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//class Ins_Soldier_1: Banned {};
//class CDF_Soldier: Banned {};
//class CDF_Soldier_Militia: Banned {};
//class CDF_Soldier_AR: Banned {}
//class Citizen3: Banned {};
//class Worker1: Banned {};
//class Villager1: Banned {};
//class TK_CIV_Takistani01_EP1: Banned {};
//class TK_CIV_Takistani05_EP1: Banned {};
//class TK_INS_Soldier_EP1: Banned {};
//class CZ_Soldier_DES_EP1: Banned {};
//class US_Soldier_EP1: Banned {};
//_respawnTime - How long to wait until NPCs respawn (in seconds)
They should spawn instantly on the first player's join after server restart. If you are using Sycosis's code the issue with respawns is that the position of the AI gets over written if you have multiple AI lines.
I was referring to respawning which the OP scripts have an issue with. I would highly recommend looking at:
http://opendayz.net/threads/morox-ai-sycosis-simple-ai-mod.9354/
Which solves many of the problems in these scripts.
However towards your current problem are you seeing any errors in your RPT log, you should see an entry saying "Global Faction is #" (the number being the side you set each group to) in the log when the AI spawn.
I would also recommend for testing setting the wpradius and number of waypoints to 1,1 which will lock the AI in place to make sure they don't move around.
Misread. I have 30 - so people on my server, so the RPT log gets filled. I skimmed through it couldn't find anything - I will try it locked just for me.Thank's for the reply! I will test the waypoint and look at the multi position fix now. @ Global Faction is # - How can i fix this problem?