AI not spawning Dynamically

Willy

New Member
Hello All,
Having a bit of a headache. Recently updated the SargeAI. Now the AI isn't spawning apart from the "warzone" scenario in the NW corner. I have readjusted the grid to fit the map, Checked all the areas. Read through 100s of pages.

Ant help would be appreciated !

Heres my files: GPRS.SQF
*/
//
// grid definition for the automatic spawn system
//
if (SAR_dynamic_spawning) then {

diag_log format["SAR_AI: Dynamic spawning definition / adjustments started"];

// Kamenka, 2 bandit groups, 1 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[2,1,2],[100,100,100],[6,2,1]],"SAR_area_0_0"] call SAR_AI_mon_upd;
// Balota, 3 bandit groups, 0 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[3,0,2],[100,0,100],[2,0,3]],"SAR_area_1_0"] call SAR_AI_mon_upd;
// Cherno, 3 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[3,0,3],[75,0,75],[4,0,4]],"SAR_area_2_0"] call SAR_AI_mon_upd;
// Prido, 1 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[1,0,3],[50,0,50],[4,0,2]],"SAR_area_3_0"] call SAR_AI_mon_upd;
// Elektro, 2 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[2,0,3],[100,0,100],[4,0,4]],"SAR_area_4_0"] call SAR_AI_mon_upd;
// Kamyshovo, 0 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,1],[0,0,80],[0,0,3]],"SAR_area_5_0"] call SAR_AI_mon_upd;
// Tulga, 0 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,1],[0,0,80],[0,0,3]],"SAR_area_5_1"] call SAR_AI_mon_upd;
// Solni, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[80,0,0],[2,0,0]],"SAR_area_5_2"] call SAR_AI_mon_upd;
// Berezino, 0 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,0,3],[0,0,75],[0,0,3]],"SAR_area_5_3"] call SAR_AI_mon_upd;
// Khelm, 1 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[1,0,1],[75,0,75],[3,0,3]],"SAR_area_5_4"] call SAR_AI_mon_upd;
// NEAF, 0 bandit groups, 3 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,3,1],[0,50,75],[0,2,4]],"SAR_area_5_5"] call SAR_AI_mon_upd;
// NWAF, 0 bandit groups, 2 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,2,1],[0,50,75],[0,2,4]],"SAR_area_1_4"] call SAR_AI_mon_upd;
// Stary, 3 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[3,0,3],[50,0,50],[3,0,3]],"SAR_area_2_2"] call SAR_AI_mon_upd;
// Devils Castle, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_2_4"] call SAR_AI_mon_upd;
// Skalka, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[75,0,0],[3,0,0]],"SAR_area_0_5"] call SAR_AI_mon_upd;
// Petrovka1, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_1_5"] call SAR_AI_mon_upd;
// Petrovka2, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_2_5"] call SAR_AI_mon_upd;
// Pobeda, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_3_5"] call SAR_AI_mon_upd;
// Krasno, 0 bandit groups, 1 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[0,1,1],[0,75,75],[0,4,2]],"SAR_area_4_5"] call SAR_AI_mon_upd;
// test south of lopatino, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
[["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[100,0,0],[6,0,0]],"SAR_area_0_3"] call SAR_AI_mon_upd;
diag_log format["SAR_AI: Dynamic spawning definition / adjustments finished"];


INIT.SQF :

"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
if ((!isServer) && (isNull player) ) then
{
waitUntil {!isNull player};
waitUntil {time > 3};
};
if ((!isServer) && (player != player)) then
{
waitUntil {player == player};
waitUntil {time > 3};
};
if (isServer) then {
_serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
axe_server_lampObjs = compile preprocessFileLineNumbers "lights\fnc_returnLampWS.sqf";
"axeLampObjects" addPublicVariableEventHandler {_id = (_this select 1) spawn axe_server_lampObjs};
};

if (!isDedicated) then {
//Conduct map operations
0 fadeSound 0;
waitUntil {!isNil "dayz_loadScreenMsg"};
dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");

//Run the player monitor
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
//_playerMonitor = [] execVM "fixes\player_monitor.sqf";
_playerMonitor = [] execFSM "fixes\player_monitor.fsm";


//StreetLights
[] execVM "lights\street_lights.sqf";

};
// UPSMON
call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";
// run SAR_AI
[] execVM "addons\SARGE\SAR_AI_init.sqf";

// overwrite dayz code shit
if (isServer) then {
// SARGE event handler to save relocated buildings
"SAR_savebuilding" addPublicVariableEventHandler {(_this select 1) spawn SAR_save2hive};

// overwriting the Dayz teleport check
"atp" addPublicVariableEventHandler {};
};
 
anything in the rpt ?

This pretty much much comes up over and over :

21:27:32 Error Undefined variable in expression: enemy
21:27:32 File mpmissions\__cur_mp.Chernarus\addons\SARGE\SAR_functions.sqf, line 563
21:27:32 Error in expression <de _vehicle;
switch (_side) do
{
case enemy:
{
_sphere_red = 1;
_sp
 
Back
Top