gatordev 219 Posted January 4, 2023 5 hours ago, avibird 1 said: What I was saying use three different groups of units. JEBUS with editor placed waypoints to see if the waypoints work. Just use editor placed waypoints with no JEBUS and use JEBUS with a different patrol script. If the issues still there for all three then it's a map/terrain issue if it works then it's a Gaia issue. I stopped using Gaia unfortunately to many bugs and overall performance issues. Ah, okay, now I understand. Waypoints without JEBUS do work. I'll have to play with waypoints with JEBUS. I think I have that already, I just can't remember if it was working or not, as I've found that to be hit and miss in the past. The fact that everything (GAIA and JEBUS) currently works on every other map has me stumped, so was hoping someone could make a quick test and see if the problem exists for them. I'm running Dev branch. Share this post Link to post Share on other sites
avibird 1 154 Posted March 25, 2023 On 3/28/2022 at 1:45 PM, Alith Evo said: I have a motorized rifle squad, one APC and 8 passengers. Is there a way to respawn a new squad when an APC is destroyed but other units are still alive ? It only respawns when all units are dead. Hey I know this is a late response. Lol. Jebus is may go to respawn script. Just reading trying to fix up a few minor errors snd bugs that are that are now present. Unfortunately @dreadpirate is not really updated the script anymore sad 😢. There's a simple fix to your issue. You can setup a second trigger besides the exit trigger to delete the group units when a set number of units are dead or the vehicle they're in is destroyed. So if the APC is destroyed the group will get delete it and the exit trigger from jebus will kick in and then will respawn the entire group including the vehicle. The default setup for respawn is only the group units and not the vehicle because jebus setup code goes inside the group leader init. Avibird Share this post Link to post Share on other sites
avibird 1 154 Posted July 23, 2023 I still use jebus for my respawn needs of AI groups. Gaia is somewhat broken using jebus. Question for anyone who still uses jebus. I asked dreadpirate a while back to carryover composition callsign of a group that respawns and individual unit variable names. This works great. I'm fooling around with reinforcement units to some of jebus groups that respawn using joinSilent command but I can't use composition variable name grp_ ect to join only individual variable names will carryover using jebus. The question is is this a limitation to Arma engine not carrying over composition variable names or a limitation of jebus. All works fine if I use the group leader variable name rather than the composition of the group. The issue is if the group leader is killed the joining units will not join the group because the variable name is not available because the group leader is dead. If I don't use jebus respawning system then I can use the composition variable name to join the groups. Any feed back would be great Share this post Link to post Share on other sites
JIMMI DEE BILLY BOB 4 Posted February 28 Can this be done? using a other script on server, i works with sgf file on MP singleplayer, not server. https://github.com/kami-/plank 0 = [this, "DELAY=",300, "INIT=", " (group _proxyThis)[_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications;"]spawn jebus_fnc_main; when loading, it says there is a problem there l (group _proxyThis)l[_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications;"]spawn jebus_fnc_main; If this can work on a units init. on server, that should work in some way to in jebus. 😄 😢 [_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications; --------------------------orignal sgf 0 = [this, "DELAY=",300, "INIT=", "{[_x] execVM 'Ticket1OFFn.sqf'} forEach units (group _proxyThis);"]spawn jebus_fnc_main; Ticket1OFFn.sqf----------------------------------- dont work to if (!isServer) exitWith {}; _unit = _this #0; _unit enableFatigue false; call compile preprocessFileLineNumbers "plank\plank_init.sqf"; [_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications; [West, -3] call BIS_fnc_respawnTickets; East addScoreSide 1; Share this post Link to post Share on other sites
