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Did you get it working ok now n4nz ? your RPT file is missing info, not sure how much but the top half isn't there
It does show AI being spawned in grid 0,0
That's what my RPT shows when they spawn in."SAR_AI: Static Spawning for Helicopter patrols started"
Try searching you full RPT file for the following :
That's what my RPT shows when they spawn in.
Sarge will know this but is it possible the worldspace is too close to the end of the map ? would they fly off map and blow up ?
Maps that are included but need configuration (IF you configure one of these maps (grid & definition for gridsquares), please do me a favour and share it back with me, so i can include it in the framework):
here it is. works fine for me
Sarge,
I just wanted to say THANK YOU for your time invested in making this so easy for the average person. It took me about 5 hours, now I have configured different towns, some to be full of military, some full of bandits, about 10 heli patrols (getting ready to drop in vehicle patrols), everything works better than expected, the AI are smarter than I thought they would be initially. BRAVO!!!
I have setup a LAN server for a few of my friends, and we have found new life in DayZ. Btw, I have it running with 1.7.6.1, Pwnz0r's hive, everything works great, I didn't even clear the info from the database before adding in the AI, and everything was still intact, i.e. same locations of vehicles I had stored.
Also, for any of you that are having the CLEANUP: KILLED A HACKER problem with heli patrols, MAKE SURE you delete the server.pbo and REPACK the folder when you edit the server_cleanup.fsm, I stupidly forgot to do that a few times and wondered why my changes didn't work.....rookie mistake. Deleted the old .pbo, repacked, WAKKAWAKKAWAKKA all thru the skies.
Sarge, if you read this, again, THANK YOU, also, I have but one question that I'm not sure how to fix, would love an answer. I know that the AI works off of grids, and I turned off both debug functions, I am playing on veteran level, but, my waypoints (shift + click on map) no longer work. That is the only thing I have found so far that I am not sure how to fix. If anyone has any suggestions, please let me know where I could begin to solve that problem.
If I can be of any help, let me know, I will try my best to respond quickly.
I installed this last night with success (thanks a ton sarge), my only question is that over time the AI seems to stop spawning in. Is there a way to prevent this?
How much time ? I havent run a fully fledged test over hours on a populated server. There is a limitation in Arma 2 that you can only have 144 groups defined - maybe you reach taht limit? Despawning groups removes these, and the free slots should be used again, but that's a "should", never really tested it.
What does help in debugging this is the small number that you can see close to the debug waypoints. If you reached 144 here (or a similar high number, think some groups are used by Dayz), this might be an issue.
Let me know what you find out please.
Tx, Sarge