SARGE AI Framework - Public Release

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Why would all of my static groups be spawning at the bottom left side of the map instead of the coords i gave them. Atleast thats where the WP markers are
 
is there anyway to keep the heli's in the game that the AI are in. If you shoot them down and they do not explode you can repair them and go?

nope. 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.
 
Why would all of my static groups be spawning at the bottom left side of the map instead of the coords i gave them. Atleast thats where the WP markers are

They do that when they are setup. The waypoints are then moved to the correct positions, so you should be able to see them moved on the map. If not, sth is wrong with the position calculations for new waypoints.
 
Well, everything is setup and working properly. Thank you so much for the help Sarge. Great work here man!

Requests for future changes

1. Ability to set chance of weapon spawn on troops. ( I dont want to put an AS50 into the sniper's available packes and have one in 5 snipers have one) (Edit: Actually can I just add them to the gear with a low spawn chance? They wouldn't equip them but a player could loot them.)
2. Ability to set custom waypoints for groups to patrol.
3. Ability to set respawn times for individual groups.

Ah... just turned off my debugs, why are the patrol markers still present? No way to turn them off cause they are map markers? can I set marker brush to SolidBorder?
 
KRON_UPS_DEBUG =0; :_)

- chance of weapon spawns -> double or triple the other weaps, and have only one AS50 in there
- custom waypoints - will check
- respawn times individual groups - already implemented, part of next release
 
Hi Sarge,
Just wanted to say it works AWESOME! My (small) playerbase are going crazy for them.

1)I can't find where to edit either the number of heli patrols that spawn, or edit which ones spawn. Right now they all spawn and I think it's a bit much. Could I add a % chance for it to spawn or is it 0 or 1?
1a)Are the units in a heli patrol always soldiers? or can they be any of the factions (depending on the variables set... somewhere?)

2)Can I add magazines to one of the SAR_rifleman_items? I have them using just AK_74's but would like to have them carry a couple mags? Is it as easy as:

SAR_rifleman_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["30Rnd_545x39_AK",100]]; ?

2a)Do I need to do this? Does AI ammo magically replenish? Or will the run out after firing 30 shots if I don't do this?

2b)If I were to give him a M16/M203... would he use M203 HE if given? Would I put them in the pistol slot? Or would that cause the AI to bug?

3)Is there a limit on how many weapons I can have in the array for them to choose from? I read some people have issues, and some don't... so I just wanted to ask you straight away.


Many, many thanks! You have helped immensely in breathing fresh air for my friends/co-workers.

Cheers!
Cur
 
Hey Sarge!

Your AIs are splendid. Sometimes though, they become totally aimbot-like even though Ive set them up to be crap shooters. Check this config:

// Rifleman
SAR_soldier_band_skills = [

["aimingAccuracy",0.20, 0.00], // skilltype, <min value>, <random value added to min>;
["aimingShake", 0.25, 0.00],
["aimingSpeed", 0.20, 0.00],
["spotDistance", 0.35, 0.00],
["spotTime", 0.30, 0.00],
["endurance", 0.10, 0.00],
["courage", 0.44, 0.00],
["reloadSpeed", 0.10, 0.00],
["commanding", 0.01, 0.00],
["general", 0.01, 0.00]


These mofos can't mostly hit a barn, but every 20-30 minutes I encounter a group that jsut tears me to shreds with 100% burst accuracy. All snipers and leaders have same stats, and they all have sub-par 9mm weapons. What overrides their skill setting?

I'm using 100% bandit groups, no soldiers or survivors.
 
What would

SAR_dynamic_group_respawn = true; do?

I know that on my server it constantly spawns AI and the interval number increases. Would this simply respawn the squad with the same number if there are players in the area to trigger?

Thanks.
 
The turret gunners will engage enemies. Auto reload should work on these as well (though untested). Keep in mind though that you won't see jets attacking infantry (at least i assume so), but they will attack vehicles.

About making all AI unfriendly:

Do NOT set AI to west :) never ever. I had that at the beginning of this mod. It works, BUT given that players are west as well, people run into the 140 groups max/side pretty often. 40 players = 40 (in effect 41, Dayz is using 1 for spawning) groups, that leaves 100 groups for AI. 36 grids on Chernarus, 3 groups per grid and new players will join as seagulls :)

Why don't you use military skins for bandits as well ? By that you have the looks of soldiers, but the logic still handles them as bandit AI.

