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Wataya Lookinat

Occupation Roaming Aircraft will not Engage

Question

I am running DMS and Occupation on my Tanoa server.  I have 4 Kajman "O_Heli_Attack_02_F"   patrolling the sky from the Occupation system.  They roam the sky and do chase our players. The issue is they do not actually fire upon them.

When I launched my server about a year ago there was a chopper ( I cannot recall the type ) that would attack my players from 2K away and kill them like the finger of god unseen. I then substituted the pawnee ( unarmed ) and all went well. Now My players asked to bring back armed air AI. So I chose the Kajman (armed) but they will not engage. What am I missing? How did I screw this up?

 

One strange thing is, I use the same chopper "O_Heli_Attack_02_F" for air patrol in my VEMF missions and it engages correctly.

Config.sqf Spoiler below.

Spoiler

////////////////////////////////////////////////////////////////////////
//
//      Exile Occupation by second_coming
//      http://www.exilemod.com/profile/60-second_coming/
//
//      For support, visit:
//      http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai-more/
//
//      This script uses the fantastic DMS by Defent and eraser1:
//      http://www.exilemod.com/topic/61-dms-defents-mission-system/
//
////////////////////////////////////////////////////////////////////////

// Shared Config for each occupation monitor

SC_debug                        = false;                    // set to true to turn on debug features (not recommended for live servers)
SC_extendedLogging              = false;                    // set to true for additional
SC_infiSTAR_log                 = true;                     // true Use infiSTAR logging, false logs to server rpt

SC_useApexClasses               = true;                     // true if you want to use the Apex class list over rides, false to use vanilla Arma gear
SC_useMapOverrides              = true;                     // set to true to enable over riding options per map (see the bottom of this file for examples)

SC_maxAIcount = 50;                       // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
SC_mapMarkers = true;                    // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
SC_minFPS     = 5;                        // 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_minDistanceToSpawnZones      = 750;                      // Minimum distance in metres to the nearest spawn zone
SC_minDistanceToTraders         = 750;                      // Minimum distance in metres to the nearest trader zone
SC_minDistanceToTerritory       = 350;                      // Minimum distance in metres to the nearest player territory
SC_minDistanceToPlayer          = 250;                      // Minimum distance in metres to the nearest player
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)


/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Turn Modules On or Off (can be overridden in the map overrides section)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_processReporter              = true;                     // log the a list of active server processes every 60 seconds (useful for debugging server problems)
SC_fastNights                   = true;                     // true if you want night time to go faster than daytime
SC_occupyPlaces                 = true;                     // true if you want villages,towns,cities patrolled by bandits
SC_occupyTraders                = true;                     // true if you want to create trader camps at positions specified in SC_occupyTraderDetails
SC_occupyStatic                 = false;                    // true if you want to add AI in specific locations
SC_occupyTransport              = true;                     // true if you want pubic transport (travels between traders)
SC_occupyLootCrates             = true;                     // true if you want to have random loot crates with guards
SC_occupyRandomSpawn            = true;                     // (WORK IN PROGRESS) true if you want random spawning AI that hunt for nearby players
SC_occupyMilitary               = true;                    // true if you want military buildings patrolled
SC_occupyVehicle                = true;                     // true if you want to have roaming AI land vehicles
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_occupyHeliCrashes            = true;                     // true if you want to have Dayz style helicrashes

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Fast nights Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_fastNightsStarts             = 18;                       // Start fast nights at this hour (24 hour clock) eg. 18 for 6pm
SC_fastNightsMultiplierNight    = 24;                       // 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)

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Random Spawn Setup (Work in progress)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_randomSpawnMinPlayers        = 1;                        // Minimum number of players to be online before random spawning AI can spawn
SC_randomSpawnMaxGroups         = 2;                        // Maximum amount of random AI groups allowed at any time
SC_randomSpawnMinGroupSize      = 2;                        // Minimum amount of random AI groups allowed per group
SC_randomSpawnMaxGroupSize      = 4;                        // Maximum amount of random AI groups allowed per group
SC_randomSpawnChance            = 15;                       // Percentage chance of spawning if suitable player found
SC_randomSpawnIgnoreCount       = true;                     // true if you want spawn random AI groups regardless of overall AI count (they still count towards the total though)
SC_randomSpawnFrequency         = 3600;                     // time in seconds between the possibility of random AI hunting the same player (1800 for 30 minutes)
SC_randomSpawnNearBases         = true;                     // true if you want to allow random spawns in range of territories
SC_randomSpawnNearSpawns        = false;                    // true if you want to allow random spawns in range of spawn zones
SC_randomSpawnTargetBambis      = false;                    // true if you want to allow random spawns to target bambis
SC_randomSpawnAnnounce          = true;                     // true if you want a warning toast issued to all players when AI spawns
SC_randomSpawnNameTarget        = true;                    // true if you want to name the targeted player

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Occupy Places Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

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)

