dreadpirate 173 Posted November 23, 2016 Awesome mod. Is there anyway to get it working with HC, HCC or Advanced AI Command as it seems I cant have JEBUS work with any of the groups if they are controlled by HC Mods. You probably need to use the "INIT=" parameter to add the JEBUS units to HC, etc. I don't use any of those things, so I'm not sure. People keep coming up with ways of using JEBUS that I never thought of when I was making it! :-) 1 Share this post Link to post Share on other sites
anfo 118 Posted November 24, 2016 I suppose I don't spawn multi-vehicle groups with Jebus that much. I don't blame you. With all the pathfinding difficulties Arma experiences with AI, I'm likely to try and avoid as well :) Share this post Link to post Share on other sites
Rockapes 103 Posted November 29, 2016 You probably need to use the "INIT=" parameter to add the JEBUS units to HC, etc. I don't use any of those things, so I'm not sure. People keep coming up with ways of using JEBUS that I never thought of when I was making it! :-) Ok. So i got this working with HC using the init but now I have another small problem. Is there anyway to keep or reissue squad names on respawn. Everytime squad respawns they get a new squad name. Thanks in advance Or maybe a better question is how to handle several components of the init: as no matter what i do it continually says " missing: ]" Share this post Link to post Share on other sites
ayoung 29 Posted November 29, 2016 This is an example of what I use to keep names of groups' 0 = [this, "LIVES=", 2, "DELAY=", [3,6],"PAUSE=", 10, "INIT=", "[group _proxythis, 'marker_0'] execVM 'T8\tsk\fn_attack.sqf'; {_x moveincargo heloname} forEach units _proxyThis; grpAI = group _proxythis"] execVM "Jebus.sqf"; I hope this helps Share this post Link to post Share on other sites
Rockapes 103 Posted November 30, 2016 This is an example of what I use to keep names of groups' 0 = [this, "LIVES=", 2, "DELAY=", [3,6],"PAUSE=", 10, "INIT=", "[group _proxythis, 'marker_0'] execVM 'T8\tsk\fn_attack.sqf'; {_x moveincargo heloname} forEach units _proxyThis; grpAI = group _proxythis"] execVM "Jebus.sqf"; I hope this helps Thanks. Got it all sorted. Thank you very much for the help ☺ Share this post Link to post Share on other sites
Rockapes 103 Posted December 4, 2016 So another small issue I have encountered. Evverything works fine when Im host but if put on dedicated server it loses the names of the squads. Shld i do something different to the above for global if Im understanding things? Not that I do...lol Share this post Link to post Share on other sites
dreadpirate 173 Posted December 5, 2016 So another small issue I have encountered. Evverything works fine when Im host but if put on dedicated server it loses the names of the squads. Shld i do something different to the above for global if Im understanding things? Not that I do...lol Post an example init line that works on listen server but not on dedicated and let's see. Dedicated servers are outside my (very limited) expertise, but maybe we can come up with something. Pretty close to a new release, maybe on the weekend..... Share this post Link to post Share on other sites
gfresco 21 Posted December 14, 2016 I don't know why I haven't set to using this earlier with my GAIA based missions as I find GAIA's own respawn feature iffy. Is there any issue using it with GAIA's cacheing system instead of its own? IE will using GAIA's cacheing trigger JEBUS to respawn when GAIA fully cache's a unit? Share this post Link to post Share on other sites
dreadpirate 173 Posted December 14, 2016 13 hours ago, gfresco said: I don't know why I haven't set to using this earlier with my GAIA based missions as I find GAIA's own respawn feature iffy. Is there any issue using it with GAIA's cacheing system instead of its own? IE will using GAIA's cacheing trigger JEBUS to respawn when GAIA fully cache's a unit? I haven't tried it, but from a quick scan of the code, I suspect there will be problems . It did give me some ideas on how to tweak JEBUS caching up to the same standard as GAIA, so I'll do that for the next release . Share this post Link to post Share on other sites
gfresco 21 Posted December 14, 2016 1 minute ago, dreadpirate said: I haven't tried it, but from a quick scan of the code, I suspect there will be problems . It did give me some ideas on how to tweak JEBUS caching up to the same standard as GAIA, so I'll do that for the next release . Imitating the GAIA cache system for ultimate GAIA compatibility would be great for my style of mission. I use GAIA to populate a number of combat zones across the map, with the units spawning at map edges. The 2-phase GAIA cache system allows for units further from where the player starts to distribute across the map sooner without a big performance hit by reducing the squads to 1-man outside the initial range. This way I can set my cache range to around 1500m but have troop movements simulated up to 3000m Share this post Link to post Share on other sites
