avibird 1 154 Posted August 24, 2020 Anytime and welcome to arma3 community and the bohemia forums. Great community for helping people arma scripting can be very frustrating but rewarding in the same time. If you see my host server up Avibird PC come jump in and say hi I am always test playing missions. I am not into the whole clan thing just playing the game and fucking around in the editor. Share this post Link to post Share on other sites
denizzcerrah 2 Posted August 24, 2020 1 hour ago, denizzcerrah said: Oh unfortunatelly I can' t enter 😞 But i have good news! I did it with "MGI ADVANCED MODULES". Thank you for all helps. You saved my life 🙂 Also I want to put a link here in case there is someone in need. " https://steamcommunity.com/sharedfiles/filedetails/?id=1682280809&insideModal=0&requirelogin=1 " Have a good days sir 🙂 It didn't work for me 😄😞 But I'm so closer, I feel that... Share this post Link to post Share on other sites
denizzcerrah 2 Posted August 24, 2020 2 hours ago, avibird 1 said: Site working https://www.armaholic.com/forums.php?m=topics&s=166 By the way, how can I open that? I can't enter this site. 😞 Share this post Link to post Share on other sites
avibird 1 154 Posted August 24, 2020 IDK it's just opens for me when I hit the link see Share this post Link to post Share on other sites
denizzcerrah 2 Posted August 24, 2020 1 hour ago, avibird 1 said: IDK it's just opens for me when I hit the link see Hey, I know you're bored from me but I have a final question 😄 I did respawn my player and my AI group members but other units are being affected from this. Actually I want to use sametime "Jebus" and "Mgi Advanced Modules (AI can respawn)" but I don't want other units be affected from "Mgi Advanced Modules (AI can respawn)". Also I don't know how can I do. Can I use a module for just a thing (unit, group, vehicle, object etc.)? I don't know there is a code for activate a module for just a thing. If there is a code, what is this and where should I write them? If there isn't a code for this, is there any other way and what is this? Can you help me again plase? Thank you... 🙂 Share this post Link to post Share on other sites
denizzcerrah 2 Posted August 24, 2020 11 minutes ago, denizzcerrah said: Hey, I know you're bored from me but I have a final question 😄 I did respawn my player and my AI group members but other units are being affected from this. Actually I want to use sametime "Jebus" and "Mgi Advanced Modules (AI can respawn)" but I don't want other units be affected from "Mgi Advanced Modules (AI can respawn)". Also I don't know how can I do. Can I use a module for just a thing (unit, group, vehicle, object etc.)? I don't know there is a code for activate a module for just a thing. If there is a code, what is this and where should I write them? If there isn't a code for this, is there any other way and what is this? Can you help me again plase? Thank you... 🙂 Share this post Link to post Share on other sites
avibird 1 154 Posted August 24, 2020 I will not answer any more questions about using other spawn methods on Jebus page. If you want to know about Jebus ask and I will try to help. There are literally dozens of posts about respawn players units and AI units on the fourm. I see you are new just slow down get used to the basic editor and all the functions and modules because 99% of every mod and scrip is based off of vanilla editor and modules. I hope you understand this thread is about Jebus and nothing else. Avibird Share this post Link to post Share on other sites
denizzcerrah 2 Posted August 24, 2020 3 minutes ago, avibird 1 said: I will not answer any more questions about using other spawn methods on Jebus page. If you want to know about Jebus ask and I will try to help. There are literally dozens of posts about respawn players units and AI units on the fourm. I see you are new just slow down get used to the basic editor and all the functions and modules because 99% of every mod and scrip is based off of vanilla editor and modules. I hope you understand this thread is about Jebus and nothing else. Avibird Ok, thank you for everything. Good days 🙂 Share this post Link to post Share on other sites
denizzcerrah 2 Posted September 9, 2020 @avibird 1 Good day! I have a question. I want to use Jebus with high command module. I want my player to be the commander and I want my player manages spawned groups with Jebus. Is this possible? Thank you... Share this post Link to post Share on other sites
avibird 1 154 Posted September 9, 2020 Yes but the script usually spawns groups after they die setup on a timer and distance parameters within the script code that you put inside the group leader. So you will need to setup a trigger for the new group to join group using the join group command once the group of AI units gets killed. Go play with dreadpirate demo mission for a few hours it has all examples how to use the script with all the parameters. Share this post Link to post Share on other sites
avibird 1 154 Posted September 9, 2020 FYI I don't know how much scripting knowledge you have. But the joined group command is not part of Jebus you need to setup it up with a standard area trigger or radio trigger using this https://community.bistudio.com/wiki/joinSilent Share this post Link to post Share on other sites
denizzcerrah 2 Posted September 9, 2020 11 minutes ago, avibird 1 said: FYI I don't know how much scripting knowledge you have. But the joined group command is not part of Jebus you need to setup it up with a standard area trigger or radio trigger using this https://community.bistudio.com/wiki/joinSilent I guess I don't understand. I don't be a group leader. I want to be a commander (ctrl+spacebar) for manage other groups from my side using Jebus and high command module. Sorry for my English. I hope I can explain my problem. Thank you. Share this post Link to post Share on other sites