dreadpirate 173 Posted February 29 On 2/28/2024 at 10:31 PM, JIMMI DEE BILLY BOB said: Can this be done? using a other script on server, i works with sgf file on MP singleplayer, not server. https://github.com/kami-/plank 0 = [this, "DELAY=",300, "INIT=", " (group _proxyThis)[_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications;"]spawn jebus_fnc_main; when loading, it says there is a problem there l (group _proxyThis)l[_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications;"]spawn jebus_fnc_main; If this can work on a units init. on server, that should work in some way to in jebus. 😄 😢 [_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications; --------------------------orignal sgf 0 = [this, "DELAY=",300, "INIT=", "{[_x] execVM 'Ticket1OFFn.sqf'} forEach units (group _proxyThis);"]spawn jebus_fnc_main; Ticket1OFFn.sqf----------------------------------- dont work to if (!isServer) exitWith {}; _unit = _this #0; _unit enableFatigue false; call compile preprocessFileLineNumbers "plank\plank_init.sqf"; [_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications; [West, -3] call BIS_fnc_respawnTickets; East addScoreSide 1; I don't understand what you're trying to do here. Plank looks like a script to give players the ability to build fortifications, but you're trying to add it to an NPC? Share this post Link to post Share on other sites
JIMMI DEE BILLY BOB 4 Posted March 4 On 2/29/2024 at 10:36 PM, dreadpirate said: I don't understand what you're trying to do here. Plank looks like a script to give players the ability to build fortifications, but you're trying to add it to an NPC? I have built quite a few missions built around a mod called drogon enhanced command, here you can control all friendly forces and take direct control of them as a player, here I use your script to respawn groups in waves, the purpose of just that unit here is that it must be able to build fortifications, everything worked on my PC singleplayer and multiplayer, but when I use this script as described as original on a dedicated server it doesn't work, here I'm just trying to find another solution. Plank scripted works perfectly on dedicated server on units and vehicles, only when I put scripted in units & vehicles init and repawn vehicles module expression field in editor, but i cant respawn units with it in them. Unit editor, this works. [_unit, [6, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2 ,2 ,2, 0, 0, 0, 100, 100, 100, 60]] call plank_api_fnc_forceAddFortifications; Share this post Link to post Share on other sites
avibird 1 154 Posted April 23 Hello jebus user or perhaps dreadpirate himself. I'm trying to get editor custom voice and face models to carry over on respawns using jebus. Init function option. This is a code that spawns in A group 0= [this,"DELAY=",300,"PAUSE=",50,"EXIT=", myExitTrigger1] spawn jebus_fnc_main; This is a code that spawns in A group with code i init function 0= [this,"DELAY=",300,"PAUSE=",50,"EXIT=", myExitTrigger1,"INIT=", "(group _ProxyThis) setVariable ['Vcm_Disable',true]"] spawn jebus_ fnc_main; This is a code that spawns in A group with two other code lines merged 0 = [this,"DELAY=",300,"PAUSE=",100,"EXIT=", myExitTrigger1,"INIT=", "{dostop _x} forEach (units _ProxyThis);(group _ProxyThis) setVariable ['Vcm_Disable', true]"] spawn jebus_fnc_main; I am trying to add this to code to one of the above codes that works. addMissionEventHandler ["entityRespawned",{ params ["_new","_old"]; if (_new isKindOf "CAManBase") then { [_new,face _old] remoteExec ["setFace"];[_new,speaker _old] remoteExec ["setSpeaker"]; } }]; Can"t get the right setup getting errors with ] } ect to see if it will work. Can somebody just get the codes merged so i can see if it will work. Avibird. Share this post Link to post Share on other sites
