[AI] Stalker

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Everything posted by [AI] Stalker

  1. Hi guys. Been awhile since i customised DMS for my player group , and i can not remember what code i used before to create a custom crate for missions on a per mission basis. Basically i am currently editing the DMS_nedresearch mission and i am unsure how to remove the default loot settings on the mission. And how to replace them with what i want. DEFAULT SCRIPT BELOW MY EDITED SCRIPT BELOW ( UNSURE IF FAULTY OR HOW I LIST IT IN THE DMS CONFIG IS THE REASON IT DOESNT SPAWN ) My intent with the edited version is to create a loot crate box that includes the following. 1 HMG STATIC backpack 1 HMG STATIC bipod 1 UAV TERMINAL 1 UAV DRONE backpack The DMS CONFIG i try to get to work the edited mission sqf looks as follows So my questions are my friends : A: Is the edited mission SQF correct - IE: Should spawn with following - difficulty level - moderate 20+ AI loot box containing STATIC 50cal , STATIC bipod , UAV TERMINAL , UAV DRONE. If it is badly written .... can i please have the error shown and a solution provided so i can create custom loot boxes for further edits. B: Is the DMS CONFIG correct - IE: The bandit mission is listed correctly , with 100 being the chance of spawning. if the dms is incorrect - can i please have the correction listed so i can avoid making the same mistake. N.B.: All other config edits on the DMS.Config are intended and working - ie: customised AI classes and loadouts etc. Thank you all and anyone who is able to shred light on my issue. I have done numerious hours of searching this forum but have been unable to make sense or find the answers. I have not asked for help on LOOT TABLES , General configs , Shop pricing and custom sell prices and have used the power of google to get me all the information i needed. But the custom mission edit is so far alluding my efforts. Thank you again in advance.
  2. STALKER_AINC_objects STALKER_AINCcompound_Mission Yes i could of added this to github. No i dont have an account there. So here you go. THis is one of 5 current DMS bandit missions we have working on our test server. IF you like ... ill add more here.
  3. @eraser1 , thank you. I have no doubt that all your functions are easily labeled and explained. However , i am sadly lacking in basic deductive reasoning when it comes to reading your scripts. Taken me a while to follow what i know are basic instructions. I have a question for a basic example so i can follow thru with the rest of the variants i would like to add. In the sqf below So if i want to add _crate_weapons_scopes do i do the following? am i doing this correctly? I appreciate your time very much @eraser1 , please forgive my ignorance with this.
  4. First : This mission spawns custom object building , wall , gate etc placement. The OBJECT.SQF is fine and works as intended. Second : The mission SQF has been reworked to support the limited 3 array function of DMS , meaning WEAPONS , ITEMS and BACKPACKS but for all intensive purposes - items and backpacks can be used for anything other than weapons - weapons has a function that adds ammo. Currently working on a mulitiple crate system which will allow me to use the 16 array's i want to use to provide more control for loot based on difficulty. Think : easy unlocks 1-3 , moderate adds 4-6 , and so on. However in the current build - the features are as follows. 1. Custom Object placement. 2. Static array's on 4 towers , 1 inside apartment building , 2 out front of apartment building. 3. Vehicle reward based on difficulty - easy = vehicle A , moderate = vehicle B and so on. ** All vehicles are set to be persitant - but you change that as you can change the vehicle type for your server ** 4. Loot is an incomplete selection - advise adding to the _List section ... as i cut out all the other array's that did not function as intended. This has left a massive loot short fall. Work in progress : Number of crates linked to difficulty . Easy = 1. Hardcore = 4+. Each crate after first one will call a global array. This is the only way i can think of to achieve the customization i am going for. If i get it working i will include the DMS config changes i have made. MISSION.SQF Below. OBJECT SQF Just remember to call the Object SQF the same as it is referenced in the mission SQF. Sorry for the delay in the mission. Sorry for the lack of extra function .... banging my head against a wall trying to get the options i want linked to difficulty without literally creating a full custom loot crate with each item defined by number etc. Anyway - enjoy.
  5. WHAT TIME uk timline ARE YOU available to chat via ur team speak. Got some ideas to run past you
  6. I think i found my loot problem. Turns out i did not have multiple array;s working , inaccurate reports from testers. Currently the only way i can get loot to spawn is with the following default listing of In this list , only the WEAPONS , ITEMS and BACKPACKS spawn their lists. All other List entries do not spawn in the crate. Further testing shows that changing WEAPONS (1st entry) , ITEMS (2nd entry) or BACKPACKS(3rd entry) from their positions in that list stops those lists from spawning as well. I am under the impression that the following function under scripts. Needs to have references to the other LISTS i have created for them to function. Can i get any confirmation of this ? @eraser1
  7. Ok doing a quick fix - should spawn loot in crate - but ..... i think there is still an issue - Sorry using tablet for quick reference while at pool with my little girl - havent tested. MISSION SQF Known issue - only Weapons spawning (Ammo spawns 3 clips/belts per weapon automatically). Cant seem to find the issue that is limiting it to just weapon spawn. Log only seems to indicate - Line 249 as a undefined array. Not sure what.
  8. Setting up a template - that allows for variations on mission difficulty to be reflected in the flavor text. IE: Hardcore the loot includes say a 50cal static . Flavor text reflects this. However , at easy .. the loot does not. And flavor text can reflect this. Yea.. this is an old version and that is exactly why the loot is not spawning. Putting up a fix later today ( In a rush atm )
  9. the bandits are referenced in the mission sqf Ive uploaded an old version ... the crate wont spawn with loot. 3;14am here .. ill fix it up and upload the edited SQF tonight for you.
  10. The mission is a BANDIT type mission. So just create 2 notepad .sqfs titled after the names given in the OP. Put the object sqf into the objects folder. Put the Mission sqf into the bandit mission folder. Have fun Note - the vehicles can obviously be edited to suit your needs. Note - the crate contents like the vehicles will change depending on difficulty. IE: Easy : A - F lists. HARDCORE : A - Z lists. Oh : Dont forget to add the MISSION.sQF name to the DMS config were it lists the missions ie:
  11. [AI] Stalker

