The Hebrew Hammer 10 Posted October 11, 2012 Is it possible to make this available for mapclick? Meaning if I'm the group leader, and I want to garrison my unit in a compound, I simply use an addAction and click the area I want them to go? Share this post Link to post Share on other sites
zorilya 0 Posted October 12, 2012 no probs. man thanks ---------- Post added at 04:31 ---------- Previous post was at 04:29 ---------- Is it possible to make this available for mapclick? Meaning if I'm the group leader, and I want to garrison my unit in a compound, I simply use an addAction and click the area I want them to go? i've been toying with this idea today actually but not map click, rather trying to get it to work as standard if the target fora move command is a building. i think it might work better for team leading. next on my list i think :) Share this post Link to post Share on other sites
The Hebrew Hammer 10 Posted October 13, 2012 Awesome, I tried it myself and didn't get very far. Share this post Link to post Share on other sites
zorilya 0 Posted October 14, 2012 Updated to v1.4 link: https://rapidshare.com/#!download|964p7|3899488161|Garrison_script_v1.4.rar|6|0|0 Changelog v1.4 Added : indoors check to control behaviour i.e. crouching on roofs and balconys (works better than the old top third check); Added : check for watch towers (and other buiildings) to avoid 3 units garrisoning the one tower (who makes a one man watch tower with 3 positions? who does that?) Added : vision obscured check to stop units looking in useless directions. Changed : increased time that script waits for a patrol group before exiting to 4 minutes to handle yet more pathfinding issues. still got more work to do to get the units to be more aware indoors. working on it when i can :) Share this post Link to post Share on other sites
darkxess 60 Posted October 14, 2012 zorilya love the script mate, but now as there are 7 files in the download, mind giving more details on how to use them all? could do with some example missions too showing exactly how to do things using all this. Thanks - Armaholic informed on your update :) Share this post Link to post Share on other sites
zorilya 0 Posted October 14, 2012 (edited) they are all executed by the garrison script, however i might post a video about the features so people can better understand them. the extra files are just functions that i've added for the intelligent looking around, indoors check and the building exceptions list. nothing requiring extra input :) Edited October 14, 2012 by zorilya Share this post Link to post Share on other sites
-CSLA-ZerXen 10 Posted October 20, 2012 Hello Zorilya, I absolutely love your script. For the fun of it, I integrated it into one of the CWR2 Domination missions for town protection groups (now a certain amount of groups protecting cities go inside buildings). It's still your 1.3 version for now as I just found out you made update to 1.4, so will update soon I guess. Still many thanks for your work. One picture of your script in CWR2 environment here. Additionally, of course you are in credits for this mission that we play in our humble "two people clan server" and you can get the mission file and more info here. Share this post Link to post Share on other sites
Kommiekat 12 Posted October 21, 2012 Hey zorilya, Pls don't forget those turorial vids. I really need some one to hold my hand on this. Thx! Share this post Link to post Share on other sites
zorilya 0 Posted October 21, 2012 (edited) glad you enjoy it man but you gotta get the 1.4 in there to stop the units looking so gormless (staring at walls) hehe ---------- Post added at 12:57 ---------- Previous post was at 12:56 ---------- Hey zorilya,Pls don't forget those turorial vids. I really need some one to hold my hand on this. Thx! thankyou for reminind me i will do them right now Tutorial video up on my youtube now link : enjoy and check out the other videos i've released explaining the features Edited October 27, 2012 by zorilya Share this post Link to post Share on other sites
zorilya 0 Posted October 27, 2012 added a couple more videos describing up and coming features. https://www.youtube.com/zorilya Share this post Link to post Share on other sites
-Snafu- 79 Posted October 28, 2012 Nice videos, 1.5 is looking great. Share this post Link to post Share on other sites
