mikie boy 18 Posted April 17, 2013 Knock urself out dude. Im slowly upgrading it to a less cheap and cheerful version ;) Share this post Link to post Share on other sites
mikie boy 18 Posted May 6, 2013 (edited) UPDATED VERSION Download link https://dl.dropboxusercontent.com/u/17725328/BIS_forum/A3Fock_Recruit_GrpMan.rar Updated version… This version has the added extra of Group management (concept taken from Zuff’s Group management). This version contains the following… • AI recruitment process – selection of 6 types of soldiers. Automatically identifies which side you are on so no fiddling with sides. • AI deletion from group, if group leader. • Whole AI squad deletion, if group leader. • New – Group Management. • Leave current group. • Join a new group from a selection of groups (AI groups, Human Groups, and Mixed groups). • View other groups, for AI players. • Specifically view human players within a group to assist with locating friends. • Identification of your own group. • Step down as leader. • Become leader – MP compatible. • Options to turn off/on the menu. • Option to turn off/on just AI recruitment. • Option to increase/decrease Amount of AI to recruit. • Option to turn off/on Deletion AI when leaving a group with no Humans in it. • Option to turn off/on Group clear up of empty groups. Anyway - hope this is useful. Installation ------- Simply copy the code below into your init.sqf waitUntil { isServer ||!isNull player }; ExecVM "FOCKRecruitAI\RecruitInit.sqf"; Edited May 6, 2013 by Mikie boy Share this post Link to post Share on other sites
HazJ 1289 Posted May 6, 2013 (edited) Huh!!!??? Its the same as before mate... Dirty Haz Edited May 6, 2013 by Dirty Haz Share this post Link to post Share on other sites
mikie boy 18 Posted May 6, 2013 LOL - my bad - i must have accidently placed the old one in the URL - DOH NEW DOWNLOAD https://dl.dropboxusercontent.com/u/17725328/BIS_forum/A3Fock_Recruit_GrpMan.rar Share this post Link to post Share on other sites
sturmfalkerda 8 Posted May 6, 2013 Here you go - tried and tested https://dl.dropbox.com/u/17725328/%5BFOCK%5DRecruitTest.Stratis.rar if you still can t get it working - whack both markers down red and blue - see if that helps - but a check is run for the correct side so it shouldnt really matter. And heres an example without the need for the markers and an addaction has been applied to teh barrel - so its always attached. https://dl.dropbox.com/u/17725328/%5BFOCK%5DRecruitTestAddaction.Stratis.rar woah nice, I was litterally about to ask, how would you make a marker or a proximity to a barrel or vehicle allow the interface to be used? I am running a survival type crash mission and I want you to have to get to the comms tower before calling them in, lol could you assist me? I was looking through and found something like Bluemarker Bluformarker and put down a marker.. but I can still use the menu at any range.... Share this post Link to post Share on other sites
HazJ 1289 Posted May 6, 2013 You could use the add action option instead of the marker like I do. Remove the marker and place down a object, in the object init add the following... this addAction [("<t color=""#00C3FF"">" + ("Open AI Recruit Menu") +"</t>"), "Scripts\FOCKRecruitAI\RecruitMenu.sqf",[],1,false,true]; Dirty Haz Share this post Link to post Share on other sites
mikie boy 18 Posted May 6, 2013 go into the Fockrecuirt AI folder - then go into the RecruitAction.sqf - there will be two lines commented out - uncomment them out, and comment out the similar lines... Should look now as follows waitUntil {!recruit_active &&(alive player)&& !outofzone}; // waitUntil {!recruit_active &&(alive player)}; _addmenu = player addAction [("<t color=""#66FFFF"">" + ("Group/Recruit Menu") +"</t>"), "FOCKRecruitAI\RecruitMenu.sqf",[],1,false,true]; waitUntil {recruit_active || (!alive player)|| outofzone}; // waitUntil {recruit_active || (!alive player)}; This will allow you to use the marker system and distance - just need to pace the correct markername down for the correct team - named as follows red - RecruitRed blue - RecruitBlue distance is set by the third parameter at the start up of the game or as Dirty Haz stated - add the addaction to a barrel.. should still work for MP Share this post Link to post Share on other sites
