BombinBaghdad
New Member
Hey Sarge. Any idea what I would need to add in the server pho for Taviana.com to keep the choppers from being crashed at start for "hacker"? I have no problems on my Cherno server. Thanks 
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Hey Sarge. Any idea what I would need to add in the server pho for Taviana.com to keep the choppers from being crashed at start for "hacker"? I have no problems on my Cherno server. Thanks![]()
The soldiers were in cammo clothing, the survivors were not lol.That looks good to me. Are you sure you got 2 survivor and 2 soldier groups? How did you distinguish?
bugfixes for 1.1.0 uploaded to github.
- respawn fix to workaround Dayz logic implemented
- cleaned up hit and kill eventhandler for AI
- made vehicle fix off by default
- adjusted some debug messages
- fixed heli aggro logic
- some minor stuff
Sarge, first of all ty for the fast fix.
What would I have to change if I want to lower the time a heli spawn/patrol the area. Meaning less patrol, so it will be a rare sight when they actually appear. The problem now is, heli comes so often it becomes annoying rather than of a rare occurence.
Also is it possible to make AI drop nothing ? Players in my server have been hunting AI soldiers for their equipments
// -----------------------------------------------
// Timeout values
// -----------------------------------------------
// time after which units and groups despawn after players have left the area
SAR_DESPAWN_TIMEOUT = 120; // 2 minutes
// time after which dead AI bodies are deleted
SAR_DELETE_TIMEOUT = 120; // 2 minutes
// ---------------------------------------------------------------------------------------------------------------------
// Weapon & Item Loadout
// ---------------------------------------------------------------------------------------------------------------------
// potential weapon list for leaders
SAR_leader_weapon_list = ["M4A1","M4A3_CCO_EP1","AK_47_M"];
SAR_leader_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm
// potential item list for leaders -> Item / Chance 1 - 100
SAR_leader_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60]];
SAR_leader_tools = [["ItemMap",50],["ItemCompass",30],["Binocular_Vector",5],["NVGoggles",5],["ItemRadio",100]];
//potential weapon list for riflemen
SAR_rifleman_weapon_list = ["M16A2","Winchester1866","AK_74","LeeEnfield","M1014"];
SAR_rifleman_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm
// potential item list for riflemen
SAR_rifleman_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60]];
SAR_rifleman_tools = [["ItemMap",50],["ItemCompass",30]];
//potential weapon list for snipers
SAR_sniper_weapon_list = ["M4A1_Aim","SVD_CAMO","Huntingrifle"];
SAR_sniper_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm
// potential item list for snipers
SAR_sniper_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["Skin_Sniper1_DZ",10]];
SAR_sniper_tools = [["ItemMap",50],["ItemCompass",30]];
//
// Definition of area markers for static spawns
//
// soutcoast, heli patrol area
_this = createMarker ["SAR_patrol_soutcoast", [7997.2837, 2687.6707]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [6500, 1200];
SAR_marker_helipatrol_southcoast = _this;
// eastcoast, heli patrol area
_this = createMarker ["SAR_patrol_eastcoast", [13304.196, 8220.9795]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [1200, 6000];
SAR_marker_helipatrol_eastcoast = _this;
// NWAF, heli patrol area
_this = createMarker ["SAR_patrol_NWAF", [4525.3335, 10292.299]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [1500, 500];
_this setMarkerDir 59.354115;
SAR_marker_helipatrol_nwaf = _this;
// NEAF, heli patrol area
_this = createMarker ["SAR_patrol_NEAF", [12034.16, 12725.376, 0]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [1000, 600];
SAR_marker_helipatrol_neaf = _this;
You can change how long an AI body stays on the ground after death. This way your players won't have enough time to loot the bodies. Go to your mission folder\addons\SARGE\SAR_config.sqf and edit the following.
Code:// ----------------------------------------------- // Timeout values // ----------------------------------------------- // time after which units and groups despawn after players have left the area SAR_DESPAWN_TIMEOUT = 120; // 2 minutes // time after which dead AI bodies are deleted SAR_DELETE_TIMEOUT = 120; // 2 minutes
You could also change what items the AI spawn with in the same file by editing the following.
