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    Simple AI Tutorial (no rMod or DayZ_Factions)

    im sure sycosis will correct me if im wrong, but i would assume for (example) west, you'd add another name like _westpsycho or something as another option, it would be given a variable, so after 3 for squad, 4 would be psycho. then in the add_unit you have case 4 : and set all the bits in there...
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    nice one, i was about ready for sleep last night when i posted! did i miss something though, zombies respawn and bandit detection? i can gather what bandit detection will be, but is zombies respawn actually the AI respawn, or are you respawning zombies for another reason? :)
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    erm, i dont really know tbh. respawns and multi gear definitely. also if possible the ability to add varying skill levels too. so low end loadout gets lower accuracy and higher shake, higher loadout gets higher accuracy etc. cant think of much past this :/
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    ah, did not know that, sorry :P this is the only thing repeated constantly in my rpt file until i disconnect: 0:36:58 Warning: z\addons\dayz_communityassets\models\soda_drwaste_clean_full.p3d:0 Error while trying to generate ST for points: 109, 111, 159
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    ugh, just cant get that add_unit.sqf to work. its something to do with the switch (_gearset) part. if i remove it again, the AI spawns, if i add the skin and loadouts in the switch/case it doesn't spawn. this is my init.sqf line : _aispawn = [[3750.1064, 1030.8136, -10.711449],15,5,3,0,0,0]...
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    ah sweet. so basically i can now choose between friendly/bandit and as many gearsets as i want? just make sure the case refers to the number in the last variable? EDIT- Can I also include the ai skill in those? i was hoping that with high level loadouts i could have higher skill levels, and...
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    well these are the two files i have, i just dont know if the faction names are right. can i use stuff like opfor/blufor/enemy or will it not allow them to be used?
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    if possible, i'd like the option of choosing either : friendly - well armed friendly - low armed bandit - well armed bandit - low armed if its only possible to add another one instead of two, that's fine :) EDIT- Just realised that sqf file is the one i tested out doing the other faction on...
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    i know you're not updating this any more, so fair enough, wont trouble you too much more. i was just curious if with the updated code its still possible to add a third set of spawns? you have resistance which ive set as basic friendly AI. west which i set as well armed bandit AI, but i also...
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    only spawn vehicles from mission.sqf

    apologies if this has been answered elsewhere. coming from dayzcc i was able to import a mission.sqf file for vehicles which i'd placed in the 3d editor. what i want, is for none of the part broken vehicles to spawn, i only want to spawn the specific vehicles from the sqf. is this possible...
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    i got it working by setting my (survivor) friendship with resistance to 0.8 too, didn't know if it had to work both ways but either way they dont fire at me now :)
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    i think sycosis said he was going to look at a respawn function too. will placing ai in deerstands work? doesn't it place them at ground level? never actually tried it, but would be good
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    on the first page you say 0 is resistance and 1 is east for faction in the init.sqf. so i add a group of resistance which to me are the friendly guys (judging by previous loadouts), and set this in add_unit RESISTANCE setFriend [WEST,.8]; yet on spawn, i get shot. if i do EAST setFriend...
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    would anything in the 1.7.6 update have killed this? i just created a fresh server with 1.7.6 files, lingorskaro, and when i set the spawn line nothing happens. i've even tried mistyping the scripts folder (which caused an error before) and now it does nothing :/ --EDIT my mistake, i can't...
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    not sure if this is correct, but from what sycosis said to me about waypoints... "if you have a patrol radius of 100 and a waypoint of 1, they are just gonna stay in the same spot.." so i'd assume add 1 waypoint, and he shouldn't move. worth a try i suppose :)
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    yeah it is weird. i can watch them move and then get to a point and just call it quits.
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    i see what you mean, but when i added some to certain cities i had something like 500 radius and 100 waypoints, and every single time they ended up camped directly outside the airfield, same spot. i could watch from far away with sniper rifle and see they didnt move on from there, it's as...
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    ok i'll change that.....after i get my revenge! i went back in a chopper and they shot it down, so this is personal now! any idea on the patrol radius, each time they all spawn i can guarantee where they will end up, and they then stay in that spot
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    also, with the new files, will the old call line in init.sqf do the same? again i only ask as i had a set of friendlies (faction 1) set to spawn in an area, i was there when they spawned and they all instantly turned to me and became a firing squad on me!! they had the civilian skins though so...
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    hey, me again! with the waypoints and the radius, does each member of the squad use random waypoints continuously? i only ask as i set a 500m radius with 100 waypoints, spawn in calamar in lingor island. by the time i make it there, they are all camped in one spot near the airfield, not...
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