johnnyboy 3793 Posted November 16, 2019 Here you will see many improvements to this script: Improvements: Units are much faster entering rooms after breaching. This makes them much more effective at clearing a room. Enhanced Movement mod support. Units can now hop fences, climb walls, climb objects, etc. Units can now climb ladders. Units can now carry a pistol only, or be unarmed. Good for escorting hostage or VIP. Unit team stays together better, and moves faster through positions. Countless tweaks and bug fixes. Will release this latest version in the next few days. 13 1 Share this post Link to post Share on other sites
johnnyboy 3793 Posted December 2, 2019 On 11/15/2019 at 4:48 PM, johnnyboy said: Will release this latest version in the next few days. Turns out "next few days" was 15 days! But here is the latest Beta Release that contains features described in previous post. The Download Demo Mission links in top post are updated to the latest version. I've included the mission on Malden used in the "How To create a path" video, and also the mission on Stratis where 4 man team clears a 2 story house that you have seen in multiple videos. Its working pretty good. Next I hope to use the script in an actual mission (that's a great way to flush out problems, and is more fun). 6 Share this post Link to post Share on other sites
avibird 1 154 Posted August 4, 2020 Is this script still working no post since December 2019. Share this post Link to post Share on other sites
johnnyboy 3793 Posted August 5, 2020 Should be working. I have stopped improving it though. No time for arma recently. 1 Share this post Link to post Share on other sites
Liberty Bull 23 Posted July 16, 2021 I am trying to figure out a way to simply have one designate AI unit to follow the path. I can get the whole team to follow my custom plan in the example mission, but cant seem to figure out how to modify it to simply have an AI enemy guard continuously cycle through the points. Any help would be appreciated as this would make AI work with custom building interior compositions I am using in my open world style mission. Share this post Link to post Share on other sites
johnnyboy 3793 Posted July 16, 2021 1 hour ago, Liberty Bull said: I am trying to figure out a way to simply have one designate AI unit to follow the path. I can get the whole team to follow my custom plan in the example mission, but cant seem to figure out how to modify it to simply have an AI enemy guard continuously cycle through the points. Any help would be appreciated as this would make AI work with custom building interior compositions I am using in my open world style mission. I haven't tried this script in over a year, but it should work. A single unit should be no different than a group. Record the desired path, and run it for a group with only one unit. That's my best guess. Is your problem that it works for a player commanded team, but you can't make it work for a non player commanded AI unit? Share this post Link to post Share on other sites
Liberty Bull 23 Posted July 16, 2021 2 minutes ago, johnnyboy said: I haven't tried this script in over a year, but it should work. A single unit should be no different than a group. Record the desired path, and run it for a group with only one unit. That's my best guess. Is your problem that it works for a player commanded team, but you can't make it work for a non player commanded AI unit? That's exaclty what I mean. It could be due to my beginner level of scripting knowledge, I tried looking through the various functions to figure out how to just call it on the on AI group without having to have the player command it. Share this post Link to post Share on other sites
johnnyboy 3793 Posted July 16, 2021 21 minutes ago, Liberty Bull said: That's exaclty what I mean. It could be due to my beginner level of scripting knowledge, I tried looking through the various functions to figure out how to just call it on the on AI group without having to have the player command it. Well my example really wasn't geared to showing you how to have independent AI do it. I dug thru the code, and think this is the format for the call. You could call it from a waypoint, init.sqf, a trigger, or whatever: _stack = [_stackMembers, _path, _house, 0,0,getpos (_stackMembers select 0), group player] call JBOY_stackManagerLaunch; _stackmembers is an array, so for a single unit, just put him in an array like this: [someDude] _path could be hardcoded name of path your stored: MyPath _house should be house from init.sqf The rest of the params should be ok. So in your case, something like this: _stack = [[myPatrolDude], myPath, house, 0,0,getpos (_stackMembers select 0), group myPatrolDude] call JBOY_stackManagerLaunch; Let me know if that works for you. Share this post Link to post Share on other sites
