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DayZ Standalone bots..

Newbie Spellweaver
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I have a weird problem when I use this mod, the bots spawn, but when the Zombies come close to them, they disappear... Did that happen to anybody else ?
edit: I mean, the zombies disappear, not the AI
 
Last edited:
Experienced Elementalist
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Kinda where I am lost too, my idea would be depbo the client then add these files, however the server pbo is obfuscated.. I was able to find a deobsfucator but it's paid

If I can get this working ill upload the pbos for everyone.
 
Newbie Spellweaver
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yeah i just tryed to pbo those files up and no luck
 
Experienced Elementalist
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it's because it's just the update for 2.12, we're pretty much screwed unless we can completely depbo both the client and server of 2.11 and then add this update from 2.12 into there.
 
Newbie Spellweaver
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I also tried to pbo the update and add the files that were missing in the client side, no luck.
An yeah, can't un-pbo the serverside pbo either, so I don't know what we could do
 
Newbie Spellweaver
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if someone would slip into our dm's and post us the new version it would be excellent :eek:tt:
 
Experienced Elementalist
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if someone would slip into our dm's and post us the new version it would be excellent :eek:tt:
Pretty sure these scripts floating around are all we have atm. Would be good though, haven't been able to bother with the game due to the crashes
 
Junior Spellweaver
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Here's the scripts for 2.12 again.
I have a friend working on putting it all back together just give him some time.
Its the same friend who cracked version 2.06
 
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Newbie Spellweaver
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make pbo for serverside script...
you have to rename modfolder to BotSoldier_ServerScripts

+ compress


config.ccp...


class CfgMods
{
class BotSoldier_ServerScripts
{
dir = "BotSoldier_ServerScripts";
picture = "";
action = "";
hideName = 1;
hidePicture = 1;
name = "";
credits = "";
author = "VasiliyP";
authorID = "0";
version = 1.0;
extra = 0;
type = "mod";
dependencies[] = {"Game","World","Mission"};
class defs
{
class gameScriptModule
{
value = "";
files[] = {"BotSoldier_ServerScripts/3_Game"};
};
class worldScriptModule
{
value = "";
files[] = {"BotSoldier_ServerScripts/4_World"};
};
class missionScriptModule
{
value = "";
files[] = {"BotSoldier_ServerScripts/5_Mission"};
};
};
};
};
class CfgPatches
{
class BotSoldier_ServerScripts
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};


this is mission chernarus v.2.12

 
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Newbie Spellweaver
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Thanks a zillion times for all of this, but i'm not sure I understand the instructions, especially the renaming part. What folder do we have to rename exactly ? The folder in your archive ? Or is it the @botserverSide we already have in our DayZserver folder ?
There's the possibility I may be too stupid to make this work

edit: Tried different things, never got it to work :/
 
Last edited:
Newbie Spellweaver
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making a pbo needs a startfolder...this folder is allways on drive.... P (Workdrive)
put the serverscripts in this folder...and rename it to BotSoldier_ServerScripts
PBO need allways a config.cpp and the resource/data...
scripte can be run as GAME,WORLD or MISSION
here we have 4World scripte...
means we need a subfolder... called 4_World and config.cpp

mave12[SIZE=5 said:
]

class CfgMods
{
class BotSoldier_ServerScripts
{
dir = "BotSoldier_ServerScripts";
picture = "";
action = "";
hideName = 1;
hidePicture = 1;
name = "";
credits = "";
author = "VasiliyP";
authorID = "0";
version = 1.0;
extra = 0;
type = "mod";
dependencies[] = {"Game","World","Mission"};
class defs
{
class gameScriptModule
{
value = "";
files[] = {"BotSoldier_ServerScripts/3_Game"};
};
class worldScriptModule
{
value = "";
files[] = {"BotSoldier_ServerScripts/4_World"};
};
class missionScriptModule
{
value = "";
files[] = {"BotSoldier_ServerScripts/5_Mission"};
};
};
};
};
class CfgPatches
{
class BotSoldier_ServerScripts
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};



SirBrando - DayZ Standalone bots.. - RaGEZONE Forums

now you can start to make the BotServerSide.pbo...
all the files from folder will convert to a pbo file...name of folder = name of the pbo
this is 1/3 of a working Mod...next build ClientSide.pbo

missionfile i droped a few post´s befor...that´s all we need

Use key AIBotV2 from v 2.11


ScriptPBO´s need no Texheader bin



i deobfuscate the serverside.pbo ....v.2.12 ...that´s why i posted the script´s

same like v.2.06 in the past




both part´s must be on your server the @botclientside and the @bot serverside... the botserverside is only on your server
the Botclientside must published on steam


here we go ...the Botclientside.pbo from v 2.12...cause i´m a nice guy
grab all the files from my links...because strike is incoming
the DEV of this mod is very acurat with the bannhammer ^^

p.s
send me locked pbo´s for cracking
 
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Newbie Spellweaver
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Thanks, I downloaded your files, thank you very very much.
I have hard time packing the files into a pbo, I can't pack the 2 files (the folder + the config.cpp) with the program I use, I can only pack single folders.
 
Experienced Elementalist
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Huge thanks for this, ill keep and reup if it gets taken down. The dev of this mod is a scumbag whole stole the AI from expansion I believe. This guy deserves piracy. Either way this project will be dead the second EAI drops for free :) until then time to keep this up and alive. No mod is worth 250$
 
Newbie Spellweaver
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Huge thanks for this, ill keep and reup if it gets taken down. The dev of this mod is a scumbag whole stole the AI from expansion I believe. This guy deserves piracy. Either way this project will be dead the second EAI drops for free :) until then time to keep this up and alive. No mod is worth 250$

Yeah, when I went to his website and saw that he was selling his mod like 170 euros, I just laughed out loud. 4 times the price of the game WTF
 
Newbie Spellweaver
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this mod have still a way to go...still buggy, the open door´s feature is weak...bot´s still stuck in houses... etc
the waypoints suck...blablabla, the noreload for Ai...is a joke
and the price paah...features like bot grab a weapon from ground...never

i tested the eAI mod aswell... and this mod feels more stable as v.2.11 - 2.12
enfusion framework is the future
 
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