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denizzcerrah

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Posts posted by denizzcerrah


  1. 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... 🤔


  2. 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! 😊


  3. 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 🤗


  4. 7 minutes ago, avibird 1 said:

    You will have an issue with Jebus after respawn some of the code placed in the group init will not carryover. The group name will not carryover and synchronized items as well. IDk how to that to work I think it's out of Jebus  scope but dreadpirate could answer that. Do you want to be a playable unit or just in command of the groups?  If only in command just use Zeus 

     

    I want to be a playable unit. By the way, thank you all of your helps.

    • Thanks 1

  5. 6 minutes ago, pierremgi said:

     

    In your triggers you have a condition like this:

    (thislist findIf {units _x findIf {isPlayer _x} >-1} > -1) && {WEST countSide (thislist - MGI_BLUE_LISTED) == 0} && {thistrigger getvariable [""delay"",TRUE]}
    (here for spawning WEST groups.

      Reveal hidden contents

     

    That depends on the option you chose in module. You can change it automatically in the module before dragging the trigger tool on a new location, or afterward, on created trigger(s).

     

     

    The preset condition is Anybody present

    then the condition is like this:

    - the first part of this condition makes all the units (even AIs) of any played group (at least one player in the group)  can trigger.

    - the 2nd part allows you to "white list" some already existing (edited) units on the same side you want to spawn. They will be not taken into account.

    - the 3rd part (cool down delay) is absolutely mandatory to avoid too much spawn but  you can choose the value (1200 sec. by default)

     

    It's up to you to change the first part of the condition by:  this . So, the anybody condition will apply for any units/vehicles.

     

    You can even make the trigger already activated, replacing  anybody by none  and TRUE in first part of the condition. The cooldown will apply after the area emptied. (not tested).

    Reall really thank you so much! You are my hero, you saved my life! Thank you!


  6. @pierremgi hello and good days! I have a problem about advanced locations. If you help me I feel very good. I want to use advanced locations module but I want to triggers don't need player to activation. I want to when a soldier or a vehicle go in a trigger of advanced locations the trigger will activate. Can I do this and how can I do? Thank you so much.


  7. 16 minutes ago, avibird 1 said:

    If you just want to control the groups from high command there maybe be an issue with Jebus. Jebus  does not carryover over with syn objects after respawn but you could resynchronize the group using Zeus interface.  What are you trying to do. Just control groups as a commander and not actually playing and on the ground with the group then just use Zeus for that. Maybe I'm not understanding what you're trying to accomplish.

     

    Actually I want to just control the groups of my side and I want to use Jebus. I want to use Jebus for infinite respawn of groups. I wish synchronize the Jebus groups to high command-subordinate module. If I could do this I would have the groups with Jebus. So I would have the groups with right to infinite respawn and I could manage these groups while I'm playing.


  8. 22 minutes ago, avibird 1 said:

    Yes but the script usually spawns groups after they die setup on a timer and distance parameters within the script code that you put inside the group leader. So you will need to setup a trigger for the new group to join group using the join group command once the group of AI units gets killed. Go play with dreadpirate demo mission for a few hours it has all examples how to use the script with all the parameters.

    By the way, how can I play dreadpirate demo mission? Where can I find this?


  9. 11 minutes ago, avibird 1 said:

    FYI I don't know how much scripting knowledge you have. But the joined group command is not part of Jebus you need to setup it up with a standard area trigger or radio trigger using this 

     

    https://community.bistudio.com/wiki/joinSilent

    I guess I don't understand. I don't be a group leader. I want to be a commander (ctrl+spacebar) for manage other groups from my side using Jebus and high command module. Sorry for my English. I hope I can explain my problem. Thank you.


  10. 20 minutes ago, pierremgi said:

    Hello. I apologize, it's not possible with this module. In fact, I didn't implement much more possibilities than sides because you can make all your group as playable units, then run the scenario in multiplayer. In this case, the respawn can work on playable AI but I admit it's a little bit weird to launch multiplayer session for a single player scenario... On the other hand, that let you script parameters for this scenario.

     

    Anyway, I'll give a look for a played groups condition.

    Hello. I guess I solve my problem with your module (SP simple respawn), two marker and a trigger. 

     

    The code of the trigger:

     

    squad001 = [getMarkerPos "groupMembersRespawnPoint", west, ["B_Soldier_A_F", "B_Soldier_TL_F", "B_soldier_LAT_F", "B_Soldier_F",  "B_soldier_M_F", "B_soldier_AR_F", "B_medic_F" ],[],[],[],[],[],180] call BIS_fnc_spawnGroup;
    (units squad001) join player;


    I wrote the code of the trigger. Because maybe there is someone has a problem about respawning as a group in single player mission like me. Good days and very very thank you for Mgi Advanced Modules! You saved my life! 🙂


  11. 3 minutes ago, avibird 1 said:

    I will not answer any more questions about using other spawn methods on Jebus page. If you want to know about Jebus ask and I will try to help. There are literally dozens of posts about respawn players units and AI units on the fourm. I see you are new just slow down get used to the basic editor and all the functions and modules because 99% of every mod  and scrip is based off of vanilla editor and modules. I hope you understand this thread is about Jebus and nothing else. Avibird

    Ok, thank you for everything. Good days 🙂 


  12. 11 minutes ago, denizzcerrah said:

    Hey, I know you're bored from me but I have a final question 😄 I did respawn my player and my AI group members but other units are being affected from this. Actually I want to use sametime "Jebus" and "Mgi Advanced Modules (AI can respawn)" but I don't want other units be affected from "Mgi Advanced Modules (AI can respawn)". Also I don't know how can I do. Can I use a module for just a thing (unit, group, vehicle, object etc.)? I don't know there is a code for activate a module for just a thing. If there is a code, what is this and where should I write them? If there isn't a code for this, is there any other way and what is this? Can you help me again plase? Thank you... 🙂

     


  13. 1 hour ago, avibird 1 said:

    IDK it's just opens for me when I hit the link see

    Hey, I know you're bored from me but I have a final question 😄 I did respawn my player and my AI group members but other units are being affected from this. Actually I want to use sametime "Jebus" and "Mgi Advanced Modules (AI can respawn)" but I don't want other units be affected from "Mgi Advanced Modules (AI can respawn)". Also I don't know how can I do. Can I use a module for just a thing (unit, group, vehicle, object etc.)? I don't know there is a code for activate a module for just a thing. If there is a code, what is this and where should I write them? If there isn't a code for this, is there any other way and what is this? Can you help me again plase? Thank you... 🙂


  14. 1 hour ago, denizzcerrah said:

    Oh unfortunatelly I can' t enter 😞 But i have good news! I did it with "MGI ADVANCED MODULES". Thank you for all helps. You saved my life 🙂 Also I want to put a link here in case there is someone in need. " https://steamcommunity.com/sharedfiles/filedetails/?id=1682280809&insideModal=0&requirelogin=1 " Have a good days sir 🙂 

    It didn't work for me 😄😞 But I'm so closer, I feel that...


  15. 40 minutes ago, avibird 1 said:

    Oh unfortunatelly I can' t enter 😞 But i have good news! I did it with "MGI ADVANCED MODULES". Thank you for all helps. You saved my life 🙂 Also I want to put a link here in case there is someone in need. " https://steamcommunity.com/sharedfiles/filedetails/?id=1682280809&insideModal=0&requirelogin=1 " Have a good days sir 🙂 

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