I was only including what was in the error. Here is the rest of the loop.
_aiunit addMagazine _aiammo;
_gearCount = count _resistanceGunnerGear;
for [{z = 0},{z = (_gearCount - 1)},{z = z + 1}] do {...
They don't differentiate between hero, survivor, and bandit though, which is my goal. I can make all players hated by all AI, but I can't make them differentiate based on costume or humanity. The end goal was a zone where anyone with humanity less than 2500 gets killed on sight, and all the coop...
I haven't attempted that yet. Spent the last 12 or so hours trying to figure out how to make players change sides to no avail. I will give it a shot in a bit.
so for addMagazine i'm building an array of gear.. and then trying to add the gear dynamically.. is this the correct syntax?
for ({_z = 0},{_z = count _resistanceRandomGear},{_z = _z + 1}) do {
_currentItem = _resistanceRandomGear select _z...
1) unfortunately i havent been able to make them detect bandits (players) yet. they will only attack someone if they shoot one of them first. i can't give players negative rating or their own faction sadly.
2) survivors ai do attack bandits ai.
if you were talking to me anyway.. a bit vain...
Has anyone figured out how to change players sides, or make them hated?
I've been trying all day just to come to the realization that most commands are for units and objects..
It was meant for the guy asking about running 2 AI's.. I had no lick with iports stuff. I ended up just modifying axemans with his help. Theres a guide for it if you want to try it. I helped like 5 people use it this morning. Pretty straight forward.
It's just copy and pasted axeman code...
You can look at the guide I did for an example of how to do dual AIs. I'm currently trying to change it so that bandits take over the additional AI, but for now AI has control of east and resistance on mine. It's just a modified version of axemans code. Almost exactly axemans code for the most...
Get rid of the [-31 in the beginning there. It's irrelevant to the worldspace in this scenario.. get rid of the additional ] after the worldspace as well..
_aispawn = [[2981.90,8077.33,0],100,5,2,4,0] execVM "scripts\add_unit_server.sqf";
That should result in 2 squads of resistance troops...
I run DayZ.ST and have to use a mission.pbo, so i'm not entirely sure how to do it on other hosts. Is MPMissions/dayz_1.lingor folder the equivalent of a mission.pbo?
Yeah, someone did the research and found all the skins, give me a sec to find it.
So from those skins, in your add_unit_server.sqf file, find the lines that have createUnit, and before them change the classname of the skin accordingly.
My code currently doesnt separate the factions...
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