#- ////////////////////// UNIT ////////////////////// - - Author parameter which shows the creator and can be changed to anything - associated with the folder name in the BotMap_Unit server Dayz profiles - - Name - has 2 fields, text and number, number is needed to automatically change the number to + 1 when copying a unit, thereby creating more units with the same parameters but a different name - it is impossible to spawn 2 units with 1 name. - - Coordinates - change if you move it around the map, if you press "set my pos" your character's coordinates will fit. - - Direction where the unit is looking - can be changed by rounding from the right. - - Gender and Unit - choose a skin. - - Enemy factions - those whom bots will kill in the first place - - Group is a required field, if you enter a steamydi this player will become the head, if the bots in group 1 they follow the main one who was created first. - - Group of enemies / mark - if you select a specific group or mark on whom the bot will attack - - Friendly groups / mark - block both enemy factions and enemy groups and even targets, the bot does not consider them a target - - Whether the bot will spawn at server Dayz start. optional parameter if the bot will be spawned via a point or a trigger.
#- Selecting a target - who will consider the bot as a target - enemy - will shoot if the bot has a target through the trigger or if the bot was attacked, - - "all" - essentially an analogue of the fraction function but with all the checkboxes, - - "enemy frances" - everyone who is not an enemy faction is considered a friend, - - "no" - pacifist. - - "enemy" - the one who caused damage to him or those from his group - Type of behavior - - "attack" - if there is a target - will approach and attack. - - "pursuit" - will pursue but not attack, a 2-meter hoarder - a shooter - 6 measures. - - "run away" - if there is a target, it will run away as far as possible until it loses sight of it. - - "keep working" - ignoring goals. - - "retreat" - will retreat but will attack. - Class - Melee - attacks with melee weapons. Shooter - gunshot - If there is more than 1 character in the group, they will stay in place and follow the leader. - Action with a weapon - as it is written, it does. - Waypoint type. - - "looped" - will go in a circle from 1 to the last point and again 1.(minimum 2 points required) - - "in front of back" - 1 point 2 and 3, etc. will go, and then 3 point 2 and 1 ...(minimum 2 points required) - - "get to the end" - when it reaches the end it will stop if there is no intelligence.(minimum 1 points required) - "change intelligence after" - changes intelligence after a specified time. - "intellect" - enter the name of the intellect. - "stand type" pending point
#effects - Disable Bleeding - disables the unit's bleeding from any damage. - Disable damage from - disables damage from a specific object type - Disable damage to - disables damage to a specific part of the body - Damage on death - when a unit dies the selected slot and everything inside the slot takes 100% damage
#Advanced - Accuracy coefficient - (works on old shooting) determines how large the spread in meters will be for a shot, calculated from the formula: - - (100 / offset) * (distance / maxDistance) - - offset - the number you enter in the coefficient field - - distance - distance to target - - maxDistance - visibility distance - - / - division - - " * " - multiplication - Visibility range - the distance in meters at which the bot will see and hear targets (works on old shooting) - Miss chance - the percentage of damage caused if the bot hits the target, where 100 is always a miss. (works on old shooting range) - Random points - where the bot will shoot: arms, legs, head, torso, if shooting is disabled, always shoot at the torso (works on old shooting) - Remove damage to vehicles - if enabled, the bot does not notice the vehicle to which it is glued or does not notice the vehicle in which the player is sitting and the damage is dealt directly to the character. (works on the old shooting) - Pursuit distance is a universal function that is used in pursuit mode, retreat mode, and walk in a group mode. - Flight altitude - helicopter if the bot is a pilot, and points are not specified - The enemy is very close - what will the bot do in such cases. - New shooting - if set to "no" then they will work (Accuracy coefficient, Miss chance, Random points, Remove damage to vehicles) disable the simulation, the new shooting uses weapon ballistics, so it is impossible to accurately determine the location of the hit due to a bunch of factors - rate of fire - speed of shots, only works on new shooting
#- ///////////////////// Dialogs ///////////////////// - - Add - adds a dialog. - - Delete - deletes the dialog. - - Edit - edits the dialog. - - Save - saves the dialog to the server. - - Close - closes the dialogue menu.