    dms HOW DO I MANUALLY SET AI SPAWN LOCATIONS?

    Can i pm you a mission SQF and get you to syntax it for me? I must be missing something ..
  12. Ok so i have the object code below. And i wish to use the Exile_Construction_StorageCrate_Preview positions as the spawn in spots for the AI before they are allocated automatically. basically i have used the storage crates as PLACE HOLDERS to get pos. can anyone provide me with an example using the following SQF format please Again as always . I am thankful for anyone who is willing and able to either help directly with an answer or to point me in the right direction to find answers on my own. Yours appreciatively : STALKER
  13. [AI] Stalker

    remove please.

    Edited - ran into issues - ignore.
  14. [AI] Stalker

    dms HOW DO I MANUALLY SET AI SPAWN LOCATIONS?

    That comment is simply explaining that EACH _Pos reference in that line will result in 1 AI being spawned at that position. That is all it means. You can do it with 1. Or you can do it with 100. Makes no difference.
  15. [AI] Stalker

    dms HOW DO I MANUALLY SET AI SPAWN LOCATIONS?

    Not true. See above with Red's post. Specifically i use relative position here And this works.
  16. [AI] Stalker

    dms HOW DO I MANUALLY SET AI SPAWN LOCATIONS?

    I'm thinking maybe use Spawn Soldier function .... say 20 times ... to cover 20 AI and then use the _pos with 5 passes for _group . Tired... will try this after weekend.
  17. [AI] Stalker

    dms HOW DO I MANUALLY SET AI SPAWN LOCATIONS?

    Works for 2 positions off center pos only. Any more and it does not seem to work. Any ideas?
  18. [AI] Stalker

    How do i add Mas to DMS Mission Creates? please help!

