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  1. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    attach your add_unit_server.. looks like your respawnTimer variable is localized instead of global.. In your add_unit_server it should be respawnTimer and not _respawnTimer
  2. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    I'm fixing some performance issues on my deathmatch server, and then I will work on it.
  3. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    private ["_player","_killer","_aispawnpos","_wpradius","_wpnum","_numUnits","_unitType","_faction","_baseSkill","_potentialSkill","_gearSet","_respawnTime","_zombieKills","_humanity"]; _player = _this select 0; _killer = _this select 1; _aispawnpos = _this select 2; _wpradius = _this select 3...
  4. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    if you do what is in the first post of this thread with the zombie_generate file, they will fire on zombies, unless of course you don't have your AI set to attack mode. I don't know how to set them to attack mode from the editor though.
  5. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    I fixed it in the most recent unit_killed update. I was using globalvariables improperly.. ;D
  6. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    Attacking the zombies is part of the zombie_generate code. Make sure you put in the addRating command as described on the original post at the bottom of that file. Your last 2 spawns DO have their respawn time set to 28880 or whatever. Are you killing those mobs and then checking the log? Make...
  7. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    if (!isDedicated) then { 0 fadeSound 0; 0 cutText [(localize "STR_AUTHENTICATING"), "BLACK FADED",60]; _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; should be if...
  8. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    Try using the latest files. Your respawns aren't going to work with that code anyway, then we will debug from there. You can keep your init the same.
  9. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    I don't know if it's the problem, but you're creating 0 units.Nvm.. misread
  10. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    Attach your init.. It says you're not passing a faction..
  11. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    Everything else looked ok in your init.
  12. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    The error is coming from your add_unit_server.. link that instead..
  13. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    Correct. Make sure to change the variable in your local variable declaration as well (first line of the file).
  14. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    Find this code.. // Extra actions for Taviana: if (!isDedicated) then { [] execVM "kh_actions.sqf"; zombie_generate = compile preprocessFileLineNumbers "scripts\zombie_generate.sqf"; // Extra actions for Taviana: if (!isDedicated) then { [] execVM "kh_actions.sqf"; }...
  15. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    private ["_player","_killer","_aispawnpos","_wpradius","_wpnum","_numUnits","_unitType","_faction","_baseSkill","_potentialSkill","_gearSet","_respawnTime","_zombieKills","_humanity"]; _player = _this select 0; _killer = _this select 1; _aispawnpos = _this select 2; _wpradius = _this select 3...
  16. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    I am on a deathmatch server, so it doesn't really affect me, I will figure this out though.
  17. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    Correct. Once you create case 2, go back into your init, and set the troops you want to use it to have a gearSet of 2.
  18. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    I'm on my way home right now and I will start answering questions.
  19. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    Alright, I updated the unit_killed.sqf in the first post. It now properly respawns.. The code for adding zombie kills for npc kills is in there as well, if you want to change it to bandits then replace zombieKills with banditKills
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