Try the new chopper patrol - I did see some issues with it on our loaded server; I didn't change the logic, but I added a bunch of generous delays. Seemed to fix the issue on his server.
Yeah, you can blow away one of those - I haven't fixed the error in mine and it hasn't caused any major issues. But it doesn't need to be there twice.
I'd put the []execVM "units\init.sqf"; in the If (Server) { loop, like so
// Run the server monitor
if (isServer) then {
_serverMonitor = []...
Yeah, sorry. I made the IntermediateWaypoint to do a bit of trig and calculate positions of intermediate waypoints; needed to try and use the Osprey, which didn't really work that well.
You can remove any reference to it if you'd like. If you're running Chernarus, all you have to do is add...
Edit - v1.0 (2013-03-12)
Added respawn ability, checking for the chopper stuck on the ground, and stuck hovering. Killing/shooting the chopper or any of the troops will instantly agro them, and will lower the attackers humanity. All weapons are removed from the AI on death, and their bodies are...
Has anyone had luck scripting in different models for tents, or additional tent types?
The default models are such crap, and are so visible. I'd be cool to be able to place, say, those green boxes, or to sink them into the ground partially. Anything.
Yeah, Sarge is right. I hacked in a bullshit way for zombies to kill NPCs in my script, so there actually is an effect from them chasing NPCs. In Sarge's framework they don't interact, so they'd just clump around them until killed.
You could add it if you want the effect of the zeds reacting...
If you want you can try my scripts.txt; it's just spawning one chopper, but double the units? Or everything doubled?
Try my new uploaded Chopper Patrol.sqf; I've modified a bit the way AI spawns.
I'm not sure if I want the chopper invincible - if it crashes it should explode so it doesn't get stuck; and a new one will spawn. I guess you could have some supervisory scripts that checks for time between waypoints or something.
I've been thinking of something like that; I've tried the 'allowdamage false' setting, but it didn't seem to have an effect - I've been thinking of checking out the 'handledamage' event handler.
Ok; good on you for removing the hacker thing - you can leave that like that I think. I've updated the file links; and included a new change to the server_objectupdate.sqf. It keeps the server from just deleting the object when it doesn't have a valid ID.
Did you change the spawn in location? It looks like that's a celle mission.
Also, edit these files in your dayz_server.pbo - but bewhere, this is the nuclear option and shouldn't be used long term. I'm looking for a more elegant fix (that sarge has suggested, but I haven't demoed yet)...
I was able to look at some of Sarge's excellent code last night, so I'm going to try and update it today to make it more stable. Not sure about the 4 chopper thing; that's very odd - I've never seen it do that on my server, but I'll take a second look. I'll probably update the scripts today.
I've kludged in a reaction to the AI the way they react to players, and a kind of PBAOE if the zed is able to stay near the AI. But you're right,; you have to choose between zeds killing AI without punching them, or zeds just loitering around while they're gunned down. Either way is sub-optimal.
If you want them to shoot at zombies, use my init file (it's not the main init, it's CALLED by the main init) with my zombie_generate - it's from Axeman's post about adding AI units.
Or you can just paste it in one of your own inits somewhere - this is the relevant code to get the soldiers on...
I've played with self-admited hackers, and afaik they can't inject vehicles. I knew one guy who could repair them and inject gear, but the server doesn't cross reference the database for gear like it does vehicles, because they actually exist as world table entries and vehicle instances; items...
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