If you change the AI Kill Percentage so that a certain percent of the AI need to be killed before he mission will complete, this will not happen. (Unless this is something different)
If you are running Overpoch I believe the STALKER skins have issues with the AI. Otherwise it may be a relations issue. If you can post your RPT, it would help.
Basically in DZMSBox.sqf in the scripts folder, there are IF's that dictate what box gets filled with what.
if (_name = "weapons") etc.
In this if there are multiple FOR's.
Inside the FOR is an addWeaponCargoGlobal or similar with a number.
The FOR goes through and chooses however many items...
If you are using static positions, that can't be helped. The whole reason behind static positioning is to pick locations that aren't right on top of each other so you can get missions all over the map. I believe it has a check to make sure it doesn't choose the same exact location, but if you...
You would need to edit DZMSMarkerLoop, make a new timer file, make a new addmarker file, and make a new mission folder with your new missions. However DZMS doesn't support friendly AI. If you add friendly AI, you are going to get the vehicle glitches that go along with that.
Yeah the AN2 Missions seems to still be working fine for me. It hasn't been updated.
The AI shoot at it because the pilot is a CIVILIAN like zombies, which they are hostile towards. I chose not to make it EAST like the ground AI, or else it may see players and deviate off course to try to...
The default version will work with any map, including Taviana.
It actually has special code in it that forces missions in Taviana not to spawn on the mountains.
Might be easier to pick this up again after Epoch 1.0.5 comes out, since it is looking to be the last version of the DayZ Epoch mod. Then the Genesis team will not need to keep up with Epoch updates.
Can someone having this issue add this line to DZMSInit.sqf:
diag_log text format ["[DZMS]: DEBUG: Epoch ObjMon?: %1 - DayZ ObjMon?: %2", (!isNil "PVDZE_serverObjectMonitor"), (!isNil "dayz_serverObjectMonitor")];
Under this line:
if ((!(DZMSEpoch)) AND (!(isNil "PVDZE_serverObjectMonitor")))...
This may be related to 112555. I'll have to look into it.
Temp fix would be changing all these to false in DZMSInit.sqf.
if (_modVariant == "@dayz_epoch") then {DZMSEpoch = true;} else {DZMSEpoch = false;};
if ((!(DZMSEpoch)) AND (!(isNil "PVDZE_serverObjectMonitor"))) then {DZMSEpoch = true;};
A group is a squad in Arma. This squad can view eachother on the map, and the entire squad takes commands from the squad leader.
In the case of a damage handler, _unit is referring to the AI being shot, and _source being who fired the shot.
Only the group of 3(ish) AI will be in a group...
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