Jack Marslow
Well-Known Member
Why would all of my static groups be spawning at the bottom left side of the map instead of the coords i gave them. Atleast thats where the WP markers are
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is there anyway to keep the heli's in the game that the AI are in. If you shoot them down and they do not explode you can repair them and go?
Why would all of my static groups be spawning at the bottom left side of the map instead of the coords i gave them. Atleast thats where the WP markers are
KRON_UPS_DEBUG =0; :_)
The turret gunners will engage enemies. Auto reload should work on these as well (though untested). Keep in mind though that you won't see jets attacking infantry (at least i assume so), but they will attack vehicles.
About making all AI unfriendly:
Do NOT set AI to westnever ever. I had that at the beginning of this mod. It works, BUT given that players are west as well, people run into the 140 groups max/side pretty often. 40 players = 40 (in effect 41, Dayz is using 1 for spawning) groups, that leaves 100 groups for AI. 36 grids on Chernarus, 3 groups per grid and new players will join as seagulls
Why don't you use military skins for bandits as well ? By that you have the looks of soldiers, but the logic still handles them as bandit AI.
Sarge
2:24:27 Cannot load sound 'ca\dubbingradio_e\radio\male03en\default\core\civilian.ogg'
Uploaded the fix to github, didn't want you all to wait for the full next release.
Download & exchange 2 files: SAR_vehicle_fix.sqf and SAR_functions.sqf,
and set
SAR_FIX_VEHICLE_ISSUE = true;
in your SAR_config.sqf file.
cheers, Sarge
YES; i did read the FAQ and the READMEs on opendayz.net and on github, and i searched this thread for my issue.
Version of SAR_AI : Version 1.0.3
Version of Dayz : Taviana 2.0 (1.7.4.4?)
Serverpackage Type : Bliss (DayZ.ST)
Version : 4.0 (I think, not sure on this one)
Installed mods : BTC Logistics, Remove Vehicle Parts, Animated Heli Crashes, and Self Bloodbag Script
Enabled debug modes:
- SAR_HITKILL_DEBUG = true;
- SAR_DEBUG = false;
- SAR_EXTREME_DEBUG = false;
- KRON_UPS_Debug = 0;
Describe your issue: I have been running this on my test server with excellent results bar the inability to get in a vehicle with other players. I've found this to be a frequent bug and have followed the directions in your post (below) to find that I'm still having the issue. Is there any possible solution or would you be willing to look at my mission.pbo?
Thx a lot Althasil for the FIRST structured bugreport
are you sure about the SAR_AI version ? The latest one is 1.1.0. If you set SAR_EXTREME _DEBUG to true, wou will see in your rpt when a player approaches and leaves the area around a vehicle. Check that one if it works as expected with 2 players please.
Did you try to disable the BTC logistics and Remove Vehicle Parts mods to see if they interfere?
cheers, Sarge
I think I know now. I cleared a group in a small area, returned 20 min later, and found a random composition of very skilled enemies in the respawn zone. It seems that respawn mechanics sometimes ignore skill/squad composition settings and spawn some random group with random skill?
Hi again,
Say if the player limit is 30 players, then configured the way I suggested back on page 47 (having west as unfriendly to resistence as well), then I should make sure that there should never be more than 140-(30+1) or 109 AI survivor groups spwning for west? Which I can work out from map_config files?
The reason is, I would like to see military fight everyone (including bandits). Let me know if I am missing something. Thank you for your helpful responses!