    Ok. First. There is alot of references to " EDIT A GLOBAL " which is going to be used on a " PRIVATE " or specific instance. ** CONFIG edits can be called by every mission / vs / creating the loot crate and variables on the mission.sqf ** On mission.sqf. Use the following. _crate_TitleYouWantToUseHere = (20 + (round (random 1))); // Change 20 to what ever value you want. Change the random value to what ever you want . // Currently the crate spawns 20+1 rounded down to spawn 21 items. // Changing random to 8 would make it 20+ (1-8) items. now we need to define the list that crate array has to choose from. _crate_TitleYouWantToUsehere_list = []; // What ever the _crate is called , the _crate_list needs to match it. // ie: _crate_Killme needs to be referenced by _crate_Killme_list // the = []; simply means this array is blank and to ignore it. // But you would add items to it here. ie: _crate_TitleYouWantToUsehere_list = ["itemcode1","itemcode2"]; // make sure to place a comma between items and leave the comma off the last item. // Quotations are need at the start and end of each item code. So now you have your mission.sqf telling the crate to spawn 20 of what ever stalker is , and you have defined 3 objects for it to randomise 20 spawns from. Now you need to add both the _crate and the _crate_list to the crate array so it understands what all this means. ie: _crate_loot_values1 = [_crate_STALKER,crate_STALKER_list], [_crate_weapons,_crate_weapons_list], [_crate_items,_crate_items_list], [_crate_uniforms,_crate_uniforms_list], [_crate_vests,_crate_vests_list], [_crate_backpacks,_crate_backpacks_list], [_crate_charges,_crate_charges_list] ]; Now you can see that this crate actually references a bunch of _crate,_crate_list . My current mission template runs a larger reference of _crate and _crate_list 's. As i like to control as much as possible the variables on my missions. But the level of detail you want to control over your loot crates is up to you. less array's ... less control. More array's ... HOURS of more config edits Trust me. STAY away from global arrays if your truly wanting to create custom content for your missions.
  19. [AI] Stalker

    dms HOW DO I MANUALLY SET AI SPAWN LOCATIONS?

    Tried this Didnt work. The .SQF not inclussive of the change to AISoldierSpawnLocations references is fine. And the OBJECTS reference loads correctly when the AI spawn is set to default. Ie: Tried simply adding pos refeerences but no avail. Any ideas? BANDIT Mission by the way.
  20. [AI] Stalker

    dms HOW DO I MANUALLY SET AI SPAWN LOCATIONS?

    I think i have it figured out. I will advise next couple of days on what has not worked and what has. Also will be putting up a completed mission package for DMS with custom object placement etc for anyone who is interested.
  21. [AI] Stalker

    dms HOW DO I MANUALLY SET AI SPAWN LOCATIONS?

    Hey mate. Yes this is for BANDIT missions. I already have a fully functioning BANDIT mission compound , with 4 statics on top of towers , 1 static inside an apartment building with 2 statics guarding the front of the main compound. Created a custom LOOT box position and have set up 6 custom loot boxes that can be sling loaded by transport helicopters. Alot of work has been done to customize this DMS pbo. All missions are custom object placement. Custom AI classes , Custom Loot boxes with set variables and random variables etc. Only thing i am having issue with now is the dam placement of AI on spawn into specific relative pos. Tried No positive result. However i do appreciate the intent to help Also tried And this seemed to break the dms.sqf. I am wondering if there is a way to reference something like But i am unsure of exactly how to write the function / array to correctly reference the positions i have.
  22. Afternoon fellow admin and server staff Currently attempting to add realism and Emerson to our Australian exile server. And inline with this goal we have already added a Rope requirement to the Advanced Urban Repelling. However , i am seeking to create a check in the server Exile.Altis.Pbo ini file that checks the Helicopter Inventory for rope. And then if the condition is true allows the Advanced Rappelling script to use.