DayZ
AI ABDUCTORS
65 Comments
ҜĦΔØŦƗĆ 16 Jul @ 6:38am 
absolute legend agent001 thank you that would be great at the abductors just stun us to death right now lol
Dr. Berry 16 Jul @ 12:54am 
Cant compile world, need the grave cross type to start the server. I dont wanna use the expansion content but the IA, but I also love the idea of this mod. i hope you can remove the dependency.
agent001  [author] 15 Jul @ 8:10pm 
Yes I can add it. Give me some days until life slows down around here
ҜĦΔØŦƗĆ 15 Jul @ 7:01pm 
would it be possible to add the x2 taser mod please? and thank you for the reply, if not would you allow us to make override for it...
agent001  [author] 15 Jul @ 6:41pm 
@ҜĦΔØŦƗĆ
Probably. Unless it uses "Bullet_Expansion_Taser" it won't work. You can set any melee KO to trigger abduction now if you really don't want to run weapons. Regen your config if you don't see melee options
agent001  [author] 15 Jul @ 6:38pm 
@Dr. Berry it should be good to run without weapons. I need to update description. Ranged weapons should not make you abducted only melee or whatever else you define in the config
ҜĦΔØŦƗĆ 15 Jul @ 6:47am 
for some reason were not getting abducted anymore, could that be because i dont use expansion weapons and instead for the taser i use x2 taser mod by not a banana
Dr. Berry 15 Jul @ 2:36am 
Can I use this mod without Expansion weapons? Also getting uncon by gunshots make you go abducted?
fausz 23 Jun @ 12:10pm 
Can you set it up so everytime they knock you out (unless there's another player near you or something like that), even with bullets, they can abduct you?
⛧Cympak⛧ 20 Jun @ 3:28pm 
Update the description of the config and the description of each function in all your mod's, especially in this one.
That Guy 13 Jun @ 12:53am 
you did sorry for the double post. works fine!
agent001  [author] 12 Jun @ 8:45pm 
I answered him in discord but for anyone else: Taser always works. To disable just dont give it to the AI
That Guy 11 Jun @ 9:25pm 
if melee is enabled as an option, does the tassr still work? Or is it either/or
That Guy 5 Jun @ 6:08am 
Amazing update!
agent001  [author] 1 Jun @ 4:45pm 
@nvc I reread your comment, I glossed over the "try fail" part. After going back and looking you are absolutely correct there is a small issue with early return. Easy fix and I will soon on the next update. Thank you I appreciate the feedback on the mods
agent001  [author] 1 Jun @ 4:24pm 
@nvc
I was just abducted 3 times in a row. When I work on this mod next I will make sure to look very closely that something isnt amiss but from what I see it's working fine.
nvc 1 Jun @ 2:06am 
Might be something with wrong abduction chances. Seems like as soon as abduction try fail triggers, it automatically fails any subsequent taser hits. I set chance to 50, spawn an AI, get tased, get abducted. Then repeat, and as soon as taser hit didn't trigger an abduction, all following taser events won't trigger it also, and I got tased like 20 times, none of which worked,
agent001  [author] 31 May @ 8:29pm 
Thats awesome ! And if you had anything to do with it thank you
That Guy 31 May @ 12:20pm 
@agent001 TerjeMedicine mod now treats tasers as non lethal meaning no more bleed outs naked while looking for my barrel!
agent001  [author] 29 May @ 9:51am 
Technically anything that fires "Bullet_Expansion_Taser" will trigger the abduction. You could create your own weapon that uses that bullet.
But at the moment is not possible strictly by the mod. Perhaps in a future update.
AXER 29 May @ 5:40am 
Brillant idea. Is it possible to change taser with something more "bandit" ?
Sweet Willow 28 May @ 5:26am 
ok thank you ill try again x
agent001  [author] 26 May @ 6:27am 
@Sweet Willow
You probably don't have the required mods or they are not installed properly. Check the description for the requirements. Make sure they are installed successfully then you should have no issue with this mod.
Sweet Willow 26 May @ 3:18am 
Im so excited for this but i added it and i just keep getting that world script error thing :(
(I'm new to this lol)
That Guy 25 May @ 5:58am 
I just noticed that the "Looting Behavior" is wrong should be only bandages or nothing or you will get shot with your own weapon :)
That Guy 25 May @ 5:56am 
the loot barrel in multiple tests stays on the same floor, never directly below me on ground floor cells or anything.
agent001  [author] 25 May @ 5:52am 
@unicornsmustdie
Thanks for posting your information here. There isn't anything I can do about Terje Medicine if it is trreating tasers like bullet wounds. The author of that mod will need to correct that. But that is good to know. Regarding loot barrel placement I will add more fine grained control in a future update. Regarding the AI looting your weapons and shooting you... HAHAH thats why I love dayz and AI. So unpredictable sometimes.
xenymbus 25 May @ 4:32am 
@unicornsmustdie:

