Jump to content

dreadpirate

Member
  • Content Count

    457
  • Joined

  • Last visited

  • Medals

Community Reputation

132 Excellent

1 Follower

About dreadpirate

  • Rank
    Gunnery Sergeant

Profile Information

  • Gender
    Male
  • Location
    Melbourne, Australia

Contact Methods

  • Steam url id
    DreadPirateAU

Recent Profile Visitors

1336 profile views
  1. 0 = [this, "LIVES=", 1] spawn jebus_fnc_main;
  2. So, I think most mission makers and scripters have played around with @bangabob's excellent Enemy Occupation System (EOS) at some point: https://forums.bohemia.net/forums/topic/144150-enemy-occupation-system-eos/ Basically you place a bunch of enemy zone markers, run the script which generates a trigger for each zone and when players enter the trigger, enemies are spawned. When players leave the trigger, the enemies are deleted. If players clear a zone of enemies, it turns green and no further enemies will spawn there. (There is more to it than that, but that's the basics.....) So, I made a script to auto-generate 100 x 100m markers for map grids with enterable buildings in them. On Altis, this creates 3898 markers! (I'm blacklisting some buildings) I'll blacklist friendly occupied areas and bases, but with EOS, I'll still wind up with over 3000 triggers, checking every 0.5 seconds. So, my idea is: Instead of having triggers attached to zones checking for players, how about having a script running on players checking for nearby zones? I modified my script to create Locations for each zone. Now I can use: https://community.bistudio.com/wiki/nearestLocations to check if players are near zones and activate them accordingly. Before I go much further down this rabbit hole, can you veteran scripters tell me: am I wasting my time here? Will trading triggers for locations actually save any processing time? What are some pitfalls I'll need to look out for in terms of multiplayer and locality?
  3. Version 1.433 Vehicles spawn 2m off ground (Global Mobilization fix) Various tweaks and fixes Download https://drive.google.com/open?id=11ExOwrgZFq4wox_VBhn8mQYONDgXwvAO GitHub https://github.com/DreadPirateAU/JEBUS
  4. Here's the way I did it: https://drive.google.com/open?id=1ho7oivdkJX580Ls4qgDDaAbxuSeeilq2 (The deactivation code in the trigger deletes the vehicle and its crew when OPFOR has left the area)
  5. Shows how many people use the github, the entire main script was pasted in there twice..... Fixed now, thanks for the heads up @slatosniper
  6. We've all been there.....
  7. JEBUS doesn't work well with multi-vehicle groups, especially planes. Other than that, your init should work fine. Add "DEBUG" to the init, maybe your trigger isn't firing for some reason.....
  8. The group won't respawn until the whole group is killed AND the trigger is activated...
  9. Thank you @sgtfuzzle17 I will include this fix in the next update..... @Rayjer If you look at the planes in the demo mission, you'll find that JEBUS already has a function called pilotKill that does what you want. Here's an example of how to call it: 0 = [this, "FLYING", "INIT=", "[_proxyThis] call jebus_fnc_pilotKill"] spawn jebus_fnc_main;
  10. I just had a look at this. Seems like the vehicles aren't configured correctly. As a workaround, look for the following line in fn_main.sqf: _newVehicle = createVehicle [_newVehicleType, _newVehiclePosition, [], 0, _special]; (it's line number 278 if your editor shows line numbers.....) Add a line *above* that one that reads: _newVehiclePosition = [_newVehiclePosition select 0, _newVehiclePosition select 1, (_newVehiclePosition select 2)+ 1.5]; This will spawn vehicles 1.5 metres above their default position and then they will drop to the ground..... Unfortunately, this may cause problems for other vehicles, particularly planes that may tip over and get damaged when dropped.....
  11. Success! Thank you @engima!!! I'm also experimenting with your Civilian, Ambient Infantry and Patrolled Areas scripts. Everything is working well! For the record, here is my ConfigAndStart.sqf. I don't know if what I've done will work in a dedicated or headless client environment, but for single player and listen servers it does the job..... ConfigAndStart.sqf
  12. @engima This is what I tried...... The driver is being replaced as I want, but when the vehicle leaves the spawn radius, only the vehicle is deleted and the civilian is either killed or severely injured as the car disappears from under him..... ConfigAndStart.sqf
×