops in this case, targetting the attacker :) Also, I want the driver to beep when approaching a bus stop (bus stops seem to be of the mysterious class like streetlamps that don't show up). Auto refuelling and a few other ideas I have for them..
 
Hey all I'm trying to do the same, read through this thread and it has been a TON of help so thanks to Axeman and everyone.
But I've got an issue:

When running my server I get:
Code:
File mpmissions\dayz_1.Chenarus\mission.sqm, line 1280: Config: .private: "" encountered instead of ']'

Won't let me post the entire mission file, so I'll upload it, I renamed the extension .sqf instead of .sqm as it wouldn't let me upload it :/ dunno why.

Do I need to add this after all the main mission file code? Am I missing closing brackets somewhere?

Thanks, a ton guys.

NVM I'm an idiot...that doesn't go into mission.sqm

Problem is I can't find the file it needs to go into...

Just for clification. I'm running a Dedicated DayZ+ server from my house (got a home server running VMware) and i have no dayz_cherno.pbo file in my MPmissions folder...
Go back to basics and make sure your server runs and then try adding the mission additions in. You should have something in your MPMissions directory, dayZ will not run without it. Out of interest where is you mission.sqm file ?

That kind of error in your mission.sqm usually means a problem with your syntax, check anything you added is closed correctly etc. or, again go back to the basics and start again. For the original version of this AI Unit code, you do not need to touch your mission.sqm, I prefer to add everything with code, it allows for much better control of your objects :)
 
Glad you like it :)

1: Yes, set the sides differently, more sides are available, Survivors are WEST. AI Units are RESISTANCE. I used the Dayz Factions init.sqf purely as it was not my code (see Xyberviri's Dayz Factions thread for a more indepth explanation of this) EAST is not used in this so, technically is free to use. It is designed for Bandits and if you use any of Xyb's releases with this conflicts will occur. Other sides available to use: http://community.bistudio.com/wiki/Side.

This is the bit I'm stuck on.. I don't understand how it works.. What do I change to spawn both bandits and survivors and how do I ensure only bandits spawn at NWA and survivors at Cherno for example? Sorry for the dumb question, it's just at the moment I'm not sure whether its spawning all bandits or a mixture, I mean is it just random?

Oh and when you've got the bus script working, I'll gladly make a small donation if you share it ;)
 
Go back to basics and make sure your server runs and then try adding the mission additions in. You should have something in your MPMissions directory, dayZ will not run without it. Out of interest where is you mission.sqm file ?

That kind of error in your mission.sqm usually means a problem with your syntax, check anything you added is closed correctly etc. or, again go back to the basics and start again. For the original version of this AI Unit code, you do not need to touch your mission.sqm, I prefer to add everything with code, it allows for much better control of your objects :)


Yea, I think I have figured this out.

Since I'm not running a Dayz.St server, I don't have a .pbo file

I've got a DayZ_1.Chernarus folder, my server finds this folder and runs stuff from it.

So I've added and edited files, my guys can get on now, but it is telling them something went wrong, and disconnects them. I've disabled BE to make sure it wasn't script restrictions.

Still working with it.
 
Yea, I think I have figured this out.

Since I'm not running a Dayz.St server, I don't have a .pbo file

When I was self hosting, I had an MPmissions folder full of pbo's. Inside the init.sqf (in my servers root folder) there was a line that look liked this "dayz_instance=48" , it was that number that corresponded to the pbo being used, so in this case it was dayz_48.Chernarus . I don't know if this will help, but I had similar issues and realising that my instance ID was always wrong, helped me out :)
 
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