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mikey74

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Everything posted by mikey74

  1. mikey74

    Spawn Custom Units & SP Respawn

    There is a work around for sp respawn found herehttp://forums.bistudio.com/showthread.php?191558-Releasing-a-few-of-my-scripts-SP_respawn-find-true-cover-and-maybe-few-others&p=2933011#post2933011
  2. mikey74

    Feat of Arms

    in your userconfigs make sure this is set to one FOA_Module = 1;
  3. mikey74

    Feat of Arms

    I dont think I released that one yet. We replaced claybucks with fly's. Becuase I couldnt make the claybucks invisible on server, but I do not think thats been released yet. HAS it? lol
  4. Try _soldier1 doFollow leader (group _soldier1); or {_x doFollow leader (group _soldier1)} forEach units (group soldier1); Put in init of trigger or unloadwp or SAD wp
  5. Look at this https://community.bistudio.com/wiki/assignAsCargoIndex Use this to find who is in that cargo position then use an if assignedCargo statement to unassign them then run your script. ;) Not tested but should in theory if I explained that well work. :)
  6. Hi I have a script on finding all configs for all groups you have loaded on your pc. I want to make another spawnAI module to use with Bis version. Problem is I'm not sure how to make categories. Please read whole post before comment. ;) Here is my script 1st off: _Flist = [(configfile >> "CfgGroups" >> "West"),0, true, true ] call BIS_fnc_returnChildren; /// Get factions _westInfFactionInfo = []; { _FactCfg = if (isClass _x) then {configName (_x)} else {nil}; if !(isnil "_FactCfg") then { if !(_FactCfg in _westInfFactionInfo) then { _westInfFactionInfo pushBack _FactCfg; }; }; } ForEach _Flist; _Faction = _westInfFactionInfo call BIS_fnc_selectRandom; _Tlist = [(configfile >> "CfgGroups" >> "West">> _Faction),0, true, true ] call BIS_fnc_returnChildren; //Get groups categories in factions _westInfTypeInfo = []; { _TypeCfg = if (isClass _x) then {configName (_x)} else {nil}; if !(isnil "_TypeCfg") then { if !(_TypeCfg in _westInfTypeInfo) then { _westInfTypeInfo pushBack _TypeCfg; }; }; } ForEach _Tlist; _Groups = _westInfTypeInfo call BIS_fnc_selectRandom; _Glist = [(configfile >> "CfgGroups" >> "West">> _Faction >> _Groups),0, true, true ] call BIS_fnc_returnChildren; //Get groups in groups categories _westInfGroupInfo = []; { _GroupCfg = if (isClass _x) then {configName (_x)} else {nil}; if !(isnil "_GroupCfg") then { if !(_GroupCfg in _westInfGroupInfo) then { _westInfGroupInfo pushBack _GroupCfg; }; }; } ForEach _Glist; //select a group _thisGroupA = _westInfGroupInfo call BIS_fnc_selectRandom; hint str _thisGroupA; [getPos TSpawn, west, (configfile >> "CfgGroups" >> "West">> _Faction >> _Groups >> _thisGroupA)] call BIS_fnc_spawnGroup; Obviously script above is gonna be edited. Its how it is right now because I wanted to see If I could get it to work. BTW it works!!! lol Now my question is. Can I use this script to make categories in a config.cpp? In other words when you place ModSpawnAI module on map. I want to do something like: Applyto: triggers in such (paraphrased) Factions: A scroll window with all loaded factions you have. Once 1 is selected next option will have choices. Types of groups in factions: another scroll window for available group options. Once 1 is selected next option will have choices. Group: types of groups in the faction you selected. here is a snippit from one of the config.cpp codes I tried. Obviously with no success. class Arguments: ArgumentsBaseUnits { // Arguments shared by specific module type (have to be mentioned in order to be placed on top) class Units: Units {}; // Module specific arguments class Scale { displayName = "Spawn AI Faction select"; // Argument label description = "Use this to pick your Faction"; // Tooltip description typeName = "NUMBER"; // Value type, can be "NUMBER", "STRING" or "BOOL" class values { class Factions{name = "_this call find_group_Cong;";}; // Listbox item }; }; };
  7. Ahh 1st page it was. Now fixed. The one in post above you works. One on 1st page is fixed. Thanks for pointing that out. :) Not sure. I dont do squad leader often. Cosmic may be able to answer that. ;)
  8. mikey74

    Feat of Arms

    Wow I've not heard them do the 000 thing in several updates. I'll look into next opportunity I get. As to Pistols thats Bis. ;) Seen it too freaked me it till I disabled FOA and they still did it. Thanks :)
  9. Steam is being updated now. ;)
  10. mikey74

    Feat of Arms

    Hi Tharos what support mods do you use so I can test out and fix b4 next release. BTW Testing on server. FOA works fairly well. Not sure I can give a definite works on server. We had other mods going enjoying MP play. lol We had some desync and ping issues. Sense I always think worse case scenario I have to assume its FOA. But once we get used to server we will just run FOA and run proper test for it to get it right on the Server then release a definitely working on Server version. :)
  11. Hi BadLuck We or shall I say Cosmic is already looking into. No promises on a fast update, but yes. Its already been in our conversations. ;)
  12. mikey74