#- Create - Edit - dialog: - - Author - The one on whose background the dialogue will be - - Name - The name of the dialogue in English that will need to be entered into the unit. - - Player Text - Player text that will appear on type 2 - - Bot text - which will appear after in the bot's greeting. - - Type of Dialogue - 1 and 2 type (1 ala witcher, 2 ala person) - - Spawn on server Dayz start - required to see this dialog.
#- Dialog - Structure: - - Add - adds under the dialog - - Add to - adds a sub sub dialog - - Delete - deletes under dialog - - Edit - edits for dialogue - - Close - closes the menu without saving.
#- Create - edit for dialog - General: - - Name - just the name is displayed in the list - - Player text - what the player chooses - - Bot text - what is shown in type 2 bot response.
#- Create - edit for dialog - Condition: - - Mark- Mark name from the Mark section - - There is a Mark - if the player has a task, then a dialogue is shown under it. - - Mark conditions are met - if the mark for loot and loot is in inventory or hands. - - Always display - whether or not this one is displayed with the Mark condition - - Number - Mark value range - - The condition is met hide - that is, if the Mark is present, the dialog should be hidden.
#- Create - edit for dialog - Action 1: - - Change intelligence - changes the intelligence of the bot - - Change dialogue - changes the dialogue of the bot - - Change Trader - changes the trader's menu - not implemented. - - Assign a player as a leader - the bot gives the player's group (the player's group is his Steam ID) and the bot walks and protects the player. - - Assign target as a target - the bot starts to consider the player as a target - - Leave group - the bot leaves the player's group and returns to its own - - Open trade menu - shows the trade menu - not implemented. - - Tag - looks for the player's tag - - Give mark - gives a mark to the player by the "mark" field - - Issue a reward - gives a reward to the player for the mark in the "mark" field - - Reset tag - removes the player's tag in the "tag" field - - Issue mark - - Number - the number for the mark (if there is already a mark , then add this number) - - Call function - executes enfusion scripts - description is optional
#- Create - edit under dialog - Action 2: - - Open dialog - opens another dialog, it is convenient if there are many dialogs under the dialogs and thus there can be infinite dialogs - - Back - returns to the same selection that was clicked - - Back back - returns 1 step back. - - Start - returns to the beginning - - Close dialog - closes the dialog.
#- ////////////////////// Waypoints /////////////////////// - Coordinates - - Speed - the speed with which it will move to the next point. - - - Auto - the bot chooses itself. - - - Sprint - very fast running - - - Running - jogging - - - Walking - -Stand - the position of the body of the bot - - Lying - - Sitting - squatting - - Standing - Stay in place for - how long the bot will wait at the point - Unique name - name for changing a specific point through a trigger - Look around - the bot does not see with his back, so he needs to see the target with his eyes in order to react - Trigger radius - the distance at which the point will trigger - Take unit coordinates - if you need the point to be executed but the bot did not change its coordinates
#- Create waypoint for unit Action: - - Radius - search radius. - - Delay - time after how much to execute - must be less than "Linger in place for" - - Action - what to do with the item - - - No - - - take - - - put - - Where - where to look for the item - - - from the ground - - - from container - - - from a dead body - - - from inventory - - Where - where to put the item - - - Hands - - - Inventory - - Container - container class - - Item - item class - - Get into transport - get into any transport, specify the class name - - Place in transport - from 0 (0 is the driver) - - Get out of the vehicle. - - Interact with the helicopter - if the bot is in the pilot's seat, it can control the helicopter. - - Helicopter action - write the helicopter class. - - Altitude - the approximate height at which the helicopter will be located (it may vary depending on the flight speed) - - Speed - the speed at which the helicopter will fly (but it should be borne in mind that before sharp turns the bot will slow down to fit into the turn, and sometimes you need to increase the size of the point trigger so that the bot does not slip through the point and he does not have to return) - - Shoot at coordinates - the bot shoots at the specified coordinates - - Number of shots
#- - Attach - allows you to stick a bot to an object or an object to a bot - the number of sticking is not limited. - - Object names - separated by commas - - Type - - - To object - sticks the bot to an object, for example, to a helicopter to simulate gunner mode. - - - To the player - sticks some object to the bot, for example, stick a shark to an invisible bot - and make it swim - it will seem that a shark is swimming. - - Bone - receives the coordinates of any select inside the p3d model or bot or object and sticks to this point. - - Coordinates - coordinates relative to the center of the object or bot where the initial number is 0 0 0 - - Direction - sets the degree of gluing (may not work correctly) - - Unpin - unsticks an object or bot from an object - - Objects - which object to apply to - - - Object animation - - Objects teleport to - - Spawn trigger - the name of the trigger to be spawned. - - In the point coordinate - change the trigger coordinate to the one specified in the point (if the bot coordinate is specified, it will be the bot coordinate) - - Delete trigger - deletes a trigger by name - - Spawn bots - spawn bots with names - - At waypoint coordinate - spawns at waypoint coordinate - - Remove Bots - removes bots by name from the map - - Call a function - works with the enfusion code (there is a detailed description separately)
