Yeah I don't see the Global Faction line, I noticed you change the pathing of the script to units\ instead of scripts\ like it is in the OP, but your factions is still in scripts\ if you left everything the way it is it should read:
_aispawn = [[4482.47,10287.6,0],1,1,8,0,1,3,6,0,200] execVM...
I was referring to respawning which the OP scripts have an issue with. I would highly recommend looking at:
http://opendayz.net/threads/morox-ai-sycosis-simple-ai-mod.9354/
Which solves many of the problems in these scripts.
However towards your current problem are you seeing any errors in...
Restriction 126 is actually line 128 which is the rspawn line, which is set to 5 I would not tell you to set it to 1 but to exclude the script that calls it, its the first time I have seen this rspawn line issue, I look into my scripts.txt when I get near a machine.
They should spawn instantly on the first player's join after server restart. If you are using Sycosis's code the issue with respawns is that the position of the AI gets over written if you have multiple AI lines.
Updated files with some new bug fixes, mainly an issue where loot and zeds would stop spawning after a large number of AI have been dying and respawning for while.
If the AI fire it happens pretty quick, if they don't they need to get pretty near them to trigger the sight activation, I can look into tweaking the sight stuff if you need.
Essix,
It is exactly that, it treats them as players as far as spawns go so if you were a group of 3 players running through a town it would do the same. Though it seems to be better outside the large cities. I ran with 184 AI units throughout the map and for the most part they were able to...
Scottieo,
I have never attempted it, since most AI is usually handled in the mission.sqm which is server side, I think that is why most people take that approach, also if set to client side I think every client would duplicate each spawn as it is coded at the moment. Are you seeing major...
As I said in the readme this is very aggressive script, I just ran your one line, those 3 units spawned about 20 zeds in under 2 minutes, they were over run and killed within the next 2.
Once I added the "val" entry this line worked.
you are missing the new hasvalue at the end of that
_aispawn = [[6047.9253,7786.0884,0.001],200,5,1,4,1,1,2,1,120,"val"] execVM "scripts\add_unit_server.sqf";// example normal invocation
so try
_aispawn = [[12152.9,3582.08,0.002],250,50,1,4,1,1,9,1,1800,"val"] execVM...
Here are the files and the brief readme I have put together - let me know if there are any issues or questions. Note: this includes the original files as well, if you already have your own gearset's etc you will need to transfer them into these as all the files (except faction's) have been...
I may have to ping Sarge and work with him on that, the issue would be that his AI would spawn zombies, they however would not alert them or be able to be attacked by them, my code would also make them attack zeds, don't know if they currently do that. I can think of a workaround for all but...
Ok, so I have completed the very "ALPHA" version of a couple of the requests that I have had here on this board and others, as well as some minor bug fixes to the code. The newly added features are the following:
1. AI will as they enter towns and pass near buildings spawn their own Zombies...
The pathing depends on the folder structure you are using, I would recommend looking at:
http://opendayz.net/threads/morox-ai-sycosis-simple-ai-mod.9354/
for the updated code and files to make this AI work in the proper way.
If you want to still use sycosis's original AI, send me a link to...
At the moment they do not spawn their own zombies, as I have not solved the issue of zeds attacking AI not really fair to have them spawn zeds, I do have working code for this (Ai spawning and engaging their own zeds) hopefully I will have the zed attack AI solved by the end of the week.
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