Alright, so the issue is in UPSMON.sqf: Around line 262 and 908 there's two sections that look like this:
// reset the group
{
_x allowDamage true;
[nil, _x, "per", rHideObject, false] call RE;
_x enableAI "FSM";
} foreach units _npc;
and
// reset the group in case something...
You need to do weapons differently than items. Items have the drop chance as a %, whereas weapons are a chance from the "pool" you create. So, in your first example:
["AK_107_pso","M4A1","MG36"]
Each of those weapons has a 33% chance to be picked as the primary AI weapon for a unit. Say you...
Thanks! I wasn't defining dayz_spaceinterrupt anywhere else, but copying that code out of the dayz_code compiles into the debug.sqf and including the check for f10 keypress fixed the issue.
Do they spawn without the custom loadout? Try reverting to the provided loadouts to check. Also, the .rpt should show some errors that might help track down the issue.
Don't remove the extra map grid/config files, they're hard coded elsewhere. But, you can delete all the code from them and save as 0 byte files for the maps you're not running.
Love this debug monitor - however, like the poster above mentioned: is there any way to get the combat roll working with this? Seems not to work whether this is showing or not.
No, vehicle_fix is aimed at allowing players to share the same vehicle. This is a problem due to the way the AI flag players as hostile - Sarge has gone into quite a bit of detail on the issue and how difficult it was to work around.
I was experiencing laggy AI as well (dayz.st host..). Setting vehicle fix to false has them running smooth again. It's unfortunate though, because increasing the "sleep" parameter mentioned in another thread had the vehicle fix working perfectly :(
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