Liberty Bull 23 Posted July 16, 2021 16 minutes ago, johnnyboy said: Well my example really wasn't geared to showing you how to have independent AI do it. I dug thru the code, and think this is the format for the call. You could call it from a waypoint, init.sqf, a trigger, or whatever: _stack = [_stackMembers, _path, _house, 0,0,getpos (_stackMembers select 0), group player] call JBOY_stackManagerLaunch; _stackmembers is an array, so for a single unit, just put him in an array like this: [someDude] _path could be hardcoded name of path your stored: MyPath _house should be house from init.sqf The rest of the params should be ok. So in your case, something like this: _stack = [[myPatrolDude], myPath, house, 0,0,getpos (_stackMembers select 0), group myPatrolDude] call JBOY_stackManagerLaunch; Let me know if that works for you. It's throwing error when I try and get the new unit to follow the path. I can still have the original units from the mission execute my new path when choosing the action menu items. Share this post Link to post Share on other sites
johnnyboy 3793 Posted July 16, 2021 @Liberty Bull I can help if you post the error text, your init.sqf code, and your call to JBOY_stackManagerLaunch. And tell me where you make that call from (the init, a trigger, a waypoint, etc.). 2 Share this post Link to post Share on other sites
themenwithgreenfaces 10 Posted July 20, 2022 Has anyone had any luck with this in 2022? Trying to have a team breach a long cow barn on chernarus and they wont even stack up when given the command! any help would be much appreciated Here is the error: https://imgur.com/a/ha0aBNl Share this post Link to post Share on other sites
sarogahtyp 1108 Posted July 20, 2022 Always post error messages out of .rpt file pls. For tons of reasons... Also just one post above yours @johnnyboy wrote what he needs at least to help 1 Share this post Link to post Share on other sites
johnnyboy 3793 Posted July 24, 2022 On 7/20/2022 at 5:59 AM, themenwithgreenfaces said: Has anyone had any luck with this in 2022? Trying to have a team breach a long cow barn on chernarus and they wont even stack up when given the command! any help would be much appreciated Hey dude. Due to your post , I just tried a few of my example missions using these script's, and they all have problems. I can only conclude that an arma update broke them. I'm afraid I've moved on to other projects and have no time to try to fix this. Sorry about that, I hate to abandon this but we all have limited time. The good news is I think some brilliant dude I know is about to solve this building navigation issue soon. Stay tuned. 2 Share this post Link to post Share on other sites
pierremgi 4863 Posted July 24, 2022 Just glancing at your codes, it seems to me there is inconsistency between the params used in stackManager.sqf , waiting for params["_stackMembers","_path","_house","_stackUnit","_resumePathIndex","_stackLeaderStartPos","_stackGroup","_firstCall","_originalStack"]; // _firstCall boolean as 8th param (index 7) and what is passed in stackManager_freezeproblem.sqf at line 457: [_stackMembers,_path,_house,_doorPositions,_doors,_stackUnit,_resumePathIndex,_stackLeaderStartPos,_stackGroup,_firstCall,_stack] execVM "JBOY_SnS\stackManager.sqf"; // where _firstCall is now 10th param (index 9). _doorPositions,_doors, are two new inserted params which causes this error msg. Sorry, I didn't dig deeper. 2 Share this post Link to post Share on other sites
Play3r 147 Posted August 8, 2022 On 7/20/2022 at 2:59 PM, themenwithgreenfaces said: Has anyone had any luck with this in 2022? Trying to have a team breach a long cow barn on chernarus and they wont even stack up when given the command! any help would be much appreciated Here is the error: https://imgur.com/a/ha0aBNl have a look this guys script maybe you can use that: Sorry to post it in your tread JBoy, but is was the easy way to do it.. 2 Share this post Link to post Share on other sites