SARGE AI Framework - Public Release

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Hi,
To set heli patrols to bandits, go into your mission folder\addons\SARGE\map_config\SAR_cfg_grps_chernarus.sqf or which ever map you want to edit. Changing the number 1 to a 3 will set from soldiers to bandits.

// Heli patrol south coast
[SAR_marker_helipatrol_southcoast,1] call SAR_AI_heli;

1,2,3 = soldier, survivors, bandits

Thank you, I shall test it out.
 
So I have 2 things I wanted to ask.

1. How can I remove the green and red waypoints on the map? I had to remove script #8 to get the mod to work.
2. Can we make the npc's communicate with players in side chat or direct chat?

Sorry if this has been asked before looked around did not see an answer o_O
 
So I have 2 things I wanted to ask.

1. How can I remove the green and red waypoints on the map? I had to remove script #8 to get the mod to work.
2. Can we make the npc's communicate with players in side chat or direct chat?

Sorry if this has been asked before looked around did not see an answer o_O

Waypoints are there because you've left debug on, turn off debug and they go away.
 
Ok let me say good thing i love it but the ai's do not spawn i am using a rMod
Server. I added the init line and put the line in the description file to but still no showing.
 
Hi,
To set heli patrols to bandits, go into your mission folder\addons\SARGE\map_config\SAR_cfg_grps_chernarus.sqf or which ever map you want to edit. Changing the number 1 to a 3 will set from soldiers to bandits.

// Heli patrol south coast
[SAR_marker_helipatrol_southcoast,1] call SAR_AI_heli;

1,2,3 = soldier, survivors, bandits

It's working as intended now but I have another question, how do I reduce the interval of heli appearing, it's appearing near players too often to be a rare sight not the experience I am planning so far and I do realize even for bandits heli, they are times they dont shoot me, just hover around looking.

Is that normal ?

EDIT: I have also noticed 2 heli in-game, something I did wrong perhaps ?
 
Hi sarge, I have installed the new update and I am noticing something weird in game.

Whenever I get on a vehicle, there seems an AI commanding me to DISEMBARK, GET BACK ON THE TRUCK ..etc

- I killed my character and respawn and it seems to be working now though. Will monitor
 
Hi sarge, I have installed the new update and I am noticing something weird in game.

Whenever I get on a vehicle, there seems an AI commanding me to DISEMBARK, GET BACK ON THE TRUCK ..etc

- I killed my character and respawn and it seems to be working now though. Will monitor

Having same issue, but didn't try killing character. I did try some relogs, which "disconnected" me from the vehicle, but I am then "connected" to the first vehicle I interact with.

edit:

Setting SAR_FIX_VEHICLE_ISSUE to false seems to have solved the issue.
 
seems the workaround for the vehicle fix is not muting ...

The logic is complex, and what you actually see here is a hidden teammember talking to you. Need to see if i can mute him. The talking should have no issue on gameplay though.
 
the problem with the hidden teammember is that he is your leader and give orders (disembark or sth like that). Thats seems to be a gamlogic or some kind of invisible skin. His posotion is somewhere 24/22,5 (ingame Koords).
 
having a problem here with vehicles and the invisible member to, its not allowing me to enter vehicles, every time i get in the v3s / uaz its auto disembarks me.
 
I have a problem too. I have that team leader too, can't see any ai on the in game "m" map. When someone is driving, the car is almost not moving, and it's just teleporting forward.
 
the problem with the hidden teammember is that he is your leader and give orders (disembark or sth like that). Thats seems to be a gamlogic or some kind of invisible skin. His posotion is somewhere 24/22,5 (ingame Koords).

Yepp i know. I need this invisible AI in your group because ARMA is otherwise showing weird behaviours with empty groups.

Think i found a way to workaround this, testing a fix at the moment.

For the moment, switching SAR_FIX_VEHICLE_ISSUE to false should get rid of it.