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Trader Base Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_occupyTraderDetails          = [
                                    //["Tanoa","Lifou Traders",[7317,7217,0],"trader1.sqf",true],
                                    //["Tanoa","Lijnhaven Traders",[11580,2051,0],"trader1.sqf",true],
                                    //["Napf","Hafen Traders",[9286,17606,0],"trader1.sqf",true]
                                    //["Australia","Darwin Traders",[17010.568,33953.934,0],"trader1.sqf",true],
                                    //["Australia","Alice Springs Traders",[22497.084,24804.129,0],"trader1.sqf",true],
                                    //["Australia","Perth Traders",[6865.665,18386.592,0],"trader1.sqf",true],
                                    //["Australia","5 Way Split Traders",[24448.172,16981.695,0],"trader1.sqf",true],
                                    //["Australia","Cairns Traders",[31759.38,29826.69,0],"trader1.sqf",true],
                                    //["Australia","West Australia Traders",[8369.58,26340.53,0],"trader1.sqf",true],
                                    //["Australia","Tasmania Traders",[32302.629,2701.081,0],"trader1.sqf",true],
                                    //["Australia","Sydney Traders",[35613.043,11883.601,0],"trader1.sqf",true]
                                  ];  //["mapname","Name",[x,y,z],"filename",true] trader name, location, safezone true/false
            
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Occupy Static Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////   

SC_staticIgnoreNearbyPlayers    = false;// Spawn even if players are nearby
SC_staticIgnoreAICount          = false;// Ignore the AI count for Static AI Spawns
SC_staticBandits                = [     //[[pos],ai count,radius,search buildings]  
    
                                  ];     
SC_staticSurvivors              = [     //[[pos],ai count,radius,search buildings]
                                        //[[3770,8791,0],8,250,true]    
                                  ];      

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Public Transport Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                             
                              
SC_colourTransport              = true;                 // true if you want the public transport coloured
SC_secureTransport              = true;                 // true if you want the public transport and pilot to be indestructible
SC_occupyTransportClass         = ["Exile_Chopper_Orca_BlackCustom"]; // to always use the same vehicle, specify one option only

SC_occupyTransportStartPos      = [];                   // if empty defaults to map centre

SC_TransportAirFixed            = false;                // true if you want to use fixed waypoints for air transport, false to autodetect where trader zones are
SC_TransportAirWaypoints        = [
                                    [1000,1000,0],
                                    [2000,2000,0],
                                    [3000,3000,0],
                                    [4000,4000,0]
                                ];
SC_TransportLandFixed           = false;                // true if you want to use fixed waypoints for land transport, false to autodetect where trader zones are
SC_TransportLandWaypoints       = [
                                    [1000,1000,0],
                                    [2000,2000,0],
                                    [3000,3000,0],
                                    [4000,4000,0]
                                ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Loot Crate Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                               


SC_occupyLootCratesStatic       = false;                    // true if you want to have random loot crates spawn in pre-defined locations set in SC_occupyLootCratesLocations
SC_occupyLootCratesLocations    = [
                                    [1000,1000,0],
                                    [2000,2000,0],
                                    [3000,3000,0],
                                    [4000,4000,0]
                                ];
SC_SpawnLootCrateGuards     = true;                     // true if you want to enable AI guards
SC_numberofLootCrates       = 2;                        // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
SC_LootCrateGuards          = 3;                        // number of AI to spawn at each crate
SC_LootCrateGuardsRandomize = true;                     // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
SC_occupyLootCratesMarkers  = true;                     // true if you want to have markers on the loot crate spawns

SC_ropeAttach                   = true;                 // Allow lootcrates to be airlifted (for SC_occupyLootCrates and SC_occupyHeliCrashes)

