Error Report
--------------------------------------------------
YES; i did read the FAQ and the READMEs
on opendayz.net and on github,
and i searched this thread for my issue.
Version of SAR_AI: 1.5 (SAR_config version 1.5.2)
Version of Dayz: 1.7.6.1
Serverpackage
Type: Nitrado Bliss light
Version: no idea
Installed mods: None really, just DayZ and Dayz Epoch Chernarus like offered by Nitrado
Customisations:
1. Added fuel script (Scripts/ kh_actions.sqf, kh_vehicle_refuel.sqf)
2. Unlocked a few vehicles by editing Epoch dynamic_vehicle.sqf and adding them to MySQL Traders_data, nothing too fancy though
Enabled debug modes: SAR_HITKILL_DEBUG, SAR_DEBUG, KRON_UPS_DEBUG, KRON_UPS_WP_Debug, KRON_UPS_AI_Debug, SAR_DEBUGMONITOR,
Issues with AI car patrols
====================
a) I spent several hours just watching them and found that they quite often tend to get stuck on gravel roads. Is there a way to restrict them to paved roads or even main roads, as they seem to do better there?
b) After killing the last bandit several times the vehicles just despawned the same second.
c) A few times one or more vehicles got stuck in the air, some 10m over ground, once in combat mode the crew tries to exit and dies from falling.
Marker config:
Group config:
I also edited the AI skins by adding some Epoch skins, and as I am not sure if those might make problems, I enclosed those definitions as well:
Description:
Group 22: UAZ and Ural, Ural did hover in the air, not UAZ, when I approached in SUV armed with MG. Shot a few bandits on foot first, then watched Ural crew stepping out, most died from falling, a few had to be killed, then shot once at the Ural to make it fall down, what it did (they always fall down at the first shot hitting them). Then approached scenery closer, when I shot the last bandit, who was sitting in the UAZ, both vehicles disappeared instantly.
Group 24: Ikarus. Ikarus was on ground, but did obviously hover before, as I encountered a pile of dead bodies from falling some 200m from its actual position. Approached vehicle which was stuck in a few trees by the side of the road, killed 2 bandits on foot first, then a few still sitting inside, including driver. It took a while until the colored balls went black. Then I tried to enter the Ikarus, but before I could click "enter Ikarus as driver" it disappeared.
In both cases vehicles seemed to vanish instantly once the server processed annihilation of respective group. I can, and did, reproduce this several times (on two different servers).
Added files for download:
1. arma2oaserver.RPT
Sorry for not cleaning rpt up, but there seem to be quite a few errors besides the issue described above, so I thought you might want to see the whole logfile....
A search for "group 22" or "group 24" respective will do the trick without too much hassle for you looking at the issue, I hope....
2. SAR_config.sqf
3. SAR_cfg_grps_chernarus.sqf
4. Personal Changelog with all changes listed made to different files, apart from SARGE AI files.
I hope the information provided is appropriate and sufficient, and I would greatly appreciate a reply.
Many thanks in advance.
--------------------------------------------------
YES; i did read the FAQ and the READMEs
on opendayz.net and on github,
and i searched this thread for my issue.
Version of SAR_AI: 1.5 (SAR_config version 1.5.2)
Version of Dayz: 1.7.6.1
Serverpackage
Type: Nitrado Bliss light
Version: no idea
Installed mods: None really, just DayZ and Dayz Epoch Chernarus like offered by Nitrado
Customisations:
1. Added fuel script (Scripts/ kh_actions.sqf, kh_vehicle_refuel.sqf)
2. Unlocked a few vehicles by editing Epoch dynamic_vehicle.sqf and adding them to MySQL Traders_data, nothing too fancy though
Enabled debug modes: SAR_HITKILL_DEBUG, SAR_DEBUG, KRON_UPS_DEBUG, KRON_UPS_WP_Debug, KRON_UPS_AI_Debug, SAR_DEBUGMONITOR,
Issues with AI car patrols
====================
a) I spent several hours just watching them and found that they quite often tend to get stuck on gravel roads. Is there a way to restrict them to paved roads or even main roads, as they seem to do better there?
b) After killing the last bandit several times the vehicles just despawned the same second.
c) A few times one or more vehicles got stuck in the air, some 10m over ground, once in combat mode the crew tries to exit and dies from falling.
Marker config:
Code:
//
// Definition of area markers for static spawns
//
[....]