dreadpirate 173 Posted January 1, 2017 Version 1.37 Moved trigger activation inside main loop (Thanks to pritchardgsd) Switched to using getUnitLoadout over BIS_fnc_saveInventory Switched to using setUnitLoadout over BIS_fnc_loadInventory Fixed planes spawning with "FLYING" Download https://drive.google.com/open?id=0B-gOD7yyJ9VJS1hXdF84eHl2RVE Share this post Link to post Share on other sites
ayoung 29 Posted January 1, 2017 Happy New Year Dread. Thanks for the new jebus. Gonna give it a go right now. Thanks for all your hard work. Share this post Link to post Share on other sites
Guest Posted January 1, 2017 Thanks for informing us about the update mate :) New version frontpaged on the Armaholic homepage. Jebus - Just Editor Based Unit Spawning v1.37 Share this post Link to post Share on other sites
anfo 118 Posted January 6, 2017 On 16/11/2016 at 8:50 PM, dreadpirate said: Yeah, good find anfo. The issue is the group formation heading is overriding the vehicle heading. Find this line in Jebus.sqf _newGroup addVehicle _newVehicle; and add the following line afterwards _newGroup setFormDir _respawnDir; Needs a bit more testing to see if it breaks anything else, but it works for static weapons..... A fix will be in the next version..... Hi Dread Thanks for the new release. Can you confirm whether I should manually enter the code as stipulated above, as I don't seem to see it in the new version. This is of course you have implemented the fix in a different way? edit: ignore as I found the change a couple of lines down in the new version :S 1 Share this post Link to post Share on other sites
Catchdog64 11 Posted January 9, 2017 Hello. I've been messing around with this in the editor, and am trying to spawn a custom composition of troops with a trigger. Got " 0 = [this] execVM "Jebus.sqf"; " in the init of the leader in the formation and " call compile preprocessFileLineNumbers "JebusInit.sqf"; " in the mission init. I placed a Trigger the is Blufor present, and the units are not spawning. Share this post Link to post Share on other sites
dreadpirate 173 Posted January 10, 2017 9 hours ago, Catchdog64 said: Hello. I've been messing around with this in the editor, and am trying to spawn a custom composition of troops with a trigger. Got " 0 = [this] execVM "Jebus.sqf"; " in the init of the leader in the formation and " call compile preprocessFileLineNumbers "JebusInit.sqf"; " in the mission init. I placed a Trigger the is Blufor present, and the units are not spawning. My first suggestion is using the DEBUG parameter and see what comes up 0 = [this, "DEBUG"] execVM "Jebus.sqf"; Share this post Link to post Share on other sites
Catchdog64 11 Posted January 10, 2017 Keeps coming up with " Waiting for trigger activation" Share this post Link to post Share on other sites
ayoung 29 Posted January 10, 2017 Try to synchronize trigger with group leader. That will hide the group until trigger is tripped. Share this post Link to post Share on other sites
dreadpirate 173 Posted January 10, 2017 4 hours ago, Catchdog64 said: Keeps coming up with " Waiting for trigger activation" If you want the group active at the start of the mission, just delete the trigger. Otherwise, JEBUS will wait until the trigger condition is true before starting..... Share this post Link to post Share on other sites
Catchdog64 11 Posted January 10, 2017 Now it's returning to much for me to catch at a time, unless there's somewhere to view an error that I don't know about. Share this post Link to post Share on other sites
dreadpirate 173 Posted January 11, 2017 4 hours ago, Catchdog64 said: Now it's returning to much for me to catch at a time, unless there's somewhere to view an error that I don't know about. You'll have to give more details on what you're trying to do because I'm not sure what's going on. Share this post Link to post Share on other sites
Catchdog64 11 Posted January 11, 2017 I debugged the squad leader's init, and when I enter the trigger area I get a wall of text (which goes away before I can really see anything) and nothing spawns. I put 0 = [this, "DEBUG"] execVM "Jebus.sqf"; in the SL's init and the triggers activation. Share this post Link to post Share on other sites
dreadpirate 173 Posted January 11, 2017 15 minutes ago, Catchdog64 said: I debugged the squad leader's init, and when I enter the trigger area I get a wall of text (which goes away before I can really see anything) and nothing spawns. I put 0 = [this, "DEBUG"] execVM "Jebus.sqf"; in the SL's init and the triggers activation. You don't need to run JEBUS from the triggers activation, just the SL init Share this post Link to post Share on other sites
Catchdog64 11 Posted January 11, 2017 Is anything required in the activation field of the trigger? Share this post Link to post Share on other sites
dreadpirate 173 Posted January 11, 2017 1 minute ago, Catchdog64 said: Is anything required in the activation field of the trigger? No, just sync it to the SL and you're done..... Share this post Link to post Share on other sites