// 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_Laptop",0,1],
                                    ["Exile_Item_CodeLock",0,1],
                                    ["Exile_Item_Cement",2,10],
                                    ["Exile_Item_Sand",2,10],
                                    ["Exile_Item_MetalWire",1,5],
                                    ["Exile_Item_WaterCanisterEmpty",0,2],
                                    ["Exile_Item_Shovel",0,1],
                                    ["U_O_T_Officer_F",0,1],
                                    ["U_O_T_Sniper_F",0,1],
                                    ["U_O_T_FullGhillie_tna_F",0,1],
                                    ["U_O_V_Soldier_Viper_F",0,1],
                                    ["U_I_C_Soldier_Para_4_F",0,1],
                                    ["U_I_C_Soldier_Camo_F",0,1],
                                    ["U_C_Man_casual_6_F",0,1],
                                    ["U_B_CTRG_Soldier_urb_3_F",0,1],
                                    ["V_TacChestrig_cbr_F",0,1],
                                    ["V_PlateCarrierGL_tna_F",0,1],
                                    ["V_HarnessO_ghex_F",0,1],
                                    ["V_TacVest_gen_F",0,1],
                                    ["V_PlateCarrier2_rgr_noflag_F",0,1],
                                    ["H_HelmetO_ghex_F",0,1],
                                    ["H_HelmetCrew_O_ghex_F",0,1],
                                    ["H_MilCap_ghex_F",0,1],
                                    ["H_Booniehat_tna_F",0,1],
                                    ["H_Beret_gen_F",0,1],
                                    ["H_MilCap_gen_F",0,1],
                                    ["H_Cap_grn_Syndikat_F",0,1],
                                    ["B_Kitbag_sgg",0,1],
                                    ["B_OutdoorPack_tan",0,1],
                                    ["B_TacticalPack_blk",0,1],
                                    ["B_Bergen_mcamo_F",0,1],
                                    ["hgun_P07_F",0,1],
                                    ["arifle_MX_GL_F",0,1],
                                    ["arifle_MXC_F",0,1],
                                    ["arifle_SDAR_F",0,1],
                                    ["Exile_Weapon_AK107",0,1],
                                    ["Exile_Weapon_AK107_GL",0,1],
                                    ["Exile_Weapon_AK74",0,1],
                                    ["Exile_Weapon_AK74_GL",0,1],
                                    ["Exile_Weapon_AK47",0,1],
                                    ["Exile_Weapon_AKS_Gold",0,1],
                                    ["arifle_AK12_F",0,1],
                                    ["arifle_ARX_blk_F",0,1],
                                    ["arifle_CTARS_hex_F",0,1],
                                    ["arifle_SPAR_03_snd_F",0,1],
                                    ["arifle_MX_khk_F",0,1],
                                    ["Exile_Weapon_M4",0,1],
                                    ["Exile_Weapon_SVDCamo",0,1],
                                    ["Exile_Weapon_VSSVintorez",0,1],
                                    ["Exile_Weapon_DMR",0,1],
                                    ["Exile_Weapon_LeeEnfield",0,1],
                                    ["srifle_LRR_tna_F",0,1],
                                    ["srifle_GM6_ghex_F",0,1],
                                    ["srifle_DMR_07_ghex_F",0,1],
                                    ["Exile_Weapon_m107",0,1],
                                    ["Exile_Weapon_ksvk",0,1],
                                    ["Exile_Item_MetalScrews",0,5]
                            ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Blacklisted Zones
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                           
                            
SC_blackListedAreas             =   [
                                    [[3810,8887,0],     500,    "Chernarus"],       // Vybor Occupation DMS Static Mission
                                    [[12571,14337,0],   500,    "Altis"],           // Neochori Occupation DMS Static Mission
                                    [[3926,7523,0],     500,    "Namalsk"],         // Norinsk Occupation DMS Static Mission  
                                    [[3926,7523,0],     500,    "Napf"],            // Lenzburg Occupation DMS Static Mission   
                                    [[11685,2666,0],    500,    "Tanoa"],           // Lijnhaven Occupation DMS Static Mission
                                    [[11580,2051,0],    500,    "Tanoa"],           // Lijnhaven Traders
                                    [[7228,6986,0],     250,    "Tanoa"]            // Tanoa Airport
                                ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Heli Crash Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                               

SC_occupyHeliCrashesStatic      = false;                    // true if you want to have random Heli Crash spawn in pre-defined locations set in SC_occupyHeliCrashesLocations
SC_occupyHeliCrashesLocations   = [
                                    [1000,1000,0],
                                    [2000,2000,0],
                                    [3000,3000,0],
                                    [4000,4000,0]
                                ];
SC_HeliCrashesOnFire            = true;                     // true if you want the crash on fire, false if you just want smoke
SC_SpawnHeliCrashGuards         = true;                     // true if you want to enable AI guards
SC_numberofHeliCrashes          = 5;                        // if SC_occupyHeliCrashes = true spawn this many Heli Crashes
SC_HeliCrashGuards              = 2;                        // number of AI to spawn at each crate
SC_HeliCrashGuardsRandomize     = true;                     // Use a random number of guards up to a maximum = SC_HeliCrashGuards (so between 1 and SC_HeliCrashGuards)

// 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               =   [
                                    ["B_Parachute",0,1],
                                    ["H_CrewHelmetHeli_B",0,1],
                                    ["ItemGPS",0,1],
                                    ["Exile_Item_InstaDoc",0,3],
                                    ["Exile_Item_PlasticBottleFreshWater",2,2],
                                    ["Exile_Item_EMRE",2,2],  
                                    ["Exile_Item_DuctTape",2,2],
                                    ["Exile_Item_ExtensionCord",2,2],
                                    ["Exile_Item_FuelCanisterEmpty",1,2],
                                    ["Exile_Item_JunkMetal",1,2],
                                    ["Exile_Item_LightBulb",0,2],
                                    ["Exile_Item_MetalBoard",0,2],
                                    ["Exile_Item_MetalPole",0,2],
                                    ["Exile_Item_SafeKit",0,2],
                                    ["Exile_Item_CamoTentKit",0,2],
                                    ["Exile_Item_CodeLock",0,2],
                                    ["Exile_Item_MetalScrews",1,2],
                                    ["Exile_Item_Defibrillator",0,2]                           
                                ];

