SARGE AI Framework - Public Release

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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.

Havent tested that, but assume not. UPSMON and my framework do some heavy AI behavior modifications, as does TPWCAS.
 
hey i did your steps and when i first logged in i got kicked for script restrict #80 i turned off battleye an enter seen Ai heli flying over head so i know it works but wish to have batteye eye on with in 2 mins had 2 hackers i couldnt kick on dart control pannel saying password was wrong.
 
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?
 
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)?
 
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.
 
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.

I could be wrong, but I believe it is applied to all AI spawns. Timer kicks in once the whole group is dead.
 
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)?

One big grid works as well, the potential issue is performance if you have too many AI in that grid. They will be there even if no players are around. They do avoid water etc..

If you use the 36 grid, there is a default setting for grids - by that you dont have tp adjust all 36 grids.

Spawn probability for dynamic spawns is checked every time they get triggered to spawn - so every time a player enters that area.

There is no spawn probability for static spawns, doesnt make sense.

cheers, Sarge
 
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?

If you have dynamic spawns OFF, you should not see any AI spawning in near players. What you might see is static groups respawning though.

Medic =

a) you need to have positive humanity
b) you need to have a bloodbag on you
c) talk to the group leader

d) profit :)
 
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?
 
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?
This looks absolutely correct. Any clues in your rpt ?
 
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?

No easy way at the moment. Might look into that as an option for the future. Keep in mind there might be a lot of messages in sidechat though, depending on number of AI.

Sarge
 
Hi sarge !, may i ask u something? after a time AI stop spawn why is that?, this happened me yesterday the script is awesome i love the AI make the mod more funny xD
 
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?
 
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?

search for vehicle issue in this thread.
 
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