Update:
Added a method of verifying all A3EAI settings to ensure error-free operation. The method of verifying was borrowed from Epoch server files so this is not a completely original concept, however it is planned to be further expanded for better verification. This will ensure that bungling...
I believe DayZ 1.8.3 added some code to their skins that deletes all units that don't belong to West or Civilian side, and since DZAI uses East, the AI end up getting deleted.
A temporary workaround until/if the DayZMod devs fix this problem is to only use these classnames as skins...
DZAI does not use markers unless a special debug mode is used. DZAI definitely doesn't use the question mark markers, so I suspect its one of your addons that's creating them, possibly a missions addon if you're using one.
This is a poll to see whether this feature should be kept or removed in A3EAI. Everyone and anyone's opinion is wanted, regardless of whether or not you use AI vehicle patrols or whether you use the blacklist features.
What the waypoint blacklist does:
In DZAI, a list of potential waypoints is...
I'm going to be sticking with Arma 3's built-in Editor since it's a zero-step process to set up. The goal of A3EAI is to do away with preconfigured static spawns so it's not a high priority to find a 3D editor replacement.
DZAI is already a standalone (not sure what you meant by that). It's...
Update:
The custom spawn system has not yet been tested, but I'm currently working on a "tool" that can be used in the A3 Editor to easily create custom spawns. Spawn info will be generated using the editor Debug Console and saved to the clipboard, so you will be able to simply paste the custom...
Grab the fixed spawnBandits_initialize.sqf here or redownload DZAI from Github. I accidentally added code from the dev version of A3EAI which uses Arma 3 scripting commands. If there is some other error please let me know.
I can't do anything about that error. It looks like something on your server (antihack possibly) is redefining sideLogic to a string value which causes that error.
Try redownloading DZAI. I made a small change in the group_manager.sqf that may help. I've never had these types of errors so there isn't much I can do.
Update:
The dynamic spawn manager will be getting another overhaul from V2 to V3. V3 will be mostly a simplification of V2, such as fixed (but configurable) spawn probabilities, configurable minimum amount of time between spawns for each player. The simplification is necessary to make future...
Try the updated files I uploaded just now. It's a brute-force fix to skip the mag check if the loadout variable is somehow undefined.
This error should be impossible since the group_manager already explicitly checks the loadout variable of each unit before it starts the main loop, and sets the...
Two fixes have been made to DZAI over the past 3 days:
Max cap of 10 dynamic spawns per cycle now actually works. This may be the source of unusually high dynamic spawns reported.
Fix infinite detection loop for AI helicopter patrols. You may have noticed that helis have been unusually more...
Update:
Development continues to go forward strongly and smoothly, much thanks to Arma 3's built-in editor tools, config viewer, and ability to start a server session without using a client, which makes testing scripts and scenarios stupidly easy. Testing that used to take a day or more on A2...
The minimum distance should be fine as it is. If you increase the value, a position would be searched at longer distance even if the original position was empty already, which increases the likelihood that a bad (ie: non-empty) position is found. The quoted code checks if a selected area has...
The dynamic classname feature has been expanded to allow for the following item types to be dynamically generated using Epoch loot tables:
Skins
Weapons (Pistols, Rifles, Machineguns, Sniper rifles)
Backpacks
Vests
Headgear
Generic loot
Food items
It would be much easier for WAI and other addons to place a blacklist area to prevent dynamic AI spawns. Script makers can use the createLocation command to create a "Strategic" type location that prevents dynamic and random type spawns. They should also include a cleanup routine to remove the...
Update:
The dynamic weapon list is another feature slated to receive a significant upgrade. Because A3EAI will be specific to Epoch features, it will be much easier for me to develop features just for Epoch. The plan is to allow users to configure chances of setting weapon type probabilities...
Update:
Due to the lack of a built-in 3D editor for Arma 3 - you may remember this as the Alt+E editor in Arma 2 - A3EAI is not currently planned to be released with built-in static spawn configs until I'm able to write a tool that can be used in the editor preview to easily create spawns.
I'm...
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