// Bandit Car patrol southcoast -----------------
_this = createMarker ["SAR_marker_bandsouth_veh", [6011.47, 2221.07]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [7000, 2000];
_this setMarkerDir -78.0;
SAR_marker_bandsouth_veh = _this;
// Bandit Car patrol eastcoast -----------------
_this = createMarker ["SAR_marker_bandeast_veh", [13052.9, 7744.15]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [2000, 8000];
_this setMarkerDir -358.0;
SAR_marker_bandeast_veh = _this;
// Bandit Car patrol inland -----------------
_this = createMarker ["SAR_marker_bandinland_veh", [6718.39, 7542.75]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [7000, 7000];
_this setMarkerDir -64.0;
SAR_marker_bandinland_veh = _this;
diag_log format["SAR_AI: Static spawning area definition finished"];
Group config:
Code:
// -------------------------------------------------------------------------------------
diag_log format["SAR_AI: Static Spawning for vehicle patrols started"];
//
// define your static vehicle patrols here
//
// Bandit Car Patrol South Coast
[SAR_marker_bandsouth_veh,3,["UAZ_Unarmed_TK_EP1","Ural_TK_CIV_EP1"],[[1,1,1],[0,3,7]],true,600] call SAR_AI_land;
// Bandit Car Patrol East Coast
[SAR_marker_bandeast_veh,3,["car_hatchback","car_sedan"],[[1,1,1],[0,1,2]],true,600] call SAR_AI_land;
// Bandit Car Patrol Inland
[SAR_marker_bandinland_veh,3,["Ikarus_TK_CIV_EP1"],[[1,4,8]],true,600] call SAR_AI_land;
diag_log format["SAR_AI: Static Spawning for vehicle patrols finished"];
I also edited the AI skins by adding some Epoch skins, and as I am not sure if those might make problems, I enclosed those definitions as well:
Code:
// ##### Changes of skins to include Epoch available skins, and to make groups distinctive from eachother #####
// military AI ##### Unchanged #####
SAR_leader_sold_list = ["Rocket_DZ"]; // the potential classes of the leader of a soldier group
SAR_sniper_sold_list = ["Sniper1_DZ"]; // the potential classes of the snipers of a soldier group
SAR_soldier_sold_list = ["Soldier1_DZ","Camo1_DZ"]; // the potential classes of the riflemen of a soldier group
// bandit AI ##### GUE skins added #####
SAR_leader_band_list = ["Ins_Soldier_GL_DZ"]; // the potential classes of the leader of a bandit group
SAR_sniper_band_list = ["GUE_Soldier_Sniper_DZ"]; // the potential classes of the snipers of a bandit group
SAR_soldier_band_list = ["Bandit1_DZ","BanditW1_DZ","BanditW2_DZ","Skin_SurvivorWcombat_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_CO_DZ","GUE_Soldier_2_DZ"]; // the potential classes of the riflemen of a bandit group
// survivor AI ##### some diversity in skins added #####
SAR_leader_surv_list = ["GUE_Commander_DZ"]; // the potential classes of the leaders of a survivor group
SAR_sniper_surv_list = ["Soldier_Bodyguard_AA12_PMC_DZ"]; // the potential classes of the snipers of a survivor group
SAR_soldier_surv_list = ["Survivor2_DZ","Survivor3_DZ","SurvivorW2_DZ","SurvivorWurban_DZ","Soldier_Crew_PMC","Soldier_TL_PMC_DZ"]; // the potential classes of the riflemen of a survivor group
Description:
Group 22: UAZ and Ural, Ural did hover in the air, not UAZ, when I approached in SUV armed with MG. Shot a few bandits on foot first, then watched Ural crew stepping out, most died from falling, a few had to be killed, then shot once at the Ural to make it fall down, what it did (they always fall down at the first shot hitting them). Then approached scenery closer, when I shot the last bandit, who was sitting in the UAZ, both vehicles disappeared instantly.
Group 24: Ikarus. Ikarus was on ground, but did obviously hover before, as I encountered a pile of dead bodies from falling some 200m from its actual position. Approached vehicle which was stuck in a few trees by the side of the road, killed 2 bandits on foot first, then a few still sitting inside, including driver. It took a while until the colored balls went black. Then I tried to enter the Ikarus, but before I could click "enter Ikarus as driver" it disappeared.
In both cases vehicles seemed to vanish instantly once the server processed annihilation of respective group. I can, and did, reproduce this several times (on two different servers).
Added files for download:
1. arma2oaserver.RPT
Sorry for not cleaning rpt up, but there seem to be quite a few errors besides the issue described above, so I thought you might want to see the whole logfile....
A search for "group 22" or "group 24" respective will do the trick without too much hassle for you looking at the issue, I hope....
2. SAR_config.sqf
3. SAR_cfg_grps_chernarus.sqf
4. Personal Changelog with all changes listed made to different files, apart from SARGE AI files.
I hope the information provided is appropriate and sufficient, and I would greatly appreciate a reply.
Many thanks in advance.