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avibird 1

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Everything posted by avibird 1

  1. Hello I know using multiple scripts in a mission can alter or break other scripts. With that said I need to try to combine these two code lines together. This code Null = [ this, "2", "track"] execVM "ups.sqf"; And this code (Group this setvVariable ["vcm_Disabled", true]; One is code to call ups patrol and the other is to disabled Vcom AI. Thanks avibird
  2. Is the reason because if I put the code to spawn the group into the mission first and the second code line stops the group from utilizing VCOM A.I after the first spawn the second code line does not carry over after the spawn only the MGI module code fires. Can somebody explain in layman's term why this occurs and if I switch up the order of code lines both carry over after the spawn. ?
  3. Lol seems like an easy fix if I change the order of codes in the group leader init box it works following respawn. (Group this setVariable ["vcm_Disabled", true]; Null = [ this, "2", "track"] execVM "ups.sqf";  If I change the order with Null = [ this, "2", "track"] execVM "ups.sqf";  first is seems to o work but if I put it second then after respawn of the group it will have Vcom AI activated on the units. Could anybody explain why the order makes a difference?
  4. pierremgi lol I tried to understand but it's a work in progress with me with computer language and scripting. The line is put into group leader init box because I'm using your spawn module to spawn them in so your code needs to go into the group init box. @Harzach does not work getting error with the first code group. I thing it's missing a ) somewhere in the code lines. (Group this setVariable ["vcm_Disabled",true]; Null = [this,"2","track"] execVM "ups.sqf";
  5. Harzach thanks we'll give it a try. I've been messing around with the old upmon and ups patrol script. They are in need of some updates and minor fixes but overall still works fairly well if you use it on random groups. Vcom is a great AI script but you really can't have ever group using it it becomes too overwhelming if you're using a lot of groups in a mission. I usually have a handful of ways to have random patrols throughout my missions I never like to have all the same in a mission but finding the right combination can be quite difficult at times. UPS is still good with close distant combat smaller areas and upmon is better for larger areas however ups and upmon does not always play well with vcom. The real issue is I'm using two different ways to spawn in my groups JEBUS and MGI module both have their pros and a few cons. If this allows me to disabled Vcom for a few groups of UPs and a few groups with vcom. It would definitely be appreciated thanks avibird
  6. Hello fooling around with the BIS_fnc_taskPatrol module. This works [Group this, getPos this, 500 ] call Bis_fnc_taskPatrol ; This does not work lol. [ mPos1 = getmarkerPos "Mk1" ; 500] call Bis_fnc_testPatrol 500] What I want to do is have a group placed on the map that will move to the marker location and the patrol 500 meter perimeter from the market position. Currently the above that works the 500 m perimeter is where the units are placed on the map I want it to work for the marker position and not where they placed on the map. Can this be done with the simple BSI module. Thanks Avi.
  7. So it's a very simple fix of typos lol. The story of my life with editing. This works great now for a simple patrol and reinforcements code using vanilla modules. [ Group this , getmarkerPos "Mk1" , 150] call Bis_fnc_TaskPatrol; A squad of 8 placed all around a town with some of units with a dostop commond so some of them want move until enemies are spotted. Then all units will move around the random waypoints and engage enemy units in the town. 
  8. Hey pierremgi I know you said no major modifications of this script is planned. I know you said having individual spawn times for each group within a side is not possible with the current configuration of the module. I understand this wish it was not the case but it is. You said there is a spawn distant built into the module. I don't see this happening. Is the distance from the module itself or the individual units? Units will spawn into a room that I'm currently in if their time is up to respawn happens regardless of my location? I'm using your script with a sci-fi template mission that I'm working on for alien factions of AI sentient groups for opfor ie skynet (Terminator) cylons (Battlestar Galactica) necrons (Warhammer) borg collective (Star Trek) and Dalek (Doctor who). After one or two respawns of groups the altered attributes of voice and head does not carryover and the units original voice and face is back on the units for most of the units as well as any command that I place in the group leaders unit does not carry over like disabled VCOM AI, disabled pathway and dostop commands will not carry over after the first respawn of the groups. Thank you avibird. If there's anything you can do to solve any of these issues greatly appreciated.
  9. Hey soldier I deleted the code and reinsert it into my initserver.sqf. the last test play AI units did not die when stuck on the water. Perhaps there was a typo. I will test play more.
  10. Hi I have this snippet of code that I use in my missions it allows human and AI playable units to have unlimited oxygen while under the water no death will occur due to lack of oxygen. Code is placed in initPlayerLocal.sqf AddMissionEventHandler ["eachframe", { if (getoxygenremaining player < 0.1) then { player setoxygenremaining 0.1 }}]; I attempted to use the code to get all AI units non-playable to get unlimited oxygen while underwater but this does not work. Code was placed In server.sqf AddMissionEventHandler ["eachframe", { if (getoxygenremaining foreach allunit< 0.1) then { foreach allunit setoxygenremaining 0.1 }}]; This does not work for non playable AI units. Any help would be greatly appreciated.