#- Create waypoint for Animation unit: - - Name - is set after the selection, to remove it, click on the red cross on the right. - - Delay - after what time to start executing - - Looped - whether to repeat - does not work on all animations - - Type - choose the one that works (it is not possible to programmatically check which one is suitable for a particular animation) - - Search - searches by match case insensitive
#- Create waypoint for sound unit: - - Play sound - 1 or more files are selected - (if there are several, it is played randomly from the list of selected ones) - - Delay - time before starting. - - Duration - execution time. - - Looped - repeat - - Voice - volume - - Voice frequency - playback speed (lower is lower, higher is higher) - - Up Y - the height of the sound point
#- Create waypoint for unit Effects: - - Search - the name of the effect to search for - - Name - selected by clicking on "found effects" - - Delay - time before execution. - - Duration
#- Create waypoint for unit Customization effects: - - Cone angle - - Limit Offset - - Random Angle - - Random Rot - - Sort - Wind - - Repeat - LifeTime By Anim - - Anim Once - - Rand Frame - - Life Time - LifeTime R&D - Effect Time - - Current Time - Active Particles - - Avelocity - - Velocity - Velocity RRD - Air Resistance - - Air Resistance RRD - - Size - Stretch - - - Birth Rate - - Birth Rate Rnd - Gravity Scale - Gravity Scale Rnd - - Spring - - Up
#- ///////////////////// Trigger ////////////////////// - - Author. - - Name. - - Coordinates. - - Form type. - - X axis - - Z axis - - Y axis - - Trigger height - the height of the form along the Y axis - that is, the height at which if something appears above the Y coordinates and the condition matches, then it fires - - Type - Static is set and can change position only if spawned inside another trigger or point, dynamic is tied to the coordinates of the bot whose name is written - - Bot name - - Height offset - by default, the bot's coordinate is the coordinate at the level of the feet.
#- - Repeated execution in the trigger - if the conditions are set to search for an object, quantity or other conditions that do not require changes, then the trigger will be executed indefinitely after each period of time set here. - - Delay before launch - how long the trigger will start working after spawn. - - Auto delete trigger after - how long to delete the trigger after spawn. - - Coordinates shifted by target - the center of the trigger is shifted to the coordinate of the target on which the condition worked - - Trigger center coordinates are shifted randomly when the condition is met, without changing the location of the trigger - - Time on server Dayz - time on your hosting. - - Spawn time - at what time according to your hosting time you need to spawn the trigger - - Spawn day - according to your hosting when you need to spawn - - Spawn on server Dayz startup.
#- Create trigger - Condition: - - Activated on ... - on whom the trigger will work in the blocks below, consider the letter in brackets - - - A- animal - - - Z - zombies - - - P - Player - - - B - Bot - - Entered - Entered the trigger area - - Combat stance - stood in a combat stance of impact or aiming - - Dropped an item - used a throw on an item - linked to the item field - - Moved - the distance to the center of the trigger has changed - - Tracking Animation - the animation of the items is also checked and executed if the conditions match. - - - Exited - exited the trigger area - - Taken damage - - Picked up an Item - picked up an item from the ground - - Item in inventory - whether there is an item in the inventory is checked by the items field - - Objects inside - the number of objects inside the trigger is checked - - - Shot - fired from a weapon. - - Activated the waypoint - the bot stepped on the waypoint with the name in the "unique name of the waypoint" field - - Removed an item - picked up an item from the ground - - Bullet - the bullet hit the trigger area - the target is the one who fired - - Target - if the bot has targets, a trigger works on them. - - - Died - - The hand slot has been updated - if something new or missing has appeared in the hands. - - - Killed - and the choice of whom. - - Inflicted damage -and the choice of whom. - - Number of objects - the number of living objects inside the trigger, if 0 it works immediately upon spawning and repeats according to the "Repeated execution in the trigger" condition - - Items - a list of items for which the trigger is triggered by the condition, (thrown away, picked up, in inventory, removed, updated hand slot)
#- - Objects animation - Objects animation animation name and position - - Objects - the name of the object on which the trigger will work (a class is needed) - - Animation of the object (if the object has the desired animation and its position) - - Unique waypoint name - for the "Activated waypoint" field - - Active tags - the name of the quest that the player has - - Number - the number of active tags is equal to or greater than - - Active slots - active slots, for example, there is something in the hands or there is a bandage or there is something on the head.
