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[TWG]Alex

PATROL NEED

Question

Hi,

A3XAI not work on my server ..... I don't know reason .....

I Want a good AI PATROL on my Exile.Altis Server....

KNOW YOU SOMEONE ?!?!?

 

TY.

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43 minutes ago, [TWG]Alex said:

DMS  is not for Patrol AI !!!

 

Did you read what he said? You need to install exile occupation with it to get patrol AI

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Okay ....

I've set up all ... but :

-Roaming vehicle AI not spawn,

-Roaming Boat not spawn,

-Roaming AIR Spawn,

- Crate Spawn

 

Config.sqf 

// Shared Config for each occupation monitor


SC_debug                     = false;                    // set to true to turn on debug features (not for live servers) 
SC_extendedLogging          = false;                 // set to true for additional logging
SC_processReporter          = true;                 // true if you want to log server threads every 60 seconds (useful to spot problems on the server)
SC_infiSTAR_log                = true;                    // true Use infiSTAR logging, false logs to server rpt
SC_maxAIcount                 = 300;                    // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
SC_mapMarkers                = false;                // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
SC_minFPS                     = 3;                    // any lower than minFPS on the server and additional AI won't spawn
SC_scaleAI                     = 10;                     // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player

SC_removeUserMapMarkers     = true;                 // true to delete map markers place by players every 10 seconds

SC_fastNights               = false;                 // true if you want night time to go faster than daytime
SC_fastNightsStarts         = 18;                   // Start fast nights at this hour (24 hour clock) eg. 18 for 6pm
SC_fastNightsMultiplierNight= 16;                   // the time multiplier to use at night (12 = 12x speed)
SC_fastNightsEnds           = 6;                    // End fast nights at this hour (24 hour clock) eg. 6 for 6am
SC_fastNightsMultiplierDay  = 4;                    // the time multiplier to use during daylight hours (4 = 4x speed)

SC_useWaypoints                = true;                    // When spawning AI create waypoints to make them enter buildings (can affect performance when the AI is spawned and the waypoints are calculated)

SC_occupyPlaces             = true;                    // true if you want villages,towns,cities patrolled by bandits
SC_minDistanceToSpawnZones  = 500;                  // Distance in metres (British spelling, sue me :P ) Only used by occupy Places
SC_minDistanceToTraders     = 500;                  // Distance in metres (British spelling, sue me :P ) Only used by occupy Places

SC_occupyVehicle            = true;                    // true if you want to have roaming AI vehicles
SC_occupyVehiclesLocked        = false;                // true if AI vehicles to stay locked until all the linked AI are dead

SC_occupyTraders            = false;                //  (WORK IN PROGRESS, NOT WORKING YET) true if you want to create trader camps at positions specified in SC_occupyTraderDetails
SC_occupyTraderDetails      = [
                                ["Test Trader1",[23718,16223,0],"trader1.sqf",true],
                                ["Test Trader2",[10666,10262,0],"trader1.sqf",true]
                              ];  //["Name",[x,y,z],"filename",true] trader name, location, safezone true/false
                                                    
SC_SurvivorsChance          = 20;                   // chance in % to spawn survivors instead of bandits (for places and land vehicles)
SC_occupyPlacesSurvivors    = true;                    // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyPlaces must be true to use this option)
SC_occupyVehicleSurvivors    = false;                // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option)
SC_SurvivorsFriendly        = true;                 // true if you want survivors to be friendly to players (until they are attacked by players)
                                                    // false if you want survivors to be aggressive to players

// Possible equipment for survivor AI to spawn with 
// spawning survivors without vests or backpacks will result in them having no ammunition                                                   
SC_SurvivorUniforms         = ["Exile_Uniform_BambiOverall"]; 
SC_SurvivorVests            = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];  
SC_SurvivorHeadgear         = []; 
SC_SurvivorWeapon           = ["arifle_MXC_F","arifle_TRG20_F"];
SC_SurvivorWeaponAttachments= [];
SC_SurvivorMagazines        = ["Exile_Item_Vishpirin","Exile_Item_Bandage"];
SC_SurvivorPistol           = ["hgun_Rook40_F"];
SC_SurvivorPistolAttachments= [];
SC_SurvivorAssignedItems    = ["ItemMap","ItemCompass","ItemRadio","ItemWatch","Exile_Item_XM8"]; // all these items will be added
SC_SurvivorLauncher         = [];
SC_SurvivorBackpack         = [];

