dayZ NPC (AI) Units / Troops | Add to Server.

Lol it would be really funny if that bus full of ai with guns stops to let a survivor in then could stand up in the bus as he boards and lights him up

Great ideas, I was thinking of spawning a HUMMV out of the nearest forest loaded with pumped up angry troops all aimed at taking out the poor person that attempted to hijack a bus with their hatchet.. Even Considering unbanning the one with the 50cal on top, if it works.. One for the mod..

lol, let's just attach c5 all around it, if the driver dies so does the neighbourhood..
 
So anyone have an idea as to why my server wouldn't allow people on? Do I need to edit my server start file to include @dayz_factions to the load?

It's below the 2 statements.

I'm still only counting 1 end bracket...you have 2 opening brackets { and only one }; closing bracket.
 
Great ideas, I was thinking of spawning a HUMMV out of the nearest forest loaded with pumped up angry troops all aimed at taking out the poor person that attempted to hijack a bus with their hatchet.. Even Considering unbanning the one with the 50cal on top, if it works.. One for the mod..

lol, let's just attach c5 all around it, if the driver dies so does the neighbourhood..

Going out with a bang is always fun.
 
So anyone have an idea as to why my server wouldn't allow people on? Do I need to edit my server start file to include @dayz_factions to the load?

Not for this, what have you got in your .rpt log file in your <mod folder> (most likely dayz_1.chernarus) ?
 
Not for this, what have you got in your .rpt log file in your <mod folder> (most likely dayz_1.chernarus) ?

Reverting it to the modded map, then uploading a clean RPT file...



Edit: Had to .zip it wouldn't let me post a direct rpt.


Code:
17:01:20 "SERVER FPS: 42.6667"
17:01:20 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
17:01:20 "AIUNIT: Spawn initiated: Centre:[4598.66,10197.7,0] | Radius in m:650 | Waypoint number:12"
17:01:20 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [4599.66,10198.7,0]. Result:R 1-1-D:1 | Loadout:["Remington870_lamp","8Rnd_B_Beneli_74Slug"] / Num:2"
17:01:20 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [4600.66,10199.7,0]. Result:R 1-1-D:2 | Loadout:["Remington870_lamp","8Rnd_B_Beneli_74Slug"] / Num:2"
17:01:20 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [4601.66,10200.7,0]. Result:R 1-1-D:3 | Loadout:["Remington870_lamp","8Rnd_B_Beneli_74Slug"] / Num:2"
17:01:20 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [4602.66,10201.7,0]. Result:R 1-1-D:4 | Loadout:["AK_47_M","30Rnd_762x39_AK47"] / Num:0"
17:01:20 "AIUNIT: Last Waypoint [R 1-1-D,12] at [4818.66,10417.7,650]"
17:01:20 "AIUNIT: Spawn initiated: Centre:[10447.5,2246.96,0] | Radius in m:180 | Waypoint number:3"
17:01:20 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [10448.5,2247.96,0]. Result:R 1-1-E:1 | Loadout:["Remington870_lamp","8Rnd_B_Beneli_74Slug"] / Num:2"
17:01:20 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [10449.5,2248.96,0]. Result:R 1-1-E:2 | Loadout:["AK_47_M","30Rnd_762x39_AK47"] / Num:0"
17:01:20 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [10450.5,2249.96,0]. Result:R 1-1-E:3 | Loadout:["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"] / Num:1"
17:01:20 "AIUNIT: Last Waypoint [R 1-1-E,3] at [10487.5,2286.96,180]"
17:01:20 "AIUNIT: Spawn initiated: Centre:[13253.3,6406.53,0] | Radius in m:180 | Waypoint number:4"
17:01:21 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [13254.3,6407.53,0]. Result:R 1-1-F:1 | Loadout:["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"] / Num:1"
17:01:21 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [13255.3,6408.53,0]. Result:R 1-1-F:2 | Loadout:["AK_47_M","30Rnd_762x39_AK47"] / Num:0"
17:01:21 "AIUNIT: Creating BAF_Soldier_L_DDPM by <NULL-object> at [13256.3,6409.53,0]. Result:R 1-1-F:3 | Loadout:["AK_47_M","30Rnd_762x39_AK47"] / Num:0"
17:01:21 "AIUNIT: Last Waypoint [R 1-1-F,4] at [13313.3,6466.53,180]"
17:03:55 Client: Remote object 2:8 not found
17:03:56 Client: Remote object 2:7 not found
17:05:20 Client: Remote object 5:0 not found
17:05:20 Client: Remote object 4:3 not found
17:05:38 "SERVER FPS: 49.6894"

The Client Remote Object is the only thing I can see as an issue...
 

