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LcplDad

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  1. I appreciate the reply a lot, thank you. It works if I select all addons, including unofficial ones. However, I have ran into an issue. Whenever I transferred it over to my mission (I was testing it just with 3 zeuses because my mission has a lot of loading time in and out) I no longer had all the units/prices that I wanted. I showed up the whole factions instead of the specific units like it shows in my Zeus test. I copy and pasted all the OpFor units over into the zeus test mission and that also makes it no longer show specific units and prices, but their actual factions. Why is that? It obviously has something to do with the units on the map, because when I delete the OpFor, it goes back to only showing the specific units/prices I defined through the CfgClasses. I have an Independent Zeus named z_1, synced to a zeus module with the owner set to z_1 and a trigger that my z_1 player is in activated by Independent that has the code posted above but with the flare classnames replaced by the forces I want classnames. I also have the set costs modules synced to the zeus module as well as the manage addons one too. Do I need to delete some of these? It works great until a bunch of the OpFor units are added from the map. If it's any difference they are the SLA CUP units. I have tried messing with this for no kidding 5 hours so any help is hugely appreciated.
  2. Hello, I have a Zeus mission and I'm trying to limit what can be spawned and what it's price is to just a few units. I have tried using the BIS_fnc_curatorObjectRegisteredTable command but I am doing something wrong I believe. I have a 2 Zeus game masters (One for my friend and myself) and on both I change the addons option to "None" Getting rid of spawning any units from Blu, OpFor, or Independent. Then I copy and paste the example from the wiki inside of my mission's init.sqf: [getAssignedCuratorLogic player, ["ModuleFlareWhite_F",0.02,"ModuleFlareYellow_F",0.02,"ModuleFlareGreen_F",0.02]] call BIS_fnc_curatorObjectRegisteredTable; I do not see any flare modules. I have tried changing "player" to the name of my Zeus module (zeusgm) and it still does not work. I have tried substituting the class name of the first flare with the class name of a NATO BluFor ammo bearer but it doesn't change anything. Am I executing this wrong? I've even tried placing this code inside of a trigger activated by BluFor with my zeus player standing in it and placing the code in the player's init and nothing has happened. Is the 2nd zeus game master complicating things? Thanks for any help.
  3. LcplDad

    Looping 2 triggers

    Fantastic, everything works exceptionally well. My buddies and I can't thank you enough. You have a good day brother.
  4. LcplDad

    Looping 2 triggers

    Alright, finally had some time to mess around with this again. First off, thank you for showing me your module spawning groups attacking, because that has simplified everything immensely. Now I have it set up where two T-72s are grouped to the spawn module. The condition for that spawn module is triggerActivated Trig1 The basic task is Chase Nearest Enemy Trig1 has BluFor Present and is repeatable Condition: This && random 1 < 0.5 Everything works as it should for the tanks to spawn and head towards the position where the Blufor soldier activated the trigger, but what would be the best way to go about making sure every 10 minutes the module might spawn another wave of attackers but won't for sure spawn another wave? Is there something I need to do with the module or do I need to do something with Trig1 so that every 10 minutes it reactivates the spawn groups attack module?
  5. LcplDad

    Looping 2 triggers

    Thanks for the response. It will be multiplayer with me and a couple friends. Under occupation means no more enemies in that area. I am only spawning an HQ. The HQ right now is a BRDM for OpFor and a Bradley for BluFor. The name is Hq1 for the OpFor one and I'm at work right now, but the name for the BluFor one is something like "BluHQ1" or similar No matter the area the condition is HQ destroyed but also that the previous side that occupied it has no troops left in that area. So for example, if an arty round takes out the HQ but that side is still present with troops that originally hold that town, then it won't switch sides yet until the occupying force is kicked out by the attacker. There is a half possibility for nothing, but depending on the town I might make it more or less likely. With BluFor being played by me, the lull doesn't have to guarantee a change of sides to attack, so much that that sector just might be calm for the time being. Thanks for taking your time and responding to this, let me know if I haven't made anything clear. I will check out the module spawning when I get home for work!
  6. LcplDad