// Possible equipment for bandit AI to spawn with 
// spawning bandits without vests or backpacks will result in them having no ammunition                                                    
SC_BanditUniforms           = ["U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_Guerilla3_1","U_BG_Guerilla2_1","U_IG_Guerilla3_2","U_BG_Guerrilla_6_1","U_BG_Guerilla1_1","U_BG_Guerilla2_2","U_BG_Guerilla2_3","U_BG_Guerilla3_1"]; 
SC_BanditVests              = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"]; 
SC_BanditHeadgear           = ["H_Shemag_khk","H_Shemag_olive","H_Shemag_olive_hs","H_Shemag_tan","H_ShemagOpen_khk","H_ShemagOpen_tan"];
SC_BanditWeapon             = ["LMG_Zafir_F","arifle_Katiba_C_F","arifle_Katiba_F","arifle_Katiba_GL_F","arifle_MXC_Black_F","arifle_MXC_F","arifle_TRG20_F","arifle_TRG21_F","arifle_TRG21_GL_F"];
SC_BanditWeaponAttachments  = [];
SC_BanditMagazines          = ["Exile_Item_InstaDoc","Exile_Item_Vishpirin","Exile_Item_Bandage","Exile_Item_DuctTape","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_EMRE","Exile_Item_Cheathas","Exile_Item_Noodles","Exile_Item_BBQSandwich","Exile_Item_Catfood"];
SC_BanditPistol             = ["hgun_ACPC2_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F","hgun_Rook40_F"];
SC_BanditPistolAttachments  = [];
SC_BanditAssignedItems      = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
SC_BanditLauncher           = [];
SC_BanditBackpack           = ["B_HuntingBackpack","B_Kitbag_cbr","B_Kitbag_mcamo","B_Kitbag_sgg","B_OutdoorPack_blk","B_OutdoorPack_blu","B_OutdoorPack_tan","B_TacticalPack_blk","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_oli","B_TacticalPack_rgr"];

SC_occupyMilitary             = true;                // true if you want military buildings patrolled

// Array of buildings to add military patrols to
SC_buildings                = [    "Land_TentHangar_V1_F","Land_Hangar_F",
                                "Land_Airport_Tower_F","Land_Cargo_House_V1_F",
                                "Land_Cargo_House_V3_F","Land_Cargo_HQ_V1_F",
                                "Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F",
                                "Land_u_Barracks_V2_F","Land_i_Barracks_V2_F",
                                "Land_i_Barracks_V1_F","Land_Cargo_Patrol_V1_F",
                                "Land_Cargo_Patrol_V2_F","Land_Cargo_Tower_V1_F",
                                "Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F",
                                "Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F",
                                "Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F",
                                "Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F",
                                "Land_Cargo_Tower_V3_F","Land_MilOffices_V1_F",
                                "Land_Radar_F","Land_budova4_winter","land_hlaska",                            
                                "Land_Vysilac_FM","land_st_vez","Land_ns_Jbad_Mil_Barracks",
                                "Land_ns_Jbad_Mil_ControlTower","Land_ns_Jbad_Mil_House",
                                "land_pozorovatelna","Land_vys_budova_p1",
                                "Land_Vez","Land_Mil_Barracks_i",
                                "Land_Mil_Barracks_L","Land_Mil_Barracks",
                                "Land_Hlidac_budka","Land_Ss_hangar",
                                "Land_Mil_ControlTower","Land_a_stationhouse",
                                "Land_Farm_WTower","Land_Mil_Guardhouse",
                                "Land_A_statue01","Land_A_Castle_Gate",
                                "Land_A_Castle_Donjon","Land_A_Castle_Wall2_30",
                                "Land_A_Castle_Stairs_A",
                                "Land_i_Barracks_V1_dam_F","Land_Cargo_Patrol_V3_F",
                                "Land_Radar_Small_F","Land_Dome_Big_F",
                                "Land_Dome_Small_F","Land_Army_hut3_long_int",
                                "Land_Army_hut_int","Land_Army_hut2_int"
                                ]; 
   

