Xyberviri
Valued Member!
Hello there server owners i made a add-on for my server and i though i might release it in case it helps anyone else.
For anyone that has modded their server and added AI, you probably discovered that your AI don't seem to want to kill Zeds that want to kill you. Currently the only solution is to set the Civilian faction to enemy, this has the side effect of locking you out of the corpses and/or other containers.
This addon changes the side relations for zeds and bandits so that the side attached to the unit is correct to "Resistance" all zombies and "OppFor" for the two bandit units. This will allow any AI added to the game to identify the unit with the correct reaction. Additionally this means that the mission editor does not have to modify the side relations for civilian and therefor the players are not locked out of containers that have no side relations(even though they are all really civ)
Added ZED Faction - All zombies are now found under GUR > ZED in the mission editor
Added Bandit Faction - All bandits are now found under OPP > Bandit in the mission editor
Files: http://opendayz.net/index.php?attachments/dayz_factions-zip.108/
Server key: Yes
Video of demo: http://www.twitch.tv...iri/b/358105298
How to activate, If you have not modified your DayZ mission file in any way then simply Add the following init to your init.sqf:
Copy the following folder included to your mission root:
"Dayz_Factions\init.sqf"
If you have modified the mission, either by placing units on the EAST or RESISTANCE side, then you will need to remove the following "CreateCenter" commands for the respective side.
You do not need the to create the center for a side that you have placed units down on the map for, if your using DAC for example, you do however need to set the side relation if you have not already done so in the mission editor.
Since zed AI is controlled by the player pc and is not tied to faction this does not change the behavior of zeds attacking players, however at this time zeds will not attack the ai that helps you, however they may not need to as the ai in arma is pretty stupid and will get killed when surrounded by zeds that don't act like insurgents.
Naming: this add-on is being called DayZ Factions because that is what is missing period, there is no intention of stealing or coping from DayZ or otherwise.
Disclaimer: i take no responsibility for anything that happens as a result of the use of DayZ_Factions.
Support: Please use this thread for support issues or contact me directly.
Trouble shooting:
Backup download if issues with attached file:
https://docs.google.com/file/d/0By9zTEuk5q1EZDBWMVdibmdyaDQ/edit
For anyone that has modded their server and added AI, you probably discovered that your AI don't seem to want to kill Zeds that want to kill you. Currently the only solution is to set the Civilian faction to enemy, this has the side effect of locking you out of the corpses and/or other containers.
This addon changes the side relations for zeds and bandits so that the side attached to the unit is correct to "Resistance" all zombies and "OppFor" for the two bandit units. This will allow any AI added to the game to identify the unit with the correct reaction. Additionally this means that the mission editor does not have to modify the side relations for civilian and therefor the players are not locked out of containers that have no side relations(even though they are all really civ)
Added ZED Faction - All zombies are now found under GUR > ZED in the mission editor
Added Bandit Faction - All bandits are now found under OPP > Bandit in the mission editor
Files: http://opendayz.net/index.php?attachments/dayz_factions-zip.108/
Server key: Yes
Video of demo: http://www.twitch.tv...iri/b/358105298
How to activate, If you have not modified your DayZ mission file in any way then simply Add the following init to your init.sqf:
Code:
if (isServer) then {
hiveInUse = true;
_serverMonitor = [] execVM "\z\addons\dayz_server\system\server_monitor.sqf";
_dayzFactions = [] execVM "Dayz_Factions\init.sqf";
};
Copy the following folder included to your mission root:
"Dayz_Factions\init.sqf"
If you have modified the mission, either by placing units on the EAST or RESISTANCE side, then you will need to remove the following "CreateCenter" commands for the respective side.
Code:
waitUntil{initialized};
//0Day
createCenter east;
createCenter resistance;
//Survivors
WEST setFriend [RESISTANCE,0];
WEST setFriend [EAST,0];
//Bandits
EAST setFriend [RESISTANCE,0];
EAST setFriend [WEST,0];
You do not need the to create the center for a side that you have placed units down on the map for, if your using DAC for example, you do however need to set the side relation if you have not already done so in the mission editor.
Since zed AI is controlled by the player pc and is not tied to faction this does not change the behavior of zeds attacking players, however at this time zeds will not attack the ai that helps you, however they may not need to as the ai in arma is pretty stupid and will get killed when surrounded by zeds that don't act like insurgents.
Naming: this add-on is being called DayZ Factions because that is what is missing period, there is no intention of stealing or coping from DayZ or otherwise.
Disclaimer: i take no responsibility for anything that happens as a result of the use of DayZ_Factions.
Support: Please use this thread for support issues or contact me directly.
Trouble shooting:
Code:
Server wont start:
Did you put the DayZ_Factions\init.sqf line in your init.sqf file of your dayz mission pbo file?
Do you already have units from east/resistance on your map?
If you place units from resistance or east then you do not need to "createCenter" on either of those sides, please remove that from the included init file.
AI wont shoot at Zeds:
Did you join the server with out the mod enabled?
Did your mission file run the init.sqf
If your not using the init.sqf file are your side relations set?
Why are bandits east?
Because they are not your friend
Because on my server im modding it so that bandit players will be east side
Are player bandits going to be screwed because of this?
Please test if AI on a player team reacts as if a player bandit is east by default. This needs testing.
Do i need rMod?
No, This mod only modifys the base class for zeds and the two bandit classes.
This changes the side the unit is on when spawned as an actor.
"you can not play/edit this mission it something content deleted, Dayz_Factions"?
What is with this "Missing content, DayZ_Factions" about?
You do not need to include this in the addons of your mission file, that will break stuff.
Backup download if issues with attached file:
https://docs.google.com/file/d/0By9zTEuk5q1EZDBWMVdibmdyaDQ/edit