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    All DZAI 2.1-related News (Last Updated: 7/10/2014)

    Continuation of general changelog: [FIXED] Fixed bug where parachuted AI units were unable to despawn properly under certain circumstances. [FIXED] Custom spawns (non-respawn type) now correctly keep track of current number of live units. Example, if you kill 3 of 4 units and leave the spawn...
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    All DZAI 2.1-related News (Last Updated: 7/10/2014)

    Here will be the rolling changelog of version 2.1. It will take some time before the changelog itself is complete. This changelog is not yet complete! New settings added: [ADDED] Configurable AI blood level. This will affect all AI spawned by DZAI and will not be on a tiered scale. By...
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    DZAI not starting

    @ronsrace Your error indicates that you have the call for DZAI in server_monitor.sqf placed properly, but the problem is where you placed the DZAI folder. Do this to check your folder placement: 1. Extract your dayz_server.pbo using PBO Manager by right-click > PBO Manager > Extract to...
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    All DZAI 2.1-related News (Last Updated: 7/10/2014)

    The rolling changelog for 2.1 is planned to arrive on June 20 or 21 at the earliest. There are many, many changes so the changes will be added a bunch at a time. There is still no predicted release date yet as the current dev build is still not 100% complete or stable.
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    Specific locations for land vehicle patrols

    The next update to DZAI (ETA still unknown) will have improved support for mapwide vehicle patrols, and adds customizable air/land vehicle spawns so you can have patrols exactly where you want them. The "improved support" for mapwide land vehicle patrols includes checking the spawn position to...
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    fn_damageHandlerAI2.sqf how damage is assigned to AI

    This is a damage log sample of an AI unit with 10400 starting blood shot once in the torso with a Lee Enfield at a distance of about 75-100m: 19:19:20 "DEBUG :: Unit O 1-1-A:1 took 2515.59 blood damage in part by ammo B_303_Ball (Blood level: 7905.86)." 19:19:20 "DEBUG :: Unit O 1-1-A:1 took...
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    fn_damageHandlerAI2.sqf how damage is assigned to AI

    Vampire covered the group explanation pretty much. The effect of the damage reduction is to 1) Prevent physics-related damage (ie: so players have a bit of difficulty running AI over to kill them) 2) Reduce friendly fire damage when grouped units position themselves in a group member's line...
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    All DZAI 2.1-related News (Last Updated: 7/10/2014)

    NEW: See this post below for the current (incomplete) rolling changelog: http://opendayz.net/threads/all-dzai-2-1-related-news-last-updated-6-20-2014.20060/#post-104813 The 2.1 update is the largest single update that DZAI has ever received, and naturally that means it comes with even more bugs...
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    Need some help with DZAI

    Direct link: http://s28.postimg.org/s9wx824ij/pbofix.jpg
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    Need some help with DZAI

    Something went wrong with your pbo packing process. If you're using PBO Manager, open your dayz_server.pbo and click the blue gear icon, and make sure the fields that show up look like this. If they're blank or look different, edit them so it looks exactly like this:
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    RTP error upon starting

    This error can be safely ignored as the script is no longer referenced anywhere, I just forgot to take it out of the functions list. I will make the necessary change on Github soon. The building patrol isn't nearly as cool as it sounds. Instead of patrolling in a circle pattern and skipping...
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    Need feedback from DZAI users using beta 112555

    Thanks everyone for your input so far. The parachutes issue is related to the beta patch itself and is affecting everything Arma2 related, not just DayZ scripts. With the beta, objects and vehicles aren't properly deleted even when using the deleteVehicle scripting command, so for now it looks...
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    Need feedback from DZAI users using beta 112555

    Hi, if you are using DZAI with the latest beta (112555), I would like to ask you to help check whether there are any issues. If there are any issues, please report with the following information: 1. What is the error found in your RPT log. 2. Did this error appear with the previous beta patch...
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    need help with dzai

    You need to look at the way you're placing your edited files into your dayz_server.pbo. If you copy/paste files through the PBO Manager graphical interface you shouldn't have problems. Of course, start from a server pbo you know is 100% working beforehand.
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    heli gunner used for ground patrol

    If you change the assignAsGunner and moveInTurret lines to this, you will be able to use armed vehicles with multiple gunner seats: _gunner assignAsGunner _vehicle; _gunner moveInTurret [_vehicle,[_i]]; I was not kidding at all when I said the land vehicle patrols were for experimentation...
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    AI Info Needed Please

    Currently DZAI's dynamic AI will chase the targeted player if the player remains within 450m of the AI's initial spawn position. In the distant upcoming version 2.1 this will be changed to 450m of the dynamic spawn area center's position instead, to better avoid dynamic AI from traveling beyond...
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    Development of DZAI for 2014

    This post is to notify users of the possibility of an upcoming update (2.1) for DZAI. This will be a massive update (from my view anyways) but because I'm just as busy as I was before, I have no ETA. Many things have been added or changed, and even more things need to be checked and fixed...
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    Radio messages inside vehicles?

    Try this edit with /compile/fn_seekPlayer.sqf, replace all instances of (there are 3): _nearbyUnits = (getPosATL _targetPlayer) nearEntities ["CAManBase",TRANSMIT_RANGE]; With this: _nearbyUnits = (getPosATL _targetPlayer) nearEntities [["CAManBase","Land"],TRANSMIT_RANGE]; This will also...
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    AI Instant respawn

    That log sample doesn't show instant respawning. When a group has been wiped out you'll see something like this: "DZAI Extended Debug: Spawned 1 dummy AI unit for group %1." When the group is respawned you will see this: "DZAI Debug: %2 AI units respawned at %3 in %1 seconds...
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    DZAI_maxSpawnTime - Maximum Value?

    Note that it is a recommended range on the basis of my personal opinion. The lower the number, the more frequently players will encounter dynamic AI, and vice versa. You can't mess things up here, unless you decide to set the number extremely low, then you'll receive an unusually large number of...
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