SC_HeliCrashRareItems           =   [
                                    ["HandGrenade",0,2],
                                    ["APERSBoundingMine_Range_Mag",0,2],
                                    ["Exile_Item_WaterBarrelKit",1,0],
                                    ["Exile_Item_WoodDoorwayKit",1,0],
                                    ["Exile_Item_WoodDrawBridgeKit",1,0],
                                    ["Exile_Item_WoodFloorKit",1,0],
                                    ["Exile_Item_WoodFloorPortKit",1,0],
                                    ["Exile_Item_WoodFloorPortSmallKit",1,0],
                                    ["Exile_Item_WoodGateKit",1,0],
                                    ["Exile_Item_WoodLadderKit",1,0],
                                    ["Exile_Item_WoodPlank",1,0],
                                    ["Exile_Item_WoodStairsKit",1,0],
                                    ["Exile_Item_WoodSupportKit",1,0],
                                    ["Exile_Item_WoodWallKit",1,0],
                                    ["Exile_Item_WoodWallHalfKit",1,0],
                                    ["Exile_Item_WoodWindowKit",1,0],
                                    ["Exile_Item_WorkBenchKit",1,0],
                                    ["Exile_Item_ConcreteDoorKit",1,0],
                                    ["Exile_Item_ConcreteFloorPortKit",1,0],
                                    ["Exile_Item_ConcreteGateKit",1,0],
                                    ["Exile_Item_ConcreteWindowKit",1,0],
                                    ["Exile_Item_WoodDoorKit",1,0],
                                    ["Exile_Item_ConcreteDoorwayKit",1,0],
                                    ["Exile_Item_ConcreteFloorKit",1,0],
                                    ["Exile_Item_ConcreteStairsKit",1,0],
                                    ["Exile_Item_ConcreteSupportKit",1,0],
                                    ["Exile_Item_ConcreteWallKit",1,0]                 
                                ];
SC_HeliCrashRareItemChance      = 10;                   // percentage chance to spawn each SC_HeliCrashRareItems
                                
// Array of possible weapons to place in the crate                            
SC_HeliCrashWeapons             =   [
                                    "Exile_Magazine_30Rnd_762x39_AK",
                                    "Exile_Magazine_30Rnd_545x39_AK_Green",
                                    "Exile_Magazine_30Rnd_545x39_AK_Red",
                                    "Exile_Magazine_30Rnd_545x39_AK_White",
                                    "Exile_Magazine_30Rnd_545x39_AK_Yellow",
                                    "Exile_Magazine_45Rnd_545x39_RPK_Green",
                                    "Exile_Magazine_75Rnd_545x39_RPK_Green",
                                    "Exile_Magazine_20Rnd_762x51_DMR",
                                    "Exile_Magazine_20Rnd_762x51_DMR_Yellow",
                                    "Exile_Magazine_20Rnd_762x51_DMR_Red",
                                    "Exile_Magazine_20Rnd_762x51_DMR_Green",
                                    "Exile_Magazine_10Rnd_303",
                                    "Exile_Magazine_100Rnd_762x54_PK_Green",
                                    "Exile_Magazine_7Rnd_45ACP",
                                    "Exile_Magazine_8Rnd_9x18",
                                    "Exile_Magazine_30Rnd_545x39_AK",
                                    "Exile_Magazine_6Rnd_45ACP",
                                    "Exile_Magazine_5Rnd_22LR",
                                    "Exile_Magazine_10Rnd_762x54",
                                    "Exile_Magazine_10Rnd_9x39",
                                    "Exile_Magazine_20Rnd_9x39",
                                    "Exile_Magazine_8Rnd_74Slug",
                                    "Exile_Magazine_5Rnd_127x108_Bullet_Cam_Mag",
                                    "Exile_Magazine_5Rnd_127x108_APDS_Bullet_Cam_Mag",
                                    "Exile_Magazine_10Rnd_93x64_DMR_05_Bullet_Cam_Mag",
                                    "Exile_Magazine_7Rnd_408_Bullet_Cam_Mag",
                                    "Exile_Magazine_10Rnd_338_Bullet_Cam_Mag",
                                    "Exile_Magazine_10Rnd_127x99_m107_Bullet_Cam_Mag",
                                    "Exile_Magazine_5Rnd_127x108_KSVK_Bullet_Cam_Mag",
                                    "Exile_Magazine_5Rnd_127x108_APDS_KSVK_Bullet_Cam_Mag",
                                    "Exile_Magazine_10Rnd_765x17_SA61",
                                    "Exile_Magazine_20Rnd_765x17_SA61",
                                    "Exile_Magazine_10Rnd_127x99_m107",
                                    "Exile_Magazine_5Rnd_127x108_APDS_KSVK",
                                    "Exile_Magazine_5Rnd_127x108_KSVK",
                                    "Exile_Weapon_Colt1911",
                                    "Exile_Weapon_Makarov",
                                    "Exile_Weapon_Taurus",
                                    "Exile_Weapon_TaurusGold",
                                    "Exile_Weapon_SA61",
                                    "Exile_Weapon_RPK",
                                    "Exile_Weapon_PK",
                                    "Exile_Weapon_PKP",
                                    "Exile_Weapon_AK107",
                                    "Exile_Weapon_AK107_GL",
                                    "Exile_Weapon_AK74",
                                    "Exile_Weapon_AK74_GL",
                                    "Exile_Weapon_AK47",
                                    "Exile_Weapon_AKS_Gold",
                                    "Exile_Weapon_M4",
                                    "Exile_Weapon_M16A4",
                                    "Exile_Weapon_M16A2",
                                    "Exile_Weapon_M1014",
                                    "Exile_Weapon_CZ550",
                                    "Exile_Weapon_SVD",
                                    "Exile_Weapon_SVDCamo",
                                    "Exile_Weapon_VSSVintorez",
                                    "Exile_Weapon_DMR",
                                    "Exile_Weapon_LeeEnfield",
                                    "Exile_Weapon_m107",
                                    "Exile_Weapon_ksvk"
                                ];
                                