  11. Some of my spawn units go into the water to try to flank or maneuver the battlefield. I am using a part of the map that I use your MGI module and JUBUS. I am using Tanoa a part of the map that has a lot of water separating various land masses. Some units use VCOM AI. When using your AI spawn code I can add a code to stop VCOM AI to work on the units but after the initial group is killed in spawns back the extra code line added to the team leaders in it box does not carry over and the AI will go into the water to attempt to flank maneuver to engage and unfortunately some of them drown lol. I have a code line that prevents players and AI playable units to never drowned even if they're unconscious underwater but straight AI units will drown. I attempted to add it for all AI units with no luck. I will try to implement soldiers code again perhaps there's a typo.
  12. Hey to clarify. You say you have a built-in spawn delay if 90 m away from what the module or the units groups and or individual units of the group. Because of my experience using your module. The enemy will spawn even if I am in a room in a house that a unit spawns into less than 5 m the enemy units will spawn back regardless of my location.
  13. @pierremgi AI spawn module. Two request if you ever get around to it. I know you setup up that AI on each side can spawn at different intervals opfor blufor ind and civ by adding different modules for each side but can you have different groups spawn at different time intervals from the same side. For example if a module is set up for 10 minutes respawning opfor units. Can you setup a way that you can have a second module for opfor units syn to the second module spawn at different time intervals Basic units on opfor spawn on 10 minutes and the have a second module syn to other groups of elite opfor units that can spawn interval at 20 minutes ? I hope you understand what I'm asking. The second request is. Is there a way that you can set a distant hold so the modules will not spawn units when a player is at a certain distance. Right now units will automatically spawn when the time is up regardless where the enemy units are located. For example in a building units can spawn right on top of you if you're in the same room other small modules like JEBUS has a hold parameter for distance. Please and thank you avibird
  14. This my be a really easy question but I have no clue how to o turn on and off the background music on the load main menu screen for Arma3 sometimes the music is on and sometimes the music is off. SMH
  15. You can always turn all this off in unit setup. Click on the unit go to attributes go to AI behavior and check off what you don't want
  16. What AI behaviors. JEBUS has nothing to do with AI behavior however it does have AI behavior scripts that are built in like using various patrol scripts like UPmons UPS GIAI.
  17. Question what do you want to do. You want to prevent certain AI behaviors that you stated above?
  18. Agree to disagree on this. Now if you are playing with only human players then no. no need for it but if you are playing with the majority of AI teammates then yes. I don't find it unrealistic because the AI is still lacking the ability to rearm itself or rearm in a safe manner. AI will run out in a middle of a field surrounded by enemy units to rearm at a ammo crate that got dropped. Nothing's worse when you're almost done with a 2-hour mission and a tank rolls up on your squad and nobody has any rounds left to deal with the tank. It is a pain in the ass to micromanage a large group of AI units in a dynamic mission. Just my view.
  19. @Komodo-1 I don't want to hijack this thread. Pierremgi worked very hard on these modules that should have been incorporated in the vanilla game from Bohemia. With that said I have a unlimited ammo script that never lets a player or AI unit to have no ammo magazines for rifles pistols and launchers it works with most modified weapons as well. It will add one magazine or round when there is none left in the inventory. I play with a lot of AI under my command. It is a logistical nightmare to micromanage a lot of AI in a mission. If this is something that you can use I will certainly post the code block.
  20. This my be a silly question. Prop items can either be destructible or non-destructible. Some of the destructible items do not have destructible animations for example. If an item is destructible with no animations when the item is destroyed the yellow icon for the item is greyed out when viewing from Zeus. I know to add animations that will take some bit of code scripting. If an item is non-destructible is there a simple code to put in to allow damage true. I attempted allowed damage true ect... Thanks for the clarification in advance Avibird
  21. I have what I need to make this work but I was hoping for something a little extra. For example blowing up a vehicle sometimes you get multiple explosions like if you shoot down a chopper or blow up a tank. You get more than one explosion occurring. I can't find any information on that type of explosion.
  22. Hello need some help finding the correct code snippet to make this work. In prop's init field:  this addEventHandler ["Killed", { params ["_unit"]; "Bo_GBU12_LGB" createVehicle (getPos _unit);  }]; This works but I would like to have the explosion with fire that you get from a fuel pump. I would like to switch "Bo_GBU12_LGB" to a fuel pump explosion like the ones we have with the gas stations. Avibird
  23. You got to love gunter 😊 and his videos
  24. Hey EO I am using a land fuel pump inside various objects like control panels land repair stations ect. But simply using the fire and smoke modules synced to an object that can be destroyed works out very well. I can control the amount of fire and smoke as well as time and the damage the fire will give. Why did you retract your post? Here are most of the vanilla explosive classes that you can use. Bo_GBU12_LGB_MI10", "Sh_120_HE", "HelicopterExploBig", "Bo_GBU12_LGB", "Bo_Mk82", This is for a AI mod I am working on for necrons Borg cylon centurions and skynet factions. Thanks all Avibird
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