thank mate for sharing your knowledge and settings with us. it's things like this that make a good community, no matter what game it is. great!

I'll take a look at it on the test server and give feedback... :steamthumbsup:
That Guy 25 May @ 12:22am 
A fix may be for the excessive wounds (using Terje Medicine) might be reducing the number of AI (mine was set to five as you can see below). Oh and I forgot, turn on "unlimited reload" on the taser in the AIPatrolSettings.json (and make sure you only give them a taser in the config -see Agent001's post in the discussions). I had my AI run out of ammo and overwhelm me and punch me to death.. /END.
That Guy 25 May @ 12:19am 
continued because of Steam's 1000 character limit like it's 1995:
"DamageReceivedMultiplier": -1,
"CanBeTriggeredByAI": 0,
"MinDistRadius": -1,
"MaxDistRadius": -1,
"DespawnRadius": -1,
"MinSpreadRadius": 1,
"MaxSpreadRadius": 100,
"Chance": 1,
"WaypointInterpolation": "CatmullRom",
"DespawnTime": -1,
"RespawnTime": -2,
"LoadBalancingCategory": "",
"UseRandomWaypointAsStartPoint": 1,
"Waypoints": [
[
13539.5,
3,
6342.3
]
]
},
That Guy 25 May @ 12:18am 
my AIPatrolSettings.json entry
"Patrols": [
{
"Name": "Test Abduction",
"Persist": 0,
"Faction": "East",
"Formation": "RANDOM",
"FormationScale": -1,
"FormationLooseness": 0.5,
"Loadout": "MVDLoadout",
"Units": [],
"NumberOfAI": 5,
"Behaviour": "HALT",
"LootingBehaviour": "WEAPONS | BANDAGES | UPGRADE",
"Speed": "WALK",
"UnderThreatSpeed": "JOG",
"CanBeLooted": 1,
"UnlimitedReload": 1,
"SniperProneDistanceThreshold": 0,
"AccuracyMin": -1,
"AccuracyMax": -1,
"ThreatDistanceLimit": -1,
"NoiseInvestigationDistanceLimit": 0,
"DamageMultiplier": -1,
That Guy 25 May @ 12:16am 
Finally, the radius for the barrel seems to work in 3D -I cannot confirm this yet because I bled out every time before reaching it. But trying it on a random flat and open location, I did find the barrel within the radius, no problem. If you teleport to Storoz, make sure you take x y z on the courtyard side cells and set the distance to 5m like I did, to ensure the barrel doesn't end up on the outside of the prison (which is on a hill with sea below). I have posted screen shots on my profile (and link to my server if you want to try -spawn at Solichny and head towards the Solichny extraction point. Get 400m between you and it first to ensure spawning of AI.) I will try to post snippets of my config files now.
That Guy 25 May @ 12:16am 
@Xenymbus I was going to share some things with you. First, the loadout has been covered by Agent001 -the key things is using Slotname "Hands" to equip a hand gun to AI (instead of Shoulder). This is undocumented and Salutesh on Github still hasn't made a page for Loadouts.json yet (https://github.com/salutesh/DayZ-Expansion-Scripts/wiki/%5BServer-Hosting%5D-How-to-create-AI-Loadouts) . That being said, I learned a few other things. First, infinite ammo in your AIPatrolSettings.json needs to be on. Then, turn OFF looting or limit it to bandages. I was tased, robbed of my gun, shot in the face and died with looting of weapons on. Third, if you run Terje Medicine, it seems to treat taser hooks like bullets. I bled out every time I successfully got abducted to Storoz, before reaching my loot.
xenymbus 24 May @ 2:03pm 
@agent001:

