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    SARGE AI Framework - Public Release

    ah cool, i had started to define them as 0's then thought about commenting them out ;)
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    SARGE AI Framework - Public Release

    One change I did make, to make it a little more interesting, is add a couple of the survivor skins to the bandit group skin list. because lets face it, not every survivor you see is going to be friendly, and every bandit has to start somewhere. this way you can't just zoom in, see a bandit skin...
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    SARGE AI Framework - Public Release

    Hey Sarge, I've attached my Lingor grps config, feel free to use. it's got spawns for all grids (except those with water) and uses the updated grid file. AI population is relatively low, but people are free to change that. There are also 5 chopper patrols, around the prison, fob eddie, maruko...
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    SARGE AI Framework - Public Release

    actually, ignore me, i forgot i updated dayzcc so it overwrote the old server_cleanup.fsm i only just realised!
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    SARGE AI Framework - Public Release

    just testing on lingor and used this: _this = createMarker ["SAR_patrol_prison", [2981.9072,8077.3325]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [1500, 1500]; SAR_marker_helipatrol_prison = _this...
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    SARGE AI Framework - Public Release

    oh right fair enough. was contemplating for lingor to have at least one chopper that covered the entire island, as some people do that hunting for crashes etc. i'll play about with the faction choppers, spawn two near each other in a small rectangle, see what chaos ensues :)
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    SARGE AI Framework - Public Release

    @Richie if i don't set it, will it just randomly fly in that rectangle? also do survivor and bandit choppers fire on each other? if i spawned two in the same rectangular area, would they fight on seeing each other, or only engage ground units?
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    SARGE AI Framework - Public Release

    i know its probably been mentioned in here, but when spawning the heli patrols, what are a couple of the numbers in relation to? primarily these two? // NEAF, heli patrol area _this = createMarker ["SAR_AREA_NEAF", [12034.16, 12725.376, 0]]; _this setMarkerSize [1000, 600]; Is it the first...
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    SARGE AI Framework - Public Release

    cool, thanks. i'm just trying to work on a grplist file for lingor using the new gridlist that was posted here. once i get it working right and get some heli patrols in i'll post it up :)
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    SARGE AI Framework - Public Release

    is there a way to spawn a solitary person for the auto spawn? the numbers suggest it will be X + 1 leader, so would that mean if I wanted a single bandit, I'd set the number of groups to 1 and the number of people in the group to 0, so it would become 0 + 1 leader?
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    SARGE AI Framework - Public Release

    am i right in thinking that regardless of configuration, if i use the new lingor grid, and just spawn (for example) 5 groups of each faction in each grid with 100% probability they should show up and work as normal regardless of other stuff?
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    SARGE AI Framework - Public Release

    Ah, Richie, my apologies, it is doing the cleanup of a hacker, I just saw (after server restart I logged in and a downed chopper was a few hundred meters in front of me :P
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    SARGE AI Framework - Public Release

    are the static patrols (heli and land) started as soon as the server starts, or are they still triggered only if someone is near? my server just crashed so i restarted it, but will i need to jump in myself to kick anything in? had a look through the rpt, no mention of hacker or the static spawning
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    SARGE AI Framework - Public Release

    i know this is a really stupid question but the preconfigured heli patrols in chernarus, does a heli spawn with the patrol? i dont have battleye on so i don't think it can be script related, but i can't see any sign of it. would it still be getting blown up by server_cleanup with no battleye?
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    SARGE AI Framework - Beta Testers wanted before release.

    i enjoy the work :) and i only mentioned wiping the DB as i was playing about with the vehicle spawns so have removed a lot of default settings as i wanted specific things spawning.....would rather not one of my settings cause something to go wrong! :P mine would be a 1.7.6.1 and Skaro Lingor...
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    SARGE AI Framework - Beta Testers wanted before release.

    nice, it really does sound awesome. i would say i'd be willing to test out lingor (skaro) but i only have a personal server so it really would just be me testing it (or at most 1 or 2 others). i'm already using and messing about with sycosis' AI script at the mo. if this isn't a prob, let me...
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    SARGE AI Framework - Beta Testers wanted before release.

    this all sounds awesome. i generally tend to play on lingor so if you want anyone to test stuff out in porting over to there let me know. judging by your testing comments, does that mean AI will react to hearing your shots too? so if in a town fighting zombies a bandit ai 1km away may hear...
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    SARGE AI Framework - Beta Testers wanted before release.

    Is the spawn distance configurable? The one thing that often gets me curious is wandering around and hearing gunshots about 1km away and going to investigate to see someone either fighting a bandit or zombies. it'd be nice if they could be spawned up to a certain distance away, so you'd be...
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    simple way, load up the arma2 editor (alt-e on title screen). place a random vehicle or something in each of the towns. save the mission, open the sqf file and it will have all the worldspace id's in
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    tell you some worldspace id's? could you be any more vague?
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