A3EAI has been released on the Epoch forums, current thread is here: http://epochmod.com/forum/index.php?/topic/31551-a3eai-ai-addon-for-a3-epoch-alpha-057-released/.
There were enormous improvements that were made from the DZAI to A3EAI conversion, much thanks to Arma 3's new commands which...
Make sure you're not using _DZE vehicles, they don't have any ammo included so AI can't use the weapons. If you have _DZE vehicles in use, replace them with _DZ versions. If you didn't touch any of the heli gunner settings then the vehicles should have gunners already placed.
Thanks for your interest, but an A3 Epoch adaptation for DZAI is already in the works and its first release date is scheduled around the end of January. http://opendayz.net/threads/dzai-adaptation-for-arma-3-epoch-news-updates-information.21439/
Update:
Due to ongoing rework of the spawning systems, the previously-mentioned "static spawn config files" might not be included with A3EAI's release after all due to the possibility of incompatibility. This isn't set in stone at the moment.
A brief overview of how much development time was allocated to different parts of A3EAI (rough estimates):
As shown in the diagram, there's still much to do and test with vehicle AI and custom spawns. Much of the effort was spent on "supporting framework code", which refers to all code that...
You need to enable the air patrols to have them active. Check the air vehicle section in dzai_config.sqf and see if you've missed any settings.
If you've made sure that you've properly enabled air patrols (check the DZAI_maxHeliPatrols and DZAI_heliList settings) and you still don't see any...
Update:
Line-of-sight checks will be added to static (non-custom), dynamic, and random spawns to avoid possible cases of in-your-face AI spawning. The line of sight checks will be short ranged (less than ~200m) to prevent performance issues but anything beyond this range is what I would...
Thanks guys for your responses. The way its going to work right now is that the feature will be removed and replaced with the Alternate Proposal version, since it's rather trivial to implement.
DZAI will only delete AI units under two possible conditions:
The unit is dead and an amount of time determined by "DZAI_cleanupDelay" has passed since death. All units are assigned a variable upon death that determines at which time they're allowed to be deleted. If this variable is not...
Update:
A bit of a late update since I made this change way back. The AI loot system has been reworked in an attempt to simulate "looting" activity to generate loot items in AI inventories. AI spawn with no loot, but loot items are gradually added to AI inventories as time goes on. What this...
Your second log sample has a "dzai_initserver.sqf not found" error but DZAI continues to load normally lower down, so you've possibly added the "call" line for DZAI twice somewhere, but one of them is working so it's not a serious issue.
Update:
Dynamic (non-hunting type) and random spawns have been slightly modified so that the AI group's first waypoint is always redirected to the target player's position at the time the spawn is activated. What this means is increased chance of actually encountering the AI spawned, but easily...
Check if your server hoster expects you to add your custom files to an unpacked version of the server pbo. I remember some users saying that a certain server hoster (don't remember which) automatically repacks the server pbo on each server start. If this is the case with Vilayer then it's...
Same thing with the previous RPT log - there's no mention of DZAI in the log, which means the server_monitor.sqf was not made properly.
The two types of problems I've seen:
1. dzai_initserver.sqf not found error: means you made the server_monitor.sqf edit correctly, but the DZAI folder was...
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