grillob3 11 Posted September 2, 2013 Mikie boy Is there a way to add high command to recruit groups instead of just units?Or to turn units in to high command groups? Share this post Link to post Share on other sites
MANTIA 55 Posted September 23, 2013 Is there a way to edit the loadouts of the recruited a.i. players? Like if I wanted them to spawn in with weapon and clothing mods I have downloaded? thanks Share this post Link to post Share on other sites
mikie boy 18 Posted September 23, 2013 Simply edit the specific unit file. Each soldier type has their own file. Starts with create... located in the gui folder. If you cant find it let me know. Share this post Link to post Share on other sites
lightgeek 10 Posted September 30, 2013 Hi here ! I'm trying to run this script with AW Invade & Annex by Rarek [AW] mission, but i'm stuck with init.sqf part , i never get the action in blue in the mouse menu . I've added the lines to init.sqf: { isServer ||!isNull player }; ExecVM "FOCKRecruitAI\RecruitInit.sqf" Someone can confirm the script works with this I&A mission ? (the link in the next message) Thx, ---------- Post added at 00:11 ---------- Previous post was at 00:10 ---------- AW Invade & Annex [AW] http://www.armaholic.com/page.php?id=19647 Share this post Link to post Share on other sites
lkincheloe 12 Posted November 9, 2013 Hello, I'm currently putting together a Multiplayer mission with INS Revive, and I've run into a bit of trouble. I've installed your script package and got it to function within INS, but when I go into the menu and click any of the buttons, I get this: Error in expression <[] spawn AASoldier> Error position: <AASoldier> Error Undefined variable in expression: aasoldier Cannot load sound 'a3\ui_f\data\sound\new1.wss' Cannot load sound 'a3\ui_f\data\sound\onclick.wss' I've combed through both your sample mission and INS to see if there might be something that's causing it to freak but I can't find anything. Any suggestions? Share this post Link to post Share on other sites
mikie boy 18 Posted November 9, 2013 sounds like an issue with the aasoldier function being called/spawned. check that the function file is being preloaded so that it can be spawned via the gui section of the script. Share this post Link to post Share on other sites
lkincheloe 12 Posted November 10, 2013 Got that sorted, had to change the lines in RecruitInit.sqf to call for the correct parameter lines in INS_Revive's system. Now my current issue is, even though the option is toggled to enabled. It doesn't spawn, giving the local hint that recruiting is turned off. Honestly don't know if it's something I'm doing wrong or INS_revive is being inflexible with adding stuff to it. Share this post Link to post Share on other sites
mikie boy 18 Posted November 10, 2013 have you checked the parameters in the description file. ensure they are in the correct order and have been amended for both programs. the params for ins could be those which the group management script is receiving Share this post Link to post Share on other sites
lawndartleo 109 Posted November 10, 2013 What am I missing about just making this an addaction item to a map object? I dont want it in my context menu all the time. Edit: Never mind... found it. Share this post Link to post Share on other sites
mikie boy 18 Posted November 10, 2013 in recruitInit.sqf - comment out the line ExecVM "FOCKRecruitAI\RecruitAction.sqf"; and change it for an addaction on whatever NAMED object you wish... e.g a flag named baseFlagPole baseFlagPole addAction [("<t color=""#66FFFF"">" + ("Group/Recruit Menu") +"</t>"), "FOCKRecruitAI\RecruitMenu.sqf",[],1,false,true]; doing it this way allows for the parameter of switching it off or on to still work. Share this post Link to post Share on other sites
lawndartleo 109 Posted November 14, 2013 When using this script we have a tendancy to loose group "connections". The hex symbology disappears over other players in group (after a death/respawn) and players no longer show up in the list of humans. Not sure what other information I can provide. The script seems to work but then breaks down after a while. Is it me and my friends playing or just another ArmA 3 bug? Share this post Link to post Share on other sites
