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Thanks for your help vampire, I ended up just deleting it and "re installing" it. Also learned where my RPT file was, thanks!Its called Arma2OA.RPT
Or a similar named date.rpt
Any way to remove rpg on mission ai on death? Didn't see any options for that.
nvm i found the issue.the ai dies and rpg still remains on corpse or they drop them
(...)
However I'm going to implement some additional AI logic, like healing, shooting for effect, hiding bodies, throwing grenades, flares, smokes, etc.
_unit setVariable ["DZMSAI", true];
[_unit,_position] execVM "\z\addons\dayz_server\DZMS\mbnqAI.sqf";
_unitGroup setCombatMode "RED";
_unitGroup setBehaviour "COMBAT";
...
_wp1 setWaypointType "MOVE";
_wp2 setWaypointType "GUARD";
_wp3 setWaypointType "MOVE";
_wp4 setWaypointType "GUARD";
//Lets inform the nearby AI of roughly the players position
//This makes the AI turn and react instead of laying around
// def=300 metters, let's try 400 -mbnq
{
if (((position _x) distance (position _unit)) <= 400) then {
_x reveal [_player, 4.0];
}
} forEach allUnits;
What I made to make AI very difficult was:
1.) I gave them nvgs, hunting rifles, rpk and some minor auto rifles
(AI behaves differently depending on the type of weapon they use)
2.) I've made a lot of high defence value static spawn locations
before executing missions, to prevent spawning bots at playersCode:waitUntil { { _x distance _coords < 500 } count playableunits < 1 };
BIS_fnc_findSafePos it's nice for spawning crash sites, camps, etc but npcs at the middle of field was not what I want
(...)
_aigearArray = [DZMSGear0,DZMSGear1,DZMSGear2,DZMSGear3,DZMSGear4];
_aigear = _aigearArray call BIS_fnc_selectRandom;
_gearmagazines = _aigear select 0;
// *** let's choose unit gear ***
_weapon = DZMSWeps2 call BIS_fnc_selectRandom;
_magazine = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines") select 0;
// *** let's clean unit gear ***
{
_unit removeMagazine _x
} forEach magazines _unit;
sleep 0.1;
removeAllWeapons _unit;
sleep 0.1;
// *** let's add some stuff ***
_unit addMagazine _magazine;
sleep 0.1;
{
_unit addMagazine _x
} forEach _gearmagazines;
sleep 0.1;
_unit addWeapon _weapon;
sleep 0.1;
// *** let's make sure unit will not have nvgs ***
if (_unit hasWeapon "NVGoggles") then {_unit removeWeapon "NVGoggles";};
DZMSSkills1 = [
["aimingAccuracy",0.80],
["aimingShake",0.85],
["aimingSpeed",0.85],
["endurance",0.85],
["spotDistance",0.85],
["spotTime",0.85],
["courage",0.85],
["reloadSpeed",0.85],
["commanding",0.85],
["general",0.85]
];
DZMSSkills2 = [
["aimingAccuracy",0.85],
["aimingShake",0.95],
["aimingSpeed",0.95],
["endurance",1.00],
["spotDistance",0.90],
["spotTime",0.90],
["courage",0.85],
["reloadSpeed",1.00],
["commanding",1.00],
["general",1.00]
];
DZMSSkills3 = [
["aimingAccuracy",1.00],
["aimingShake",1.00],
["aimingSpeed",1.00],
["endurance",1.00],
["spotDistance",1.00],
["spotTime",1.00],
["courage",1.00],
["reloadSpeed",1.00],
["commanding",1.00],
["general",1.00]
];
...
DZMSWeps1 = [
"LeeEnfield",
"Winchester1866",
"Remington870_lamp",
"M1014",
"MP5A5",
"bizon"
];
DZMSWeps2 = [
"LeeEnfield",
"MP5A5",
"AKS_74_U",
"RPK_74",
"AK_74_GL",
"M14_EP1",
"huntingrifle",
"AK_47_M",
"M16A2GL",
"Sa58P_EP1"
];
DZMSWeps3 = [
"Sa58V_EP1",
"Sa58P_EP1",
"Sa58V_CCO_EP1",
"AK_74_GL_kobra",
"Sa58V_RCO_EP1",
"AKS_74_pso",
"huntingrifle",
"AK_47_M",
"SVD_CAMO_DZ",
"BAF_L85A2_RIS_Holo",
"M40A3",
"M4A1_AIM_SD_camo",
"M240_DZ",
"M4A1_RCO_GL",
"G36A_camo",
"FN_FAL",
"G36C_camo",
"Mk_48_DZ",
"M4A1_HWS_GL_SD_CAMO",
"SVD_DZ",
"DMR_DZ",
"AKS_74_U",
"RPK_74",
"AK_74_GL",
"M14_EP1",
"M16A2GL",
"Sa58P_EP1",
"M240_DZ"
];
DZMSVersion = "RC1.1";
i take it the _unitGroup setCombatMode "RED" etc above is this?
_unit setCombatMode "RED";
_unit setBehaviour "COMBAT";
In respect to Vampire's work you should start your own thread for this as an add-on/refinement. Don't get me wrong, it's great to share and help but this thread should remain specific to Vamp's efforts and comments towards his code. Me personally I'm very interested in your changes because learning the AI subroutines is next on my list and this makes a good jumping off spot.
just wondering if how you added neg or pos humanity from killing ai to dzai ? really like this option
Hello Vampire is me again with another question. Anyway on Mission AI attack a player in Eastside skin such as MVD_Soldier_MG/RUS_Commander/RUS_Soldier_GL/ ? or Eastside skins that are not done by epoch?
I have a mission(s) where no AI are spawning. I looked in my RPT log and see the following:
_unit = _unitGroup createUnit [_aiskin, [(_position select >
11:34:45 Error position: <createUnit [_aiskin, [(_position select >
11:34:45 Error Type Any, expected String
11:34:45 File z\addons\dayz_server\DZMS\Scripts\DZMSAISpawn.sqf, line 33
11:34:45 Error in expression <_fnc_selectRandom;
_unit = _unitGroup createUnit [_aiskin, [(_position select >
11:34:45 Error position: <createUnit [_aiskin, [(_position select >
11:34:45 Error Type Any, expected String
11:34:45 File z\addons\dayz_server\DZMS\Scripts\DZMSAISpawn.sqf, line 33
11:34:46 [DZMS]: (DZMSUnitsMinor) 0 AI Spawned, 0 units in mission.
11:34:47 [DZMS]: (DZMSUnitsMinor) Waiting for 0/0 Units or Less to be Alive and a Player to be Near the Objective.
Could you help me why I am getting this?