zorilya 0 Posted October 28, 2012 Updated to v1.5 link to forum and DL: http://www.armaholic.com/forums.php?m=posts&p=130017#130017 enjoy folks :) Changelog v1.5 Added : cqc reaction funtions. Units are now more aware of enemies when they fire round close by and look in a logical direction. Added : garrisoned units can now move inside buildings, improving randomness of the environment. Changed : 4 man limit to patrol groups then next group is made and so on. Changed : many other little optimisations. Share this post Link to post Share on other sites
zorilya 0 Posted October 29, 2012 Updated to 1.5.1 fixed a slight issue with the roaming function. updated link on armaholic first post http://www.armaholic.com/forums.php?m=posts&p=130017#130017 rapidshare link https://rapidshare.com/files/3066858342/Garrison_script.1.5.1.rar Share this post Link to post Share on other sites
Wolfenswan 1 Posted October 29, 2012 (edited) Great script, works like a charm and will probably replace UPSMON as "the" garrison script in my missions. I'll try it in conjunction with murk_spawn later today and will report back but I'm expecting no issues. One request though and it's a bit of a general request to all scripters: Could you put your entire script in a custom folder by default? I know it's not much work to do on my side but it would make your script even more convenient out of the box ;) Or maybe I'm just too much of a sucker for neatness in my mission folder and other people don't mind cluttering it up. If so, ignore me. Edited October 29, 2012 by Wolfenswan Share this post Link to post Share on other sites
SavageCDN 231 Posted October 29, 2012 Great script, works like a charm and will probably replace UPSMON as "the" garrison script in my missions. I'll try it in conjunction with murk_spawn later today and will report back but I'm expecting no issues.One request though and it's a bit of a general request to all scripters: Could you put your entire script in a custom folder by default? I know it's not much work to do on my side but it would make your script even more convenient out of the box ;) Maybe I'm just too much a sucker for neatness in my mission folder and other people don't mind cluttering it up. If so, ignore me. I've tried this with UPSMON and no issues... I think UPSMON still does a better job of patrolling especially in large zones... and of course the reinforcement options :) IMO of course. Also +1 for the custom folder request.. makes things cleaner for sure.. or at least have it in a \scripts\ folder Thanks for this Zorilya Share this post Link to post Share on other sites
zorilya 0 Posted October 29, 2012 thanks guys just thought i'd mention ... there was a slight typo in the smartlook.sqf which i've fixed now and the ammended link is on the first post of the armaholic forum .... as of this post the main release page is not up to date. just look for 1.5.2 good call... what should i name the folder?? scripts or just anything? Share this post Link to post Share on other sites
Wolfenswan 1 Posted October 29, 2012 (edited) I'd suggest a more distinct foldername like z_garrison as your script includes quite a few files. As expected it works like a charm with murk_spawn. Some observations/suggestions: - I noticed it just gives a script error when it doesn't find a house in the given radius. A globalchat debug would help (or increasing the radius till the group finds one). - Debug markers indicating which group went where would be helpful as well - destroyed buildings apparently are considered "valid" - i don't know if ruins have their own buildingpos values, none at all or keep the buildingpos values of their undestroyed version? - the script works fine in the bigger cities of Chernarus as long as you place the group next to a enterable building and keep the radius low. Otherwise they'll also try and "enter" buildings with no buildingpos. Could a simple buildingpos < 0 check prevent that? Edited October 29, 2012 by Wolfenswan Share this post Link to post Share on other sites
tomturner 10 Posted October 29, 2012 Great script, works like a charm and will probably replace UPSMON as "the" garrison script in my missions. I'll try it in conjunction with murk_spawn later today and will report back but I'm expecting no issues.One request though and it's a bit of a general request to all scripters: Could you put your entire script in a custom folder by default? I know it's not much work to do on my side but it would make your script even more convenient out of the box ;) Or maybe I'm just too much of a sucker for neatness in my mission folder and other people don't mind cluttering it up. If so, ignore me. zorilya, I created 6 simple arma2oa missions using your garrison scripts (v1.52) for our BOMSF Community. Everyone loves them ! You've done a very good job and we appreciate it very much. For those who would like to play them or view how we are using them, you may download them from our server at http://www.bomsf.com/downloads/bomsf_garrisoned.zip The zip file contains six missions (pbo'd) and the six mission folders. Hope you enjoy and Thanks Again, zorilya. Share this post Link to post Share on other sites