Code:// --------------------------------------------------------------------------------------------------------------------- // Weapon & Item Loadout // --------------------------------------------------------------------------------------------------------------------- // potential weapon list for leaders SAR_leader_weapon_list = ["M4A1","M4A3_CCO_EP1","AK_47_M"]; SAR_leader_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm // potential item list for leaders -> Item / Chance 1 - 100 SAR_leader_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60]]; SAR_leader_tools = [["ItemMap",50],["ItemCompass",30],["Binocular_Vector",5],["NVGoggles",5],["ItemRadio",100]]; //potential weapon list for riflemen SAR_rifleman_weapon_list = ["M16A2","Winchester1866","AK_74","LeeEnfield","M1014"]; SAR_rifleman_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm // potential item list for riflemen SAR_rifleman_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60]]; SAR_rifleman_tools = [["ItemMap",50],["ItemCompass",30]]; //potential weapon list for snipers SAR_sniper_weapon_list = ["M4A1_Aim","SVD_CAMO","Huntingrifle"]; SAR_sniper_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm // potential item list for snipers SAR_sniper_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["Skin_Sniper1_DZ",10]]; SAR_sniper_tools = [["ItemMap",50],["ItemCompass",30]];
-----------------------------------------------------------------------------------------
To make the helicopter patrols seem more rare you try lowering the amount of patrols and increase the area the patrol. Go to your mission folder\addons\SARGE\map_config\SAR_cfg_grps_chernarus.sqf (or whatever map you are using) and edit
Code:// // Definition of area markers for static spawns // // soutcoast, heli patrol area _this = createMarker ["SAR_patrol_soutcoast", [7997.2837, 2687.6707]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [6500, 1200]; SAR_marker_helipatrol_southcoast = _this; // eastcoast, heli patrol area _this = createMarker ["SAR_patrol_eastcoast", [13304.196, 8220.9795]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [1200, 6000]; SAR_marker_helipatrol_eastcoast = _this; // NWAF, heli patrol area _this = createMarker ["SAR_patrol_NWAF", [4525.3335, 10292.299]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [1500, 500]; _this setMarkerDir 59.354115; SAR_marker_helipatrol_nwaf = _this; // NEAF, heli patrol area _this = createMarker ["SAR_patrol_NEAF", [12034.16, 12725.376, 0]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [1000, 600]; SAR_marker_helipatrol_neaf = _this;
As far as the helicopter patrols, I believe this that is what you need to edit but I am not positive. I haven't messed with it myself too much. I hope this helps.
Sarge, first of all ty for the fast fix.
What would I have to change if I want to lower the time a heli spawn/patrol the area. Meaning less patrol, so it will be a rare sight when they actually appear. The problem now is, heli comes so often it becomes annoying rather than of a rare occurence.
Also is it possible to make AI drop nothing ? Players in my server have been hunting AI soldiers for their equipments
// time after which dead AI bodies are deleted
SAR_DELETE_TIMEOUT = 120; // 2 minutes
To make AI drop nothing at all, adjust the delete time - just removing their loadout will not work, they need a weapon to engage players.
Sarge, anyway to disable the radio fix that you did for 1.1. It has killed of my ability to use the radio for things like other kill message scripts and my loop messages for informing the server of certain rules.
Thanks
Hey Sarge, love the new changes! I did notice a small bug related to AI stealing Heli's. After disabling AI stealing vehicles in the config: SAR_AI_STEAL_VEHICLE = false;
After changing this I watched an AI get into my chopper and fly off. Does this new script only work for cars, and not heli's? Or am I missing something?
Hey,
Really love this, having so much fun with it thanks!
Question: Is it possible to have the helicopter lights on?
heli action ["lightOn", heli];
I think that is the code needed just not sure how to place it?
Can i make AI bandage themself after getting shot?
I think this will make them more real