SC_HeliCrashWeaponsAmount       = [1,0];    // [fixed amount to add, random amount to add]
SC_HeliCrashMagazinesAmount     = [2,0];    // [fixed amount to add, random amount to add]

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Roaming Vehicle Setup - (applies to ground, air and sea vehicles)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_minimumCrewAmount            = 3;        // Minimum amount of AI allowed in a vehicle
SC_maximumCrewAmount            = 4;        // Maximum amount of AI allowed in a vehicle
                                            // (essential crew like drivers and gunners will always spawn regardless of these settings)

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Roaming Land Vehicle Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_maxNumberofVehicles          = 6;        // How many roaming vehicles to spawn   
SC_occupyLandVehicleIgnoreCount     = false;    // true if you want spawn vehicles regardless of overall AI count
SC_occupyVehiclesLocked         = false;    // true if AI vehicles to stay locked until all the linked AI are dead      
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_occupyVehicleUseFixedPos     = false;        // True if you want to specify the patrol positions and radius of the area to patrol / false for random

                                            // if you set SC_maxNumberofVehicles higher than the number of static positions, the remainder will be random
                                            // they will also ignore any blacklisted areas
SC_occupyVehicleFixedPositions  = [
                                    [[4434,2892,0],2000,"Tanoa"],   // [[x,y,z],radius,"mapname"] leave no spaces between
                                    [[2238,6717,0],2000,"Tanoa"],
                                    [[8197,9081,0],3000,"Tanoa"],
                                    [[13074,11817,0],3000,"Tanoa"]  
                                  ];

// Array of arrays of ground vehicles which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)             
SC_VehicleClassToUse            =   [   
                                    ["Exile_Car_LandRover_Green",0],
                                    ["Exile_Bike_QuadBike_Black",2],
                                    ["Exile_Car_UAZ_Open_Green",2]
                                ];
SC_VehicleClassToUseRare        =   [   
                                    ["Exile_Car_Hunter",1],
                                    ["Exile_Car_HEMMT",1],
                                    ["Exile_Car_Zamak",1],
                                    ["Exile_Car_Offroad_Armed_Guerilla12",1],
                                    ["Exile_Car_Offroad_Armed_Guerilla03",1],
                                    ["Exile_Car_Tempest",1]
                                ];
                                
// Array of arrays of ground vehicles which can be used by Survivor AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)                                    
SC_SurvivorVehicleClassToUse            =   [   
                                    ["Exile_Car_LandRover_Green",0],
                                    ["Exile_Bike_QuadBike_Black",2],
                                    ["Exile_Car_UAZ_Open_Green",2]
                                ];
SC_SurvivorVehicleClassToUseRare        =   [   
                                    ["Exile_Car_Hunter",1],
                                    ["Exile_Car_HEMMT",1],
                                    ["Exile_Car_Zamak",1],
                                    ["Exile_Car_Offroad_Armed_Guerilla12",1],
                                    ["Exile_Car_Offroad_Armed_Guerilla03",1],
                                    ["Exile_Car_Tempest",1]
                                ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Roaming Aircraft Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                               
                                                                                    
// Settings for roaming airborne AI (non armed helis will just fly around)
SC_maxNumberofHelis             = 4 ;
SC_occupySkyVehicleIgnoreCount      = false;    // true if you want spawn vehicles regardless of overall AI count

// Array of aircraft which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_HeliClassToUse               =   [ ["O_Heli_Attack_02_F",5] ];

SC_occupyHeliUseFixedPos        = false;     // True if you want to specify the patrol positions and radius of the area to patrol / false for random

                                            // if you set SC_maxNumberofHelis higher than the number of static positions, the remainder will be random
                                            // they will also ignore any blacklisted areas
SC_occupyHeliFixedPositions     = [
                                    [], // [[x,y,z],radius,"mapname"] leave no spaces between
                                    [],
                                    [],
                                    []  
                                ];
                                