#- Create trigger - Other actions: - - Create units - creates bots according to the list - - In trigger coordinate - - Spawn a container - you need a class name or a name from the containers column - - In trigger coordinate - - Delete container - need class name inside trigger - - Spun an object - - In trigger coordinate - - Coordinates - - Object animation - - Delete object
#- Create trigger - Bot action: - - Bot name - separated by commas - - Damage - - Change intelligence - - Change dialogue - - Symptom - - Kill - - Delete bot - - Skip waypoint - - Assign the target as a target - according to the condition, who the trigger reacts to becomes the target for all bots who are in the list the name of the bot - - Reset assigned targets - resets the list of targets - - Assign a target as a target - to everyone who is in the trigger - all bots who are in triggers receive the target of the one who fulfilled the conditions of the trigger - - Shoot at coordinates - trigger center or center offset - - Number of shots - - Reassign waypoints to trigger coordinate - this way you can change the coordinate of the named waypoint
#- Create trigger - Other actions: - - Create units - creates bots according to the list - - In trigger coordinate - - Spawn the container - you need a class name. - - In trigger coordinate - - Delete container - need class name inside trigger - - Spun an object - - In trigger coordinate - - Coordinates - - Object animation - - Delete object
#- - Spawn trigger - name of the trigger or triggers separated by commas - - In trigger coordinate - - Spawn at server Dayz start - after spawning a trigger with this parameter, it will spawn after server Dayz restart. - - Delete trigger - if the field is empty the trigger will delete itself after execution - - Objects - class names - - Animation of the object - changes the animation of the desired object - - Object teleport to - - Items teleport to - items from the conditions.
#- - Play sound - if the sound is greater than 1, a random one from the list is performed - - Give a label - the name of the label. - - Number - labels. - - Delete label - - Spawn when the server Dayz starts, after the trigger is executed, this data is saved, that is, if the trigger spawned not the server Dayz start, but another trigger or point with saving enabled after execution, it will spawn when the server Dayz starts - - Send message - to chat - - Call functions - described in a separate instruction below, you can call Enfusion script code
#Checkboxes in the trigger that do not load the server at all since they are tracked on the client side, you can set at least 1000 at least for 10,000 meters, the load will be only when the trigger fires only at the moment of operation: - Player: - - Went - - came out - - active slot - - item in inventory - - item animation - moved out of place - - label
- Events are executed only when an event happens, they also do not load the server Dayz until an event occurs at least 1000 at least 10,000 meters, the load will only fire the event to execute the trigger - - killed - - died - - took damage
#- ////////////////////// Mark //////////////////////////// - - Add - - Delete - - Edit - - Save - if the file is not saved, the file will not work - - Close.
#- Create and edit mark - - Author - - Title - title in English - - Label type - - - Bring an item - the markwill be executed when the player has the desired item in his hands or inventory and it is selected in the dialog to execute the mark. - - - Simple mark - if it is selected in the dialog to execute the label. - - Bring item - item class name or separated by commas - - Reward - item class name or separated by commas - - Spawn at server Dayz startup - a required parameter if you need to enable the flag, including without restart.
