You can further increase DZAI_maxSpawnTime to increase the length of time over which the % spawn probability increases for each player. So basically you will accumulate spawn probability slower and see an overall decrease in spawns over time.
@11Hotel The vehicle type list works exactly like the Epoch dynamic_vehicles.sqf list, so you do need to specify the number of each vehicle type. Check your server's Epoch dynamic_vehicles.sqf for the format.
Also from your code example, I recognize that as very old DZAI code. I recommend you...
@Donzap : That's great to hear. In a future update I'll move the DZAI_customSpawnsReady line to another file outside of the cust_spawns_(etc) file to make things less error-prone.
Just to check, is the following line in the bottom of your cust_spawns_chernarus.sqf? It must be the only thing at the end of the file.
//----------------------------Do not edit anything below this line -----------------------------------------
DZAI_customSpawnsReady = true;
If this line is...
I snuck in an update on Github yesterday to fix an issue where the auto static spawn generator for unsupported maps wasn't working properly. To the guy who was running his server on Thirsk (sorry, forgot your name and can't find your thread), you will probably want to get this update.
About the...
Hi all, I just wanted to let everyone know that DZAI development will be paused for now as it seems to be in its most bug-free state in a long time and I want to keep it that way. As I am a bit more busy now than before, it is best to keep development at a near-stop since I won't have that much...
If you're not using the _DZE vehicles then the gunner should already have ammo. DZAI has a 3 minute cooldown between ammo reloads so there will be a time window where the gunner won't be reloaded again immediately after a previous reload.
I've just done a script testing in the 3D editor with...
I'm not joking around. If you want to destroy your server economy and fill your server up with spawned vehicles, do it yourself. Don't ask me to do it for you.
The 2.1.2 update should have fixed all issues reported in this thread. Before, group_manger.sqf was terminated externally when the group was despawned, and if the termination happened slightly after the despawn, this would cause variables in the .sqf to be undefined for an instant.
Now, a...
world_chernarus.sqf. Look for the line that contains "DZAI_StarySobor" (it's near the bottom). There is a comment recommending Epoch users to disable that spawn on that line.
Thirsk is one of the few maps not currently supported, I gave up trying to set up a Thirsk test server a long time ago. DZAI is designed to automatically set up static spawns even for unsupported maps, although the spawn placements might be a bit "off", so you may find AI in odd places.
Disabling cleanup for any reason is a problem in itself, you're assuming that 100% of all vehicles will be taken and sold
Killing the driver and gunner (if there is one) but leaving the cargo units alive will allow players to sneak into the vehicle and drive away without killing all the units...
Sorry, selling DZAI vehicles will never be a supported feature because of all the problems it brings. The AI vehicles are never meant to end up in players' possessions. You can always do the modifications yourself however.
Napf is a special case since it shares a single config file for the DayZ Unleashed mod and generic Napf static spawns. The Unleashed config section was created by Thevisad (Unleashed dev) while the section below is what I made for generic Napf.
The Unleashed section uses the "old" format of...
This update contains some critical fixes, so please update ASAP if you are running a previous version.
DZAI 2.1.2 Changelog:
[NEW] Killing an AI unit will cause them to be ejected from their vehicle, if they are in a vehicle
[NEW] Added setting DZAI_waypointBlacklist in dzai_config.sqf...
Update:
The "anti-ditching" for AI vehicle patrols appears to work but doesn't seem to be 100% perfect. It seems that the AI group sometimes prioritizes staying in formation over breaking formation to enter vehicles. Still looking into this.
AI ejection from vehicle units is working just fine...
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