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Jebus - Just Editor Based Unit Spawning

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59 minutes ago, denizzcerrah said:

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 🤗

 

I couldn't get High Command to work with UAVs at all, how did you do it?

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29 minutes ago, dreadpirate said:

 

I couldn't get High Command to work with UAVs at all, how did you do it?

I synchronized the UAV to High Command - Subordinate module.

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7 minutes ago, denizzcerrah said:

I synchronized the UAV to High Command - Subordinate module.

But I want to the UAVs can respawn with Jebus and I can command this.

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55 minutes ago, denizzcerrah said:

But I want to the UAVs can respawn with Jebus and I can command this.

 

I haven't really used JEBUS with UAVs before. So I'll have to work on that when I get a chance.

 

In the meantime, you can sync the UAV to a Vehicle Respawn Module and put the following in the "Expression" field:

 

(_this # 0) engineOn true; player hcSetGroup [group (_this # 0)]

If you want the UAV to spawn flying, make sure you give it plenty of altitude (at least 500m).....

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@denizzcerrah This should allow you to use JEBUS drones with High Command using hcSetGroup as discussed previously.....

 

Version 1.453

  • Fixed Drone support

Download

GitHub

(It turned out that the earlier update fixing seat positions in manned vehicles broke unmanned vehicles.....)

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14 hours ago, dreadpirate said:

 

I haven't really used JEBUS with UAVs before. So I'll have to work on that when I get a chance.

 

In the meantime, you can sync the UAV to a Vehicle Respawn Module and put the following in the "Expression" field:

 


(_this # 0) engineOn true; player hcSetGroup [group (_this # 0)]

If you want the UAV to spawn flying, make sure you give it plenty of altitude (at least 500m).....

This method is always working! Thank you so much! 😊

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10 hours ago, dreadpirate said:

@denizzcerrah This should allow you to use JEBUS drones with High Command using hcSetGroup as discussed previously.....

 

Version 1.453

  • Fixed Drone support

Download

GitHub

(It turned out that the earlier update fixing seat positions in manned vehicles broke unmanned vehicles.....)

But this method isn't always working or I can't do. I don't know... 🤔

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@dreadpirate I know I have asked this a while ago but why can't you get custom group names to carryover after respawn using Jebus or elevations of units ! 

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12 minutes ago, denizzcerrah said:

Thank you dreadpirate! You are the hero! One question. Why the MQ-4A Greyhawk UAV has no ammo? I don't understand... Have you any idea?

I didn't notice that before. I can see them on the wings, but they don't seem to register for the gunner.....

 

Wait, I've found the problem:

 

In fn_spawnVehicle.sqf change the line

{_newVehicle setPylonLoadOut [(_forEachIndex + 1), _x];} forEach _vehiclePylonMagazines;

to:

{_newVehicle setPylonLoadOut [_forEachIndex, _x];} forEach _vehiclePylonMagazines;

 

(Indexes for pylons used to start at 1, instead of 0, but they must have fixed that.....)

 

I'll update JEBUS soon, but I've been trying to add some features that @avibird 1 requested and it's taken me all day.....

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2 minutes ago, dreadpirate said:

I didn't notice that before. I can see them on the wings, but they don't seem to register for the gunner.....

 

Wait, I've found the problem:

 

In fn_spawnVehicle.sqf change the line


{_newVehicle setPylonLoadOut [(_forEachIndex + 1), _x];} forEach _vehiclePylonMagazines;

to:


{_newVehicle setPylonLoadOut [_forEachIndex, _x];} forEach _vehiclePylonMagazines;

 

(Indexes for pylons used to start at 1, instead of 0, but they must have fixed that.....)

 

I'll update JEBUS soon, but I've been trying to add some features that @avibird 1 requested and it's taken me all day.....

 

That fixes the problem for the Greyhawk, but it breaks other aircraft....... I'll do some more testing before I push out an update.....

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1 hour ago, dreadpirate said:

 

That fixes the problem for the Greyhawk, but it breaks other aircraft....... I'll do some more testing before I push out an update.....

OK dreadpirate, good luck and good days and very very thank you for everything 😊

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Version 1.454

  • Group ID is saved
  • Unit elevation is saved. Groups can be spawned in buildings, on ships, etc.
  • Dynamic Loadout support withdrawn for now (It wasn't working properly anyway)

Download

GitHub

Notes:

  • 0 = [this, "INIT=", "{doStop _x} forEach (units _proxyThis)"] spawn jebus_fnc_main; //Units will stay in building until engaged by enemy
  • 0 = [this, "INIT=", "{_x disableAI 'PATH'} forEach (units _proxyThis)"] spawn jebus_fnc_main; //Units will stay in building even after engaged by enemy
  • Dynamic Loadout Aircraft spawn with default loadout and *not* editor created loadout. I may try to fix this at some point
  • Vehicles won't spawn if their spawn position is occupied, so spread out your vehicles at least 10m

 

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@dreadpirate no words can express my gratitude 😎 this really should be a module. imagine jebus functionality in a module. 

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Hey dreadpirate two things my brother. I reported the the custom unit names was not carrying over at times that you Incorporated within the script that is false lol. It may be the fact that I don't have arma on an SSD drive at this time if I do not give arma a good  30 seconds to load up and hit the continue button when I'm in map screen before the mission starts the names don't carry over if I wait 30 seconds all the good.

 

Now the the really stuff the elevations work great as well as the dostop command no reason to use a sentry waypoint anymore lol however the disable pathway command I am unable to reverse it using a script in a trigger at the threshold of a building door. What I have been doing in the past is using a trigger at the or if a certain unit of a group gets killed inside the building I enable the pathway for the entire group allowing them to move throughout the building and exit. With your new disable pathway I cannot enable it with a trigger. It would be nice to be able to enable it again if desired for the mission designer. I don't know if it's possible with the code you needed to put in to allow jebus to spawn it in with the group. AVIBIRD

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On 9/22/2020 at 10:45 AM, avibird 1 said:

Hey dreadpirate two things my brother. I reported the the custom unit names was not carrying over at times that you Incorporated within the script that is false lol. It may be the fact that I don't have arma on an SSD drive at this time if I do not give arma a good  30 seconds to load up and hit the continue button when I'm in map screen before the mission starts the names don't carry over if I wait 30 seconds all the good.

 

Now the the really stuff the elevations work great as well as the dostop command no reason to use a sentry waypoint anymore lol however the disable pathway command I am unable to reverse it using a script in a trigger at the threshold of a building door. What I have been doing in the past is using a trigger at the or if a certain unit of a group gets killed inside the building I enable the pathway for the entire group allowing them to move throughout the building and exit. With your new disable pathway I cannot enable it with a trigger. It would be nice to be able to enable it again if desired for the mission designer. I don't know if it's possible with the code you needed to put in to allow jebus to spawn it in with the group. AVIBIRD

 

Try

{_x enableAI "PATH"} forEach units editorGroupName

in the "On Activation" box of your trigger.....

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