Sindeg 6 Posted April 19, 2016 But what if that ai spawned after start ? I read about 10 pages, and got that i can try to do that with @AGM , i`m right ? Share this post Link to post Share on other sites
davidoss 552 Posted April 19, 2016 AGM is useless for this time. Anyway if you recruit an AI for eg medic you need to run code on his init: [_unit] call compile preprocessFileLineNumbers (TCB_AIS_PATH+"init_ais.sqf"); where _unit is defined as that unit. Share this post Link to post Share on other sites
Sindeg 6 Posted April 20, 2016 AGM is useless for this time. Anyway if you recruit an AI for eg medic you need to run code on his init: [_unit] call compile preprocessFileLineNumbers (TCB_AIS_PATH+"init_ais.sqf"); where _unit is defined as that unit. This is a piece of code a mission i`m playing, seems there is creating spawning AI ( Buildtype - 1 means spawn infantry) if(buildtype == 1) then { _pos = [(getpos player select 0) + 1,(getpos player select 1) + 1, 0]; _grp = group player; if ( manned ) then { _grp = createGroup WEST; }; _classname createUnit [_pos, _grp,"this addMPEventHandler [""MPKilled"", {_this spawn kill_manager}]", 0.5, "private"]; build_confirmed = 0; Can i add your code into it ? i`m 0 into scripting. Or this is not what i need ? Share this post Link to post Share on other sites
Guest Posted April 20, 2016 Can i add your code into it ? i`m 0 into scripting. Or this is not what i need ? Then learn the basics and come back here. Share this post Link to post Share on other sites
Sindeg 6 Posted April 20, 2016 I edited like this, but that does not work for some reason Tried multiple variations and cant get to work. :/ if(buildtype == 1) then { _pos = [(getpos player select 0) + 1,(getpos player select 1) + 1, 0]; _grp = group player; if ( manned ) then { _grp = createGroup WEST; }; _classname createUnit [_pos, _grp,"this addMPEventHandler [""MPKilled"", {_this spawn kill_manager}]", 0.5, "private"]; [[[_classname],"TCB_AIS_PATH+"init_ais.sqf""],"BIS_fnc_execVM", true, true] spawn BIS_fnc_MP; build_confirmed = 0; Share this post Link to post Share on other sites
davidoss 552 Posted April 20, 2016 According to part of your script where the variable "player" is used looks like your script runs client side. If so why you are trying to remote commands? _pos = [(getpos player select 0) + 1,(getpos player select 1) + 1, 0]; if (manned) then { _grp = createGroup WEST; }else{ _grp = group player; }; _unit = _grp createUnit [_classname, _pos, [], 0, "FORM"]; _unit addMPEventHandler ["MPKilled", {_this spawn kill_manager}]; [_unit] call compile preprocessFileLineNumbers (TCB_AIS_PATH+"init_ais.sqf"); build_confirmed = 0; Share this post Link to post Share on other sites
CptDezusa 31 Posted April 21, 2016 i get this error ? func/fn_quote.sqf, line 34 Share this post Link to post Share on other sites
CptDezusa 31 Posted April 21, 2016 i get this error ? func/fn_quote.sqf, line 34 i fix it, i deleted the hole quote.sqf Share this post Link to post Share on other sites
TheNightstalk3r 6 Posted April 22, 2016 Hey guys, I've updated the AIS injury from Patrol Ops 3.1 to this version because I hoped it would fix the bug that dying in a helicopter from a mod (like RHS) would give me the agony mode, but still lets me get up, run around etc but the scroll menu can't be used. Also everytime a player in my group respawns, he gets leadership of the group. Any way to fix this? Cheers Share this post Link to post Share on other sites
CptDezusa 31 Posted April 23, 2016 Hey, im sorry for this but im getting error fn_quote line 34 when i respawn or get killed, I thought that i fix it by deleting the fn_quote but no.sorry for my english. Share this post Link to post Share on other sites
CptDezusa 31 Posted April 23, 2016 Hey, im sorry for this but im getting error fn_quote line 34 when i respawn or get killed, I thought that i fix it by deleting the fn_quote but no. sorry for my english. I figured it out, so at the fn_quote.sqf the duration was set to 2 so i set it to 5 _duration = if (count _this > 5) then {_this select 5} else {10}; good night Share this post Link to post Share on other sites
Predatorium 0 Posted May 1, 2016 I need your help! Apparantly the wounding system is not JIP friendly. When someone disconnects from our dedicated server and reconnects the wounding system isn't working anymore for that player. He/she gets instakilled instead of agony state(realistic mode is false) and when trying to heal someone no healing bar appears and it goes on and on forever. Any tips on how to solve this?? I've run the AIS test mission with no mods on client and server and the same thing happens! Share this post Link to post Share on other sites
davidoss 552 Posted May 1, 2016 put in initPlayerLocal.sqf [player] call compile preprocessFileLineNumbers (TCB_AIS_PATH+"init_ais.sqf"); Share this post Link to post Share on other sites
