A surprise encounter with vehicle AI:
I had engaged another vehicle patrol moments earlier but wasn't able to open Bandicam in time (what a coincidence since I only enabled 2 vehicle patrols). I played much more cautiously this time since I had fixed the immune player bug. The video audio...
Testing a stripped-down DZAI 2.2.1 with A3 Epoch:
Static AI:
Dynamic AI:
All AI are currently handled server-side presently and so far not noticing the no-damage AI problems reported in the Epoch forums.
Edit: Disregard the above line. It appears the allowDamage command is run serverside...
There is a 10 second window of non-hostility if AI spawns within 100m of a player. If players can't respond within 10 seconds, the issue is not with DZAI.
General roadmap for A3EAI development:
Stage 1: Research and Learning (Complete)
Generally playing vanilla A3 Epoch to understand the gameplay style
Playtesting A3 Epoch with stripped-down version of DZAI to understand what changes will need to be made
Primary focus is learning and...
This is a notice to users to kindly avoid sending me (or anyone else) PMs for support requests, especially if you have already posted a help thread. Please use the Support forums for support purposes.
Why:
I don't have time to provide 1-on-1 support for every single user that needs help
If you...
I will be posting all news and information on the anticipated DZAI adaptation for ArmA 3 Epoch (tentatively named "A3EAI".
Where are we as it stands right now:
Development hasn't started for A3EAI. I've only set up a test server for A3 Epoch this past week and I'm doing some playtesting of the...
That's odd, after the last changes Taviana felt like a giant ghost town. Anyways, hope I gave you enough information in my last post to help you edit your AI spawns.
Also in the most recent version (2.2.1), there's new options in dzai_config.sqf to set spawn probabilities for each area...
Everything related to AI spawns is in the world_spawn_configs folder. Check the world_(mapname).sqf files to edit the spawns for the map your server is using. The world_chernarus.sqf file has a comment line explaining the meaning of each value used to create a static spawn.
Can I ask which map...
This is the year-end update for 2014 and includes updates from dev build 2.2.0 and 2.2.1. This build will also be used as the base for the future A3 Epoch adaptation.
Changelog info can be found in the last two announcement posts:
Click here to read the 2.2.0 changelog
Click here to read the...
Another note: This build was previously mentioned in one of my status updates as 2.3.0 but I decided not to make that large of a version number jump.
This is the promised year-end update for 2014 and is the last planned update for Arma 2 DayZ mod. In 2015, I will be looking into adapting DZAI...
It won't work with the current version of A3 Epoch because as it stands right now, Epoch contains code that deletes all serverside units and vehicles. The coding is locked down pretty tight right now so you will have to wait until the upcoming version before you can try using DZAI in Epoch.
If...
Long-time users of DZAI will probably have noticed that the rate of new releases as slowed down greatly recently. The main reason behind this is that the DayZ Mod scene has been stagnating and nothing new and exciting is expected to be released, unlike in the past when new mods were popping out...
The files I used in the video: https://www.dropbox.com/s/u8qz08rzrqlcncv/A3DZAI.zip?dl=0
Keep in mind a couple of things - It isn't really modified specifically for A3, as in I didn't do anything special like use new A3-only scripting commands. I simply stripped out/disabled DayZ-related code...
I don't know how you're setting up your DZAI install but I can't support whatever you're doing. The only supported methods of installation are in the server pbo or the mission pbo, not both. I'd advise you to just go with a normal server install to minimize your problems.
Also, I'm not joining...
You don't need any combatMode/waypointSpeed/waypointBehavior commands for each waypoint unless you actually want different settings for each waypoint. Otherwise, simply setting the commands on the group is enough.
If you want DZAI to spawn without checking classnames, then try this:
Edit DZAI\scripts\setup_veh_patrols.sqf
Around line 10, search for this: if ([_heliType,"vehicle"] call DZAI_checkClassname) then {
Replace it with this: if (true) then {
If this works, it means there's something wrong with...
I don't really understand it right now. With the scope check modification already made, invalid classname means that the classname either doesn't exist or it's banned. What mod is your server running? Also, double or triple-check that you made the change in fn_checkClassname.sqf, repack and...
Are there any errors in your RPT log about these classnames? I just tested these classnames myself and I was able to spawn 1 of each of these vehicle patrols.
Try this to see what's going on:
Set DZAI_debugLevel = 2; in your dzai_config.sqf
Make sure DZAI_maxHeliPatrols is not zero
When your...
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