mikie boy 18 Posted November 15, 2013 T be honest i havent looked at this for ages and was planning a revamp of it - when i get a chance i will sort through it and address the loss of the hex around players etc. Share this post Link to post Share on other sites
katipo66 94 Posted January 8, 2014 (edited) I think your download link on the first page links to an older version, when i used that version from the link it didnt have the changes listed eg dialog would close after recruiting a unit, no other group options etc. edit: how could I add custom gear/items to spawned units, I tried and failed by modifying the createunit scripts, setVehicleinit is no longer an option which used to be an easy way of doing it. Edited January 12, 2014 by Katipo66 Share this post Link to post Share on other sites
jaysmizzle 3 Posted February 9, 2014 So uh... which key opens the menu? Share this post Link to post Share on other sites
alexsegen 17 Posted February 11, 2014 So uh... which key opens the menu? Same question here :j: Share this post Link to post Share on other sites
mikie boy 18 Posted February 11, 2014 sorry chaps havent been on here for a while - the menu should be addaction - not a key Share this post Link to post Share on other sites
oktyabr 12 Posted February 16, 2014 (edited) I know you haven't updated this in awhile and I should probably wait for your new version (?) but I hoped to use it as a framework for my own recruitment process and would appreciate any help anyone might be able to provide... I have six bunkers in the base on my map. They are enterable buildings. Outside of each barracks I have placed an AI of a certain type such as combat medic, rifleman, etc. and trapped them with this setUnitPos "AUTO"; this disableAI "MOVE"; this disableAI "TARGET"; this disableAI "AUTOTARGET"; this allowdamage false; From here I would like to use addaction on each of them to add that specific type of unit to the player's group. Once this addaction is called I would like the unit to spawn at a marker inside the building and come out to join the player. I thought each "recruiter" AI should also have a simple addaction to dismiss all (or specific unit type, which ever is easiest) the AI in the group as well, perhaps giving them a way point back into the barracks before they are deleted for better immersion. Thanks in advance for any help that might be forthcoming :) EDIT: Got it! From my mission.sqm each of my "recruiters" has a version of this in their init: init="this setUnitPos ""AUTO""; this disableAI ""MOVE""; this disableAI ""TARGET""; this disableAI ""AUTOTARGET""; this allowdamage false; this addAction [(""<t color=""""#00C3FF"""">"" + (""Recruit an Operator."") +""</t>""), ""FOCKRecruitAI\createSpecOps.sqf""]; this addAction [(""<t color=""""#FFC300"""">"" + (""Dismiss group"") +""</t>""), ""FOCKRecruitAI\RemoveAI.sqf""];"; And the altered script that gets called by the addaction in the above example: ///////////////////////////// //Script by [CoFR]October and BASED on: // [FOCK]ers AI Recruit // [FOCK] Mikie J ////////////////////////////// if (RecruitActive == 0) exitwith {Hint "Recruiting Has been turned off";}; Private ["_soldier"]; if (player != (leader group player)) exitwith {hint "You must be a Group leader to recruit AI"}; _cnt = count units group player; // returns number of units in player group //hint format["AI %1",_cnt]; //_unit = group player createUnit [_soldier, Position player, [], 0, "FORM"];//original test _soldier = (group player) createUnit ["B_mas_usr_Soldier_GL_F_g",(getmarkerpos "rifspawn"),[],0,"NONE"]; //_soldier addUniform "u_b_ghilliesuit";//Add gear here. recname = name _soldier; recrank = rank _soldier; //hint format ["%2 %1 reporting for duty.", recname, recrank]; _soldier sidechat format ["%2 %1 reporting for duty.", recname, recrank]; { hint format ["You can only have %1 soldiers in your group, Including Human players",RecruitTotal]; }; recruit_active = false; "rifspawn" is a 1m x 1m marker I placed IN the barracks building so when a player recruits one he spawns in the building and then walks out to join the player. Thanks Mikie J! Using your work as a guide made it much easier to figure out how to do what I wanted to accomplish. :) Edited February 17, 2014 by Oktyabr Share this post Link to post Share on other sites