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// Khelm, 9 bandit groups, 2 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[9,2,0],[100,100,100],[3,4,3]],"SAR_area_5_4"] call SAR_AI_mon_upd;
thx a lot D0pefish!Hey Sarge, I've attached my Lingor grps config, feel free to use. it's got spawns for all grids (except those with water) and uses the updated grid file. AI population is relatively low, but people are free to change that.
There are also 5 chopper patrols, around the prison, fob eddie, maruko airport, calamar (all bandit choppers) and one survivor chopper that patrols most of the map by itself.
Hope this helps![]()
sarge
why arnt there 9 bandit groups?
Code:// Khelm, 9 bandit groups, 2 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[9,2,0],[100,100,100],[3,4,3]],"SAR_area_5_4"] call SAR_AI_mon_upd;
Maybe because you're trying to spawn 0 survivors yet you have them with 100% chance of a group of 3+1 ?sarge
why arnt there 9 bandit groups?
Code:// Khelm, 9 bandit groups, 2 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[9,2,0],[100,100,100],[3,4,3]],"SAR_area_5_4"] call SAR_AI_mon_upd;
// Khelm, 9 bandit groups, 2 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[9,2,0],[100,100,0],[3,4,0]],"SAR_area_5_4"] call SAR_AI_mon_upd;
Anyone got this working for Panthera yet?
thx a lot D0pefish!
quick NOTE: if you want squares with no spawns, you will need to set them to 0. I define a default value that is used if squares are not configured, and this needs to be overwritten. Adjusted your file. cheers
Sarge
i added
// Devils, heli patrol area
_this = createMarker ["SAR_AREA_DEVIL", [6891.9189, 11438.73]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [1000, 600];
SAR_marker_helipatrol_devil = _this;
and
// heli patrol DEVIL
[SAR_marker_helipatrol_devil,3] call SAR_AI_heli;
[SAR_marker_helipatrol_devil,1] call SAR_AI_heli;
[SAR_marker_helipatrol_devil,3] call SAR_AI_heli;
anything else i need to add befor this is gonna work ?
and is there a reason why the neaf has the 0 on the end and the rest not ? [12034.16, 12725.376, 0]];
I don't know why the 0 is there on that one particularly either, but I sure appreciate your extra heli spawn.
If anyone finds a list of coordinates for all towns, I'll take the time to make markers for heli patrols for every town (which I believe would allow to add static patrols to those coordinates as well).
Sarge, throw my name in the list for wanting dead AI to affect humanity as well, and if there is something I can do to help make that happen let me know, I'm not sure where to look, sorta new, but if I can get pointed in the right direction I can usually figure it out.
Hey guys was just wondering if anyone is getting lag with the ai additions as in i have a couple of additions which seem affected like a debug monitor that fades away amd halo jumping at spawn that stops the player from pulling the chute and players not taking damage correctly. does anyone know of any mods that arent suitable with the sarge ai. I dont have an rpt file as im on dayz.st but if theres anything i can provide to show this I will. Cheers
If you mean the console log damn i thought that was something else thanks for that.im on dayz.st as well you have a RPT file, goto "view logs" on your CP, click "Up to higher level directory" and you should see the file there
i added
// Devils, heli patrol area
_this = createMarker ["SAR_AREA_DEVIL", [6891.9189, 11438.73]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [1000, 600];
SAR_marker_helipatrol_devil = _this;
and
// heli patrol DEVIL
[SAR_marker_helipatrol_devil,3] call SAR_AI_heli;
[SAR_marker_helipatrol_devil,1] call SAR_AI_heli;
[SAR_marker_helipatrol_devil,3] call SAR_AI_heli;
anything else i need to add befor this is gonna work ?
and is there a reason why the neaf has the 0 on the end and the rest not ? [12034.16, 12725.376, 0]];