Hi.
Tell me please, this addon works with TPWC AI Suppression System? I tried to establish, but it didn't work.
Havent tested that, but assume not. UPSMON and my framework do some heavy AI behavior modifications, as does TPWCAS.
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Hi.
Tell me please, this addon works with TPWC AI Suppression System? I tried to establish, but it didn't work.
Does this affect all of the randomly spawned ai groups? I'm trying to lower the respawn rate for the groups of ai that spawn near players.SAR_Config.sqf line 91
// time after which AI are respawned if configured
SAR_respawn_waittime = 30; // default 30 seconds
Does this affect all of the randomly spawned ai groups? I'm trying to lower the respawn rate for the groups of ai that spawn near players.
Sorry for any confusion i made.
understandablenope. if you shoot them down, and they dont explode, they will vanish when you get close to them. This is intended, otherwise the balance of helis is changed too much, especially if they are set to respawn.
Hi,
Have hopefully a quick question. I want to spawn groups of AI that roam/patrol around the whole map, so players can maybe bump into them randomly almost anywhere. I imagine that I could use static spawns around the middle area of the map and set
_this setMarkerSize [14000, 14000]; ??
to make an area the size of the whole map? They should avoid water etc...? Any performance issues with this? Thinking of having about 9 groups spawn this way.
EDIT: eh. I guess that just using the dynamic grid system and filling out all 36 squares with possible spawns is probably the best way, but I was wondering about the above way too
also, spawn probability in _check fn, is that is called each time the server starts (so once spawned, they will always be there, respawning if need be)?
I could be wrong, but I believe it is applied to all AI spawns. Timer kicks in once the whole group is dead.
Dynamic grid spawns are pretty much all of the AI, right? I'm just wondering here as I don't have this on and it seems like new AI are spawning around players still.
I was looking to keep the survivors and just align the soldiers with the bandit faction so they kill everyone.
We keep the debug feature on so they show on the map.
How does the interact code work? I see they can medic. Do they need to have the equipment to administer?
// potential weapon list for leaders
SAR_leader_weapon_list = ["M4A1","M4A3_CCO_EP1","AK_47_M","M4A3_CCO_EP1","MP5SD"];
SAR_leader_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm
// potential item list for leaders -> Item / Chance 1 - 100
SAR_leader_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60]];
SAR_leader_tools = [["ItemMap",50],["ItemCompass",30],["Binocular_Vector",5],["NVGoggles",5],["ItemRadio",100]];
//potential weapon list for riflemen
SAR_rifleman_weapon_list = ["M16A2","Winchester1866","AK_74","LeeEnfield","M1014","M4A1_AIM_SD_camo"];
SAR_rifleman_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm
// potential item list for riflemen
SAR_rifleman_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60]];
SAR_rifleman_tools = [["ItemMap",50],["ItemCompass",30],["NVGoggles",5]];
//potential weapon list for snipers
SAR_sniper_weapon_list = ["M4A1_Aim","SVD_CAMO","Huntingrifle","DMR","M24"];
SAR_sniper_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm
// potential item list for snipers
SAR_sniper_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["Skin_Sniper1_DZ",10]];
SAR_sniper_tools = [["ItemMap",50],["ItemCompass",30],["NVGoggles",5]];
// Ultimate Bandit Group
_this = createMarker ["SAR_marker_DEBUG1", [6365.3,7785.37]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 1;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [9000, 9000];
SAR_marker_DEBUG1 = _this;
//Ultimate Bandit Group
[SAR_marker_DEBUG1,3,4,6,"patrol",true] call SAR_AI;
This looks absolutely correct. Any clues in your rpt ?I'm having issues with giving my groups weapons. No a.i. spawn in whatsoever for both my issues.
Code:// potential weapon list for leaders SAR_leader_weapon_list = ["M4A1","M4A3_CCO_EP1","AK_47_M","M4A3_CCO_EP1","MP5SD"]; SAR_leader_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm // potential item list for leaders -> Item / Chance 1 - 100 SAR_leader_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60]]; SAR_leader_tools = [["ItemMap",50],["ItemCompass",30],["Binocular_Vector",5],["NVGoggles",5],["ItemRadio",100]]; //potential weapon list for riflemen SAR_rifleman_weapon_list = ["M16A2","Winchester1866","AK_74","LeeEnfield","M1014","M4A1_AIM_SD_camo"]; SAR_rifleman_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm // potential item list for riflemen SAR_rifleman_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60]]; SAR_rifleman_tools = [["ItemMap",50],["ItemCompass",30],["NVGoggles",5]]; //potential weapon list for snipers SAR_sniper_weapon_list = ["M4A1_Aim","SVD_CAMO","Huntingrifle","DMR","M24"]; SAR_sniper_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm // potential item list for snipers SAR_sniper_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["Skin_Sniper1_DZ",10]]; SAR_sniper_tools = [["ItemMap",50],["ItemCompass",30],["NVGoggles",5]];
as well as setting up a group of bandits that roam the whole map
Code:// Ultimate Bandit Group _this = createMarker ["SAR_marker_DEBUG1", [6365.3,7785.37]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 1; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [9000, 9000]; SAR_marker_DEBUG1 = _this;
Code://Ultimate Bandit Group [SAR_marker_DEBUG1,3,4,6,"patrol",true] call SAR_AI;
What am I doing wrong?
Hey Sarge!
People on my server are loving your AI!
I wonder if there's a chance to put all kills to side chat like simply "Sarge was killed by bandits" or "Sarge killed a bandit" so that everyone can see what's going on?
BumpSoldiers and Survivors seem to be firing at sight, how do I fix this?
Bump
Also, my humanity is above 2200, and I did not initiate the fight
Hey im trying to pin point where this is happening, and i think its because of the ai. My players and I have noticed when a player is bandit they cannot be first in the car or vice versa before a hero or survivor get in. does this sound faction based?