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  1. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    Commented out the refill ammo code and i'm still getting it. Looks like it might be on my side. lol
  2. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    Any idea why i'm getting this Sarge?
  3. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    paste your init.. what map are you using?
  4. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    I don't change anything in my dayz pbo, just my mission pbo and server pbo
  5. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    Did you check your remote log yet?
  6. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    it depends on what you set the 2 settings for in your create line.. there is 1 for patrol radius, and 1 for waypoints.. the patrol radius is used only by the waypoints.. the higher the patrol radius, the farther away it will put your waypoints, and the more waypoints you put, the more...
  7. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    Mine is working just fine.
  8. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    I'm getting an error with my init file because i assume it's not finding the magazinetype.. could it be a problem because this is hosted in my mission pbo or something? it gives me this error: 0:04:22 Error in expression < addMagazineCargoGlobal [_x,(_objWpnQty select _countr)]; }; }; _countr =...
  9. S

    Simple AI Tutorial (no rMod or DayZ_Factions)

    lmao.. yeah.. depending on which version of the lines you have they should i work.. ive been systematically adding more options on the init lines, so you may have to add more.. change the set_unit_factions.sqf setFriend to make them friendly again.. anything above .6 and they should stop...
  10. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    So once it detects bandits and zombies, how do I tell the difference between the zombies and bandits? Would isPlayer be false? or is there a better way?
  11. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    How would I use your script to check if it's them? Would I do (position _ai) nearEntities [[zZombieBase],_detectRange];?
  12. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    _killer setVariable ["humanity",_humanity-1000,true]; like that? How do I call a player sync?
  13. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    It just moves the file to your mission folder (which makes your mission larger unfortunately) so that you can edit it. What you're doing causes your zombies to become part of the ENEMY side, which means they are hated by everyone capable of hating.
  14. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    for me it is G:\Steam\common\Steamapps\Arma2\@DayZOring\Dayz_code.pbo.. Don't look on your server, it's on your local PC. Go to your LOCAL arma 2 installation folder, go in to the map you're using, and find the pbo there.
  15. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    Also, is there a way to use this detection thing to detect if there are zombies around like it does for bandits? That would mean I could get rid of this zombie_generate.sqf file and just have the ai themselves convert the zombies rating.
  16. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    Out of curiousity, could I spawn a zombie where an AI is killed? I have a faction of AI walking around with the same skins as zombies (though the living version). Could I do something in this event handler that checks the outfit that the unit is wearing, and spawn the corresponding zombie, and...
  17. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    private["_ai","_killer"]; _ai = this select 0; _killer = this select 1; _humanity = _killer getVariable ["humanity",0]; _killer setVariable ["humanity",_humanity-1000]; _kills = _killer getVariable ["humanKills",0]; _killer setVariable ["humanKills",_kills+1]; Does that look right for what...
  18. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    It's done in a big file with tons of conditionals based on input, but here's 1 specific: case 1 : { _ailoadout=[_resistanceSniperRifle,_resistanceSniperAmmo]; _resistanceSniperSkin createUnit [_unitpos, _aiGroup,"null = [this] execVM 'scripts\unit_init.sqf'"]...
  19. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    How would I set this up? Do I just add the event handler to the units init?
  20. S

    dayZ NPC (AI) Units / Troops | Add to Server.

    Also, 1 more question: Could I set up an eventHandler so that when someone kills one of my AI that it gives them a survivor kill or bandit kill and reduces their humanity? so that they can become bandits from killing AI?
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