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dreadpirate

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  1. dreadpirate

    Urban Patrol Script

    If I'm reading it right, it should be: nul=[this, "markerName", "showmarker"] execVM "ups.sqf"
  2. Jebus - Just Editor Based Unit Spawning Version: 1.454 Release Date: 2020/9/19 Author: DreadPirate Short Description: This script takes editor-based groups and respawns them when the group is eliminated Description: The group's waypoints are saved The group's loadouts are saved Multiple respawn positions are available Spawning can be synchronized with a trigger to create groups when needed The number of respawns can be set, or it can respawn infinitely The respawn delay can be a fixed number or a range A pause radius is available so groups don't spawn on top of their enemies An exit trigger can be used to exit the script early Integrated GAIA support (https://forums.bistudio.com/topic/172933-mission-template-stand-alone-gaia-make-missions-fast-by-using-mcc-gaia-engine/) A custom init string can be used to run your favourite patrol script, attack script, gear script, etc. Units are added to Zeus automatically Use it for ambient combat, waves of attackers, random patrols or whatever else you think of..... Installation / Usage: Copy the jebus folder into your mission folder Copy description.ext into your mission folder (or merge description.ext with yours) Place a group in the editor Call the script in the initialization box of the leader or group (examples given below) Option: Synchronize a trigger with the group leader. The group will not spawn until the trigger is activated Installing to a sub-folder: Copy the jebus folder into your mission sub-folder (eg scripts) Copy description.ext into your mission folder (or merge description.ext with yours) Edit description.ext to point to sub-folder (eg #include "scripts\jebus\cfgFunctions.hpp") Proceed as normal Parameters: this = Leader of a group "LIVES=" - Number of times group should respawn. Integer or array [minLives, maxLives]. Default is infinite lives "DELAY=" - Delay in seconds before respawning. Number or array [minTime, maxTime]. Default is 30 seconds "CACHE=" - Group will cache until players are within "CACHE=" metres. Default is no caching "REDUCE=" - Group will cache until players are within "REDUCE=" metres. Default is no reducing "START=" - Initial spawning delay. Use if you spawn multiple groups by one trigger to avoid spawn lag. Default is 0. "GAIA_MOVE=" - Group added to GAIA with "MOVE" parameter "GAIA_NOFOLLOW=" - Group added to GAIA with "NOFOLLOW" parameter "GAIA_FORTIFY=" - Group added to GAIA with "FORTIFY" parameter "FLYING" - Air vehicles will spawn already flying "RESPAWNMARKERS=" - Array of alternate respawn positions "PAUSE=" - Radius in which enemies will pause the spawner. Default is 200. "EXIT=" - Name of exit trigger. Group will not respawn again once trigger is activated "INIT=" - Init string to run upon spawning. (Use "_proxyThis" where you would usually use "this" in a script or function call). Default is empty string. "DEBUG" - Will provide debugging information Examples: 0 = [this] spawn jebus_fnc_main; Respawns group with default parameters. Uses editor waypoints. 0 = [this, "LIVES=", [4,8]] spawn jebus_fnc_main; Respawns group 4 - 8 times. Uses editor waypoints. 0 = [this, "DELAY=", [30,60]] spawn jebus_fnc_main; Respawns group after 30 - 60 seconds delay. Uses editor waypoints. 0 = [this, "CACHE=", 500, "GAIA_NOFOLLOW=", "3"] spawn jebus_fnc_main; Group uncaches when players are within 500m of spawn position. Assigns group to GAIA zone 3. 0 = [this, "PAUSE=", 100, "INIT=", "[_proxyThis, 'agia'] execVM 'UPS.sqf'"] spawn jebus_fnc_main; Group initializes Kronzky's UPS script to patrol a marker named 'agia'. Respawning will pause if enemies are within 100m of spawn position. 0 = [this, "GAIA_MOVE=", "9", "RESPAWNMARKERS=", ["m1", "m2"]]spawn jebus_fnc_main; Group will respawn randomly at its editor position or "m1" or "m2". Assigned to GAIA zone 9. 0 = [this, "GAIA_NOFOLLOW=", "10", "EXIT=", myExitTrigger] spawn jebus_fnc_main; Group will respawn until myExitTrigger is activated. Assigned to GAIA zone 10. Changelog: v1.0 (2014/10/28) - First release v1.1 (2014/11/09) - Added support for Motorized, Mechanized & Armored groups. Added trigger activated spawning. v1.2 (2015/02/21) - Added debugging information. Added variable respawn delay. Improved readability of installation and code. Various tweaks. v1.3 (2015/03/17) - ArmA 2 first release. Made parameters more user friendly. Added variable number of respawns. Added simple patrol script. Added simple attack script. Added pilot kill script. v1.31 (2015/03/30) - Added reset when no enemies are within certain