    Looping 2 triggers

    My bad, let me clarify my goal here: As Zeus, I’m on Sahrani. I want to have the southern part start as BluFor, the north OpFor. The goal is that from neighboring towns on the front line, OpFor will randomly launch attacks against the towns they don’t have control over yet. If a town is under OpFor occupation then a mobile OpFor HQ spawns. If BluFor occupation then a Blufor HQ spawns. In order for it to change possession, the HQ has to be destroyed and the enemy has to be present in the town. So far in my scenario to test the principles of the mission, I have a place with an Opfor HQ and a Opfor guy chilling. I spawn some BluFor and they kill the opfor and destroy the HQ, after that the BluFor HQ spawns and a few seconds later Opfor from the town over spawns and heads towards the position just captured, they keep spawning until the 3rd trigger is activated and it deactivates the 1st trigger that spawns them in initially. My end goal is after the assault has been called off and OpFor stops spawning (Simulating a lull in the fight), every 10 minutes or so, the trigger has a chance of reinitiating that attack, they may not attack again but every 10 minutes there’s a chance of them attacking. Of course until that town they attack from gets captured by BluFor. Then the cycle repeats across the map. To answer your specific questions: 1. After the assault ends and Opfor stops spawning because blufor held them off for a certain time, I’d like in the future for Opfor to possibly relaunch an attack until the town they’re launching from is taken. 2. I didn’t mean to put quotes around that, that’s my fault. In the mission there are no quotes. 3. 1 < 0.5 being in the condition field was so that the trigger doesn’t activate for sure, but has a chance of activating. So that way Opfor doesn’t constantly attack every time at the same time. Maybe they attack, maybe they don’t. 4. Right now the times are real short between the triggers for testing purposes, that way I don’t have to wait 10 minutes to see if the triggers are working correctly. In the final mission though I would like Opfor to possibly spawn every 10 minutes from the next town over if Blufor is occupying it. I apologize for the confusion on the first post, I reread that and didn’t explain myself clearly. Thanks for the help.
  7. Hello, I have been pulling my hair out the last couple of days trying to get this to work and I seem to really be stuck here. I am using JEBUS spawn script and have it where if I capture a place from Opfor then Opfor will spawn in the town over to launch an assault. After a certain time I'd like the assault to be called off but maybe in the future relaunch. In my first trigger activating the assault from AI I have this in the condition: Blufor Present Repeatable "!alive hq1 && This && random 1 < 0.5 && Attack1Trigger" A radio message attached says that Opfor are assaulting. In the second trigger covering the same area: Variable Name: OpForAss1 Blufor PresentRepeatable Condition: this Interval: 10 (For testing purposes) On Act: Attack1Trigger = True; publicVariable "Attack1Trigger"; Timeout: 10 seconds on all 3 inputs Third trigger covering the same area: Blufor Present Repeatable Condition: triggerActivated OpForAss1 Interval: 25 On Act: Attack1Trigger = False; publicVariable "Attack1Trigger"; Countdown: 25 seconds on all 3 inputs Radio message attached saying Opfor is no longer assaulting This does not repeat whenever I use the last trigger to change the variable to false. If I'm going about this completely wrong then by all means, please show me a way that is more efficient. I've been piecing this together the last few days from different threads on the internet over different problems since I try to exhaust my resources before making a thread about it on here. Thanks for any help and sorry in advance if I start asking some basic questions after these responses. Peace
  8. Thank you so much for your work. Absolutely amazing addition to Arma 3. One question, though. I have an OpFor unit spawn when BluFor is present and an OpFor vehicle is destroyed. It spawns with 2-3 Lives and a delay of 5-10 seconds. I would like the trigger to reactivate and repeat if BluFor stays inside after a set time, so if BluFor is there after say, 2 minutes, another soldier spawns. So far even though the trigger reactivates (I have a radio message with the trigger) the soldier never spawns again after 2-3 lives. Is this a JEBUS limitation? I have the trigger set to repeatable. Thanks for any info, man.
