RoyalCuppa,
In your add_unit_server.sqf you have an error in your units there is a line that you have which says
_aiammo = _ailoadout select 0;
it should read
_aiammo = _ailoadout select 1;
It is correct for your squad section but not the individual section this is causing the...
Governer,
Are you having issues? Have you tried implementing this yet?
Bolbies,
Sorry no I have not, I am working on the Alpha release I spoke of which fixes all the issues with this mod and then I will begin working on the requests and enhancements.
I don't even see that sqf in my pack, is that something you custom added to your dayz_code.pbo?
EDIT:
This seems to be part of Bliss pkg, I don't use it so I can't speak to this, but if you completely remove the AI stuff does the error still occur? It's possible there is some cross over on...
That's not part of the AI scripts, I would say comment out the _aispawn lines to be sure but based on that it seems somehow that there is an error in the z\addons\dayz_code\compile\local_deleteObj.sqf file.
I have not checked out UPS, it seems to have some nice features, Sarge's is a great pack, I don't know if the new version is out where you could customize load-out like you can with this pack. I also think it has to do with use case, for example I don't know right now if you wanted to Create an...
You can turn down their skill level if you don't want them to be as precise on the shooting, you could also alter the behavior but then you would need to setup an event handler to trigger "Combat", like a hit or fired near.
I'm working on the respawn stuff, right now, they end up with the the...
Royal Cuppa,
.5 and down would be hate above .6 is like. On the disappear thing I talk about this in various posts, look for AI vanish and you should find the fix, I am not at my server with files right now so I can't attach the file with the fix, it's in the add_unit_server.sqf
Bolbies,
I...
RoyalCuppa,
By quick look I would say don't add rotation to the _aispawn line in the init.sqf. Try this one, I have not gone through all the other files, not on my machine with tools to extract PBO, I'll check out in a bit if this does not work.
Bloodtype,
Yeah at the moment the only way is to lower the amount they start with, you could do some coding in the the unit_killed.sqf to handle percent drops.
Bloodtype,
Spotted your issues, I posted an update to the add_unit_server.sqf and unit_killed.sqf that you didn't apply also the looting of the sniper problem is related to the "NVGoggles" you have them in the wrong spot they belong in Weapon not Gear. I have updated both with your loadout's...
Working on this a bit more have fully fixed faction thing and now the unit type is persistent as well, I am currently working on the weapon and item loadout, hopefully have that knocked out in the next couple of hours.
Villko,
Add the line
_aiunit addEventHandler ["Fired", {[(_this Select 0),100,true,(getPosATL (_this Select 0))] execvm "units\NPC_AlertZombies.sqf";}];
right above every line that looks like this
_aiunit addEventHandler["Killed",{null=_this+[(getPosATL (_this Select...
With this fix, AI will respawn on the correct faction and in the exact spot where they died, however they respawn as the unit type defined in the last _aispawn line and with that gearset. No fix for those yet sadly.
Ok,
Major SNAFU on my part folks, my apologies, apparently I did not upload the correct unit_killed.sqf to handle the faction fix that I added to the add_unit_server.sqf. If any of you have been having issues where AI is not respawning after adding the faction fix please replace your...
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