#- ///////////////////// SET ///////////////////// - - Add - - Delete - - Edit - if you click edit set, change the name and save, then the old set can be loaded from downloads as a result, this is a way to copy the set - - Save - - Close
#- Create and edit a set: - - Name - associated with the field of the set in the unit, container, technique. - - Search - searches by class name or description - - Found items - the add button adds if the bot has a place in the inventory, the "C" button copies the class name to the clipboard. - - Equipped items - consider the order for weapons, first spawn the weapon itself, then its body kits - - Author - - Type - - - Unit - loot will spawn on the unit when it spawns. - - - Container - in a container. - - - Car - spawns in inventory - - - Boat - spawns in inventory - - - Helicopter - spawns in inventory - - M-F, he is also a class - to determine the capacity if and the appearance.
#- ///////////////////// Deleting objects ///////////////////// - - Field with object types - - - The field with the "all" type shows everyone who is spawned through the mod, the system dayz is made so that it is impossible to spawn a unit with the same name if there is already a live unit with the same name on the server. the same with almost all points. - - - Quest field - shows all the tasks that are taken from the players - you can delete them if you decide to reset the task, it is not shown in the "all" field
#/////////////////////////////////// Call function ///////// ///////////////////// same parameter in 3 places 1. Other actions in the trigger 2. In dialogs execution 1 3. at the Point. In fact, this is the direct code of the DayZ Enscript game and, in fact, it is a programming language, which means it is difficult and not just to press buttons, but it is a debag function, before adding a button, we test it here.
#new tags for "call a function" target - as a rule, on whom the trigger is executed parent - the opposite of target - or if the killer is target then parent is killed and vice versa, etc. child - if target is a vehicle then child is pilot 1 if not then pilot 2 hands - hands or target , or parent , or child crewarray - an array of all who are in the vehicle if the vehicle is target or parent or child itemarray container array if loot is target or parent or child or hands this is for a separate execution of the mod dayz function Botfunctions AIfunctions
For example Botfunctions.Add_Task_Server("kill",uid,"76561198197506368",1); - make a mark kill - label name uid - ID of the person who receives "76561198197506368" - tag author 1 - number for label
but you need to know the UID of that, which means you need to execute this code before the label
PlayerBase user = PlayerBase.Cast(child); PlayerIdentity identity=user.GetIdentity(); string uid=identity.GetPlainId(); Botfunctions.Add_Task_Server("kill",uid,"76561198197506368",1);
Yes, it's more difficult than pressing a button, but it's faster than waiting for us to add the execution option you need I will add more parameters and examples
#Helicopter Interaction - Immediately start the engine at full power SetAnimationPhase("hide_start", 1.0); SetAnimationPhase("hide_rotor", 1.0); HeliTest_SIB veh_current_sib = HeliTest_SIB.Cast(veh_current); veh_current_sib.set_botmap_m_rotorSpeedWanted(1.0); veh_current_sib.set_botmap_m_rotorSpeed(0.5); - Enable autopilot SetAnimationPhase("reservev1", 1.0); - Turn off autopilot SetAnimationPhase("reserve1", 0); - Stop the engine target.SetAnimationPhase("hide_start", 0); target.SetAnimationPhase("hide_rotor", 0); target.SetAnimationPhase("rot2_h_start",0); target.SetAnimationPhase("rot2_h_blur_end",1); target.SetAnimationPhase("rot_h_start",0); target.SetAnimationPhase("rot_h_blur_end",1); HeliTest_SIB sib=target; sib.set_botmap_m_rotorSpeedWanted(0); sib.set_botmap_m_rotorSpeed(0);
#Interaction with Gunner Mod - Put in place in the transport. user.ToInTransport(veh, location) - Put in place the gunner user.ToInTransportGunner(veh,crew) - Drop off in vehicles user.ToOutTransport() - Drop off the gunner user.ToOutTransportGunner() - Block landing on 0 place veh SetLockIn(0); - blocking the exit from 0 place veh SetLockOut(0); - blocking the landing on the 0 place of the gunner veh.SetLockInGunner(0); - blocking the exit from the gunner's 0 place veh SetLockOutGunner(0); - remove the lock landing on 0 place veh.SetUnLockIn(0); - remove the blocking exit from 0 place veh.SetUnLockOut(0); - remove the blocking landing on the 0th place of the gunner veh.SetUnLockInGunner(0); - remove the blocking exit from the 0 place of the guner veh.SetUnLockOutGunner(0); - complete clearing of locks veh.ClearLock(); veh.ClearLockGunner();