pierremgi 4853 Posted April 23 3 hours ago, avibird 1 said: Hello jebus user or perhaps dreadpirate himself. I am trying to add this to code to one of the above codes that works. addMissionEventHandler ["entityRespawned",{ params ["_new","_old"]; if (_new isKindOf "CAManBase") then { [_new,face _old] remoteExec ["setFace"];[_new,speaker _old] remoteExec ["setSpeaker"]; } }]; Can"t get the right setup getting errors with ] } ect to see if it will work. Can somebody just get the codes merged so i can see if it will work. Avibird. We already discussed about that in an other thread. I mentioned this code with MEH "entityRespawned" when I thought you tried to REspawn some playable units. After discussion, if I'm right, you are trying to REspawn spawned AI units. This MEH doesn't work for simple AI (spawned or edited) because they are not playable so not eligible for the respawn system. Usually, moders and scripters use a code for re-creating an AI replacing the dead one, with more or less traits and behaviors (face, waypoints if single unit in group, loadout,...), with options like position (at start, at death...). You can also find some codes/modules for triggering a new AI unit/AI wave with same path(s), under conditions or timers. It's something near from your goal. The fact is your demand for same face and speaker is not usual, and probably need specific lines about that, on existing codes. I understand and respect your choice for Jebus system. Tell me if you are interested in MGI modules. 1 Share this post Link to post Share on other sites
Falconwatch 0 Posted July 29 Hey guys, I'm currently using JEBUS to spawn units for a large-scale WW2 mission I'm making. These scripts are really amazing and made my life much simpler. Thanks so much dreadpirate for your hard work! However I'm hoping to modify the combat behaviour of spawned groups to simulate charging conscripts. Think for JEBUS the only way to modify AI behaviour is via an external SQF file, and I'm able to call up the SQF file via the following command: 0 = [this, "INIT=", "execVM 'BEHAVIOUR.sqf'"] spawn jebus_fnc_main; However I'm really scratching my head and can't seem to figure out how to initialise these parameters at all: disableAI "COVER"; disableAI "SUPPRESSION"; disableAI "RADIOPROTOCOL" allowFleeing 0; enableFatigue false; It's giving me errors regarding "Error Undefined Variable in expression", I tried reading through the following but it's just leaving me with even more questions: Writing a Function – Arma 3 - Bohemia Interactive Community (bistudio.com) params - Bohemia Interactive Community (bistudio.com) Would really appreciate if anyone can help me out with these! How can I script up the above AI parameters correctly within the SQF file, so they are able to initialise correctly for all the groups spawned via JEBUS script? Thanks in advance for your help with this! Share this post Link to post Share on other sites
avibird 1 154 Posted July 30 Question what do you want to do. You want to prevent certain AI behaviors that you stated above? Share this post Link to post Share on other sites
Falconwatch 0 Posted August 1 On 7/31/2024 at 12:19 AM, avibird 1 said: Question what do you want to do. You want to prevent certain AI behaviors that you stated above? Yes that's exactly correct! Preventing the above AI behaviours on JEBUS spawned units, since I'm hoping to simulate charging conscripts for a WW2 mission. Share this post Link to post Share on other sites
avibird 1 154 Posted August 1 What AI behaviors. JEBUS has nothing to do with AI behavior however it does have AI behavior scripts that are built in like using various patrol scripts like UPmons UPS GIAI. Share this post Link to post Share on other sites
Janez 530 Posted August 2 On 7/29/2024 at 9:45 AM, Falconwatch said: However I'm really scratching my head and can't seem to figure out how to initialise these parameters at all Oh man, it's been so long since I did this. OK, something like this should probably work. Play around with it a bit, check that sample mission from OP. Put this into unit's init field in editor: 0 = [this, "INIT=", "{[_x] execVM 'BEHAVIOUR.sqf'} forEach units (group _proxyThis)"] spawn jebus_fnc_main; Then in BEHAVIOUR.sqf (make sure this script is in same folder as mission.sqm, otherwise you have to define subfolder path): _unit = _this select 0; _unit disableAI "COVER"; _unit disableAI "SUPPRESSION"; _unit disableAI "RADIOPROTOCOL" _unit allowFleeing 0; _unit enableFatigue false; Share this post Link to post Share on other sites
avibird 1 154 Posted August 2 You can always turn all this off in unit setup. Click on the unit go to attributes go to AI behavior and check off what you don't want Share this post Link to post Share on other sites