Open DayZ Community

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Gorsy
Yeh its panthera, Ill have a good play tomorrow with debugs on, and have a read through all the coding insted of just the configs :p Did notice the debug line in the rpt for despawn in 500 but didnt check to see if they had actually despawned, I can play with it for hours on my test server without effecting my players. Thanks, Will let you know how i get on
G
Gorsy
Ok so managed to get it all working great, Everything is labled up very well except the triggers.

So just want to confirm a few things about them if i may

panthera2_config.sqf
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Gorsy
Line1 World Co-ords
Line 2 500,500,0,false
Line 3 Any Present True
Line 4 30 60 90 true
line 6 3,1,100
G
Gorsy
So line 2 is min/max range for activation not sure what 0 or false does
line 3, unsure
line4 unsure
line 6 - 3 to spawn always, with chance of extra 1, 100 chance to spawn this trigger?
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Buttface
It's much easier to deal with triggers if you use the 3D editor instead of doing it manually, that's what I do. The 500, 500 are the X, Y dimensions of the trigger, false for "not rectangular." Line 3 is conditions to activate the trigger (activated by anyone as long as they're present, and true for repeatable).
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Buttface
Line 4: 30/60/90 is the min/average/maximum delay until the trigger activates. True means that the person must keep the trigger activated for that amount of time.
Line 6: It depends on which spawn function you're calling. Each variable is described in the script files. You understand the first two values correctly.
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Buttface
The "100" is the maximum distance between patrol waypoints (for reference, a value of 300 makes a circular patrol that extends slightly beyond the width of NWAF's airstrip).
So far, there is no setting to control the chance of activating the trigger. The trigger always activates, but if there is no minimum number of AI to spawn, there is a chance that none will spawn.
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Gorsy
Ah cool, I think thats everything I need to know. Sorry for the harressment :p I just like to understand the full capabilities of what im using. Plus I help out on dayz.st irc chat and alot of people ask for bots on there, so its good to know the answers :p
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Gorsy
Maybe an idea for a future update, the ability to make a stationary AI, so players can set them stood on top of buildings or towers, with a % chance to spawn in. That would be pretty cool
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Buttface
I'm more than happy to answer any questions, so don't worry about asking anything. The stationary AI idea is interesting but at the moment I'm keeping the AI spawn scripts as general purpose as possible. I'm thinking of implementing a % chance to spawn AI but I want to keep the number of spawn parameters to a minimum. I'm still thinking of another way to do this.
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Gorsy
Yeh I know the feeling, our server has released some scripts ourselves, and im working on one atm :p its time consuming enough just getting the bugs cleaned out of it. That guy further down has the same problem some of my players do, which is a crash when looting :p
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Buttface
Yeah bug-fixing is a total b*tch sometimes. When I made it so AI respawn back into their original group, I broke the AI mod for about 3 straight days. When I implemented the despawn system, it broke the respawn system for another 3 days.
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Buttface
If your players' crashes are related to my AI addon, then it's likely because there are weapons/items in the loot tables that don't belong in Panthera. The same issues happened in Taviana since its DayZ code base is horrendously out of date.
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Gorsy
lol @ the 3 day thing, I did the same thing with the animated c130 that drops care packages then crashes and spawns loot that im making.
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Gorsy
And yeh I figured it was gun related as we use a spawn_loot.sqf to replace certain items when they spawn. So Im in the process right now of figuring out, if its the guns we have replaced, or the ones that dont actually spawn in and we put in via the replace file :p
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Buttface
If it's an item related issue, could you give me a list of the items you had to remove/add to the Panthera configs? I don't have an up-to-date version of Panthera and my bandwidth limits are quite restrictive. What I do to ensure compatibility is check that every item entry in the config file exists in the config.cpp of dayz_code.pbo and vice versa.
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Gorsy
Dont worry about it, I'll figure it out save you some work then let you know what I found. Ill also write a quick FAQ for you so you can focus on your development. Is the despawn timer linked to the respawn timer, So If player leaves area, they despawn, but when player comes back it has to wait for the respawn timer?
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Buttface
An FAQ sounds like a good idea, thanks for the offer. When I find the time I'll also try to make an in-depth "manual"... possibly. The respawn and despawn timers are separate, but both can be configured in dayz_ai_variables file. The despawn timer is separate from the respawn timer, it's controlled by DZAI_despawnWait.
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Buttface
The despawn isn't instant, after the time determined by DZAI_despawnWait has passed, the despawn script makes a check to see if the trigger is active (=a player is present) then exits without doing anything. At the moment I don't know if multiple despawn scripts would run if someone keeps passing through the trigger area. If that does happen, I'll have to figure out how to prevent that from happening.
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Buttface
To clarify my last post: after the time determined by DZAI_despawnWait has passed, if the trigger is active at that time, the despawn is cancelled since it means a player is currently present. Otherwise, the script continues and deletes all units spawned by the trigger, and then cleans up the empty groups.
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