SC_occupyStatic                 = false;                // true if you want to add AI in specific locations
SC_staticBandits            = [    [[23350,18709,0],12,400,true]    ];      //[[pos],ai count,radius,search buildings]
SC_staticSurvivors          = [    [[23286,18524,0],6,400,true]    ];      //[[pos],ai count,radius,search buildings]

SC_occupySky                = true;                    // true if you want to have roaming AI helis
SC_occupySea                = true;                // true if you want to have roaming AI boats

SC_occupyTransport             = true;                    // true if you want pubic transport (travels between traders)
SC_occupyTransportClass     = "Exile_Chopper_Mohawk_FIA";
SC_occupyTransportStartPos  = [];                   // if empty defaults to map centre


SC_occupyLootCrates            = true;                    // true if you want to have random loot crates with guards
SC_numberofLootCrates       = 6;                    // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
SC_LootCrateGuards          = 8;                    // number of AI to spawn at each crate
SC_LootCrateGuardsRandomize = true;                 // Use a random number of guards up to a maximum = SC_numberofGuards (so between 1 and SC_numberofGuards)
SC_occupyLootCratesMarkers    = false;                    // true if you want to have markers on the loot crate spawns

// Array of possible common items to go in loot crates ["classname",fixed amount,random amount]
// ["Exile_Item_Matches",1,2] this example would add between 1 and 3 Exile_Item_Matches to the crate (1 + 0 to 2 more)
// to add a fixed amount make the second number 0
SC_LootCrateItems     = [
                                    ["Exile_Melee_Axe",1,0],
                                    ["Exile_Item_GloriousKnakworst",1,2],
                                    ["Exile_Item_PlasticBottleFreshWater",1,2],
                                    ["Exile_Item_Beer",5,1],
                                    ["Exile_Item_BaseCameraKit",0,2],
                                    ["Exile_Item_InstaDoc",1,1],
                                    ["Exile_Item_Matches",1,0],
                                    ["Exile_Item_CookingPot",1,0],                      
                                    ["Exile_Item_MetalPole",1,0],
                                    ["Exile_Item_LightBulb",1,0],
                                    ["Exile_Item_FuelCanisterEmpty",1,0],
                                    ["Exile_Item_WoodPlank",1,8],
                                    ["Exile_Item_woodFloorKit",1,2],
                                    ["Exile_Item_WoodWindowKit",1,1],
                                    ["Exile_Item_WoodDoorwayKit",1,1],
                                    ["Exile_Item_WoodFloorPortKit",1,2],   
                                    ["Exile_Item_Laptop",0,1],
                                    ["Exile_Item_CodeLock",0,1]                                 
                            ];


SC_occupyHeliCrashes        = true;                    // true if you want to have Dayz style helicrashes
SC_numberofHeliCrashes      = 4;                    // if SC_occupyHeliCrashes = true spawn this many loot crates (overrided below for Namalsk)

// Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS
// ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random)
// to add a fixed amount make the second number 0
SC_HeliCrashItems           =   [
                                    ["HandGrenade",0,2],
                                    ["APERSBoundingMine_Range_Mag",0,2],
                                    ["B_Parachute",1,1],
                                    ["H_CrewHelmetHeli_B",1,1],
                                    ["ItemGPS",0,1],
                                    ["Exile_Item_InstaDoc",0,1],
                                    ["Exile_Item_PlasticBottleFreshWater",2,2],
                                    ["Exile_Item_EMRE",2,2]                                 
                                ];
// Array of possible weapons to place in the crate                            
SC_HeliCrashWeapons         =   [
                                    "srifle_DMR_02_camo_F",
                                    "srifle_DMR_03_woodland_F",
                                    "srifle_DMR_04_F",
                                    "srifle_DMR_05_hex_F"
                                ];
                                
SC_HeliCrashWeaponsAmount   = [1,3]; // [fixed amount to add, random amount to add]
SC_HeliCrashMagazinesAmount = [2,2]; // [fixed amount to add, random amount to add]

