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  1. Yeah, you're right, I forgot to add the debug condition to that section Change line 249 of fn_main.sqf from: systemChat "First Loop!"; to: if (_debug) then {systemChat "First Loop!";}; and you're good to go! Far from a genius here. I imagine most of the veteran scripters cringe when they look at my code. What I mostly do is what you did: trial and error until I get it to work somehow.....
  2. Try: 0 = [This, "INIT=", "(group _proxyThis) hcSetGroup [Squad1]"] spawn jebus_fnc_main; You're right. The group name is not saved, only the individual units and vehicles.....
  3. I think there is a scripting command or function to add new units to high command, but I'm not able to look it up just now.
  4. The first thing I would suggest is add the DEBUG parameter to your JEBUS units and see what happens. The other thing is to enable the showscripterrors parameter in the A3 launcher and see if you get any errors from that.
  5. Do the markers still disappear in the JEBUS demo mission? I forgot to check when I did the update....
  6. @anfoI did update JEBUS recently with a bug fix, but I haven't got around to adding this feature yet. I'm playing with ALIVE and Ravage at the moment and not really working on JEBUS..... @redarmy http://alivemod.com/wiki/index.php/Script_Snippets#Profiling_all_non_profiled_units_on_the_map will automatically add JEBUS units to ALIVE. You just need to remember that when ALIVE profiles those units, JEBUS will think they're dead and respawn them unless you have a synched trigger of some sort.... Also, ALIVE just spawns from unit classnames, so you'll lose any custom loadouts.....
  7. Have a look at the Gaia demo mission. I believe some troops get transported by helo. At least you can check if this feature is still working.
  8. v1.432 (2019/6/1) Variable names are now *actually* saved for all group members and vehicles Pause radius default is now 0 Download https://drive.google.com/file/d/1Ol2G_RWqR5xzyQx8-Bb6zcWG7Y6D2LBy/view?usp=sharing GitHub https://github.com/DreadPirateAU/JEBUS
  9. Don't know, sorry. I was hoping someone else would chime in. Basically if a squad is far away from it's designated zone, Gaia will look for an empty transport and assign it to pick them up and transport them.
  10. @sarogahtyp That is almost the exact solution I came up with. 🙂 Do you need to remoteExec though? I thought the "true" at the end of setVariable broadcast the variable?
  11. Yes, I tried that but I was having trouble with it in JEBUS because some vehicles and units will have variable names and some won't. I think I have a workaround nearly ready to go, so expect a release when I do a bit more testing.....
  12. @Blitzen88 There *is* a problem with variable names being reallocated by JEBUS, you're right. The *name* is allocated to the object, but it isn't functioning as a variable name for some reason. I think the answer lies with: https://community.bistudio.com/wiki/setVehicleVarName but I haven't figured it out yet. Here is a workaround in the meantime (tested on your example)..... 0 = [this, "FLYING", "INIT=", "heli1 = vehicle _proxyThis"] spawn jebus_fnc_main; @redarmy This is also a potential fix for your Transport Unload problem. Now you can have a JEBUS group "moveInCargo heli1"
  13. "EXIT" ends the whole script, no further respawns. You could have a trigger synched that has a condition along the lines of "NATO doesn't control sector".....
  14. @redarmy Currently, JEBUS just scans the cargo of a vehicle and assumes everyone is in the same group. I just experimented with naming the helo (yes, variable names are saved) and using moveInCargo on the passenger group, but I couldn't get it to work for some reason..... @behemeth wrote a variation of fn_main.sqf that allows for a transported group, but I never got around to testing it.....
  15. dreadpirate


    I tried @ArteyFlow's values and I found a weapon at a military base within 10 minutes, while [50,50,50,50,50] was producing no weapons for me in hours of play. Can anyone explain what is happening "under the hood" here? I assumed the numbers were just a percentage chance of finding that type of loot, but I guess not?