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AI BANDITS and SpawnerBubaku

SpawnerBubaku is server side mod that allows spawning various entities by using trigger mechanism in places, where they cannot be spawned using Bohemia Interactive default spawning mechanism. Such locations can be for example underground bunkers or any other underground areas, locations above the ground such as oil rigs, custom locations made in DayZ Editor and so on. A trigger is basically an area which when crossed will perform an action ... spawn something somewhere in this case. It can be a box, it can be cylinder, it can be just line or a simple point. AI Bandits can use this mod to populate all of your weird areas. The process is very similar to AI route setup, but you get coordinate for the trigger and a coordinate for spawnpoint, the json file is very intuitive and easy to understand. The most important part for the AI Bandits is this one:
It is a string with the name of the trigger, it can be informative BUT if this name matches with a group name from the AI Bandits config, it allows to trigger spawn that group with SpawnerBubaku
In this case SpawnerBubaku takes over the spawning of the AI, but retains all the values specified in the original AI Bandits config, that includes NPC names, gear, weapons, loot and even dog. Whatever data is in default "bubakProps:" no longer matters and is replaced by DynamicAIB.json
For smoother experience you should set up the possition of the group you want to spawn with SpawnerBubaku in AI Bandits config so, that said group will NOT spawn on the map initially, you can achieve it by setting something like this in DynamicAIB.json.
Snipers CANNOT be spawned by SpawnerBubaku, only normal patrols
"name": "TestName",
"faction": "Guards",
"waypoints": ["50000 50000 50000"],
These very high coordinates make sure that this group initially spawns OUTSIDE of the map and is ready for being called by SpawnerBubaku trigger to spawn elsewhere.
PLEASE NOTE THAT UNDER CERTAIN CONDITIONS THE AI MAY WALK THROUGH WALLS AND INTERACT WEIRDLY WITH THE SURROUDINGS. THIS IS CAUSED BY BAD (OR NONE) NAVMESH. THIS HAPPENS ESPECIALLY IN AREAS MADE IN DAYZ EDITOR AS DAYZ EDITOR DOES NOT CREATE NAVMESHES ON ITS OWN. FOR PROPERLY WORKING NAVMESH YOU HAVE TO USE BULDOZER (TERRAIN BUILDER) AND GENERATE THE NAVMESHES YOURSELF. ITS A BOHEMIA INTERACTIVE THING AND MODDERS CANNOT DO ANYTHING ABOUT IT
ALTERNATIVELY YOU CAN USE SOME SORT OF DELAYING MECHANISM LIKE TIMED DOORS, GATES OR DELAYED TELEPORT TO PARTIALY PREVENT THIS BEHAVIOR. AREAS MADE IN DAYZ EDITOR REQUIRE SOME TIME TO INITIALIZE, USUALLY 5 TO 10 MINUTES DEPENDING ON THE SIZE
