Changes added on 7/10/2014:
[CHANGED] All DZAI units are now spawned using the East side.
[CHANGED] DZAI will now only use the Resistance side as a last resort if and when the East side has reached the maximum of 140 groups.
For 95+% of users, this should not be something you have to worry...
The version you downloaded is the prerelease 2.1.0 version, where the install steps changed (read over the main page).
If you want the current release version then go to the Releases link on the github page and download 2.0.0.
Changes added on 7/7/2014:
[FIXED] AI weapon noise for Zed aggro compatibility with Epoch (untested)
[CHANGED] Replaced unit-level manager with group-level manager for rearming/healing functions. Improved server resource efficiency as one script is run for each AI group as opposed to each...
If you disable all DayZ-related settings, remove all DayZ-only classnames, and wait for DZAI 2.1 to come out so that you have the option to turn off the AI blood health system, then you may be able to run DZAI with Wasteland out of the box. Assuming Arma 2 Wasteland and not Arma 3.
Just beware...
I am aiming for a release date between July 12-14, hopefully sooner rather than later. There are still some things I haven't fully tested, such as custom AI static spawns and mapwide land vehicle patrols.
Going forward, I plan on greatly slowing down my release cycles and avoid making multiple...
Hero AI won't ever be added to DZAI because of the following two reasons:
1. I disagree with the concept of friendly AI (so, I won't do it)
2. It's a technical impossibility if you want to do it 100% bug-free (so, I can't do it)
It is difficult enough to have AI selectively not attack any...
Humanity doesn't affect anything related to AI because humanity doesn't exist in Arma 2, it's just a DayZ variable named "humanity". It's well-known bug in the Arma2 community that AI helicopters are generally blind to enemy infantry units (players on foot) and will only sometimes notice players...
Check that you're using DZAI 2.0.0 (most recent version). From 1.9.9 onwards DZAI should be able to handle problems caused by loot table structure changes and use its default weapon classname tables as a backup.
When I upgraded Epoch to 1.0.5 I only noticed that something was wrong when I...
Changes added on 6/28/2014:
[CHANGED] Knocking AI unconscious will also permanently remove any launcher-type weapons from their inventory.
This change will help make it more difficult for players to know if an AI unit is truly dead or just knocked out. You won't be able to rely on the...
This hotfix is no longer needed with Epoch 1.0.5+. If you have installed this, reinstall DZAI without the hotfix or restore any backups you have made before installing it.
Changes added on 6/27/2014:
[ADDED] Added option to enable/disable DZAI's enhanced health system. With the enhanced health system, AI units will use DayZ's blood health system, can be knocked out or Tasered, and can self-bloodbag/morphine. Without the health system, the default Arma 2 handling...
Update: It looks like Epoch 1.0.5's loot table structure change has broken the dynamic weapon list feature. Fortunately, DZAI is able to fall back on the prebuilt weapon tables for occasions like this. DZAI 2.0 users shouldn't have anything to worry about besides a more limited weapon selection...
Additions to general changelog 6/25/2014 (only the last one was a change made today, others were added earlier):
[FIXED] Fixed bug where parachuted AI units were unable to despawn properly under certain circumstances.
[FIXED] Custom spawns (non-respawn type) now correctly keep track of current...
Additions to changelog on 6/23/2014:
[CHANGED] All static infantry-type AI units now spawn with 5-second non-hostility. This will help make situations where AI units spawn too close to players less "instant death" and give players time for reaction if they're quick.
[CHANGED] Added waypoint...
If you're willing to do your own scripting then you could probably jerry-rig a custom spawn system for AI vehicles. Or you can wait for the 2.1 update which adds support for AI land/air vehicle patrols. Everything in the current dev build looks stable at this time so a release could happen...
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