It's very first version of my AI logic - mbnqAI.sqf
DZMSAISpawn.sqf, under:
_unit setVariable ["DZMSAI", true];
place:
[_unit,_position] execVM "\z\addons\dayz_server\DZMS\mbnqAI.sqf";
It's also recomended to:
Main features:
- scatter, looking for cover
- inf ammo
- healing
- using smokes...
in variables.sqf set:
dayz_maxLocalZombies = 0;
dayz_maxNearByZombies = 0;
dayz_maxGlobalZeds = 300;
Tested, working.
You can find on forum how to implement variables.sqf to your mission file.
I have made this script for DZAI running on my server.
Works great for me so maybe you find it useful too ;)
Place this:
mbnqcrash.sqf
in
\DZAI\spawn_functions\
in both files
- \DZAI\compile\heli_airlanding.sqf
- \DZAI\spawn_functions\heli_despawn.sqf
under line:
_heliPos = getPosATL...
Thank you Vampire for this nice mission system.
I've made a lot of customisations and rebalanced it but still good job !
Thanks !
Not true.
What I made to make AI very difficult was:
1.) I gave them nvgs, hunting rifles, rpk and some minor auto rifles
(AI behaves differently depending on...
titletext shows only on client, server does not send it to all, right ? So it looks like addpublicvariableEventhandler on client and publicvariable on server needed to get this working with titletext ?
Same problem here, getting this in my rpt:
13:51:53 "CRASHSPAWNER: Starting spawn logic for Crash Spawner"
13:51:53 "CRASHSPAWNER: Spawning 'Mi-8 Wreck' with loot table 'HeliCrashEAST' at Vybor [42:67]"
13:51:53 "z\addons\dayz_server\compile\fn_bases.sqf found a nice spot at Novy Lug [99:43]...
Modiffed 'lootchance' works, 'dayz_lootSpawnBias' looks like not.
I have converted my 17.6.1 loot tables into new layout, increased 'lootchance' to 1 and my players still complains for lack of loot sometimes. I was testing it for hours yesterday and Im already tired of this...
Same loot tables...
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