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Roaming Boats Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// Settings for roaming seaborne AI (non armed boats will just sail around)
SC_maxNumberofBoats         = 3;
SC_occupySeaVehicleIgnoreCount      = false;    // true if you want spawn vehicles regardless of overall AI count

// Array of boats which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_BoatClassToUse           =   [   
                                    ["B_Boat_Armed_01_minigun_F",1],
                                    ["I_Boat_Armed_01_minigun_F",1],
                                    ["O_Boat_Transport_01_F",0],
                                    ["Exile_Boat_MotorBoat_Police",1]
                                ];
                                
SC_occupyBoatUseFixedPos        = false;    // True if you want to specify the patrol positions and radius of the area to patrol / false for random

                                            // if you set SC_maxNumberofBoats higher than the number of static positions, the remainder will be random
                                            // they will also ignore any blacklisted areas
SC_occupyBoatFixedPositions     = [
                                    [[200,200,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
                                    [[400,400,0],2000,"Tanoa"],
                                    [[14000,5000,0],3000,"Tanoa"],
                                    [[16000,16000,0],3000,"Tanoa"]  
                                ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Occupy Military Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// 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",
                                    // Additional Buildings
                                    "Land_Barracks_01_camo_F","Land_Barracks_01_grey_F","land_AII_last_floor","land_AII_middle_floor",
                                    "land_AII_upper_part","Land_Ind_IlluminantTower","Land_Misc_deerstand","Land_ns_Jbad_A_Stationhouse",
                                    "Land_Airport_01_controlTower_F","Land_Airport_01_terminal_F","Land_Airport_02_controlTower_F",
                                    "Land_Airport_02_terminal_F","Land_Cargo_House_V4_F","Land_Cargo_HQ_V4_F","Land_Cargo_Patrol_V4_F",
                                    "Land_Cargo_Tower_V4_F"
                                ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  AI Setup (used in multiple modules)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////       
        
SC_useRealNames                 = true;
        
// Arrays of names used to generate names for AI
SC_SurvivorFirstNames           = ["John","Dave","Steve","Rob","Richard","Bob","Andrew","Nick","Adrian","Mark","Adam","Will","Graham"];
SC_SurvivorLastNames            = ["Smith","Jones","Davids","Johnson","Jobs","Andrews","White","Brown","Taylor","Walker","Williams","Clarke","Jackson","Woods"];
SC_BanditFirstNames             = ["Alex","Nikita","George","Daniel","Adam","Alexander","Sasha","Sergey","Dmitry","Anton","Jakub","Vlad","Maxim","Oleg","Denis","Wojtek"];
SC_BanditLastNames              = ["Dimitrov","Petrov","Horvat","Novak","Dvorak","Vesely","Horak","Hansen","Larsen","Tamm","Ivanov","Pavlov","Virtanen"];
        
SC_SurvivorsChance              = 20;                       // chance in % to spawn survivors instead of bandits (for places and land vehicles)


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"];

// Possible equipment for random ai to spawn with
// spawning random ai without vests or backpacks will result in them having no ammunition                                                    
SC_RandomUniforms               = ["U_B_GEN_Soldier_F"];
SC_RandomVests                  = ["V_TacVest_gen_F"];
SC_RandomHeadgear               = ["H_Cap_police"];
SC_RandomWeapon                 = ["SMG_05_F"];
SC_RandomWeaponAttachments      = ["muzzle_snds_L"];
SC_RandomMagazines              = ["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_RandomPistol                 = ["hgun_Rook40_F"];
SC_RandomPistolAttachments      = ["muzzle_snds_L"];
SC_RandomAssignedItems          = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
SC_RandomLauncher               = [];
SC_RandomBackpack               = ["B_AssaultPack_blk"];
                                
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Map Specific Overrides
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                               
                                

if (worldName == 'Napf' AND SC_useMapOverrides) then
{
    SC_maxAIcount               = 120;
    SC_useApexClasses           = false;

};

if (worldName == 'Chernarus' AND SC_useMapOverrides) then
{
    SC_maxAIcount               = 120;
    SC_useApexClasses           = false;
};

if (worldName == 'Tanoa' AND SC_useMapOverrides) then
{
    SC_useApexClasses           = true;
    SC_maxAIcount               = 80;
    
};

if (worldName == 'Australia' AND SC_useMapOverrides) then
{
    SC_useApexClasses           = true;
    SC_maxAIcount               = 50;
    
};