denizzcerrah 2 Posted September 9, 2020 22 minutes ago, avibird 1 said: Yes but the script usually spawns groups after they die setup on a timer and distance parameters within the script code that you put inside the group leader. So you will need to setup a trigger for the new group to join group using the join group command once the group of AI units gets killed. Go play with dreadpirate demo mission for a few hours it has all examples how to use the script with all the parameters. By the way, how can I play dreadpirate demo mission? Where can I find this? Share this post Link to post Share on other sites
avibird 1 154 Posted September 9, 2020 Oh boy 😂 at the first page of the thread there is a link to the script DL it has a demo mission. Do you even have the script DL have you even looked at the script and code parameters? 1 Share this post Link to post Share on other sites
avibird 1 154 Posted September 9, 2020 57 minutes ago, denizzcerrah said: I guess I don't understand. I don't be a group leader. I want to be a commander (ctrl+spacebar) for manage other groups from my side using Jebus and high command module. Sorry for my English. I hope I can explain my problem. Thank you. If you just want to control the groups from high command there maybe be an issue with Jebus. Jebus does not carryover over with syn objects after respawn but you could resynchronize the group using Zeus interface. What are you trying to do. Just control groups as a commander and not actually playing and on the ground with the group then just use Zeus for that. Maybe I'm not understanding what you're trying to accomplish. Share this post Link to post Share on other sites
denizzcerrah 2 Posted September 9, 2020 16 minutes ago, avibird 1 said: If you just want to control the groups from high command there maybe be an issue with Jebus. Jebus does not carryover over with syn objects after respawn but you could resynchronize the group using Zeus interface. What are you trying to do. Just control groups as a commander and not actually playing and on the ground with the group then just use Zeus for that. Maybe I'm not understanding what you're trying to accomplish. Actually I want to just control the groups of my side and I want to use Jebus. I want to use Jebus for infinite respawn of groups. I wish synchronize the Jebus groups to high command-subordinate module. If I could do this I would have the groups with Jebus. So I would have the groups with right to infinite respawn and I could manage these groups while I'm playing. Share this post Link to post Share on other sites
avibird 1 154 Posted September 9, 2020 You will have an issue with Jebus after respawn some of the code placed in the group init will not carryover. The group name will not carryover and synchronized items as well. IDk how to that to work I think it's out of Jebus scope but dreadpirate could answer that. Do you want to be a playable unit or just in command of the groups? If only in command just use Zeus 1 Share this post Link to post Share on other sites
denizzcerrah 2 Posted September 9, 2020 7 minutes ago, avibird 1 said: You will have an issue with Jebus after respawn some of the code placed in the group init will not carryover. The group name will not carryover and synchronized items as well. IDk how to that to work I think it's out of Jebus scope but dreadpirate could answer that. Do you want to be a playable unit or just in command of the groups? If only in command just use Zeus I want to be a playable unit. By the way, thank you all of your helps. 1 Share this post Link to post Share on other sites
denizzcerrah 2 Posted September 9, 2020 4 hours ago, denizzcerrah said: @avibird 1 Good day! I have a question. I want to use Jebus with high command module. I want my player to be the commander and I want my player manages spawned groups with Jebus. Is this possible? Thank you... @dreadpirate hello! Can you help me please? I have a problem with Jebus and high command module. Share this post Link to post Share on other sites
dreadpirate 173 Posted September 9, 2020 3 hours ago, denizzcerrah said: @dreadpirate hello! Can you help me please? I have a problem with Jebus and high command module. 0 = [this, "INIT=", "player hcSetGroup [group _proxyThis]"] spawn jebus_fnc_main; 1 1 Share this post Link to post Share on other sites
denizzcerrah 2 Posted September 13, 2020 On 9/9/2020 at 11:12 PM, dreadpirate said: 0 = [this, "INIT=", "player hcSetGroup [group _proxyThis]"] spawn jebus_fnc_main; Thank you so much! 🤗 Share this post Link to post Share on other sites
avibird 1 154 Posted September 13, 2020 @dreadpirate How would I put this in into Jebus. (Group this ) setupVariable ["Vcm_Disable",ture]; Share this post Link to post Share on other sites
dreadpirate 173 Posted September 13, 2020 2 hours ago, avibird 1 said: @dreadpirate How would I put this in into Jebus. (Group this ) setupVariable ["Vcm_Disable",ture]; 0 = [this, "INIT=", "(group _proxyThis) setVariable ['Vcm_Disable', true]"] spawn jebus_fnc_main; 1 Share this post Link to post Share on other sites
avibird 1 154 Posted September 13, 2020 Thank you dreadpirate you are the man!!! Share this post Link to post Share on other sites
denizzcerrah 2 Posted September 14, 2020 Hello, It's me again. 😅 Can I use Jebus for UAV's? I want to make a system like UAV recon support using Jebus and this script: 0 = [this, "INIT=", "player hcSetGroup [group _proxyThis]"] spawn jebus_fnc_main; When I using Jebus for a UAV the UAV is falling down and destroy. It doesn' t fly and the script ( 0 = [this, "INIT=", "player hcSetGroup [group _proxyThis]"] spawn jebus_fnc_main; ) doesn't work for UAV's. So how can I do a system like UAV recon support using with Jebus? Thanks for answers 🤗 Share this post Link to post Share on other sites