  9. Thanks for the responses everyone, after work I will give these ideas a shot. Sorry for asking you to break this down so a toddler can understand it... but what would that look like? I tried accomplishing that when I put this line in the Opfor dude that's far off. 0 = [this, "INIT=", "[en1, 'agia'] execVM 'subtractTicket.sqf'"] spawn jebus_fnc_main; What should I put in after the "INIT=", parameter?
  10. Hey guys. I have been pulling my hair out trying to get this to work for the last 2 days and decided I really need help here. I have a mission using JEBUS spawn scripts that spawn infantry to certain sectors depending on if the enemy is present in those sectors. I play as Zeus and have a set amount of resources to try and bleed the enemy out of tickets before they defeat me. In init.sqf I have this in the code: [east, 600] call BIS_fnc_respawnTickets; [independent, 300] call BIS_fnc_respawnTickets; EAST_KILLED = {private []; if (isServer) then {[east, -1] call BIS_fnc_respawnTickets;};}; {if (side _x == east) then {_x addEventHandler ["Killed", EAST_KILLED];};} forEach AllUnits; INDEP_KILLED = {private []; if (isServer) then {[independent, -1] call BIS_fnc_respawnTickets;};}; {if (side _x == independent) then {_x addEventHandler ["Killed", INDEP_KILLED];};} forEach AllUnits; while {true} do { { deleteVehicle _x; sleep 0.01; } forEach allDeadMen; sleep 600; }; In order to give 600 tickets to OpFor, 300 to Independent, subtract a ticket for each killed, and cycle to clean up the dead bodies after a set time to reduce lag. The ticket deduction works fantastic if units are not spawned in and are placed on the map prior. I finally got it to work with spawned units by placing an opfor soldier named en1 that spawns in with the rest of the guys, placed him on a far off island away from everything, and put this in his init field 0 = [this, "LIVES=", [100,101]] spawn jebus_fnc_main; 0 = [this, "INIT=", "[en1, 'agia'] execVM 'subtractTicket.sqf'"] spawn jebus_fnc_main; So I removed the code to subtract the tickets from those killed in the init.sqf and added it in subtractTicket.sqf I have: EAST_KILLED = {private []; if (hasInterface) then {[east, -1] call BIS_fnc_respawnTickets;};}; {if (side _x == east) then {_x addEventHandler ["Killed", EAST_KILLED];};} forEach allUnits; INDEP_KILLED = {private []; if (isServer) then {[independent, -1] call BIS_fnc_respawnTickets;};}; {if (side _x == independent) then {_x addEventHandler ["Killed", INDEP_KILLED];};} forEach AllUnits; This works great for the first units spawned, however if I kill them, then upon respawning they no longer deduct tickets. Only the first wave spawned actually deduct tickets. Lastly, I tried to loop the code via a script like this in subtractTicket.sqf: while {true} do { EAST_KILLED = {private []; if (hasInterface) then {[east, -1] call BIS_fnc_respawnTickets;};}; {if (side _x == east) then {_x addEventHandler ["Killed", EAST_KILLED];};} forEach allUnits; INDEP_KILLED = {private []; if (isServer) then {[independent, -1] call BIS_fnc_respawnTickets;};}; {if (side _x == independent) then {_x addEventHandler ["Killed", INDEP_KILLED];};} forEach AllUnits; sleep 5; }; The issue is that it compounds each time it's looped, so every 5 seconds the amount of tickets deducted increases and suddenly one person killed subtracts dozens of tickets after a short time. I went through every forum I could about spawned units deducting tickets and the closest I found to a solution was here: https://forums.bohemia.net/forums/topic/191209-problem-with-getting-ai-to-reduce-tickets-on-death-in-sector-control/ But got lost since I'm very new to scripting and I'm not using the spawn module, so I have no expression field like it does and don't know the equivalent of an expression field for what I'm trying to do with JEBUS. If anyone can point me in the right direction that would be greatly appreciated. I tried to use all the resources I could before having someone check this out for me that knows what they're doing. I'm sorry if the answer is pretty obvious, I'm sure there's something I'm overlooking and there's also probably redundancy in the code I have gathered and compiled off the internet, lol. Thanks!
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