Wrex,
I don't mind helping you out if you really want to run this version, but I would recommend checking out my forked version of this where many of the issues are resolved.
http://opendayz.net/threads/morox-ai-sycosis-simple-ai-mod.9354/
If you are talking about the AI vanishing the...
Wrex,
Your spawn lines are missing most of the variables
_aispawn = [[6689.49,2623.59,0],160,8,4] execVM "units\add_unit_server.sqf";//Chernogorsk
You need to have the rest, like unitype,faction, skill, should look something like this
_aispawn =...
Ir seems there an issue somewhere, so couple of questions you running this on a dedicated server or on a hosting provider? Do you see globalFaction is # anywhere in the RPT? I'll write some debugs into the scripts and pack them in a PBO for you and we can see where it may be breaking.
Everything seems to work fine, are there any specific errors in your RPT - there is an entry when an NPC dies and when and where they should respawn, also the note "Global Faciion is #" means the spawn script ran.
My rpt using your pbo shows this: I set the respawn time to 10 seconds on your...
Can you upload your rpt file, I just used your exact files and had no issues, maybe there is something with some of the other mods you are running, can you package your pbo, or zip your missions folder so I can test your exact loadout.
Your init.sqf has two lines
_aispawn = [[6785.0,2525.00,1],600,300,1,4,1,3,10,2,900] execVM "Scripts\add_unit_server.sqf"; // Cherno
_aispawn = [[10363.0,2244.0,1],600,300,1,4,1,3,10,3,900] execVM "Scripts\add_unit_server.sqf"; // Elektro
Which are using gearsets that are not defined in...
Are you using the OP files, or did you also grab the edit I made for Samirocks? Did you make any mods to the files? If so can you post your init.sqf and add_unit_server.sqf?
This MOD does not work on AI created in Mission Editor it only handles AI created using the _aispawn line in the init.sqf, and at the moment the waypoints are randomly generated from the start position/radius/and waypoint numbers you enter. I am working on code now to setup specific paths like...
Here you go, I have made the chance of them vanishing 90% but it is editable in the file, all I am doing is the equivalent of hide body right when they die.
I am currently working on allowing customizing the loot drops, so they can run and fight with one set of gear but when they die they can...
Ok looking into this further it is actually the player_monitor.fsm that needs to be changed, you need to pull the player_monitor.sqf and the player_monitor.fsm from the day_code.pbo, then you need to edit the FSM
You are looking for
"if ((_isNew) OR (count _inventory == 0)) then {"...
If you change the cpp file you would need to pass that out to people, since that is part of the core client side dayz pbo, for me it would be easier to do it in you dayz_server.pbo - in the server_playerLogin.sqf just change where it reads the cpp for the default loadout:
//Record initial...
Axeman, dunno if it will help, I can "unban" the lights and even turn them back on automatically but they actually don't look as good as yours, it's possible I'm not getting all the requite parts, but was thinking about your mapping problem, this at least makes them objects in game so you can...
To reply to Sarge's post about the use of the AI, I would also recommend using Sarge's AI for almost every use case - even if you are new to modding, especially now that Tiger, has created a simple video tutorial on the installation and config of Sarge's mod, found here...
RoyalCuppa,
you can use setIdentity, but it is a little tricker than that as the idents have to be defined in your description.ext file as shown below, I was using the name John as an example, though I am working on this as well.
class CfgIdentities
{
class John_Doe
{
name =...
Yeah that was direct from the Sycosis post, as you and I have seen earlier today Sarge on the other thread, even simple BE config explanations sometimes are misunderstood, I run with my script's excluded only not the entire line.
So It would be
5 addWaypoint !"\"addWaypoint\","...
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