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avibird 1

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Everything posted by avibird 1

  1. Beno still does not work. I am using jebus and murk AI editor spawning scripts does not set units direction very frustrated.
  2. @Doctor-Vanilla if you could get this to work using team switch it would be greatly appreciated and need it with this basic function that should have been included in the vanilla game Avibird
  3. He does that so a AI unit can't heal itself or player that's what I'm assuming.
  4. No but would be open to it. I am using just game triggers to set up tasks and completions it's very simple to just put the code into a trigger. Well it's my comfort zone lol
  5. I have a mission that one of the tasks is to rescue three hostages. I have it setup when a playable unit enters the room the hostage joins the unit and then the unit can order them into a vehicle and tells the vechicle to move to a location on the map and in a trigger area the three hostages get delete it so the task is completed by !alive hostage1 && !alive hostage2 && !alive hostage3 Is there a easier more efficient way of doing this. Avibird
  6. The hostage section of the mission is not the main objective of the mission it's a secondary objective. The car will get destroyed but the three hostages will only go incapacitated (I could make them die it's not the main objective of the mission) the players who free them can order them into a car and tell the driver to move to the section of the map that the three units will then get delete it resulting in task completed. If the hostages go incapacitated on their way to the location it's up to the players if they want to find them to revive them. I play with a modified revive script that the players will never die only go incapacitated the mission will end when all playable units are incapacitated however very limited medical packs in the mission and you can't pick them up from dead soldiers only at certain locations scattered throughout the mission. I am still trying to figure out the best setup for this side objective within the mission. The mission is called The Great Escape the main objective is to escape from a prison camp task 1 and locate and find resistance Safe House task 6. Task 2 kill the prison camp officer Task 3 blow up communication Tower Task 4 free hostages collaborators that happened with your Escape from the camp Task 5 ambush a bus at a town Bus Terminal with hostile civilians and off-duty soldiers that are in the bus and occupying the town. Then have the bus driver take you to the resistant Safe House task 6. If hostage section is not completed it doesn't affect the mission completion. Still thinking about the overall flow and the Logistics of the mission.
  7. @pierremgi Just curious why don't you ever post your scripts on armaholic or Steamwork shop.
  8. @theend3r all my playable units only can be incapacitated and will never die the mission will end when all playable switchable units are down. The hostages also have the script so they will go down but not bleedout. Right now I have a car that spawns in and you order them to get in and the car will drive away and get deleted from the map that is how I have the task setup to complete. I was looking for a easier way to have the task completed when the hostages are in my group ?
  9. @Larrow so in your second code block you provided ie TAG_allowedSupportUnitTypes ect....... This would let me setup the support for let's say two other units in a different squad. Both of the having the class of B_T_Sniper_F. I just need to added the code to a intPlayerLocal.sqf. If yes I still need to setup the support modules the old-fashioned way to the first unit link to all of the the modules I want?
  10. @Larrow hi I think you give me that code block a while back. Yes it give the human player the ability to have the support with ever unit he team switches into very cool but not may preference. I usually play with a few squads of playabke/switchable units. I prefer that each squad has the ability to use certain things and if that unit goes down that's the way the cookie crumbles lol. I appreciate your input but the the Doctor vanilla made it sound that it would work with the team switch enabled to the various classes of units defined in the script. Unfortunately I never understood why he Bohemia never made the modules for multiplayer with access from multiple units to use it.
  11. Yes tested with and without jebus UPS is broken now units are always on alert moving at full speed and in combat mode I said this like three times lol
  12. Like I said ups when using it with jebus the AI are always on alert never safe limited speed ect so yes it is broken with jebus for sure it works fine on it's on and with the other editor spawn script ie murk. For upmons it was a based on ups with some more bells and whistles and yes most of upmons vehicles are broken but infantry still works for sure on it's on and with murk editor spawn script but there is a delay of 2 minutes or so before waypoints get generated however with jebus over 8 minutes before waypoints get generated. Why are you getting so defensive. Jebus is a great script that adds a lot. But using GAiA with it for a whole mission with a few hundred units is a little to much for my liking. Yes I could always added nofollow parameters but I prefer not to play with that or despawning and respawning of units in the zones. Just my opinion. There are a few new AI control generated Waypoint scripts that I'm going to try with jebus.
  13. Yes but still GAIA is very accurate with the locations compared to most AI Scripts. I only use a few units/ groups with GAIA if I put it into a mission. What I like to have is one or two groups motorized units very far away from the initial OA to start with infinite respawn on them to always have a slow but accurate reinforcement pool to the current OA in the mission. I always like to have a sniper group with GAIA. No back to my point I have done a lot of testing the last few days and jebus definitely breaks UPS and totally breaks UPMONS. UPMONS still works with infantry units with a 2 min delay to issue waypoints but with jebus over 8 minutes. I am currently testing USPS right now. It is very similar to upmons and ups but with one really cool feature house searching parameters. I usually used all three of these Scripts with the first editor spawn script by murk and armaholic. I wanted to update some of my older missions with jebus because it's still being worked on and updated by the author thank you @dreadpirate. How does jebus work with vcom alive ect I have not really spent to much time with some of the newer AI scripts. I am old and get very used to what I know lol. But I'm trying to open my mind ? PS I love MCC so I am very familiar with GAIA.
  14. The only issue with GAIA is that the groups in a zone no matter how big the zone is setup for the units groups are to knowledgeable of your exact location on the map. UPs and UPMONS you could adjust the settings for knowledge for the groups. Avibird
  15. Hey @dreadpirate Upmon definitely not working. Wait it had a long delay and most of the armor is broken infantry still work but not in safe mode always on alert. UPS is broken units are always in alert and never in safe limited speed as the script should be. I don't know if this was due to last few updates but patrols scripts don't really work. GAIA works great ?.
  16. same here f2k sel . @Doctor-Vanillaeven in your demo mission. All five units have the ability to call support only if you start with that unit. If you team switch into one of the other four units you setup it does not work during the mission sorry to say. I don't think you understand. You can't have multiple units at the same time during the mission to call for support in your demo mission. I hope I am wrong. Please let us know how you are getting this to work. I have your demo mission and unpbo to see what you did. But it does not work in your demo at this time. When was the last time you use the demo.
  17. @dreadpirate hey 1. how do I turn off the debug I set the _debug to false in the FN_main.SQF but still see the notifications of unit spawning 2. where is your code that adds the units that use Jebus to the zeus module. I can't find any code that adds the units? maybe I am missing something. 3. you still have UPmons script in your demo mission. When I use UPMONS some of the armor vehicles and the mechanized units don't work. it always take a few minutes for upmons to generate waypoints. Are you aware of this issue with UPMONS script now? Avibird. //Set up default parameters _lives = -1; _cacheRadius = 0; _reduceRadius = 0; _pauseRadius = 200; _respawnDelay = 30; _initialDelay = 0; _gaiaParameter = ""; _gaiaZone = 0; _special = "NONE"; _respawnMarkers = []; _initString = ""; _debug = false; //Get parameters for "_parameterIndex" from 1 to (count _this - 1) do { switch (_this select _parameterIndex) do { case "LIVES=" : {_lives = _this select (_parameterIndex + 1)}; case "DELAY=" : {_respawnDelay = _this select (_parameterIndex + 1)}; case "START=" : {_initialDelay = _this select (_parameterIndex + 1)}; case "CACHE=" : {_cacheRadius = _this select (_parameterIndex + 1)}; case "REDUCE=" : {_reduceRadius = _this select (_parameterIndex + 1)}; case "GAIA_MOVE=" : {_gaiaParameter = "MOVE"; _gaiaZone = _this select (_parameterIndex + 1)}; case "GAIA_NOFOLLOW=" : {_gaiaParameter = "NOFOLLOW"; _gaiaZone = _this select (_parameterIndex + 1)}; case "GAIA_FORTIFY=" : {_gaiaParameter = "FORTIFY"; _gaiaZone = _this select (_parameterIndex + 1)}; case "FLYING" : {_special = "FLY"}; case "RESPAWNMARKERS=" : {_respawnMarkers = _this select (_parameterIndex + 1)}; case "PAUSE=" : {_pauseRadius = _this select (_parameterIndex + 1)}; case "EXIT=" : {_exitTrigger = _this select (_parameterIndex + 1)}; case "INIT=" : {_initString = _this select (_parameterIndex + 1)}; case "DEBUG" : {_debug = false}; //true
  18. @HazJ this one I was talking about the gun and vechicle store ? talk soon. Avibird
  19. I have a script code block that allows the player to keep their request modules link to him during teamswitch into any unit. But that's not exactly what I want. I just want to have the ability to have one unit within a Squad to have the ability but have multiple squads in a mission each with one unit who has the ability.
  20. Hey like I said. I open his demo mission insurgence and enable Teamswitch but only the first unit I picked has the support. It works with the five different units that you have in the script but if you teamswitch into one of the other units you set in the script it does not work. I hope you understand what I am saying.
  21. avibird 1