 
I have a problem too. I have that team leader too, can't see any ai on the in game "m" map. When someone is driving, the car is almost not moving, and it's just teleporting forward.

Can you explain that a bit better ? I flew helicopters to test, and had no problem moving vehicles.
 
Hi.. where do i define the respawn rate ect. for static ai spawns ?

The respawn delay is a config entry and is global for static and dynamic groups.

The respawn rate (how often a group respawns) is not configurable at the moment, might add it later today.
 
What's the delay set at currently? What starts the delay? Does an entire squad need to die, individual AI, or all of the AI on the server?
 
list for towns

Balotta Airstrip [4829.9868, 2450.1104, 0]
Berenzino [12954.624, 9783.1533, 0]
Bereznio 2 [12043.963, 9091.3477, 0]
Black Mountain [10276.416, 12049.664, 0]
Bor [3320.1643, 3938.3496, 0]
Cherno [6743.8853, 2581.1865]
Devils Castle [6891.9189, 11438.73, 0]
Don's Camp [7788.2856, 12613.048, 0]
Drozhino [3442.2849, 4955.7129, 0]
Dubrovka [10445.011, 9868.9912, 0]
Electro [10480.69, 2217.8027, 0]
Factory [13060.078, 7094.0596, 0]
Gorka [9659.084, 8795.334, 0]
Grishno [5979.6953, 10343.341, 0]
Guglovo [8517.8682, 6676.3276, 0]
Gvozdno [8614.4316, 11868.967, 0]
Kabanino [5318.8369, 8602.6328, 0]
Kamyshovo [12127.406, 3496.2185, 0]
Khelm [12290.833, 10904.328, 0]
Komarovo [3654.0908, 2475.9468, 0]
Kozlovka [4483.6777, 4616.1675, 0]
Krastonav [11212.624, 12256.609, 0]
Lopatino [2780.3135, 10018.82, 0]
Moglievka [7544.5845, 5148.7822, 0]
Msta [11275.323, 5495.4053, 0]
Myshkino [2019.2487, 7327.7178, 0]
Nadezhdino [5846.4434, 4706.708, 0]
NEAF [12073.906, 12724.305, 0]
Nizhnoye [13002.393, 8285.8574, 0]
Novy Sobor [7074.4854, 7683.4883, 0]
NWAF [4480.0781, 10375.544, 0]
Orlovets [12146.174, 7266.5801, 0]
Pavlovo [1693.9392, 3845.0657, 0]
Petrovka [5014.1143, 12493.039, 0]
Pogorevka [4473.5957, 6411.3198, 0]
Polana [10753.393, 8132.6606, 0]
Prigorodki [7976.5557, 3299.5386, 0]
Pulkovo [4915.0903, 5605.6401, 0]
Pusta [9156.2549, 3897.7598, 0]
Pustoshka [3072.9629, 7945.4404, 0]
Rogovo [4808.0024, 6805.0518, 0]
Shakhovka [9654.5244, 6555.2583, 0]
Solnichny [13454.279, 6233.647, 0]
Soosnovka [2528.7561, 6354.9839, 0]
Staroye [10140.659, 5434.4302, 0]
Stary Sobor [6143.6167, 7721.5176, 0]
Tulga [12803.296, 4450.7466, 0]
Vybor [3815.0635, 8865.0938, 0]
Vyshnoye [6590.3159, 6029.1128, 0]
Zelenogorsk [2758.7144, 5304.3457, 0]

This is excellent. I'm running Panthera and trying to set this whole thing up. The one thing that i can't seem to figure out is exactly how the GRID system and COORD systems relate or work. No one seems to have this issue except me so i'm assuming its really simple and i'm just missing it. Basically what i'm looking for is how i can use in game GPS or DB XYZ to translate to GRID references that i can use to delcare static patrols etc. I'm looking through the comments and thread here and i dont see anything that clears this up for me.

I've tried a few things and i still can't make sense of how you got the numbers quoted above for each town. Any help would be great!
 
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