sturmfalkerda 8 Posted May 6, 2013 (edited) Haha awesome, so should I still reverse those settings like you posted AND THEN use the addaction thing Dirty Haz is using instead of a marker? Thanks, also wait a sec, I dont remember a barrel in the editor, do you use any unlocking mods for the editor? Thanks! **EDIT** wow... lovely.... I did all that, and when I walked up to the barrel and tried to activate the menu, nothing happens.... also would it be possible to do the same with this? http://www.armaholic.com/page.php?id=19751 Really getting annoyed with the settings menu constantly being up.... lolol and what do you mean third parameter? was I supposed to copy the stuff inside description? I did.... Edited May 6, 2013 by SturmFalkeRDA Share this post Link to post Share on other sites
mikie boy 18 Posted May 6, 2013 you can have both - change the script as i have said and add your marker - also add an object and add to its init line the code Dirty Haz provided and make sure the folder location is the same - if its dedicated are you getting the action? or you can simply leave the script as is and add the add action to an object as suggested by Dirty Haz - if you are still struggling ill see if i can add that option . As for your suggestion yeah i could but that's a different game management process all together - so i'm not really going to tinker with that within this project sorry dude Share this post Link to post Share on other sites
sturmfalkerda 8 Posted May 7, 2013 you can have both - change the script as i have said and add your marker - also add an object and add to its init line the code Dirty Haz provided and make sure the folder location is the same - if its dedicated are you getting the action?or you can simply leave the script as is and add the add action to an object as suggested by Dirty Haz - if you are still struggling ill see if i can add that option . As for your suggestion yeah i could but that's a different game management process all together - so i'm not really going to tinker with that within this project sorry dude Well, my problem is when you activate the open menu option, it simply does not open.... you can spam the option all day.... this is only when it is set to the area or the thing Dirty Haz posted setting.... are these correct? or? ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // [FOCK] Mikie J ////////////////////////////////////////////////////////////////// sleep 2; if (!isdedicated) then //not run on the dedicated server - client side { [] spawn // calls the below script used for a loop { private ["_recruit","_startmarker", "_addmenu"];//declaring waituntil {!isnull player}; recruit_active = false; outofzone = false; if (!isnull player) then { while {true} do { waitUntil {!recruit_active &&(alive player)&& !outofzone}; // waitUntil {!recruit_active &&(alive player)}; _addmenu = player addAction [("<t color=""#66FFFF"">" + ("Group/Recruit Menu") +"</t>"), "FOCKRecruitAI\RecruitMenu.sqf",[],1,false,true]; waitUntil {recruit_active || (!alive player)|| outofzone}; // waitUntil {recruit_active || (!alive player)}; player removeAction _addmenu; };//while }; //if !is null }; // []spawn }; //!isserver Share this post Link to post Share on other sites
HazJ 1289 Posted May 7, 2013 Do you have the parameters set/enabled? Dirty Haz Share this post Link to post Share on other sites
sturmfalkerda 8 Posted May 7, 2013 Do you have the parameters set/enabled?Dirty Haz wait what? do you mean the stuff inside description.ext? I did merge that with mine.... Share this post Link to post Share on other sites
HazJ 1289 Posted May 7, 2013 Hm, do you want me to have a look at it for you mate? Dirty Haz Share this post Link to post Share on other sites
sturmfalkerda 8 Posted May 7, 2013 haha fail, I just had mine in a location outside of scripts, it works now, thanks for the help!!!! Share this post Link to post Share on other sites
michaeldk 1 Posted May 12, 2013 I get this error, can you tell me what I have done wrong ..? Thanks in advance :) Share this post Link to post Share on other sites
