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you don'tOne one thing, where do I set the skill level of the different groups?
ok thank you very much, another question. if the AI will dissappear when no player near, if they stolen my car that mean they wont get too far right?
The markers are there for debugging during setupsorry i got so much so much question...is there anyway that the mark(AI spawning point) ingame map will not show that will make players more difficult to know where does AI at and which one is friendly or not...thank you very very much
a) Bandit AI are acting like real bandits - they shoot everything.
b) static AI is not respawning at the moment, will be part of a next release and will be configurable. In theory i can let em respawn already, but then they are missing their weapon loadoutStatic heli patrols should not need to respawn, they rarely die anyhow. Too many respawns will lead to people farming these ...
c) whitelist - you could in theory. if more people request this, i might put it in.
http://pastebin.com/u175xrBB
killing a hacker log is in pastebin
Ammo selection is automatic. If you want them less powerful at range, give them shotguns, or MPs .Ok, the AI system seems to be working well for me know. In regards to skill, I am thinking I will just swap out their weapons choices to something a little less powerful. Is the ammo selection for new weapons (eg. MP5) automatic, or will I need to update that in another file?
thx richie this seems to fix it gonna test if i can run it whit be now
i did this line from the manual and i will upload the sar_ai_init i dint change anything over there only what was on the readme
" if (!(vehicle _x in _safety) && ((typeOf vehicle _x) != ""ParachuteWest"") && (vehicle _x getVariable [""Sarge"",0] != 1) ) then {" \n
thx richie this seems to fix it gonna test if i can run it whit be now
i did this line from the manual and i will upload the sar_ai_init i dint change anything over there only what was on the readme
" if (!(vehicle _x in _safety) && ((typeOf vehicle _x) != ""ParachuteWest"") && (vehicle _x getVariable [""Sarge"",0] != 1) ) then {" \n
The predefined HUEY has 2 gunner positions, which i use. In your RPT this failed, i think because of the wrong type of heli.
this is the file i dint change noting only what was on the readme i still getting kicked for script restriction 80 now
All fine in this file, might have happened cause every AI unit was instantly killed by the server_cleanup.fsm.
script 80 means you need to adjust line number 82 in your scripts.txt so it doesnt kick you. Or set it to warn, that should give you a first result.