malfunc

How to spawn in AI using mission.sqm?

8 posts in this topic

I'm trying to spawn in some trader AI's using mission.sqm instead of the initserver and initlocal files. The reason for this is that I'm applying some code (init code) to specific AIs in the editor, but that code doesn't make it over when I use the Exile Eden "export to ..." feature.

I can't figure out where in my servers mission.sqm to place the AI code snippets generated by Eden. I've tried placing it under "entities" with no luck. I don't get any errors, but the AI doesn't spawn. Another wierd thing is, I have also added some objects like a table and a chair, and that spawns fine.

If I load my servers mission.sqm into Eden, then add the AI, then load the edited mission.sqm on the server, it's the same thing - everything but AI spawns in.

Am I missing a step or something?

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you can open eden editor with exilemod enabled, add the traders you want and everything, then just save the mission.sqm, they should work fine on the map that way. Although i have not tested this since arma 1.68.

 

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5 minutes ago, tinboye said:

you can open eden editor with exilemod enabled, add the traders you want and everything, then just save the mission.sqm, they should work fine on the map that way. Although i have not tested this since arma 1.68.

 

I tried that. Everything spawns except the trader AIs when I do it that way :/

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so your code in your mission.sqm looks like so?

Spoiler

class Item0
				{
					dataType="Layer";
					name="Trader's Straten";
					class Entities
					{
						items=18;
						class Item0
						{
							dataType="Group";
							side="Independent";
							class Entities
							{
								items=1;
								class Item0
								{
									dataType="Object";
									class PositionInfo
									{
										position[]={12428.209,220.7643,5058.7231};
										angles[]={0,5.0405674,0};
									};
									side="Independent";
									flags=7;
									class Attributes
									{
										class Inventory
										{
											class primaryWeapon
											{
												name="rhs_weap_m16a4";
												optics="rhsusf_acc_ACOG_USMC";
												flashlight="rhs_acc_2dpZenit_ris";
												class primaryMuzzleMag
												{
													name="rhs_mag_30Rnd_556x45_Mk318_Stanag";
													ammoLeft=30;
												};
											};
											class uniform
											{
												typeName="rhs_uniform_msv_emr";
												isBackpack=0;
												class MagazineCargo
												{
													items=1;
													class Item0
													{
														name="rhs_mag_30Rnd_556x45_Mk318_Stanag";
														count=1;
														ammoLeft=30;
													};
												};
											};
											class vest
											{
												typeName="rhs_6b13_EMR";
												isBackpack=0;
												class MagazineCargo
												{
													items=1;
													class Item0
													{
														name="rhs_mag_30Rnd_556x45_Mk318_Stanag";
														count=2;
														ammoLeft=30;
													};
												};
											};
											class backpack
											{
												typeName="rhs_assault_umbts_engineer_empty";
												isBackpack=1;
											};
											goggles="G_Shades_Black";
											headgear="H_Cap_headphones";
										};
									};
									id=265;
									type="Exile_Trader_Armory";
									class CustomAttributes
									{
										class Attribute0
										{
											property="ExileAnimations";
											expression="[_this, _value] call Exile3DEN_fnc_applyTraderAnimations";
											class Value
											{
												class data
												{
													class type
													{
														type[]=
														{
															"ARRAY"
														};
													};
													class value
													{
														items=1;
														class Item0
														{
															class data
															{
																class type
																{
																	type[]=
																	{
																		"STRING"
																	};
																};
																value="HubStanding_idle1";
															};
														};
													};
												};
											};
										};
										class Attribute1
										{
											property="pitch";
											expression="_this setpitch _value;";
											class Value
											{
												class data
												{
													class type
													{
														type[]=
														{
															"SCALAR"
														};
													};
													value=0.95999998;
												};
											};
										};
										nAttributes=2;
									};
								};
							};
							class Attributes
							{
							};
							id=264;
						};

 

 

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4 minutes ago, tinboye said:

so your code in your mission.sqm looks like so?

  Hide contents


class Item0
				{
					dataType="Layer";
					name="Trader's Straten";
					class Entities
					{
						items=18;
						class Item0
						{
							dataType="Group";
							side="Independent";
							class Entities
							{
								items=1;
								class Item0
								{
									dataType="Object";
									class PositionInfo
									{
										position[]={12428.209,220.7643,5058.7231};
										angles[]={0,5.0405674,0};
									};
									side="Independent";
									flags=7;
									class Attributes
									{
										class Inventory
										{
											class primaryWeapon
											{
												name="rhs_weap_m16a4";
												optics="rhsusf_acc_ACOG_USMC";
												flashlight="rhs_acc_2dpZenit_ris";
												class primaryMuzzleMag
												{
													name="rhs_mag_30Rnd_556x45_Mk318_Stanag";
													ammoLeft=30;
												};
											};
											class uniform
											{
												typeName="rhs_uniform_msv_emr";
												isBackpack=0;
												class MagazineCargo
												{
													items=1;
													class Item0
													{
														name="rhs_mag_30Rnd_556x45_Mk318_Stanag";
														count=1;
														ammoLeft=30;
													};
												};
											};
											class vest
											{
												typeName="rhs_6b13_EMR";
												isBackpack=0;
												class MagazineCargo
												{
													items=1;
													class Item0
													{
														name="rhs_mag_30Rnd_556x45_Mk318_Stanag";
														count=2;
														ammoLeft=30;
													};
												};
											};
											class backpack
											{
												typeName="rhs_assault_umbts_engineer_empty";
												isBackpack=1;
											};
											goggles="G_Shades_Black";
											headgear="H_Cap_headphones";
										};
									};
									id=265;
									type="Exile_Trader_Armory";
									class CustomAttributes
									{
										class Attribute0
										{
											property="ExileAnimations";
											expression="[_this, _value] call Exile3DEN_fnc_applyTraderAnimations";
											class Value
											{
												class data
												{
													class type
													{
														type[]=
														{
															"ARRAY"
														};
													};
													class value
													{
														items=1;
														class Item0
														{
															class data
															{
																class type
																{
																	type[]=
																	{
																		"STRING"
																	};
																};
																value="HubStanding_idle1";
															};
														};
													};
												};
											};
										};
										class Attribute1
										{
											property="pitch";
											expression="_this setpitch _value;";
											class Value
											{
												class data
												{
													class type
													{
														type[]=
														{
															"SCALAR"
														};
													};
													value=0.95999998;
												};
											};
										};
										nAttributes=2;
									};
								};
							};
							class Attributes
							{
							};
							id=264;
						};

 

 

Yes it does. Except I don't use layers, so my items are all placed in the Entities class.

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i know in the past if you left these in the mission.sqm and also exported to initplayerserver.sqf, then the traders would be duped. again I have not tested since 1.68

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3 minutes ago, tinboye said:

i know in the past if you left these in the mission.sqm and also exported to initplayerserver.sqf, then the traders would be duped. again I have not tested since 1.68

I completely emptied my initplayer and initserver sqf's before trying this. So there should be no way for them to interfere

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After much dicking with traders and makers I found a solution that works 100% sometimes it takes a lot of searching to get all the info in one spot .. Im about to make a video of this ..over the weekend so hopefully the next person can get the info they need.. at least until another big change comes along..

Edited by Chainsaw Squirrel

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