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dreadpirate

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Everything posted by dreadpirate

  1. Jebus - Just Editor Based Unit Spawning Version: 1.432 Release Date: 2019/6/1 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 Version 1.432 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 Jebus - Just Editor Based Unit Spawning v1.431
  2. Is the unit being checked with !alive a JEBUS unit as well? Because the trigger would activate at the start of the mission when the unit is saved and deleted by JEBUS.
  3. 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.....
  4. 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.....
  5. 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.
  6. 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.
  7. Do the markers still disappear in the JEBUS demo mission? I forgot to check when I did the update....
  8. @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.....
  9. 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.
  10. 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
  11. 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.
  12. @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?
  13. 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.....
  14. @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"
  15. "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".....
  16. @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.....
  17. dreadpirate

    Ravage

    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?
  18. dreadpirate

    Ravage

    For those that use the default loot system: What values do you use? I like a bit more loot than the default, so I set [50,50,50,50,50] across all categories. (I'm just using A3 and Ravage. Around 10 hours of play) I get a decent supply of survival items doing this. I have *never* found a weapon. I have *never* found a backpack. I have *never* found a vest. I have found 2 uniforms and an assortment of ammo (mostly APERS mines and tripwire mines). Am I doing something wrong? Or is this what you would expect? I get way more loot from bandits than I do from buildings.
  19. I made a tiny demo mission that adds a dummy action (in red) to JEBUS group members and a dummy action (in blue) to their vehicle. This will only work if JEBUS is run on the vehicle, so multi-vehicle groups require a different solution..... https://drive.google.com/open?id=1qqB7BwTgRsWKPyvAQx_wuMSKxjtzHjyQ
  20. I noticed in the latest release that garrison units will get in the turrets of empty vehicles. Is there a way to prevent them from getting in the players vehicles? Or do I just have to blacklist the whole base and place units manually?
  21. dreadpirate

    How to: Cancel AI Spawning After A Trigger

    Possibly. There are a couple of things you can try: 0 = [this, "DEBUG"] spawn jebus_fnc_main; and see what it says.... The most common thing that trips people up is the pause radius. JEBUS is set to not spawn units if any players are within 200m by default (to stop enemies spawning right on top of players) 0 = [this, "PAUSE=", 0] spawn jebus_fnc_main; will override this.....
  22. dreadpirate

    How to: Cancel AI Spawning After A Trigger

    You might want to have a look at this:
  23. It doesn't look like BIS_fnc_taskDefend has a garrison building feature. CBA task defend will only garrison buildings with 3 or more positions by default, maybe that's the problem? Also it seems to only order units to man weapons 31% of the time? What parameters are you passing to JEBUS?
  24. Yes, I have experienced this. I created a radio trigger to teleport units out of buildings. Or I've used Zeus to drag them out.
  25. JEBUS saves the AI skill settings of individual units. If you want to apply other values, use a custom init string.
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