    Feat of Arms

    Usually I update steam 1st. But both have same versions every time.
  13. mikey74

    Feat of Arms

    Just FOA all other AISS are no longer supported. ;) Yes FOA has all and more. Going to have to edit suppression script for multiplayer though. :( But I'm thinking easy fix for what I'm seeing. P.S. Almost got a quick demo mission set up for FOA. Sent earlier version to team havnt heard anything yet. Going to send next version to team and if they stamp it with approval I'll release the demo mission here.
  14. mikey74

    Feat of Arms

    celebrior read post #100 in this thread. http://forums.bistudio.com/showthread.php?189957-Feat-of-Arms&p=2917154&viewfull=1#post2917154 We are working on a video and better instructions.
  15. mikey74

    Feat of Arms

    1st turn off FOA and do same mission see if it does the same thing. The way I do stuff like that is I disable mods till things act right. Process of elimination. Its time consuming, but may be what you need to do. AGM and FOA have been tested a good bit with my team those work. We havnt tried MCC though. Not yet without breaking things. :( In future updates down the road. Im going to add different strategies for different sides and also user config options for this. ;)
  16. mikey74

    Feat of Arms

    No probs I enjoy making this more than I enjoy playing Arma. lol That says alot. well most of the time. Bug hunts are not my favorite unless I crush it in a few minutes and not a few days or a few weeks. lol
  17. mikey74

    Feat of Arms

    No probs all. lol :) Kyle we are working on one. Hopefully we will have a video and a mission for the editor that shows how things work. No time frame on this other than hopefully soon. ;) ---------- Post added at 11:38 PM ---------- Previous post was at 11:35 PM ---------- By the way Guys GraemeShute is credited for FOA's new LOGO!!! Great Job man!
  18. mikey74

    Feat of Arms

    Change log: Started scripts for servers we have a server now and will be running test. KEEP in mind none of us know what we are doing server side yet so may still be a bit before I can give a deffinate yes on works on servers Fixed exclude bug fixed units getting stuck added code and tweaked cover script Units will now take cover and move up on enemy while going in and out of cover. Still early work but looks pretty good right now. Tweaked Garrison script Building search radius is now based on unit size. Few other tweaks. Also had to redo Steam as they made changes after about 2 hours I think I figured out how to update it correctly on steam! lol So if you are subscribed you will have to re subscribe, to get newest one and on. FOAonSTEAM FOA LATEST 1st question is so far as I hear from testers yes it is compatible with ASR and TPW 2nd: Not sure on server yet have wrote some code but will have to wait till we have time to test. :)
  19. _priorcur, _priors, and cause will be in the danger fsm
  20. mikey74

    Feat of Arms

    In your user configs is FOA_Module = 1;<----- needs to be 1 if its 0 FOA takes over automatically. ;) As to getting stuck yup working on that. My problem is I did same scenario without FOA and they still got stuck. :( It was because there was 1 lone Opfor hiding out in a building they knew about but didnt know enough I assume to go get him. Edit: another few test and the never seemed to get stuck without FOA, That being said found the bug and its squashed. Update is coming as soon as Its done uploading. :)
  21. mikey74

    Feat of Arms

    @An_ArmaFan found a bug it does work, but the next update and instructions should make things easier. @tyl3r99 when they run off or walk off its either patrolling or Garrisoning. Same as above going to work on more detailed instructions @Kremator yup but not a problem its on purpose. If you guys look at aiss2 instructions though out of date it should be basically the same. I am going to work on some here in a bit and send out new release. in next few hours or days
  22. mikey74

    Feat of Arms

    You will need to have it on the map already or createlogic with script then do the but only 1 unit per group is needed. { (leader (group _x)) synchronizeObjectsAdd [FOA2X]; FOA2X synchronizeObjectsAdd [(leader (group _x))]; } forEach crew (this); That SHOULD do the trick. ORRRR {FOA_Ex_Groups pushback (group _X); } forEach crew (this); Exclude only works with groups. Next update will be Gods of war friendly. If u use Rydygier Gods of War mod for Artillery FOA will automatically switch off its Artillery function. :bounce3:
  23. Cool guys thanks, and Glad to be of help... BTW another useful thing you may be able to use. Call it in ur config.cpp that way you dont have to call for checks Bis does the work. Everytime something is spawned if will do the check for you here is an example class Extended_InitPost_EventHandlers { class CAManBase { CAManBase_init = "_this execVM'FFE\FFE_FO.sqf'"; }; class Vehicle { Vehicle_init = "_this execVM'FFE\FFE_Arty.sqf'"; }; }; Use that to call up the script to place what you need in the configs you want. This way your fans will only need to plug n play. ;) Take the script snippet I sent and you perfected put it in its own sqf called FFE_Arty.sqf' and pbo whats added and whalllllla. Hope this helps as well. :)
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