SC_minimumCrewAmount        = 2;     // Maximum amount of AI allowed in a vehicle (applies to ground, air and sea vehicles)
SC_maximumCrewAmount        = 4;     // Maximum amount of AI allowed in a vehicle (applies to ground, air and sea vehicles) 
                                     // (essential crew like drivers and gunners will always spawn regardless of these settings)

// Settings for roaming ground vehicle AI
SC_maxNumberofVehicles         = 4;    

// Array of ground vehicles which can be used by AI patrols                
SC_VehicleClassToUse         =   [    
                                    "Exile_Car_LandRover_Green",
                                    "Exile_Car_UAZ_Open_Green",
                                    "Exile_Car_Offroad_Armed_Guerilla01"];
                                ];
SC_VehicleClassToUseRare    =   [    
                                    "Exile_Car_Hunter",
                                    "Exile_Car_HEMMT",
                                    "Exile_Car_Zamak",
                                    "Exile_Car_Offroad_Armed_Guerilla03",
                                    "Exile_Car_Tempest" 
                                ];

// Settings for roaming airborne AI (non armed helis will just fly around)
SC_maxNumberofHelis            = 1;

// Array of aircraft which can be used by AI patrols
SC_HeliClassToUse             =   [ 
                                  "Exile_Chopper_Huey_Armed_Green",
                                  "Exile_Chopper_Hellcat_Green",
                                  "Exile_Chopper_Mohawk_FIA"
                                  ];
                                  
// Settings for roaming seaborne AI (non armed boats will just sail around)
SC_maxNumberofBoats            = 1;

// Array of boats which can be used by AI patrols
SC_BoatClassToUse             =   [    
                                    "B_Boat_Armed_01_minigun_F",
                                    "I_Boat_Armed_01_minigun_F",
                                    "O_Boat_Transport_01_F",
                                    "Exile_Boat_MotorBoat_Police" 
                                ];
        


// namalsk specific settings (if you want to override settings for specific maps if you run multiple servers)
if (worldName == 'Namalsk') then 

    SC_maxAIcount             = 80; 
    SC_occupySky            = false;
    SC_maxNumberofVehicles     = 2;
    SC_numberofLootCrates     = 3;
    SC_numberofHeliCrashes  = 2;
    SC_maxNumberofBoats        = 1;
    SC_occupyTransportClass = "Exile_Car_LandRover_Urban"; // the ikarus bus gets stuck on Namalsk
};

if (SC_debug) then
{
    SC_extendedLogging          = true;
    SC_mapMarkers                = true;
    SC_occupyPlaces             = true;
    SC_occupyVehicle            = true;
    SC_occupyMilitary             = true;
    SC_occupyStatic                 = false;
    SC_occupySky                = true;
    SC_occupySea                = true;
    SC_occupyTransport            = true;
    SC_occupyLootCrates            = true;
    SC_occupyHeliCrashes        = true;       
};

// Don't alter anything below this point, unless you want your server to explode :)
if(!SC_SurvivorsFriendly) then 

    CIVILIAN setFriend[RESISTANCE,0]; 
};
CIVILIAN setFriend[EAST,0]; 
CIVILIAN setFriend[WEST,0]; 
EAST setFriend[CIVILIAN,0]; 
WEST setFriend[CIVILIAN,0]; 
   
SC_SurvivorSide             = CIVILIAN;
SC_BanditSide               = EAST;
SC_liveVehicles             = 0;
SC_liveVehiclesArray        = [];
SC_liveHelis                 = 0;
SC_liveHelisArray           = [];
SC_liveBoats                 = 0;
SC_liveBoatsArray           = [];
SC_liveStaticGroups         = [];
SC_transportArray           = [];

publicVariable "SC_liveVehicles";
publicVariable "SC_liveVehiclesArray";
publicVariable "SC_liveHelis";
publicVariable "SC_liveHelisArray";
publicVariable "SC_liveBoats";
publicVariable "SC_liveBoatsArray";
publicVariable "SC_liveStaticGroups";
publicVariable "SC_numberofLootCrates";
publicVariable "SC_transportArray";
publicVariable "SC_SurvivorSide";
publicVariable "SC_BanditSide";

// Override a few DMS settings
//DMS_Show_Kill_Poptabs_Notification    = false;
//DMS_Show_Kill_Respect_Notification    = false;

SC_CompiledOkay = true;

 

 

 

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