    UPSMON Updated to ArmaIII

    I would like to hear from anyone who still using the script. There is a significant delay with script initiation approximately 2 minutes before anyway points will be generated at mission start. Infantry units work good with all the bells and whistles that the script had AI units use smoke to cover their tracks. End of infantry units will Garrison buildings infantry Patrol units work as they should. Most armor unts will not work. Armor units with only two crew members will. Mechanized units the crew will abandoned the vehicle and moving to formation with the rest of the group when contact is made. Could anyone else confirm or deny this. I know there are new Patrol scripts out there but I would like to keep my old missions intact. Avibird
  22. Has anyone used this. Does this work with Teamswitch enable or does this only work with human players. I open his demo mission insurgence and enable Teamswitch but only the first unit I picked has the support. It works with the five different units he has in the script but I think only for human players. So if you use Teamswitch into one of the other units who have the ability to call support it will not work ? I would like to get this to work with Teamswitch Avibird
  23. @Doctor-Vanilla I just got around updating some old mission however I can' t get this to work. followed you directions Add initPlayerLocal.sqf to your mission folder, place labeled support modules. Place Support requester module named SupportRequester Then place virtual Support modules for each named; ArtilleryProvider, CasProvider, TransportProvider, AmmoProvider, HelicasProvider Sync each virtual module back the the main SupportRequester module. The line containing if (typeOf (_this select 0) isEqualTo "B_T_Medic_F") then { Whereas quoted class type can be any playable unit "B_T_Medic_F" playable units with same class name will have the support enabled. I just added B_Soldier_UAV_F and B_Recon_JTAC_F I have four groups each has one of the soldiers nothing shows up when I sink the Support requester module to one of them it works for him only and not the other three soldiers if I DON'T sink none of them get the ability. What am I doing wrong. Avibird
  24. Overall it still works however a few errors and issues with some vehicles and mech units jumping out of the vehicles including the drive and gunner lol no good. line 74, 186 and 229 shows errors. I have attempted to fix them but need some help. Yes there are a few other scripts that does this editor AI/waypoint spawn but this one was a very light weight script and easy to use. Only one file into your mission and your good to go. Anyone want to help fix all the errors PM me. Avibird
  25. avibird 1

    Transport Unloading

    Transport unload does not work on the same units of the group that are the crew. Like the leader of the group driving commander role ect. Transport unload works for a second group with its own leader that's in cargo space of vehicle. Are you using it for the same group or second group. ?
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