UPDATE:
Official Release here:
http://opendayz.net/index.php?threads/sarge-ai-framework-public-release.8391/
Maps covered atm:
Chernarus - Sarge
Taviana - Richie
Omer - Namalsk
BetterDeadThanZed - Lingor
--------------
Hi all,
before i do a public releaseof my version 1.0 of my AI framework, i would like to run some tests with more people.
Please read about features below, if you want to help testing, send me a PM and i'll send you IP and PW of the testserver.
Features:
General
- no addons on the clientside needed
- tested with Dayz 1.7.5.1, should also work with 1.7.6.x
- supported maps atm: Chernarus (can easily be adjusted for other maps)
- easy install (dedicated script folder, started by init.sqf)
- optimized for server performance, all AI handled on the server
- highly configurable
- relies on 2 other script packages: UPSMon and SHK_pos (included in the archive)
Functionality
- player triggered AI (same concept as Dayz's zombie spawn, this prevents "unused" AI on the map)
- 3 AI factions:
- Randomized gear/skins and group setups(leader/sniper/riflemen)
- Randomized patrol waypoints around the player
-preconfigurable sizes of groups, number of groups and probability of groups spawning close to player
- static AI possible to configure (e.g. put a group of bandits in Devils Castle, let 30 soldiers protect your camp, etc.)
- static Heli patrols predefined (south coast, east coast, airfields). custom patrols configurable.
- automatic despawn if no players present anymore in the area
- automatic respawn of killed AI groups
- killed AI bodies get deleted after a short amount of time (reduce server lag)
Installation:
You need to un-pbo your missions folder. (if you dont know how to do this, please google and learn, in that case this framework is not really intended for you)
- In your missions folder, create a addons folder.
- Add the content of the archive (the folders SARGE, UPSMON and SHKPOS)
- edit your init.sqf file from your missions folder
- add the following lines at the end of the init.sqf :
- either pbo your missions file again, or use the directoy instead.
FAQ:
1) my heli patrols get blown up - rpt shows "killed a hacker"
adjust this in your server_cleanup.fsm:
2) i am a bandit and am having a hard time now ... : This is intended. Think first before you shoot people, and don't expect the coasts to be "bambi farming" areas anymore.
Official Release here:
http://opendayz.net/index.php?threads/sarge-ai-framework-public-release.8391/
Maps covered atm:
Chernarus - Sarge
Taviana - Richie
Omer - Namalsk
BetterDeadThanZed - Lingor
--------------
Hi all,
before i do a public releaseof my version 1.0 of my AI framework, i would like to run some tests with more people.
Please read about features below, if you want to help testing, send me a PM and i'll send you IP and PW of the testserver.
Features:
General
- no addons on the clientside needed
- tested with Dayz 1.7.5.1, should also work with 1.7.6.x
- supported maps atm: Chernarus (can easily be adjusted for other maps)
- easy install (dedicated script folder, started by init.sqf)
- optimized for server performance, all AI handled on the server
- highly configurable
- relies on 2 other script packages: UPSMon and SHK_pos (included in the archive)
Functionality
- player triggered AI (same concept as Dayz's zombie spawn, this prevents "unused" AI on the map)
- 3 AI factions:
- AI survivors (shoot Zeds and player bandits)
- AI bandits (shoot Zeds and player bandits/player survivors)
- AI soldiers (shoot Zeds, AI bandits and player bandits)
- Randomized gear/skins and group setups(leader/sniper/riflemen)
- Randomized patrol waypoints around the player
-preconfigurable sizes of groups, number of groups and probability of groups spawning close to player
- static AI possible to configure (e.g. put a group of bandits in Devils Castle, let 30 soldiers protect your camp, etc.)
- static Heli patrols predefined (south coast, east coast, airfields). custom patrols configurable.
- automatic despawn if no players present anymore in the area
- automatic respawn of killed AI groups
- killed AI bodies get deleted after a short amount of time (reduce server lag)
Installation:
You need to un-pbo your missions folder. (if you dont know how to do this, please google and learn, in that case this framework is not really intended for you)
- In your missions folder, create a addons folder.
- Add the content of the archive (the folders SARGE, UPSMON and SHKPOS)
- edit your init.sqf file from your missions folder
- add the following lines at the end of the init.sqf :
Code:
call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";
call compile preprocessFileLineNumbers "addons\SHK_pos\shk_pos_init.sqf";
[] execVM "addons\SARGE\SAR_AI_init.sqf";
- either pbo your missions file again, or use the directoy instead.
FAQ:
1) my heli patrols get blown up - rpt shows "killed a hacker"
adjust this in your server_cleanup.fsm:
Code:
if (!(vehicle _x in _safety) && ((typeOf vehicle _x) != ""ParachuteWest"") && (vehicle _x getVariable [""Sarge"",0] != 1))
2) i am a bandit and am having a hard time now ... : This is intended. Think first before you shoot people, and don't expect the coasts to be "bambi farming" areas anymore.