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About dreadpirate

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  1. I haven't used LAMBS and JEBUS together before, so I can only guess what the problems might be. The thing with modules is, they often require units to be synced to them when the mission initialises. JEBUS copies the units, deletes them, spawns new units and then tries to sync them to any modules. This only works for some modules unfortunately. I just ran some quick tests with LAMBS and JEBUS. The LAMBS *waypoints* for TASK GARRISON and TASK PATROL seem to work fine, so it is an issue with syncing to the modules...... That leaves you without TASK CAMP, but it's a start..... Edit: It seems that waypoint TASK GARRISON units will also mount any static weapons in the area, so you can recreate TASK CAMP with a mix of GARRISON and PATROL.....
  2. I just ran some tests on DELAY and RESPAWNMARKERS and everything seems to be working fine. There is a problem with LIVES never using the max value eg "LIVES=", [1,2] will always have only 1 life (ie they won't respawn). That's an easy fix. I'll have a quick look around for any other errors and then push out a small update..... As for your problems: Try using the "DEBUG" parameter and see what is reported.....
  3. I must admit that I only used doStop in my tests and I just assumed disableAI would work the same way. I've got a pretty busy week coming up, but if I get a chance, I'll try to get disableAI working..... If you use multiple "INIT=" one will overwrite the other (specifically the last one will be run). Fortunately, you can just use semicolons as you would in any other Arma scripting. So your example would look like: 0 = [this, "delay=", 600, "INIT=", "{doStop _x} forEach (units _proxyThis); (group _proxyThis) setVariable ['Vcm_Disable',true]", "EXIT=", myexittrigger3, "PAUSE=",50] spawn jebus_ fnc_main;
  4. Try {_x enableAI "PATH"} forEach units editorGroupName in the "On Activation" box of your trigger.....
  5. You can use the same commands you use with the script version eg (group this) setVariable ["GAIA_ZONE_INTEND", ["1", "FORTIFY"]];
  6. Version 1.454 Group ID is saved Unit elevation is saved. Groups can be spawned in buildings, on ships, etc. Dynamic Loadout support withdrawn for now (It wasn't working properly anyway) Download https://drive.google.com/file/d/1TJkR0Io5nNCH49xlFTyeWGLcowpQQB3G/view?usp=sharing GitHub https://github.com/DreadPirateAU/JEBUS Notes: 0 = [this, "INIT=", "{doStop _x} forEach (units _proxyThis)"] spawn jebus_fnc_main; //Units will stay in building until engaged by enemy 0 = [this, "INIT=", "{_x disableAI 'PATH'} forEach (units _proxyThis)"] spawn jebus_fnc_main; //Units will stay in building even after engaged by enemy Dynamic Loadout Aircraft spawn with default loadout and *not* editor created loadout. I may try to fix this at some point Vehicles won't spawn if their spawn position is occupied, so spread out your vehicles at least 10m
  7. Delete the GAIA folder Open description.ext Delete the line that says: #include "gaia\cfgFunctions.hpp" Unless they've changed the way units are allocated to GAIA, all your JEBUS units should still work.....
  8. Then I'm really confused. I've tried to recreate your situation, but I just don't have the same problems.....
  9. Not so fast, @killick might be onto something. I've always just run the script version of GAIA, never GAIA and MCC at the same time. That might be your problem, two instances of GAIA competing for control of units.....
  10. For my script JEBUS, I want to allow editors to set up dynamic loadouts in Eden and have the script save them to spawn in as needed. I have this working for single seat aircraft, but I just realised there is a problem with dual seat aircraft. What I have been doing is: _vehiclePylonMagazines = getPylonMagazines _vehicle; and later, when I spawn a vehicle: {_newVehicle setPylonLoadOut [(_forEachIndex + 1), _x} forEach _vehiclePylonMagazines; This works for all single seat aircraft, but as @denizzcerrah recently discovered, it doesn't work for UAVs, because the pylons are assigned to the pilot and not the gunner. So then I tried this: if (_newVehicle isKindOf "UAV") then { {_newVehicle setPylonLoadOut [(_forEachIndex + 1), _x, false,[0]];} forEach _vehiclePylonMagazines; } else { {_newVehicle setPylonLoadOut [(_forEachIndex + 1), _x, false,[]];} forEach _vehiclePylonMagazines; }; This fixes the problem for UAVS, but what about helicopters? On the Blackfoot and the Kajman, the gunner controls all weapons (except the chaff dispenser), so I can treat them like UAVs But on the Wildcat, the pilot controls the weapons, so I'd need to create an exception there..... And obviously, I would like to support mods, some of which have a mix of weapons assigned to pilots, gunners and maybe even other turrets..... So, am I faced with having to save every weapon and magazine for every turret? And then clearing out my spawned vehicle and adding everything back? Or is there an easier way that I'm missing?
  11. That fixes the problem for the Greyhawk, but it breaks other aircraft....... I'll do some more testing before I push out an update.....
  12. I didn't notice that before. I can see them on the wings, but they don't seem to register for the gunner..... Wait, I've found the problem: In fn_spawnVehicle.sqf change the line {_newVehicle setPylonLoadOut [(_forEachIndex + 1), _x];} forEach _vehiclePylonMagazines; to: {_newVehicle setPylonLoadOut [_forEachIndex, _x];} forEach _vehiclePylonMagazines; (Indexes for pylons used to start at 1, instead of 0, but they must have fixed that.....) I'll update JEBUS soon, but I've been trying to add some features that @avibird 1 requested and it's taken me all day.....
  13. @denizzcerrah I made a demo mission with UAVs under High Command: https://drive.google.com/file/d/16C4Bf-WN8ddBVGdc0WghPJFtgCLMmJjG/view?usp=sharing
  14. @denizzcerrah This should allow you to use JEBUS drones with High Command using hcSetGroup as discussed previously..... Version 1.453 Fixed Drone support Download https://drive.google.com/file/d/13__7QzGoY6l5-7bCuX68r5VBPEUXRNzc/view?usp=sharing GitHub https://github.com/DreadPirateAU/JEBUS (It turned out that the earlier update fixing seat positions in manned vehicles broke unmanned vehicles.....)
  15. 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).....