DayZ
Airborne AI
Showing 1-9 of 9 entries
Update: 16 Jun @ 9:22am

- AI no longer jump if the spotted player is in a safezone
- Player messages no longer displayed if in a safezone
- Fixed crashlog on server restart
- Automatic cleanup of stuck paratroopers
- Added support for more factions

- Air support flare
When fired this flare summons a friendly aircraft to the players position. If the player can be spotted paratroopers will deploy. These paratroopers will always be the same faction as the player who fired the flare. These paratroopers will always use the first loadout defined in the config.

- Air assault flare
When fired this flare summons an aircraft to the players position. If anyone can be spotted paratroopers will deploy. These paratroopers will follow the config settings for faction and loadout

- PsyOps flare
When fired this flare signals to any passing aircraft that friendly forces are on the ground. This may fool the aircraft into not deploying paratroopers. It is not a 100% chance to fool them and the chance is reevaluated several times during a flyover. Use these as a last resort to make it to cover.

Update: 18 May @ 8:44am

- made ai more floaty when parachuting
- added some config error handling
- added default faction to cover misspellings in the config
- now supports multiple loadouts in the config. Will choose randomly unless linked
- now supports multiple factions in the config. Will choose randomly
- now supports linking loadouts to faction (ie: if randomly selected a faction always gets its linked loadout and no other faction does)
- quest triggered aircraft now spawn in a random position 2.5k from the triggering player. This ensures timely arrival of the aircraft to the quest location
- adjustable aircraft speed
- included custom aircraft sound. You choose to use it (default) or use the expansion airdrop plane sound (requires missions)
- optional night flight toggle. You can prevent aircraft from flying at night

Update: 7 May @ 7:01am

Updated today
- added safezone check. Does not use expansion safezones so you can have non-safezone no fly areas
- added check for expansion territories. Player will not be targeted for overfly if they are inside an expansion territory
- added option for minimum players for any aircraft to spawn
- fixed issue with overfly path generation. Should not be able to find any dead spots now
- fixed issue if server did not have expansion missions. Now there will be no sound AND no script issue

Update: 4 May @ 6:45am

New features
overflyRandomPlayer The aircraft will take a route that will fly over or near a random players position.
minPlayersForOverfly The min number of players before overfly is active. Under this number and aircraft have normal random destinations.
quest hook Using init.c you can now trigger aircraft spawns via quest. The spawned aircraft will attempt to overfly the player that triggered it. See ⁠Expansion Mods⁠ for details on quest hooks and see the airborne ai config instructions for the correct function call to use.
new ai behaviour Looping patrols. Land, move and patrol the area indefinitely in a randomly sized circle around the area the player was spotted.
aiDespawnDistance New setting for min distance from players AI will start to despawn

Improvements
admin spawn aircraft no longer break the system
staticPlaneSpawnPosition now supports multiple locations. The mod will randomly cycle through the positions.
They should be formatted as staticPlaneSpawnPosition = "123 123 123, 456 456 456, 789 789 789"


Delete your old config and restart server to regenerate new config

Update: 1 May @ 8:13pm

- fixed engine noise bug (sometimes didnt stop)
- hopefully fixed sometimes invisible aircraft bug

Update: 30 Apr @ 5:24pm

added staticPlaneSpawnPosition option

Update: 29 Apr @ 7:05pm

fixed script warnings

Update: 29 Apr @ 12:25pm

Update: 28 Apr @ 10:51am