second_coming 836 Report post Posted March 13, 2016 UPDATE EDIT: Seeing as Occupation hasn't been updated in a long while, I've compiled a few of the fixes found in this thread and added a few modifications of my own to bring it up to date. The fixes are: Fixed OccupyVehicles spawning out of control Fixed OccupySea spawning out of control Tidied up the config Corrected a few typos Corrected a few variable names The modifications are: Static Heli Crashes postions Heli Crash guards Survivor and Bandit vehicles are now separate Added Random Spawn AI Custom Loadout Enable/disable naming the Random AI targeted player Enable/disable Loot Crate and Heli Crash guards Fixed Loot Crates and Heli Crashes spawning on the edge of Chernarus map Ignore AI count for Static spawns Ignore nearby players for Static spawns Version number updated to reflect changes Download link: Exile Occupation v71 Please note, I take no credit as the author of this addon, I have simply added fixes found within this thread, along with my own modifications. - @kuplion Original Post WTF is this? A roaming AI spawner and monitor to be used in conjunction with DMS and will not work without it: It has been expanded since initial release to include several sections: AI spawning in towns and villages across the map (can be turned on/off in the config.sqf) The ability to have survivor AI and bandit AI in towns and villages who will fight each other (survivor AI are friendly to players) AI spawning around military buildings (can be turned on/off in the config.sqf) Roaming land vehicles (can be turned on/off in the config.sqf) Roaming air vehicles (can be turned on/off in the config.sqf) Random spawning loot crates with AI guards (can be turned on/off in the config.sqf) Dayz style helicrashes (can be turned on/off in the config.sqf) A public bus service (or helicopter) which travels between trader zones and will stop to pickup players If you use a helicopter and experience problems with the heli crashing into objects at your traders you can place helipads and it will use those as the landing areas. FastNights, the ability to speed up ingame time during dark times to reduce the amount of night per server cycle. Traders, the ability to have dynamic spawning traders (with or without safezones) Process monitoring to help with optimising your server setup The ability to have custom log files (if you use infiSTAR) Random spawning AI that hunt players added in V58 (work in progress) AI spawns in randomly selected villages, towns and cities to a maximum amount set in the config (found in config.sqf). The maximum amount also counts the amount of AI spawned from other DMS controlled AI and will also not spawn if the server FPS falls below a limit set in config.sqf https://github.com/secondcoming/a3_exile_occupation/blob/development/source/a3_exile_occupation/config.sqf To specify which land vehicles and air vehicles you want to use edit the 2 arrays: VehicleClassToUse = ["Exile_Car_LandRover_Green","Exile_Car_UAZ_Open_Green","Exile_Car_Offroad_Armed_Guerilla01"]; HeliClassToUse = ["Exile_Chopper_Huey_Armed_Green","Exile_Chopper_Hellcat_Green","Exile_Chopper_Mohawk_FIA"]; To allow players to capture AI vehicles you need to be running the latest version of DMS: https://github.com/Defent/DMS_Exile/tree/master If you want to stop AI vehicles exploding once the AI have been killed, in the config.sqf in DMS look for: DMS_AI_destroyVehicleChance = 0; Set it to that and players can capture them How AI scaling works: For every player on the server over 10 players it reduces the maximum amount of AI allowed so that as more players connect fewer roaming AI are spawned to stop the server grinding to a halt. That way on quieter servers you get more AI and on busy servers you get less. How the spawning works: The script will detect where your spawn points and trader zones are based on map markers and where player bases are and won't spawn AI within 500m of any of them. The monitor runs every 5 minutes as part of the Exile threading system and will not spawn additional AI in a location if they already exist. KNOWN ISSUES: PLEASE ENSURE IF YOU DOWNLOAD FROM GITHUB THAT THE FOLDER YOU MAKE INTO A PBO IS CALLED 'a3_exile_occupation' ANY OTHER NAME AND IT WILL NOT WORK. Where to get Occupation from: Source: https://github.com/secondcoming/a3_exile_occupation/tree/development/source/a3_exile_occupation If you use the github source to create the pbo, ensure that the folder name is a3_exile_occupation (not a3_exile_occupation-development) Pre packaged pbo: https://github.com/secondcoming/a3_exile_occupation/tree/development/pre-packaged%20pbo To install place the pbo into the @ExileServer/addons folder I'M HAVING PROBLEMS !!11!!!! If you are having issues with parts of Occupation not working try the following: Use the latest version of DMS Use the latest version of Occupation Try both using the default settings (ie. don't change the config to rule out any typos you may be introducing) If that works then you have typos in your config files (for DMS or Occupation). If that doesn't work then post a full server RPT to pastebin and put the link here. 52 Share this post Link to post Share on other sites
Defent 244 Report post Posted March 13, 2016 Looks good man! Will use it, cheers! 4 Share this post Link to post Share on other sites
Snakeyes 50 Report post Posted March 13, 2016 Loading her up now. Thanks second_coming. Share this post Link to post Share on other sites
ka0s 457 Report post Posted March 13, 2016 @second_coming any changes to it since the posting in Skype? Share this post Link to post Share on other sites
second_coming 836 Report post Posted March 13, 2016 (edited) 22 minutes ago, ka0s said: @second_coming any changes to it since the posting in Skype? not sure to be honest This doesn't require any changes to the mission file though like I originally had it set. Edited March 13, 2016 by second_coming Share this post Link to post Share on other sites
red_ned 658 Report post Posted March 13, 2016 looks great, is it worth adding in the markers? Quote // Create Markers _markers = [ _pos, _missionName, _difficulty ] call DMS_fnc_CreateMarker; adjusting to fit ofc Share this post Link to post Share on other sites
second_coming 836 Report post Posted March 13, 2016 (edited) 7 minutes ago, red_ned said: looks great, is it worth adding in the markers? adjusting to fit ofc I prefer to leave it marker-less so players have to be on their toes. ie. they don't know where they are. If you load up infiSTAR and get it to display AI on the map, they are everywhere after a while Edited March 13, 2016 by second_coming Share this post Link to post Share on other sites
second_coming 836 Report post Posted March 13, 2016 40 minutes ago, Defent said: Looks good man! Will use it, cheers! It wouldn't be here without you and eraser1 Share this post Link to post Share on other sites
red_ned 658 Report post Posted March 13, 2016 just wondering as the VEMF mod works pretty well, has markers, adjusts difficulty and shows it plus unlike DMS no AI spawn until someone goes near so takes off some server load. I know it was something being asked for in the DMS thread itself as it does help with performance. Looks a good script and will give it a play see how it goes, cheers for the work Share this post Link to post Share on other sites
second_coming 836 Report post Posted March 13, 2016 (edited) This is more of a replacement for A3XAI than VEMF as the AI are spread across the map in villages,towns and cities rather than all in one town. For a VEMF replacement you could use this static mission I did for DMS:http://pastebin.com/D8vkHJt9 Edited March 13, 2016 by second_coming 3 Share this post Link to post Share on other sites