Running the newest DZAI, getting the exact same error as RamboBoss posted above, however the line number is different for me; File z\addons\dayz_server\DZAI\compile\group_manager.sqf, line 167.
Epoch w/newest patch
It appears the parachutes from AI do not disappear. Other than that, things are working fine with the update. I also noticed the same thing with the WAI paratrooper. Any suggestions?
1. Have not noticed any errors in the RPT pertaining to the cleaning up parachutes.
2...
Bummer to hear, its a shame, but doesn't surprise me. Well, I never did care for Tim's pompus demeanor towards me and a couple other guys I hung with when admining/coding for a gaming community I belonged to. He would come onto our TeamSpeak server asking us to do this, that and whatever for him...
This seemed to work.......finally,
However instead of adding the code directly to the init.sqf, I created a sqf called "owloadout" and called it at the bottom of the init file.
I tried this as well as a couple other suggestions, still no go. Using a .ST server. Also, I created a sqf with the code above, called it a couple different ways, still didn't work. Any other suggestions or sol? Thanks.
Pretty sick script. I changed out the burning barrels with regular ones to cut down on server lag (called in server side), set up a DZAI spawn point in the middle = epic fun for all. Thanks again for the inland version, you do good/clean work maing.
Nice job Friendly. Curious....using "MAP" for the buildings, doesn't that keep loot from spawning? Also, the building...Shed_Ind02, was set on top of a field hospital and partially covering another one.
Gave Buttface's suggestion a try and it worked. Got the scroll menu to board the bus. However after doing so, about 3 seconds later, I was killed by the cleanup script (I'll figure that out eventually). Below is what I set my configs to. I would imagine setting the group to WEST would work as...
For those that want a little more spice, this is how I run my AI helis....
1.8 - DZAI_heliTypes = ["UH1H_DZ","Mi17_DZ","UH1H_DZ2"];
Epoch - DZAI_heliTypes = ["UH1H_DZ","Mi17_DZ","UH1Y_DZ","UH60M_EP1","MH60S"];
Overwatch - DZAI_heliTypes =...
Sorry maing, didn't mean to freak you out. Tee hee. I think during the course of modding my three servers and a bunch others at the same time, files got messed up. It happens from time to time when I'm sober ;P
Buttface, this was after the hotfix was applied. I tweaked the skins to only spawn AI with bandit clothing for each mod (creates less confusion on a PVE server) as well as removing the lower tier backpacks. Below is what I'm using on my 1.8 server.
DZAI_BanditTypes = ["Bandit1_DZ"...
I replied to your hotfix post. I hope my info helps. I'll do some more testing and report back. You think a modded server cleanup would have anything to do with AI looping?
Buttface,
Love the newest release bro....major improvement and love the new features. I can confirm, at least on my test servers, the AI that exit the heli after landing, one of them is invincible. It seems the one AI that cannot be killed is always running, stuck in a loop. All AI that exit...
I appreciate the suggestion ebay. Unfortunately I would need to create about 22 sensors for custom player bases and another 5 or so for zed free zones. I don't mind giving your suggestion a try, just seems a bit more work than what I wanted to put in. But I guess I'll need to do whatever it...
Same issue here. I'm starting to think its the antihack however don't know for sure. Zed killer seemed to work fine on the 1.7 code. Are there zed names that need to be added due to the 1.8 update or does zZombieBase cover them all?
Let's just let this one go guys. This thread is about scripts and 1.8. I'm sure we can ALL agree that if Matt had concerns about gunnar's release, he should've taken it up on his support thread, not mine.
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