Can't get Static AI to spawn... what am I doing wrong?

DangerRuss

OpenDayZ Rockstar!
Attempting to get static AI spawning in a select location for the first time. I did a little test group, and they're not there. Any help would be much appreciated. Running regular DayZ on Chernarus.
Heres the SAR_cfg_grps_chernarus.sqf
Code:
//---------------------------------------------------------------------------------
// Static, predefined infantry patrols in defined areas with configurable units
//---------------------------------------------------------------------------------
// Example: [SAR_marker_DEBUG,1,0,1,"",true] call SAR_AI;
//
// SAR_marker_DEBUG = areaname (must have been defined further up, and MUST NOT BE similar to SAR_area_ ! THIS IS IMPORTANT!
// 1 = type of group (1 = soldiers, 2 = survivors, 3 = bandits)
// 0 = amount of snipers in the group
// 1 = amount of rifleman in the group
// "" = action, possible values: "noupsmon","fortify","ambush","patrol"
// true = respawning group, true or false
 
// Example entries:
// SARGE DEBUG - Debug group
// military, 0 snipers, 1 riflemen, patrol
//[SAR_marker_DEBUG,1,0,1,"fortify",true] call SAR_AI;
 
//[SAR_marker_DEBUG1,1,0,2,"patrol",false] call SAR_AI;
//[SAR_marker_DEBUG1,2,0,2,"patrol",false] call SAR_AI;
 
// Klen Road Snipers
_this = createMarker ["SAR_patrol_road1", [11315.9,11458.2,0.002]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [5, 5];
SAR_marker_locationame = _this;
and heres the call
Code:
//---------------------------------------------------------------------------------
 
// add here if needed
 
// Klen Road Snipers
[SAR_marker_road1,1,4,0,"fortify",true] call SAR_AI;
 
 
 
// ---- end of configuration area ----
 
Hi
If you call the marker in the execute road1, then you must call him in the markerdescription also the same or it cant bring them together.
Code:
// Klen Road Snipers
_this = createMarker ["SAR_patrol_road1", [11315.9,11458.2,0.002]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [5, 5];
SAR_marker_road1 = _this;  <<<<------this one
 
so it should look like you just made it for me? I could have sworn I changed that but I guess looking at my script I didn't. Thanks bud.
 
Oh yea I knew what you meant lol. Got it working just forgot to write back thanks man. Not sure how I overlooked that line. Sometimes it just takes a second pair of eyes
 
Again, I don't know anything about Epoch man. I don't use Epoch, Ive never used Epoch. Im sure if SARGE works on Epoch, then you can do this as its part of the SARGE mod
 
I have two questions. First below is a segment of base sqf I pulled world coordinates and not sure if I extracted correct so looking at these two bandits did I get the right coordinates?


_unit_14 = objNull;
if (true) then
{
_this = _group_0 createUnit ["Bandit1_DZ", [4129.8457, 2782.946, -4.2915344e-006], [], 0, "CAN_COLLIDE"];
_unit_14 = _this;
_this setUnitAbility 0.60000002;
if (false) then {_group_0 selectLeader _this;};
};

_unit_15 = objNull;
if (true) then
{
_this = _group_0 createUnit ["Bandit1_DZ", [4040.1094, 2826.512, -5.7220459e-006], [], 0, "CAN_COLLIDE"];
_unit_15 = _this;
_this setUnitAbility 0.60000002;
if (false) then {_group_0 selectLeader _this;};
};

_unit_18 = objNull;
if (true) then
{
_this = _group_0 createUnit ["Survivor3_DZ", [4081.8225, 2686.0852, 8.5830688e-006], [], 0, "CAN_COLLIDE"];
_unit_18 = _this;
_this setUnitAbility 0.60000002;
if (false) then {_group_0 selectLeader _this;};
};

===========================================
second here are my sarge ai segments for static ai. I have many others and half work half don't. Any ideas why since they all use similiar script??

// Bandit Borinski

this = createMarker ["SAR_marker_borinski", [4029.8457, 2782.946, 0]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [100, 100];
_this setMarkerDir 120.050;
SAR_marker_borinski = _this;


// Military Borinski

this = createMarker ["SAR_marker_borinski2", [4040.1094, 2826.512, 0]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [100, 100];
_this setMarkerDir 120.050;
SAR_marker_borinski2 = _this;

// Civilian Borinski

this = createMarker ["SAR_marker_borinski3", [4081.8225, 2686.0852, 0]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [100, 100];
_this setMarkerDir 120.050;
SAR_marker_borinski3 = _this;


===================

//Borinski Bandits
[SAR_marker_borinski,3,2,5,"fortify",true] call SAR_AI;

//Borinski Military
[SAR_marker_borinski2,1,2,4,"fortify",true] call SAR_AI;

//Borinksi Civilian
[SAR_marker_borinski3,2,2,4,"fortify",true] call SAR_AI;

================


thanks in advance If it was the init file issue wouldn't all ai not spawn?

Gramps
 
sometimes my sarge static ai don't show up in certain places as well... I think its just buggy ass old sarge mod. could be wrong though
 
So after a few days one response I guess the answer is that Sarge AI is a little buggy?

If someone could look at above sqf section I posted with sarge grp section with worldspace coordinates and let me know if I am putting them in the right order? Maybe I have npc roaming around in some other area and it is working.

Somewhere I remember reading about numbers being reversed in some instance when using those files.

thanks in advance if anyone is still playing dayz epoch
 
good luck getting much more of a helpful reply, SARGE is pretty much a dead mod that really is no longer supported. It also depends on what version of SARGE you are running. And yes, to say SARGE is a little buggy is a serious understatement. I know for a fact I have my coordinates set up correctly because I use an admin tool to acquire the coordinates and I use it the exact same way on all of them. Here's an example of my section.

Code:
// Klen Flank Ambush South
_this = createMarker ["SAR_patrol_southflankambush", [11442.8,11074.9,0.003]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [5, 5];
SAR_marker_southflankambush = _this;

Code:
// Klen Flank Ambush South
[SAR_marker_southflankambush,1,3,0,"ambush",true] call SAR_AI;

try adding mine to your server and see if you can see them. They should be on the south side of the hill at Klen in the North East of the map. They should be in the woods. I use an admin tool to get my coordinates, so either your coordinates are wrong or your version of sarge is buggy, or just sometimes buggy. For example, I know I had to revert to an older version of sarge because some of the newer versions had invisible ai and the ai would not obey commanders set forth in the config file.
 
This is prolly a stupid question, but anyway... How do i get the cordinates from the arma 2 editor? in this format:
[11442.8,11074.9,0.003]
 
This is prolly a stupid question, but anyway... How do i get the cordinates from the arma 2 editor? in this format:
[11442.8,11074.9,0.003]

start the editor
press F10, place anywhere
press F2, place anywhere
press F1, place wherever
press F5
place objects where you want the AI
save mission

open the sqf the mission created. Presto! Database cords to use for your sarge markers!
 
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