zorilya 0 Posted October 29, 2012 (edited) i think i know why it just errors ... i did have a handle on that instance but it apparently didn't work. (just tested this in the desert and had no issue... could you describe what your seeingin more detail?) debug markers is just something i never got round to hehe... destroyed buildings have their own set of building positions and finally cherno buildings have a building position or 2 or 3 depending on how many painted doors are on them. this makes it less simple to exclude them from being garrisoned. i might look to see if there is a common denominator about the config names. but to be honest i've not found it to be too big an issue in the past but then again i haven't been doing too much playing... more working on this and a resupply script thanks for the input man :) Edited October 29, 2012 by zorilya Share this post Link to post Share on other sites
SavageCDN 231 Posted October 30, 2012 For an easy debug marker.. just launch Arma with TPWCAS Suppression and make sure the debug mode is on in the userconfig .hpp file. It will add a marker (with direction) for each unit on the map. Share this post Link to post Share on other sites
zorilya 0 Posted October 30, 2012 i'll check out how it does that and try to add it in... Share this post Link to post Share on other sites
tomturner 10 Posted November 3, 2012 For a variety of ways to implement Zorilya's Garrison Scripts, check out the BOMSF Operations series of missions which have all been updated and available at http://www.bomsf.com/downloads/bomsf_garrisoned.zip or http://www.echanisgroup.com/downloads/bomsf_garrisoned.zip Both are the 7 mission set and the zip file contains both the pbo and the mission folder for each mission. You can also download each individual mission by visiting our download page for either site. http://www.bomsf.com or http://www.echanisgroup.com Thanks again Zorilya, for such great work ! Share this post Link to post Share on other sites
zorilya 0 Posted November 12, 2012 started developing a breaching script to compliment my garrison script and here is a video of my progress. Share this post Link to post Share on other sites
-Snafu- 79 Posted November 12, 2012 started developing a breaching script to compliment my garrison script and here is a video of my progress. Looks like a great addition to the game. I noticed you mentioned problems in getting some doors to close. I had an issue like that for a hostage rescue mission and used a similar piece of code but it refused to work on a number of vanilla buildings (in particular the big metal shed with a main door on each side). After some hunting I found this topic on OFPEC that solved the problem. Both don't work off the bat but I was lucky that putting it through Squint got it to work since I have almost no scripting knowledge. It was on Podagorsk so I didn't need the second bit: private ["_y","_houses","_zeroes","_ones"]; _houses = [1000,1000] nearObjects ["house", 1000000]; _zeroes = ["dvere","dvere1l","dvere1r","dvere2l","dvere2r","dvere_spodni_r","dvere_spodni_l","dvere_vrchni","vrata1","vrata2","vratal1","vratar1","vratal2","vratar2","vratal3","vratar3"]; _ones = ["door","door_1_1","door_1_2","door_2_1","door_2_2","dvere1","dvere2","dvere3","dvere4","dvere5","dvere6","dvere7","dvere8","dvere9","dvere10","dvere11","dvere12","dvere13","dvere14","doorl","doorr","door_01","door01_a","door_02","door02_a","door_03","door_04","door_05","door_06","door_1a","door_1","door_2"]; { _y = _x; {_y animate [format ["%1", _x], 0]} foreach _zeroes; {_y animate [format ["%1", _x], 1]} foreach _ones; sleep 0.0001; } foreach _houses; Maybe with what you used you didn't have that issue but I thought I would post this just in case. Share this post Link to post Share on other sites
zorilya 0 Posted November 12, 2012 great info man thankyou ... just polishing the functionality of the C4 placement but this was next on my list :) Share this post Link to post Share on other sites