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  1. M

    Possible? Arrow Creation

    So I figured out how to keep the menu around through deaths and lobby disconnects, I have also added the recipes section that was requested. Thanks to Tortured for much of the thinking behind this. Here's what I did: In the fixes/compiles.sqf I added a line under player_firemonitor...
  2. M

    Morox AI - Sycosis Simple AI mod

    I was wrong about the main file in dayz, the two spots are the damage handler for if you shoot a non-bandit and the playerdeath.sqf which contains this, which has the bandit humanity commented out so it seems you are correct humanity for bandit kills is not active. Instead + humanity comes from...
  3. M

    Morox AI - Sycosis Simple AI mod

    I am currently working on two things for this mod. 1. AI will use vehicles if they find them 2. Mission sqm converter - so you can create all your AI and waypoints in the mission editor, the converter will output a file that the mod reads and the AI will follow the exact routes, for finer...
  4. M

    Morox AI - Sycosis Simple AI mod

    Thanks for the typo catch. glad it works.
  5. M

    Morox AI - Sycosis Simple AI mod

    Dayz mechanism , it is recorded in db, check out dayz_code/actions/playerstats.sqf I think;
  6. M

    Morox AI - Sycosis Simple AI mod

    Dwarfer, I think I solved the problem- here is the new updated files you need to grab Also note that I have added an updated humanity handler to the unit_killed.sqf in the factions section, so killing an EAST and Resistance AI counts as a bandit kill with a + 200 humanity gain, WEST kills...
  7. M

    Morox AI - Sycosis Simple AI mod

    Ok, I am working on a fix.
  8. M

    Morox AI - Sycosis Simple AI mod

    Sorry I wasn't clear, add diag_log line to your add_unit_server.sqf just above the sniperskin line
  9. M

    Morox AI - Sycosis Simple AI mod

    Using your existing _aispawn line add this diag_log line just above the line shown below it diag_log format["Creating at %1 a member of %2",_unitpos, _aigroup]; _sniperSkin createUnit [_unitpos, _aigroup, "_aiunit=this;",1,"Private"];
  10. M

    Morox AI - Sycosis Simple AI mod

    So I was able to replicate this as I said however it seems to be a very specific use case, could you try this _aispawn = [[7180.07,3534.87,0.002], 1,1,2,1,1,3,6,2,50] execVM "scripts\add_unit_server.sqf"; // TEST With two units, and see if they respawn, what I found was if you only have one...
  11. M

    Simple AI Tutorial (no rMod or DayZ_Factions)

    Bandit, If you are using Sycosis's files then your _aispawn lines are missing variables _aispawn = [[4648.7422,8.9400539,2553.0039],10,1,2,4,0] execVM "scripts\add_unit_server.sqf"; You only have 10 (Radius) 1 (waypoints) 2 (num units) 4 (unit type) 0 (faction) you need baseskill...
  12. M

    Morox AI - Sycosis Simple AI mod

    EDIT: Was able to replicate, working on fix now That is weird, I tried the same thing and they did respawn for me. 22:51:34 "NPC dead! Respawning in 50" 22:51:35 "NPC dead! Respawning in 50" 22:51:37 "NPC dead! Respawning in 50" 22:52:24 "Respawning NPC at [7190.82,7680.18,0.00143433]"...
  13. M

    Morox AI - Sycosis Simple AI mod

    Which setting did you use, to respawn where they died or where they originally spawned?
  14. M

    Possible? Arrow Creation

    The menu version works but it only works on initial logon if you disconnect to lobby and go back in it does not, or if you die, I am working on the fix for this, also mine is coded to need 3 wood piles per arrow, may be a bit much, I'll code this in to a variable so it can be easily updated.
  15. M

    Morox AI - Sycosis Simple AI mod

    Dwarfer, As a quick test can you change the Wpradius and wpnum to 1,1 and the respawn to 10 _aispawn = [[7179.02,3216.82,0.001],1,1,1,2,1,3,6,1,10] execVM "scripts\add_unit_server.sqf"; This will lock them in place so they can't move around and they should respawn right where they are...
  16. M

    Possible? Arrow Creation

    Tortured, you said you would assign the action to a DIK key code instead of having it on the menu the whole time, but is there a way to ensure it is always there, I tried a while {true} and it did not work.
  17. M

    Possible? Arrow Creation

    I came up with something similar except for some reason the craft option would only come up when I had some other target, even if I put it near the top of the file, also I wanted to start the base of a crafting system so this is what I came up with. I use sleep 1; [] execVM "craft-it.sqf"...
  18. M

    Simple AI Tutorial (no rMod or DayZ_Factions)

    Wrex, Found your issue, in your Case 2 you Militia ammo is wrong, what you have listed there is a weapon not ammo it should read _militiaAmmo = "20Rnd_762x51_FNFAL";
  19. M

    Simple AI Tutorial (no rMod or DayZ_Factions)

    America, I would recommend looking at my fixes to this mod which can be found here, http://opendayz.net/threads/morox-ai-sycosis-simple-ai-mod.9354/ If you still want to use this one I can try to help out but most of the issues are already fixed in mine. To solve the vanishing AI problem...
  20. M

    Simple AI Tutorial (no rMod or DayZ_Factions)

    Can you paste your case section of the add_unit_server.sqf
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