Sarge

Hi again,

Say if the player limit is 30 players, then configured the way I suggested back on page 47 (having west as unfriendly to resistence as well), then I should make sure that there should never be more than 140-(30+1) or 109 AI survivor groups spwning for west? Which I can work out from map_config files?
The reason is, I would like to see military fight everyone (including bandits). Let me know if I am missing something. Thank you for your helpful responses!
 
I think I know now. I cleared a group in a small area, returned 20 min later, and found a random composition of very skilled enemies in the respawn zone. It seems that respawn mechanics sometimes ignore skill/squad composition settings and spawn some random group with random skill?
 
YES; i did read the FAQ and the READMEs on opendayz.net and on github, and i searched this thread for my issue.

Version of SAR_AI : Version 1.0.3
Version of Dayz : Taviana 2.0 (1.7.4.4?)

Serverpackage Type : Bliss (DayZ.ST)
Version : 4.0 (I think, not sure on this one)

Installed mods : BTC Logistics, Remove Vehicle Parts, Animated Heli Crashes, and Self Bloodbag Script
Enabled debug modes:
- SAR_HITKILL_DEBUG = true;
- SAR_DEBUG = false;
- SAR_EXTREME_DEBUG = false;
- KRON_UPS_Debug = 0;

Describe your issue: I have been running this on my test server with excellent results bar the inability to get in a vehicle with other players. I've found this to be a frequent bug and have followed the directions in your post (below) to find that I'm still having the issue. Is there any possible solution or would you be willing to look at my mission.pbo?

Uploaded the fix to github, didn't want you all to wait for the full next release.

Download & exchange 2 files: SAR_vehicle_fix.sqf and SAR_functions.sqf,

and set

SAR_FIX_VEHICLE_ISSUE = true;

in your SAR_config.sqf file.

cheers, Sarge
 
YES; i did read the FAQ and the READMEs on opendayz.net and on github, and i searched this thread for my issue.

Version of SAR_AI : Version 1.0.3
Version of Dayz : Taviana 2.0 (1.7.4.4?)

Serverpackage Type : Bliss (DayZ.ST)
Version : 4.0 (I think, not sure on this one)

Installed mods : BTC Logistics, Remove Vehicle Parts, Animated Heli Crashes, and Self Bloodbag Script
Enabled debug modes:
- SAR_HITKILL_DEBUG = true;
- SAR_DEBUG = false;
- SAR_EXTREME_DEBUG = false;
- KRON_UPS_Debug = 0;

Describe your issue: I have been running this on my test server with excellent results bar the inability to get in a vehicle with other players. I've found this to be a frequent bug and have followed the directions in your post (below) to find that I'm still having the issue. Is there any possible solution or would you be willing to look at my mission.pbo?

Thx a lot Althasil for the FIRST structured bugreport :)

are you sure about the SAR_AI version ? The latest one is 1.1.0. If you set SAR_EXTREME _DEBUG to true, wou will see in your rpt when a player approaches and leaves the area around a vehicle. Check that one if it works as expected with 2 players please.

Did you try to disable the BTC logistics and Remove Vehicle Parts mods to see if they interfere?

cheers, Sarge
 
Thx a lot Althasil for the FIRST structured bugreport :)

are you sure about the SAR_AI version ? The latest one is 1.1.0. If you set SAR_EXTREME _DEBUG to true, wou will see in your rpt when a player approaches and leaves the area around a vehicle. Check that one if it works as expected with 2 players please.

Did you try to disable the BTC logistics and Remove Vehicle Parts mods to see if they interfere?

cheers, Sarge

I downloaded the latest SAR_AI version from here a day or 2 ago.

If I set SAR_EXTREME _DEBUG to true will the related messages in the rpt log begin with SAR_AI?

I have not tried to disable either of those yet, but I have tried disabling your AI script and this resolves the vehicle issue. I will try with each (and both) of those scripts mentioned disabled.
 
I think I know now. I cleared a group in a small area, returned 20 min later, and found a random composition of very skilled enemies in the respawn zone. It seems that respawn mechanics sometimes ignore skill/squad composition settings and spawn some random group with random skill?

checking the respawn logic ... spot on. the skills don't get applied on respawn.

Thx a lot for finding that out, will be fixed and be in the next release.

cheers, Sarge
 
Hi again,

Say if the player limit is 30 players, then configured the way I suggested back on page 47 (having west as unfriendly to resistence as well), then I should make sure that there should never be more than 140-(30+1) or 109 AI survivor groups spwning for west? Which I can work out from map_config files?
The reason is, I would like to see military fight everyone (including bandits). Let me know if I am missing something. Thank you for your helpful responses!

Why dont you simply set your humanity limit to a very high number?
 
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