Dynamic AI Patrols Multiplying With Grid Re-Entry

meshguru99

New Member
YES; i did read the FAQ and the READMEs
on opendayz.net and on github,
and i searched this thread for my issue. ( I might very well have missed it however. I am far from perfect.)

Version of SAR_AI : 1.5.1
Version of Dayz : 1.7.7.1

Serverpackage
Type : ww.dayz.st Bliss
Version : unknown

Installed mods :
- Tons of new buildings installed through eleven separate sqf scripts called by execVMs in init.sqf
- my own anti-teleport system
- my own anti-PK system (this is for a no-PVP server)
- multi-player and admin bases with GUID-keyed list protection bubble and zed displacement fields
- numerous triggers with special audio effects in a new "ghost town" west of Kamenka
- tons of additional sound effects loaded (ogg files) in description.ext
- customized splash screen
- a vehicle salvaging system based on SilverShot's example code, heavily modified
- a self-bloodbagging script based on Krixe's posts, slightly modified
- addition of scroll-wheel self-menu canteen filling at wells
- semi-auto refueling at pumps based on an old kh version
- refuel fuel containers at gas pumps
- numerous additional map markers
- scrap metal harvesting in some ruins
- automatic vehicle repair for vehicles parked in specified areas on restart
- dayz_spawnCrashSite_clutterCutter=2; ( in inti.sqf)
- custom zed difficulty based on location ( http://opendayz.net/threads/making-zeds-more-difficult.13597/ )
- Sarge AI 1.5.1 - single static AI bandit chopper patrol; single dynamic AI survivor ground patrol; single dynamic AI bandit patrols in three grids and up to five dynamic AI bandit patrols in one grid. Revised grid definitions.

Enabled debug modes:
KRON_UPS_Debug = 1;

Describe your issue:
A single player on the server approaches NWAF. The several patrols around the NWAF grid spawn and can be tracked
on the map. The player leaves the area and waits for the ground patrols to de-spawn. Re-enter the grid.
Result: there are now TWICE as many ground AI patrols as before on the map.
Leave the grid. Wait for the patrols to de-spawn. Re-enter the grid.
Result: there are now THREE TIMES as many ground AI patrols as before on the map.
Every time the player leaves, waits for de-spawn, and re-enters, the number of patrols showing on the map increases
by a new batch of fresh spawns.

I have notverified the presence of the actual AIs, and I don't know if the problem exists when the debug option above is disabled; my players only go into NWAF in force, and tend to stay there for a while until they're out of ammo or dead.



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SAR_config.sqf changes are shown here:
// maximum number of groups / grid
SAR_max_grps_bandits = 5;
SAR_max_grps_soldiers = 1;
SAR_max_grps_survivors = 1;
// chance for a group to spawn (1-100)
SAR_chance_bandits = 1;
SAR_chance_soldiers = 1;
SAR_chance_survivors = 1;
// maximum size of group (including Leader)
SAR_max_grpsize_bandits = 5;
SAR_max_grpsize_soldiers = 4;
SAR_max_grpsize_survivors = 4;

SAR_cfg_grid_chernarus.sqf changes are shown here:
// x coordinate of the first, bottom left grid center point
_startx=2500;

// y coordinate of the first, bottom left grid center point
_starty=2800;
// gridsize x (how many single squares in the grid) for the x-axis
_gridsize_x=6;
// gridsize y (how many single squares in the grid) for the y-axis
_gridsize_y=6;
// distance from the center of one square of the grid to the border of that square. so overall size of a square in the grid is 2x gridwidth / 2x gridwidth
_gridwidth = 950;

In order to control completely where the AIs spawn, I've overridden the default percentages everywhere with an explicit
specification for each grid.