mikie boy 18 Posted May 12, 2013 Have u downloaded the latest version? That looks like an earlier version. Share this post Link to post Share on other sites
michaeldk 1 Posted May 12, 2013 (edited) Now I have downloaded the new version, but now I get this error "Resource AiMenu not found" ? I have set it up like this: Quote Originally Posted by Dirty Haz View Post You could use the add action option instead of the marker like I do. Remove the marker and place down a object, in the object init add the following... this addAction [("<t color=""#00C3FF"">" + ("Open AI Recruit Menu") +"</t>"), "FOCKRecruitAI\RecruitMenu.sqf",[],1,false,true]; Edited May 12, 2013 by MichaelDK Share this post Link to post Share on other sites
mikie boy 18 Posted May 12, 2013 U need to include the description file in ur mission Share this post Link to post Share on other sites
michaeldk 1 Posted May 12, 2013 Thanks, but I give up, I got the menu to work, but I can only be allowed to recrute one man, no matter how many I put it on in the parameters .. I must have something that conflicts in description.ext, but thanks anyway :) Share this post Link to post Share on other sites
mikie boy 18 Posted May 12, 2013 send me a pm with your mission and ill check it for you Share this post Link to post Share on other sites
michaeldk 1 Posted May 13, 2013 send me a pm with your mission and ill check it for you Mikie boy has found the error in my description.ext and now everything works as it should .. :) Great script... and thanks!! Share this post Link to post Share on other sites
bossmansheild 10 Posted August 19, 2013 I have an error showing when loading game can anyone assist with the script. It says missing input parameter! Im also running the BTC revive script I managed to get the map to run but still has above error not sure where or how to fix. Respawn = 6; RespawnDelay = 4; disabledAI = 1; RespawnDialog = 0; class Header { gameType = COOP; minPlayers = 1; maxPlayers = 20; }; #include "=BTC=_revive\=BTC=_respawn.h" #include "VAS\menu.hpp" class CfgFunctions { #include "VAS\cfgfunctions.hpp" }; class RscPicture { type = CT_STATIC; idc = -1; style = 48; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = "PuristaMedium"; //Typeface sizeEx = 0; }; class RscTitles { #include "=BTC=_Logistic\=BTC=_Lift\=BTC=_Hud.h" }; class Params { //paramarray 0 class EmptySpace { title="----[FOCK] AI Recruit Options------------------"; values[]={0,0}; texts[]={ "",""}; default = 0; }; // //paramarray 1 class FockMenuControl { title=" [FOCK] Group/Recruit Menu On/Off"; values[]={ 1,0 }; texts[]={ "Enabled","Disabled"}; default=1; code = ""; }; //paramarray 2 class FockRecControl { title=" [FOCK] Recruit On/Off"; values[]={ 1,0 }; texts[]={ "Enabled","Disabled"}; default=1; code = ""; }; // //paramarray 3 class FockRecAmount { title=" [FOCK] Recruit AI Amount"; values[]={ 1,2,3,4,5,6,7,8,9,10 }; texts[]={ "1","2","3","4","5","6","7","8","9","10"}; default= 7; code = ""; }; //paramarray 4 class FockDeleteAI { title=" [FOCK] Delete AI on Leaving Group"; values[]={ 0,1 }; texts[]={ "No","Yes"}; default= 1; code = ""; }; //paramarray 5 class FockEmptyGrpDelete { title=" [FOCK] Delete Empty Groups"; values[]={ 0,1 }; texts[]={ "No","Yes"}; default= 1; code = ""; }; }; #include "FOCKRecruitAI\RecruitMenu.hpp" //game settings for ingame GUI The script itself is excellent. Share this post Link to post Share on other sites
mikie boy 18 Posted August 19, 2013 the description.ext looks ok to me - any more clue as to where the origin of the error is? Share this post Link to post Share on other sites
bossmansheild 10 Posted August 20, 2013 (edited) Ive cleaned up a couple of errors but still have the missing input parameter not sure what it means. It has a Fx logo showing when the map first shows error. ill post on the BTC as well it may be in there script causing problem. Thanks again for looking into this im new to all this spent hours looking for my error LOL. Edited August 21, 2013 by BOSSMANSHEILD Share this post Link to post Share on other sites
bossmansheild 10 Posted August 22, 2013 I did a wipe and re install from scratch for the scripts no errors now thanks for support Share this post Link to post Share on other sites