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...
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...
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...
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...
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"];
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...
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...
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]"...
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.
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...
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.
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"...
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";
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...
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