SAR_cfg_grps_chernarus.sqf changes are shown here:


// Kamenka - spawn probability ba,so,su - maximum group members ba,so,su
[["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;
// Pavlovo - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_0_1"] call SAR_AI_mon_upd;
// Sosnovka - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_0_2"] call SAR_AI_mon_upd;
// south of lopatino - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_0_3"] call SAR_AI_mon_upd;
// lopatino - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_0_4"] call SAR_AI_mon_upd;
// Skalka - spawn probability ba,so,su - maximum group members ba,so,su
[["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;

// Balota - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_1_0"] call SAR_AI_mon_upd;
// Kozlovka - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_1_1"] call SAR_AI_mon_upd;
// Rogovo - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_1_2"] call SAR_AI_mon_upd;
// Vybor - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_1_3"] call SAR_AI_mon_upd;
// NWAF - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[4,0,0],[80,0,0],[5,0,0]],"SAR_area_1_4"] call SAR_AI_mon_upd;
// Petrovka1 - spawn probability ba,so,su - maximum group members ba,so,su
[["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;

out of characters! To Be Continued!
 
CONTINUED:


// Cherno - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_2_0"] call SAR_AI_mon_upd;
// Naderzidino - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[50,0,0],[3,0,0]],"SAR_area_2_1"] call SAR_AI_mon_upd;
// Vyshnoye - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_2_2"] call SAR_AI_mon_upd;
// Stary Sobor - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[50,0,0],[4,0,0]],"SAR_area_2_3"] call SAR_AI_mon_upd;
// Devils Castle - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_2_4"] call SAR_AI_mon_upd;
// Petrovka2 - spawn probability ba,so,su - maximum group members ba,so,su
[["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;

// Prigorodki - spawn probability ba,so,su - maximum group members ba,so,su
[["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;
// Mogilevka - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_3_1"] call SAR_AI_mon_upd;
// Guglova - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_3_2"] call SAR_AI_mon_upd;
// Novy Sobor - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_3_3"] call SAR_AI_mon_upd;
// Novy Lug West - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_3_4"] call SAR_AI_mon_upd;
// Pobeda - spawn probability ba,so,su - maximum group members ba,so,su
[["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;

// Elektrozavodsk - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_4_0"] call SAR_AI_mon_upd;
// Staroye - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[50,0,0],[3,0,0]],"SAR_area_4_1"] call SAR_AI_mon_upd;
// Shakhovka - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_4_2"] call SAR_AI_mon_upd;
// Gorka - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,1],[0,0,80],[0,0,4]],"SAR_area_4_3"] call SAR_AI_mon_upd;
// Novy Lug - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_4_4"] call SAR_AI_mon_upd;
// Krasnostav - spawn probability ba,so,su - maximum group members ba,so,su
[["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;

// Kamyshovo - spawn probability ba,so,su - maximum group members ba,so,su
[["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 - spawn probability ba,so,su - maximum group members ba,so,su
[["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;
// Solnichniy - spawn probability ba,so,su - maximum group members ba,so,su
[["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;
// Berezino - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_5_3"] call SAR_AI_mon_upd;
// Khelm - spawn probability ba,so,su - maximum group members ba,so,su
[["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;
// NEAF - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_5_5"] call SAR_AI_mon_upd;

I have only a single static helicopter patrol:
[SAR_marker_helipatrol_nwaf,3,true] call SAR_AI_heli;


There no relevant entries in the rpt file.






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
 
Try looking at the config.sfg

// -----------------------------------------------
// respawning of groups & vehicles that are dynamically spawned in the grid system
// -----------------------------------------------
SAR_dynamic_group_respawn = true;
// time after which AI are respawned if configured (can be overwritten in the static AI calls)
SAR_respawn_waittime = 300; // default 30 seconds
// -----------------------------------------------
// Timeout values
// -----------------------------------------------
// time after which DYNAMIC units and groups despawn after players have left the area/ dynamic grid
SAR_DESPAWN_TIMEOUT = 120; // 2 minutes
// time after which dead AI bodies are deleted
SAR_DELETE_TIMEOUT = 600; // 2 minutes

your spawn time maybe larger than despawn, hence more Ai in grid.

In your cfg group file for Chernarus your Dynamic spawns arnt complete.
eg.

// Pobeda, 1 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"],[[1,0,0],[25,0,0],[3,0,0]],"SAR_area_3_5"] call SAR_AI_mon_upd;

_check = is missing in your example.
 
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