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Apex Specific Settings (only used if SC_useApexClasses = true)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

if(SC_useApexClasses) then
{
    SC_BanditWeapon             =   [
                                    "arifle_MX_khk_F",
                                    "arifle_MX_GL_khk_F",
                                    "arifle_MX_SW_khk_F",
                                    "arifle_MXC_khk_F",
                                    "arifle_MXM_khk_F",
                                    "arifle_AK12_F",
                                    "arifle_AK12_GL_F",
                                    "arifle_AKM_F",
                                    "arifle_AKS_F",
                                    "arifle_ARX_blk_F",
                                    "arifle_ARX_ghex_F",
                                    "arifle_ARX_hex_F",
                                    "arifle_CTAR_blk_F",
                                    "arifle_CTAR_GL_blk_F",
                                    "arifle_CTARS_blk_F",
                                    "arifle_SPAR_01_blk_F",
                                    "arifle_SPAR_01_khk_F",
                                    "arifle_SPAR_01_snd_F",
                                    "arifle_SPAR_01_GL_blk_F",
                                    "arifle_SPAR_01_GL_khk_F",
                                    "arifle_SPAR_01_GL_snd_F",
                                    "arifle_SPAR_02_blk_F",
                                    "arifle_SPAR_02_khk_F",
                                    "arifle_SPAR_02_snd_F",
                                    "arifle_SPAR_03_blk_F",
                                    "arifle_SPAR_03_khk_F",
                                    "arifle_SPAR_03_snd_F"
                                    ];
                                    
    SC_BanditUniforms           =   [
                                    "U_I_C_Soldier_Para_1_F",
                                    "U_I_C_Soldier_Para_2_F",
                                    "U_I_C_Soldier_Para_3_F",
                                    "U_I_C_Soldier_Para_4_F",
                                    "U_I_C_Soldier_Para_5_F",
                                    "U_I_C_Soldier_Bandit_1_F",
                                    "U_I_C_Soldier_Bandit_2_F",
                                    "U_I_C_Soldier_Bandit_3_F",
                                    "U_I_C_Soldier_Bandit_4_F",
                                    "U_I_C_Soldier_Bandit_5_F",
                                    "U_I_C_Soldier_Camo_F",
                                    "U_B_CTRG_Soldier_urb_1_F",
                                    "U_B_CTRG_Soldier_urb_2_F",
                                    "U_B_CTRG_Soldier_urb_3_F"
                                    ];
    
    SC_VehicleClassToUse        =   [
                                    ["B_GEN_Offroad_01_gen_F",0],
                                    ["C_Offroad_02_unarmed_F",0],
                                    ["I_C_Offroad_02_unarmed_F",0]
                                    ];
                                    
    SC_VehicleClassToUseRare    =   [   
                                    ["B_LSV_01_unarmed_black_F",1],
                                    ["O_T_LSV_02_unarmed_black_F",1],
                                    ["O_T_Truck_03_device_ghex_F",1]
                                    ];
};

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//  Debug Settings (only used if SC_debug = true)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

if (SC_debug) then
{
    SC_extendedLogging          = true;
    SC_processReporter          = true;
    SC_mapMarkers               = true;
    SC_occupyPlaces             = false;
    SC_occupyVehicle            = true;
    SC_occupyMilitary           = false;
    SC_occupyRandomSpawn        = true;
    SC_occupyStatic             = false;
    SC_occupySky                = false;
    SC_occupySea                = false;
    SC_occupyTraders            = false;    
    SC_occupyTransport          = true;
    SC_occupyLootCrates         = false;
    SC_occupyHeliCrashes        = false;
    SC_maxAIcount               = 150;  
    SC_maxNumberofVehicles      = 10;
    SC_maxNumberofBoats         = 5;
    SC_maxNumberofHelis         = 1;
    SC_randomSpawnChance        = 100;
    SC_randomSpawnIgnoreCount   = true;
    SC_randomSpawnFrequency     = 120;
};

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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];
EAST            setFriend [WEST,0];
WEST            setFriend [EAST,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_liveRandomGroups             = [];
SC_transportArray               = [];

// Remove spawn locations for roaming vehicles that aren't for this map
_occupyVehicleFixedPositions = [];
{
    _currentWorld = _x select 2;
    if(worldName == _currentWorld) then
    {
        _occupyVehicleFixedPositions pushback _x;
    };
}forEach SC_occupyVehicleFixedPositions;
SC_occupyVehicleFixedPositions = _occupyVehicleFixedPositions;

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

SC_CompiledOkay             = true;

 

Edited by Wataya Lookinat
Added VEMF reference

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9 answers to this question

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On 5/10/2018 at 3:58 AM, hogansheroes said:

the blackfoot is the heli that will chase and waste you from 2 clicks also the vemf mission will search and destroy you 

I have now tried the B_Heli_Attack_01_F  and the B_Heli_Attack_01_DynamicLoadout_F  Versions of the Black Foot. Still no Joy. It is almost as if they have no Ammo or are not sure what side they want to engage.

Any Assistance would be greatly appreciated.

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On 5/13/2018 at 10:42 PM, Wataya Lookinat said:

I have now tried the B_Heli_Attack_01_F  and the B_Heli_Attack_01_DynamicLoadout_F  Versions of the Black Foot. Still no Joy. It is almost as if they have no Ammo or are not sure what side they want to engage.

