B
Reaction score
142

Profile posts Latest activity Postings About

  • Gorgeous fashion, everything works fine!
    I apologize for my English, Google translator)
    I would like to say a huge thank you to the author, Buttface!
    This add-on is installed on a server group, RU 79, Chernarus, Namalsk, Celle, which I supervise.
    Not everything is clear, but understand)
    Good luck in the future development of the project!
    B
    Buttface
    Hi, I'm glad to hear you are enjoying the addon. If there are any problems, just let me know.
    K
    koriaba
    Well, thank you!
    I would like to say thank u for this badass tit rockin mod. I also had a ? I have launched this AI and (Sarge) and they both work however not for everyone that connects. There are a few players that are unable to connect to the server and received the message Battle Eye: client not responding and then kicks said player from the game. Is there something on my end that I didn't disable?
    B
    Buttface
    I hope you're not using 2 AI mods at the same time, but if you didn't mean that then nevermind. As for my AI mod, it doesn't (and shouldn't) run anything clientside so there should not be any BE issues. At the moment I don't know what could be the problem other than ensure your exceptions are updated. Sorry I could not be more help.
    Question to change the skin of the AI bandits to just one single skin. Do I have to change it in the default_config.sqf or the dayz_ai_variables.sqf.
    B
    Buttface
    You'll need to edit the DZAI_BanditTypesDefault array in default_config and if you're using a non-Chernarus map, you might need to check the appropriate file in the loot_configs folder in case skin types have been added there.
    S
    Sprig
    Thanks
    Buttface i am having a problem with the original dayz_mission/init.sqf file when i put the line
    <code>#include "DZAI\init\dzai_init.sqf"; //Load DayZ AI Bandit Module</code>
    into it and i try to join the server i get an endless loading screen, any way i can fix this?
    B
    Buttface
    Make sure you copied the DZAI folder into your mission folder (ie: dayz_1.Chernarus). It's in the same level as the init.sqf file.
    C
    CulpableComa49
    I fixed it works great thanks it was a repacking problem..Great script..!
    B
    Buttface
    No problem, glad you're having fun with it. By the way, in a few weeks the installation method will change, and the DZAI folder will go into dayz_server.pbo + 1 other edit. Just a heads up for you.
    Buttface your AI seems to cause a crash when i loot them on taviana any thoughts? Thanks in advance.
    B
    Buttface
    Taviana is a bit problematic because its DayZ codebase is extremely out of date, so it's missing a ton of weapons and other items. I can try to fix it, but I would need you to provide me the config.cpp inside Taviana's dayz_code.pbo. Because Taviana doesn't look like it will be kept updated, I plan on dropping support for it after the next DayZ version.
    B
    Buttface
    By the way, if you check out the 0.06/0.07 branch on GitHub in about 2-3 hours, I will have another test version up. Follow the instructions to enable "minimal" mode. It may prevent crashes but AI loadouts will be more limited.
    Thanks again for the great AI! I love it! Trying to reduce the number of AI bandits on the map, I have reduced the value of DZAI_maxAIUnits to about 20. And I have increased the timings in DZAI_respawnTime1 and in DZAI_respawnTime2. But does DZAI_maxAIUnits mean the max total amount of AI, and after that it will stop spawning new AI completely? Or does it mean the max number of CONCURRENTLY alive AI?
    M
    Marcel
    I almost thought that, as my AI seems to stop spawning after a few minutes. Thanks for the information!
    B
    Buttface
    Hey again, I believe I have fixed the AI counter in my latest version. This version includes a monitor script that reports the current number of AI units and triggers into the RPT log, so you can tell if your limit is being reached.
    M
    Marcel
    Fantastic! Thank you so much! I will immediately go and try that out now.
    Hey dude, Love the AI, less lag than the others, I have tried.

    Now the issue im having is.... I want to set multiple spawn points in one large town, however when I do, all the bandits start shooting each other. Ive been through the relations resistance and east and friendly towards each other (1) and against west players (0).

    Probably just being a complete derp. But thanks in advance
    B
    Buttface
    By the way, I just found a bug in the spawn scripts that fails to prevent a spawn from starting if the trigger area still has active units. The bug will only happen if debugLevel is zero. So to prevent more AI spawning than intended, I recommend you set debugLevel to at least 1 for now. I'll try to roll out the next patch in a few hours.
    G
    Gorsy
    Cool cool, Yeh I wasnt sure wether when they despawned it would act as if they were killed, and wait for the respawn time to bring them back in. But thats cool. They are working great on my server, Just wanted to tweak the despawn timer. But yeh its pretty cool at the moment
    B
    Buttface
    Hey again, I rolled out a test version of 0.06 last night, it should fix the spawn prevention check and prevent more than one despawn script from running per trigger. It also has a few other updates to parts of the mod. If you'd like to use it, I'd suggest you review the code changes before you use it since it's a test version and all.
    First, thanks for the great AI! They have brought back the essence of day Z to my server :)
    I was wondering if you would mind walking me\us through adding in new spawn points for the AI, I can't quite figure it out (the specifics of the coordinates because the ones i see in chernarus_config.sqf are all a lil different).

    Thanks for any help man
    S
    selian_blade
    Hey, I also love this thing. But I'm not sure how to add the new spawns. I'd hate to ask but can you go into further detail. I edit a map, place them where I want them to spawn. Save, open save in Notepad++, and what? Not sure where this trigger folder is.
    B
    Buttface
    Hey there. I don't have enough time to explain how to add new spawns at the moment, but when I have time tomorrow, I'll send you a PM with a better explanation.
    S
    selian_blade
    Thank you.
    Hey buttface,
    One more question brother im looking to actually increase the total AI spawns not actually the rate of spawn what is the option for that?
    B
    Buttface
    Take a look inside the init\configs folder and open the config file of the map you're using. You'll see something like "nul = [2,1,100,thisTrigger] call fnc_spawnBandits_bldgs;" The first number is the minimum number of units that will be spawned by the trigger, the second is the maximum additional number (0-1 in this case).
    B
    Buttface
    So from the trigger example above, you can either have 2+0 or 2+1 AI spawning from the trigger. If it was [2,2... etc] you would have: 2+0, 2+1, or 2+2 AI.
    Hey buttface!
    What is and where do i find the line that I need to modify to increase the frequency of AI spawns?
    Thanks in advance.
    B
    Buttface
    Just about everything can be found in dayz_ai_variables.sqf in the init folder, including respawn timings. Unless you're not referring to DZAI, then I don't know.
    Everything Installed Correctly, but every time i kill an AI then check Gear the game crashes. Any idea why this would happen?
    G
    Gorsy
    Try reinstalling it with no changes to the original code, and see if it still does it
    While I was Trying to install dayzai / DayZBanditAI into my pbo I got everything done correctly Except for where i have to add the line to my init.sqf file it will let me put it in but when i reopen it in the mission pbo the change did not take effect and I have No Ai spawning in game, Please help me , new to this and have no idea if I am placeing it in the wrong place or adding it improperly Thank You
    • Like
    Reactions: CulpableComa49
    B
    Buttface
    Make sure you remember to repack your mission pbo after editing it. Otherwise, you are overwriting your changes with your original pbo if you unpack it again.
  • Loading…
  • Loading…
  • Loading…
Back
Top