Attachments

  • arma2oaserver RPT.zip
    15.7 KB · Views: 7
Spawned in a building, we killed a load before we realised where they were... splattered on the floor !?!

I'm assuming the building is glitched , so the AI probably falls through it.. As for the other guy, he simply had enough and want to end it.. I've decided against the guys on roofs project for now lol.. But I'd interested in there bus script :)
 
I'm assuming the building is glitched , so the AI probably falls through it.. As for the other guy, he simply had enough and want to end it.. I've decided against the guys on roofs project for now lol.. But I'd interested in there bus script :)

I'd like an invlun helo that circles over electro or cherno, just for atmosphere :)
 
Made a really simple ODF spreadsheet to create the string to spawn units; saves some repetitive work.

The Vlookup tables are down below if you want to replace anything with your setup.
 

Attachments

  • Spawn Units.zip
    22 bytes · Views: 64
I'd like an invlun helo that circles over electro or cherno, just for atmosphere :)

I would love to know how to get a heli to just fly around the map.. auto-refueling when it needs to etc.. lol

@Axeman.. I had a unit driving a bus once on regular arma lan game.. i set them all to setfriend 0.6 , and after the first couple of guys were shot, the rest just piled out and kicked the player to death.. (or something like that) lol

:)
 
Code:
      case 0: {["Binocular_Vector"]};
      case 1: {["ItemWatch","ItemGPS"]};
      case 2: {["Binocular_Vector"]};
      case 3: {["Binocular_Vector","ItemCompass"]};
      case 4: {["ItemWatch"]};
      case 5: {["NVGoggles"]};
      case 6: {["NVGoggles","Binocular"]};
default {["ItemMap","ItemFlashlight"]};

Anyone know why my AI are getting the MAP but not the flashlight as part of the default loadout?
 
Code:
      case 0: {["Binocular_Vector"]};
      case 1: {["ItemWatch","ItemGPS"]};
      case 2: {["Binocular_Vector"]};
      case 3: {["Binocular_Vector","ItemCompass"]};
      case 4: {["ItemWatch"]};
      case 5: {["NVGoggles"]};
      case 6: {["NVGoggles","Binocular"]};
default {["ItemMap","ItemFlashlight"]};

Anyone know why my AI are getting the MAP but not the flashlight as part of the default loadout?

Flashlight MAY be addWeapon - some of those items are. Also, make sure you do a

Code:
//clear default weapons / ammo
removeAllWeapons _aiunit;
removeAllItems  _aiunit;

I think the default script was just doing a removeallweapons
 
Flashlight MAY be addWeapon - some of those items are. Also, make sure you do a

Code:
//clear default weapons / ammo
removeAllWeapons _aiunit;
removeAllItems  _aiunit;

I think the default script was just doing a removeallweapons

Ah, ok.. I'll try that. The script does the removeallweapons and removeallitems..

Don't suppose you know why I'm unable to set the allowDamage false; on a set of units do you?


Added: Aaah.. There was a typo in the original script, it read "Dammage" instead of "Damage" ... But setting it to false, still doesn't stop them from taking damage!
 
Ah, ok.. I'll try that. The script does the removeallweapons and removeallitems..

Don't suppose you know why I'm unable to set the allowDamage false; on a set of units do you?


Added: Aaah.. There was a typo in the original script, it read "Dammage" instead of "Damage" ... But setting it to false, still doesn't stop them from taking damage!


Hmm... that I don't know - I've never tried to change the value. I'd like to make use of it though, so if you figure it out do tell (and I'll do the same).
 
Anyone has an idea how to make them reeeeealy hardcore? The default script lets me sneak on to them realy easily... anyone with a makarov could headshot them and then have the loot of his life ;)
 
I filled a Yural with AI in my camp and sent them to Elektro. On the way out they casually ran over 4 tents.
oops, there must be a config file that the AI use to avoid stuff, I notice my bus just drives over most of the junk in the road, though it avoids vehicles, even at the cost of running a bus stop down.. The bus does have the decency to bump up a little bit when running stuff over so it looks at lease a bit realistic.

It stops for zeds, waits a bit and they kind of vanish under the front, bus (with zombie hoover) carries on..
 
Anyone get this up and running on a dayz.st server? I would love to see a pbo from him/her for a comparison, if possible :)

Also, any luck with actually making them respawn in a given timeframe (like in every hour, every 2 hours, etc)?
 
Anyone get this up and running on a dayz.st server? I would love to see a pbo from him/her for a comparison, if possible :)

Also, any luck with actually making them respawn in a given timeframe (like in every hour, every 2 hours, etc)?
Yep, i use dayz.st
 
Back
Top