Any Assistance would be greatly appreciated.

Could it be that max allowed AI number ( SC_maxAIcount = 50;) is preventing the heli gunner AI to spawn?

Because I roughly counted min 45+ AI's without counting occupy places, military, survivors and transport.

Have you tried this: SC_occupySkyVehicleIgnoreCount      = true; 

I am at work now so cannot compare with my config, but I have maxAIcount around 20-30, and all vehicles (only Land/Air, not using water, transport) have true under ignore count , so I am sure that they will spawn no matter what is overall AI number.

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4 hours ago, Brenner said:

Could it be that max allowed AI number ( SC_maxAIcount = 50;) is preventing the heli gunner AI to spawn?

Because I roughly counted min 45+ AI's without counting occupy places, military, survivors and transport.

Have you tried this: SC_occupySkyVehicleIgnoreCount      = true; 

I am at work now so cannot compare with my config, but I have maxAIcount around 20-30, and all vehicles (only Land/Air, not using water, transport) have true under ignore count , so I am sure that they will spawn no matter what is overall AI number.

Thank you for looking into this for me. It is pretty frustrating at this point. I am at a loss. Currently. 

 

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13 minutes ago, Wataya Lookinat said:

Thank you for looking into this for me. It is pretty frustrating at this point. I am at a loss. Currently. 

 

np, also you could turn on extended log and than check RPT for errors

SC_extendedLogging              = true;   

all Occupation lines will have "[OCCUPATION]: at the beginning of the RPT line

Edited by Brenner

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On 5/22/2018 at 4:07 PM, Brenner said:

np, also you could turn on extended log and than check RPT for errors

SC_extendedLogging              = true;   

all Occupation lines will have "[OCCUPATION]: at the beginning of the RPT line

I set SC_occupySkyVehicleIgnoreCount      = true  and  SC_extendedLogging              = true

The only thing in the RPT relating to Occupation sky is the following.

18:05:21 "[OCCUPATION:Sky] found position [11500.6,12387.2,371]"
18:05:21 B_Heli_Attack_01_F: leftholdster_dynloadout - unknown animation source bay.1
18:05:21 B_Heli_Attack_01_F: rightholdster_dynloadout - unknown animation source bay.1
18:05:21 "[occupationSky] _SC_vehicleSpawnLocation: [[11500.6,12387.2,371],2000,""Tanoa""]"
18:05:21 "ExileServer - Job with handle 10039 added."
18:05:21 "ExileServer - Job with handle 10040 added."
18:05:21 "[OCCUPATION:Sky] found position [6090.39,8534.44,508]"
18:05:21 "[occupationSky] _SC_vehicleSpawnLocation: [[6090.39,8534.44,508],2000,""Tanoa""]"
18:05:21 "ExileServer - Job with handle 10041 added."
18:05:21 "ExileServer - Job with handle 10042 added."
18:05:22 "[OCCUPATION:Sky] found position [8139.32,12036.4,436]"
18:05:22 "[occupationSky] _SC_vehicleSpawnLocation: [[8139.32,12036.4,436],2000,""Tanoa""]"
18:05:22 "ExileServer - Job with handle 10043 added."
18:05:22 "ExileServer - Job with handle 10044 added."
18:05:22 "[OCCUPATION:Sky] found position [1578.44,8549.98,540]"
18:05:22 "[occupationSky] _SC_vehicleSpawnLocation: [[1578.44,8549.98,540],2000,""Tanoa""]"
18:05:22 "ExileServer - Job with handle 10045 added."
18:05:22 "ExileServer - Job with handle 10046 added."

 

I don't know what to make of the unknown animation source it called out.

 

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I managed damage and bring one black foot to the ground in one piece. I walked up to the pilot side with out them firing at me ( thinking the chopper had no ammo ). once i killed the pilot the gunner then engaged me with the Gatling gun while I was standing next to the cockpit gun blazing. So the chopper does in deed have ammo.

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7 hours ago, Wataya Lookinat said:

I managed damage and bring one black foot to the ground in one piece. I walked up to the pilot side with out them firing at me ( thinking the chopper had no ammo ). once i killed the pilot the gunner then engaged me with the Gatling gun while I was standing next to the cockpit gun blazing. So the chopper does in deed have ammo.

By the description i would say it could be a side issue, or corrupted Occupation or DMS.

When I started to build my server (had no previous experience whatsoever, and was playing Arma 3 for few months before that) I also had some weird issues with DMS, in missions there were AIs running around in their underwear, only with their helmets on. Later on i realized that I am missing $PREFIX$ in pbo, but missions would start anyway with default settings (if I would change even one thing they would stop working).

Reinstalling both Occupation and DMS fixed the issue. Could also be a faster solution, if the problem is indeed in any of the Occupation/DMS settings, and make sure you have the $PREFIX$ in packed pbo.

But if u want you can take a look at side setting, but remember to make a backup if anything goes wrong :)

 

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