Predatorium 0 Posted May 1, 2016 put in initPlayerLocal.sqf [player] call compile preprocessFileLineNumbers (TCB_AIS_PATH+"init_ais.sqf"); Thank you! It works! :D :D :D Share this post Link to post Share on other sites
dr death jm 117 Posted May 1, 2016 found error in - Error in expression <cb_ais_areBleeding > 0) then {{if (_x select 0 == _unit) then {tcb_ais_areBle>Error position: <select 0 == _unit) then {tcb_ais_areBle>Error select: Type Number, expected Array,String,Config entryArma 3 - Other Profiles\Dr%20Death%20jm\mpmissions\Blood.Altis\ais_injury\func\fn_resetBleeding.sqf, line 7 // by psychoprivate ["_unit"];_unit = _this select 0; if (count tcb_ais_areBleeding > 0) then { <---- I think here { if (_x select 0 == _unit) then { tcb_ais_areBleeding set [_forEachIndex, -1]; _unit setVariable ["PulseTime", -1]; deletevehicle (_unit getVariable ["bloodParticleLogic",objNull]); deletevehicle (_unit getVariable ["bloodParticleSource",objNull]); }; } forEach tcb_ais_areBleeding;};tcb_ais_areBleeding = tcb_ais_areBleeding - [-1];//publicVariable "tcb_ais_areBleeding"; true Share this post Link to post Share on other sites
dr death jm 117 Posted May 1, 2016 I'm not much of a scripter (still learning) but heres what I found and fixed few hours later ... ai wil now heal each other .. no errors but only tested 15 min or so . // by psycho//Dr Death JM small fix if ((_x select 0) == _unit) private ["_unit"];_unit = _this select 0; if (count tcb_ais_areBleeding > 0) then { { if ((_x select 0) == _unit) then { tcb_ais_areBleeding set [_forEachIndex, -1]; _unit setVariable ["PulseTime", -1]; deletevehicle (_unit getVariable ["bloodParticleLogic",objNull]); deletevehicle (_unit getVariable ["bloodParticleSource",objNull]); }; } forEach tcb_ais_areBleeding;};tcb_ais_areBleeding = tcb_ais_areBleeding - [-1];//publicVariable "tcb_ais_areBleeding"; true Share this post Link to post Share on other sites
davidoss 552 Posted May 2, 2016 What you exactly have fixed? Share this post Link to post Share on other sites
dr death jm 117 Posted May 2, 2016 was getting error soon as I killed an ai , .. but I don't think its a 100% fix , I did see the error pop up again but its not a spam now . Share this post Link to post Share on other sites
SD_BOB 10 Posted June 8, 2016 Has anyone used this since the 1.60 update? I'm looking for a stable revive system for a zeus template. I have added the "JIP Fix" posted on the previous page. This seems to fix the issue of players joining not having the menu options. However it appears that if you JIP, once you are down into the revive state, you are then able to be killed if shot again while in the animation. Those in the game at start obviously do not get killed... This seems to be the best revive system i've found, such a shame for this issue as JIP is a big part of modern arma. Share this post Link to post Share on other sites
Variable 322 Posted June 8, 2016 Works fine for us on 1.60. People that get shot in agony state are getting killed by design. Share this post Link to post Share on other sites
Jack-Johnson 7 Posted June 11, 2016 Not working for me with the Ai. When I go down i press H calling for help an no one comes. Ai members die directly. Am I doing something wrong? Tried it without any other mods. Share this post Link to post Share on other sites
davidoss 552 Posted June 11, 2016 As its have been told your AI needs to be local to your PC to have its working Share this post Link to post Share on other sites
Jack-Johnson 7 Posted June 12, 2016 Thx but i testet it in SP and hostet MP. So this shouldn´t be the reason. Share this post Link to post Share on other sites
SD_BOB 10 Posted June 12, 2016 Done more testing today, but still get really random results. You say the death from agony state is a feature? It appears in some circumstances that players in the agony state can take more damage without dying. There also still seems to be strange behaviour with jip clients, remaining action menu options, no 3d makers for some clients in agony state. Does anyone have a simple mission template with the fixes needed to make this work with the latest game version and jip compatibility? I'm not worried about any AI behaviour, just a solid coop system. I would like to make sure the strange behaviour isnt a result of my implementation. Share this post Link to post Share on other sites
Variable 322 Posted June 13, 2016 Does anyone have a simple mission template with the fixes needed to make this work with the latest game version and jip compatibility? I'm not worried about any AI behaviour, just a solid coop system.See this mission:Griffin's Nest (COOP 12) https://r.tapatalk.com/shareLink?url=http%3A%2F%2Fciahome%2Enet%2Fforum%2Findex%2Ephp%3Ftopic%3D3936&share_tid=3936&share_fid=30437&share_type=t Share this post Link to post Share on other sites