thanks for this and all your mods and your free effort for the DayZ-community :steamhappy: :steamthumbsup:

... just my 50 cents.
agent001  [author] 24 May @ 1:51pm 
@MEGA MAX
Don't use the mod if you have an issue with it. I made it for my server and I turned it into a public mod because.. why not.
agent001  [author] 24 May @ 1:47pm 
Dude its right there in the description.
Expansion asset as the abduction barrel inherits from gravecross
Expansion AI for the ai
Expansion weapons for the taser

Or just run bundle !
MEGA MAX 24 May @ 1:20pm 
@agent001
ok maybe you can explain again what is the minimum list of mods needed?
agent001  [author] 24 May @ 10:34am 
@MEGA MAX you don't know what your talking about. I would try to explain but its already explained above. Everything you said is in error or flat out wrong.
That Guy 24 May @ 10:02am 
agent001 I can't get AI to spawn in with a taser, also not sure if needs to be on slotname and which -shoulder does not work for hand guns. Could you paste your loadout in a discussion please?
MEGA MAX 24 May @ 9:14am 
author no offense, but this is crap.
a whole bunch of mods it is not clear what for.
I think only expensin ai and core are needed.
it will be ideal if you adapt.
because on other maps it does not work
I am making a stalker project and it does not work on the aod map.
at the moment you need to connect 6 mods for it to work - this is nonsense.
reduce dependencies only for core and ai
agent001  [author] 23 May @ 7:10pm 
@ruger Thats great! You're welcome, enjoy!!

@unicorn
If you run dynamic ai just use locations and set up a test area. Or adjust one of your T menu loadouts and spawn AI that way to test.
Ruger 23 May @ 6:14pm 
@Agent001 Turns out I was running expansion that was not set up with the bundle. I installed the Bundle and it's now working great! Thank you for the great mod!
That Guy 23 May @ 3:25pm 
I was going to but first tests are negative, I had cops with policeloadout.json equipped with the expansion taser and mag but they opened fire on me anyway. it takes time because i can't spawn cops everywhere in my setup so every iterarion of my files takes time to test. I think I made an error with equipping the taser in the loadout.
xenymbus 23 May @ 2:33pm 
@unicornsmustdie:

it would be great if you could share your config. thank you very much!

:steamhappy: :steamthumbsup:
agent001  [author] 23 May @ 12:52pm 
@ruger I would guess you don't have all the required mods installed. Its hard to say with so little information given, you are welcome to go to discord and post your error.
Ruger 23 May @ 10:23am 
I am getting a "compile error" when adding the mod to the server for AI Abductor. Any ideas on how I can resolve this?
That Guy 23 May @ 9:55am 
@xenymbus, sure see other comments, I misunderstood, making new loadout now for these abductors and when it works I will post my config here (in discussions likely)
That Guy 23 May @ 9:53am 
Agent now I get it, thanks for explaining.
agent001  [author] 23 May @ 9:45am 
This was made with the idea of my servers cultists in mind who live in an outdoor camp. The barrel gets placed in a safe location somewhere around the waking player. As it is right now you won't be able to have the loot barrel spawn in a particular room but that will be on my radar for a future update
agent001  [author] 23 May @ 9:41am 
@unicornsmustdie
You give tasers to the ai you spawn via expansion, dynamic, airborne or any other method. Then when those ai abduct you you go to the location specified in the config.
Ai abductors does not spawn ai to roam the map. It enhances ai eqquipped with a taser. The only ai this mod will spawn (optionally) is in response to an abducted player waking up.