radius. Added Arma 2 demo mission. v1.32 (2015/05/08) - Switched to using nearEntities instead of nearestObjects. Changed activation and reset to detect players. v1.33 (2016/3/27) - Eden update. GAIA support. v1.34 (2016/4/3) - Waypoint support. Variable respawn position support. Exit trigger support. v1.35 (2016/4/29) - Fixed caching. Save and restore editor loadouts v1.36 (2016/10/2) - Script can be called from group init. Vehicle locked status and cargo saved. v1.37 (2017/1/1) - Fixed trigger activation, planes, inventory v1.38 (2017/2/26) - Vehicles respawn in editor positions. "REDUCE=" added v1.39 (2017/3/10) - Skill levels are saved. Various tweaks and fixes. v1.40 (2017/10/2) - Dynamic Loadout support. "START=" added. Multi vehicle groups support RESPAWNMARKERS. v1.41 (2017/12/29) - Stopped units moving to default spawn position when using RESPAWNMARKERS v1.42 (2018/5/6) - The behemeth update. More vehicle attributes saved v1.43 (2018/7/1) - Variable names are saved for all group members and vehicles. Various tweaks and fixes v1.431 (2018/7/6) - Fixed a bug with trigger activation v1.432 (2019/6/1) - Variable names are now *actually* saved for all group members and vehicles. Pause radius default is now 0 v1.433 (2019/12/29) - Vehicles spawn 2m off ground (Global Mobilization fix) v1.45 (2020/4/17) - Major code rewrite. Changed the Global Mobilization fix to use config entries. Added a recruit function v1.451 (2020/8/13) - Fixed crew member roles not being assigned correctly v1,452 (2020/8/19) - Fixed empty groups not being deleted. Changed how units are added to Zeus. Support for static weapons v1.453 (2020/9/15) - Fixed Drone support v1.454 (2020/9/19) - Group ID is saved. Unit elevation is saved. Dynamic Loadout support withdrawn for now 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 Jebus - Just Editor Based Unit Spawning v1.452
  3. 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.....
  4. 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.....
  5. 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;
  6. Try {_x enableAI "PATH"} forEach units editorGroupName in the "On Activation" box of your trigger.....
  7. You can use the same commands you use with the script version eg (group this) setVariable ["GAIA_ZONE_INTEND", ["1", "FORTIFY"]];
  8. 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
  9. 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.....
  10. Then I'm really confused. I've tried to recreate your situation, but I just don't have the same problems.....
  11. 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.....
  12. 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?
  13. That fixes the problem for the Greyhawk, but it breaks other aircraft....... I'll do some more testing before I push out an update.....
  14. 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.....
  15. @denizzcerrah I made a demo mission with UAVs under High Command: https://drive.google.com/file/d/16C4Bf-WN8ddBVGdc0WghPJFtgCLMmJjG/view?usp=sharing
  16. @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.....)
  17. 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).....
  18. I couldn't get High Command to work with UAVs at all, how did you do it?
  19. 0 = [this, "INIT=", "(group _proxyThis) setVariable ['Vcm_Disable', true]"] spawn jebus_fnc_main;
  20. 0 = [this, "INIT=", "player hcSetGroup [group _proxyThis]"] spawn jebus_fnc_main;
  21. dreadpirate

    Editing vanilla Arma 3 vehicle models.

    There is a mod that adds pylons to the Ghosthawk: https://www.armaholic.com/page.php?id=30363 But I don't think it modifies the vanilla model, maybe it uses attachTo?
  22. It's nor "RECRUIT=", it's just "RECRUIT". Then there should be an action to recruit the unit when you run up to him..... By the way, "DELAY=", 10 works. It doesn't have to be [10,10].....
  23. I'm not that experienced with GitHub, but I just created a release..... The Google Drive version is the whole demo mission rather than just source code. Also, I like to give people some different options for downloading.....
  24. Version 1.452 Fixed empty groups not being deleted Changed how units are added to Zeus Support for static weapons Download https://drive.google.com/file/d/1PBvD7lWYXlgC3gduFF4_IJ-LkIl4KaUO/view?usp=sharing GitHub https://github.com/DreadPirateAU/JEBUS
  25. I think I've figured out what the problem is. The createGroup command is sometimes failing to create a group, even though I'm nowhere near the group limit. So the createUnit command is failing without reporting an error, because it requires a valid group to spawn into. Has anyone come across this before when trying to create a number of groups at the same time?
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