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Jnr4817

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Everything posted by Jnr4817

  1. Absolutely, I truly appreciate the education. I really like this script and am using it now and will cont to test and report any issues. Thanks again for the hard work and scripts you've published. Reed
  2. Ok, Ill change back to default. Please check below to make these are correct defaults I just tested the join players group and works well so far. I did notice, when you have the join player group set true, the AI does not spawn in Combat Mode Yellow or behavior Aware. At least, the AI doesn't appear to be Yellow or Aware. Latest Version 1.1 with hotfix with corrected arrays for editor or spawner. Thanks again for helping me out.
  3. Got ya. Just tested and seems to be working great now on hosted, for editor vehicles and VVS Spawner. Of note I modified this line, to change the default params, hope that is ok. (_this select 3) params [["_vec", objNull, [objNull]], ["_AI_timeout", 1800, [0]], ["_own_gun", true, [true]], ["_cargo_spawn", true, [true]], ["_group_player", false, [true]], ["_quite", true, [true]]]; Using this for editor. [this, ["Embark AI Crew", "SA\scripts\SSAIG.sqf", [this], 0, true, true, "", "true", -1, false, "", ""]] remoteExec ["addAction",0, true]; I had to change the code for the spawner to this. [_vehicle, ["Embark AI Crew", "SA\scripts\SSAIG.sqf", [_vehicle], 0, true, true, "", "true", -1, false, "", ""]] remoteExec ["addAction",0, true]; Thanks again, Ill test more later with additional people.
  4. I am running the script in 2 different areas. 1st, is 3 aircraft that are placed in the editor. 2nd, is a vehicle spawner call VVS. I had your script working in both prior to 1.1, I am not sure what changed that has caused it not work. The only dependent mods I have are CUP, MELB, and CBA. The 3den enhanced and Zec are not causing an issue. Ill open your mission and see whats going on, I haven't had time yet. Ill fix everything and bring up to date with hotfix and test. Thanks
  5. @sarogahtyp here is my mission. You'll find your file under sa/scripts/ssaig.sqf The 3 un manned helos have the addaction in the init. The vehicle spawner is VVS I added the remotexec under VVS/functions/fn_spawnVehicle.sqf THanks for working on this. Mission
  6. tested with 1.1 and still wont populate the addaction in the spawned vehicle In the vehicles in editor, it gives the addaction but wont spawn any ai. using this one you posted for vehicle spawner. [_vehicle, ["Embark AI Crew", "SA\scripts\SSAIG.sqf", [_vehicle], 2, true, true, "", "true", 3.5, false, "", ""]] remoteExec ["addAction",0, true]; Using this for vehicles already in editor this addAction ["Embark AI Crew", "SA\scripts\SSAIG.sqf", [_vehicle], 2, true, true, "", "true", 3.5, false, "", ""]; I still have 1.1 but with the line you said to change. Using all defaults now for debug. I hope im giving you enough info to help. again i am not getting any errors in game or rpt. Thanks code im using
  7. Hmm, I can change defaults in the script and try it with old addaction...
  8. I tested on hosted with what you advised changing in the script with 1.1and the new params and the new addaction [_vehicle, ["Embark AI Crew", "SA\scripts\SSAIG.sqf", [_vehicle, nil, nil, nil, true, true], 2, true, true, "", "true", 3.5, false]] remoteExec ["addAction",0, true];
  9. I tested and this isn't working. Using default option for testing. No errors are being populated either. Not sure what happens. I am not getting the addaction to "Embark AI Crew"
  10. I will test later today. How do I add the new params into this statement. [_vehicle, ["Embark AI Crew", "SA\scripts\SSAIG.sqf", nil, 2, true, true, "", "true", 3.5, false]] remoteExec ["addAction",0, true];
  11. Jnr4817

    GF Auto Population Script - Mod

    For the dynamic simulation settings. When does the script take this into account the view distance setting? for example if I’m using a view distance script to change dynamically will it automatically change the dynamic sim accordingly?
  12. Awesome. You will need a spawn vehicle script to test, like VVS or Ghost or MGI.\ Once you've integrated your script into it, spawn a vehicle. Now spawn a different vehicle. It kicks out the AI you embarked and wont let you respawn anymore, because they are still alive.
  13. Jnr4817

    GF Set AISkill Script

    Can I use this script in co junction with your mission and auto pop script? As these both have ai difficultly settings? Will this override what’s in the missions and auto pop script? thanks.
  14. Jnr4817

    GF Auto Population Script - Mod

    awesome work homie, but getting a few errors. When changing around where the spawner locations are in Location_settings this is popping up when GF_AP_Pos = [] call GF_AP_Pos_Random_No_water; // This option will work in every map even in VR GF_AP_Pos = [] call GF_AP_Pos_AnyNearestLocation; // This option will have a safer spawn distance GF_AP_Pos = [] call GF_AP_Pos_NearestLocation; // This option will select the NearestLocation with buildings are used. I am having to manually use GF_AP_Pos_Hill, GF_AP_Pos_Mount, GF_AP_Pos_NameCity, GF_AP_Pos_NameCityCapital, GF_AP_Pos_NameLocal, GF_AP_Pos_NameMarine, GF_AP_Pos_NameVillage, GF_AP_Pos_ShoreLine_Shore, GF_AP_Pos_ShoreLine_Water in the select_random to get any enemy to spawn. I have no other spawn system running and am on Malden THanks, Reed Also, Can you clarify these a little better, if I want to spawn enemy with 250-2000 of the player what are the settings GF_AP_Units_Spawn_Safe_distance = 250; // Add here the distance for the Units Spawn Safe distance from players GF_AP_Blacklist_Zone_distance = 1500; // Add here the distance for the Blacklist Zones GF_AP_Attack_Distance = 1500; // The distance from the spawn position , for the attack spawn units GF_AP_Cleaner_Distance = 3500; // The Distance to delete spawned Units
  15. So, I tested this out last night for several hours. In a helicopter, which my main use, only the co-pilot seat and door gunner seats are spawning AI. It would be nice to have some of the seats AI can also shoot from, like on the CUP MH60 or MELB, etc. I also noticed if you spawn a new vehicle, the spawn the AI, then change the vehicle, the AI just fall out of aircraft and then you cant embark anymore until those are gone. Another example, try embarking on 1 aircraft, the move to another and do the same. One more questions, anyway to make the embarking AI join your group, so they can laser designate for you? Awesome work.
  16. This is how I added into my vehicle spawner script. [_vehicle, ["Embark AI Crew", "SA\scripts\SSAIG.sqf", nil, 2, true, true, "", "true", 3.5, false]] remoteExec ["addAction",0, true]; Thanks
  17. It would be nice to have the delete group function in the script itself.
  18. I can place addaction in the vehicle init I want to have "Embark AI Crew" and the SSAIG.sqf in my vehicle spawn script. The addaction is straight forward, but I not quite sure the vehicle spawner is going to work. I need to test but am not home. THanks for great script.
  19. OIl platform for sure, so much fun back in the day.
  20. Jnr4817

    GF Missions Script

    Really I just want the missions. It would be nice to have the ability to spawn 1-6 missions at the same time. this way you can make a battle plan and each mission can be completed in what ever order you'd like.
  21. Jnr4817

    GF Missions Script

    Double post Thanks, Reed
  22. Jnr4817

    GF Missions Script

    With your Auto Pop script working, are going to get rid of DAC and EOS within the Missions script. All I need is just the missions. Plan to use with Auto Pop script. Thanks, Reed
  23. Jnr4817

    GF Auto Population Script - Mod

    Getting some errors. Thanks
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