SARGE AI Framework - Public Release

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sarge
why arnt there 9 bandit groups?

Code:
// Khelm, 9 bandit groups, 2 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[9,2,0],[100,100,100],[3,4,3]],"SAR_area_5_4"] call SAR_AI_mon_upd;
 
Hey Sarge, I've attached my Lingor grps config, feel free to use. it's got spawns for all grids (except those with water) and uses the updated grid file. AI population is relatively low, but people are free to change that.
There are also 5 chopper patrols, around the prison, fob eddie, maruko airport, calamar (all bandit choppers) and one survivor chopper that patrols most of the map by itself.
Hope this helps :)
thx a lot D0pefish!

quick NOTE: if you want squares with no spawns, you will need to set them to 0. I define a default value that is used if squares are not configured, and this needs to be overwritten. Adjusted your file. cheers

Sarge
 
sarge
why arnt there 9 bandit groups?

Code:
// Khelm, 9 bandit groups, 2 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[9,2,0],[100,100,100],[3,4,3]],"SAR_area_5_4"] call SAR_AI_mon_upd;

well, now there should be. did you check the rpt ?
 
sarge
why arnt there 9 bandit groups?

Code:
// Khelm, 9 bandit groups, 2 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[9,2,0],[100,100,100],[3,4,3]],"SAR_area_5_4"] call SAR_AI_mon_upd;
Maybe because you're trying to spawn 0 survivors yet you have them with 100% chance of a group of 3+1 ?
Try this:
Code:
// Khelm, 9 bandit groups, 2 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
 
_check = [["max_grps","rnd_grps","max_p_grp"],[[9,2,0],[100,100,0],[3,4,0]],"SAR_area_5_4"] call SAR_AI_mon_upd;
 
thx a lot D0pefish!

quick NOTE: if you want squares with no spawns, you will need to set them to 0. I define a default value that is used if squares are not configured, and this needs to be overwritten. Adjusted your file. cheers

Sarge

ah cool, i had started to define them as 0's then thought about commenting them out ;)
 
i added
// Devils, heli patrol area
_this = createMarker ["SAR_AREA_DEVIL", [6891.9189, 11438.73]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [1000, 600];
SAR_marker_helipatrol_devil = _this;


and

// heli patrol DEVIL
[SAR_marker_helipatrol_devil,3] call SAR_AI_heli;
[SAR_marker_helipatrol_devil,1] call SAR_AI_heli;
[SAR_marker_helipatrol_devil,3] call SAR_AI_heli;


anything else i need to add befor this is gonna work ?

and is there a reason why the neaf has the 0 on the end and the rest not ? [12034.16, 12725.376, 0]];
 
i might have a look later at redoing the lingor air patrols, not sure if i set some of them too small.
am i right in that when a heli patrol is spawned, it starts off in the air, then lands at the marker position to pick up the rest of the unit before continuing?
 
i added
// Devils, heli patrol area
_this = createMarker ["SAR_AREA_DEVIL", [6891.9189, 11438.73]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [1000, 600];
SAR_marker_helipatrol_devil = _this;


and

// heli patrol DEVIL
[SAR_marker_helipatrol_devil,3] call SAR_AI_heli;
[SAR_marker_helipatrol_devil,1] call SAR_AI_heli;
[SAR_marker_helipatrol_devil,3] call SAR_AI_heli;


anything else i need to add befor this is gonna work ?

and is there a reason why the neaf has the 0 on the end and the rest not ? [12034.16, 12725.376, 0]];


I don't know why the 0 is there on that one particularly either, but I sure appreciate your extra heli spawn.

If anyone finds a list of coordinates for all towns, I'll take the time to make markers for heli patrols for every town (which I believe would allow to add static patrols to those coordinates as well).

Sarge, throw my name in the list for wanting dead AI to affect humanity as well, and if there is something I can do to help make that happen let me know, I'm not sure where to look, sorta new, but if I can get pointed in the right direction I can usually figure it out.
 
I don't know why the 0 is there on that one particularly either, but I sure appreciate your extra heli spawn.

If anyone finds a list of coordinates for all towns, I'll take the time to make markers for heli patrols for every town (which I believe would allow to add static patrols to those coordinates as well).

Sarge, throw my name in the list for wanting dead AI to affect humanity as well, and if there is something I can do to help make that happen let me know, I'm not sure where to look, sorta new, but if I can get pointed in the right direction I can usually figure it out.

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]
 
Hey guys was just wondering if anyone is getting lag with the ai additions as in i have a couple of additions which seem affected like a debug monitor that fades away amd halo jumping at spawn that stops the player from pulling the chute and players not taking damage correctly. does anyone know of any mods that arent suitable with the sarge ai. I dont have an rpt file as im on dayz.st but if theres anything i can provide to show this I will. Cheers
 
I've the issue to, that the AI will after a Server Restart spawn normal if you enter a grid for the first time. If i leave it and enter it again rpt and ups debug shows me patrols in the grid, but there are definetly not there. Fly around with a Heli to check that.
First entering = Shoot at me if i came near the ups debug dots
Every new entering = no ones there at the ups debug dots
https://github.com/Swiss-Sarge/SAR_AI/issues/2

Sarge, maybe i can invite you today for a little TS Chat?
ts18.nitrado.net:20750
 
Hey guys was just wondering if anyone is getting lag with the ai additions as in i have a couple of additions which seem affected like a debug monitor that fades away amd halo jumping at spawn that stops the player from pulling the chute and players not taking damage correctly. does anyone know of any mods that arent suitable with the sarge ai. I dont have an rpt file as im on dayz.st but if theres anything i can provide to show this I will. Cheers

im on dayz.st as well you have a RPT file, goto "view logs" on your CP, click "Up to higher level directory" and you should see the file there
 
sarge, any chance of a randomizer type option for spawns? i know certain variables are random, but to make it interesting to say in city X it will spawn a random group, which is random in if they are bandits or survivors etc. so rather than knowing "ive set city X to have 75% chance of bandits", you have no idea what is actually spawned.
 
i added
// Devils, heli patrol area
_this = createMarker ["SAR_AREA_DEVIL", [6891.9189, 11438.73]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [1000, 600];
SAR_marker_helipatrol_devil = _this;


and

// heli patrol DEVIL
[SAR_marker_helipatrol_devil,3] call SAR_AI_heli;
[SAR_marker_helipatrol_devil,1] call SAR_AI_heli;
[SAR_marker_helipatrol_devil,3] call SAR_AI_heli;


anything else i need to add befor this is gonna work ?

and is there a reason why the neaf has the 0 on the end and the rest not ? [12034.16, 12725.376, 0]];

your setup is fine. is it intended to have 2x bandits and 1x soldiers ? They will shoot each other, soldiers will loose .-)

The 0 that you menation has no effect. Its a world coordinate, and normally i dont use the height value (overlooked that here).
 
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