dreadpirate
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Posts posted by dreadpirate
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Keep in mind that JEBUS doesn't respawn units in the same sense that players respawn. They're completely new units.
So your event handler would need to be added to the new units with the "INIT=" parameter.....
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On 8/14/2022 at 10:47 AM, Blitzen88 said:Can you use _proxythis to define a group? Ie, GroupA = group _proxythis…?
If you give a group a variable name in the editor eg GroupA, the group spawned by JEBUS will be called GroupA...
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Hi all.
I'm sorry. I'm not really playing Arma 3 at the moment, so no new features are on the cards for the time being.
All the source code is on the GitHub. I was hoping someone would create a fork and enhance the project on their own, but no takers so far.....
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On 5/8/2022 at 3:20 AM, redarmy said:Hey Dreadpirate i ran into an issue
im not sure but i believe JEBUS is using map grid 0,0,0 to handle spawning. when ever i use JEBUS i get one unit from east,west and IND spawn at bottom left of map and any aircraft (or other unit capable of reaching those coordinates)on gaurd waypoints spawned through jebus,try to move there.
This was an issue i had last year and never nailed down now i think this is it. Arma handles this area of the map for debug/respawning stuff but i never have an issue with gaurd wp units travelling there unless they are jebus spawned.
Any tips on how to fix this or could you fix/confirm my theory?
JEBUS doesn't use 0,0,0 in it's group spawning code. I have noticed Arma spawning units at 0,0,0 when using certain modules, but I can't recall which ones.
I'm not that familiar with Guard waypoints, you use them with "Guarded By" triggers, is that right? Maybe there is a problem with spawned units knowing about the triggers, so they head to 0,0,0 by default?
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So, I made a little skirmish with a squad of DE_Revive enabled friendlies against respawning waves of enemy AI.
Generally, things worked well. I could revive AI and I could order AI to revive each other.
A few little things though:
- I accidentally ordered an AI to revive himself, which of course did nothing. But, when he did eventually get revived, he played the revive animation
- The "Revive x" addAction wasn't getting removed properly sometimes, cluttering up the AI order menu with revive actions for units that were already revived
- When I was downed in heavy contact, the AI was too focused on fighting to send someone to revive me. Even after they dealt with the threat, I was lying there and nobody came. Eventually I had to respawn
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On 3/29/2022 at 4:45 AM, Alith Evo said:I have a motorized rifle squad, one APC and 8 passengers. Is there a way to respawn a new squad when an APC is destroyed but other units are still alive ? It only respawns when all units are dead.
Not with the way the script is currently set up, sorry.....
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6 hours ago, avibird 1 said:JEBUS can't keep editor placed waypoints after contact is made in a mission.
Need help please on this extremely frustrating. I tested the last four updates of this script using his demo missions. There is a group of 6 blufor units next to the spartan location ON THE SOUTH TIP OF THE DEMO MAP and its says waypoint demo. 4 move waypoints and a cycle waypoint. Play the demo all works well but NOW drop a few opfor units in the path and the blufor units will lose their waypoints once contact is made never to regain the waypoints. Units using gaia ups upmons ect will keep waypoints because the scripts will generate new ones after the combat is over. One of the great things about this script was the ability to use editor set waypoints on units that can respawn back into the game using the waypoints the mission designer wants rather then random generated waypoints in zones ect . Having the ability to keep presetup waypoints and using random waypoints in my humble opinion is the best of both worlds for a mission design. I spent the last week looking into this issues and can't find any reason way this happens. there is two files in the script folder that is for waypoints fn_applyWaypoints 2nd file in the jebus folder and fn-saveWaypoints the 16th file. Any help would be greatly appreciated. The strange thing is it effects all units in the mission regardless if the group is using JEBUS or not to spawn.
I don't know why this happens.
I don't know how to fix it.
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I'm not planning any updates to JEBUS at present as I'm not really playing A3 at the moment.
If anyone wants to fork the GitHub repository and add new features and pick up any remaining bugs, they are free to do so.....
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11 hours ago, pognivet said:it seems like the crew spawns first or something, then the vehicle spawns on top of them (which kills them) and then the crew gets moved inside the vehicle. idk its weird.
I thought I changed it so the vehicle spawns first so this wouldn't happen anymore... 😞
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On 12/5/2021 at 9:21 PM, pognivet said:Been getting a strange glitch with certain vehicles in IFA3, such as the T-34. When I try to use them with this script all of the crew inside the vehicle will spawn dead. The vehicle itself is undamaged, but all the crew are dead. Strangely some vehicles seem to never be affected, others seem to be affected about half of the time and the rest are affected all the time.
I did have an issue with units spawning under the vehicle and getting crushed before they got teleported inside, but I resolved that and haven't seen it since...
Not sure what I can do about this...
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4 hours ago, n_icomach said:Hello, is there a way to use show/hide still with JEBUS units?
I currently want to setup a wave attack in my mission while utlizing JEBUS to handle the respawn system.
Normally id sync the unit to the show/hide module, then have it activated via trigger.
When a JEBUS unit is synced, the unit spawns anyway even if trigger isnt activated.Sync your trigger to the unit you're running JEBUS on and the unit (and its group) won't spawn until the trigger is activated.....
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12 minutes ago, Recaldy said:Fixed the vehicle problem...had to drag out the units to see who was the actual group leader. I want to use the delay with the cache option...is Gaia mandatory? Would
0 = [this, "CACHE=", 1000, "DELAY=", [30,60]] spawn jebus_fnc_main;
work? Love the script btw.
Gaia is optional, I was just using it a lot when I first wrote the script, so I added support for it.
Your init line looks fine to me.....
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5 hours ago, Recaldy said:I got it working...except my vehicle leaders in my vehicle groups don't exist. I've tried the pilot init and vehicle init and both times the vehicle disappears leaving the other group vehicles/members idle. I'm using "0 = [this, "DELAY=", [300,600]] spawn jebus_fnc_main;" if that helps. I have many infantry groups using "0 = [this, "DELAY=", [75,140]] spawn jebus_fnc_main;" and they show up and move as normal.
I can't tell what's going on without looking at your mission, but I've experienced similar problems when I accidentally had JEBUS running on more than one unit or vehicle in a group. Maybe look at that?
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1 hour ago, Recaldy said:Do I have to edit any of the jebus sqfs? I have ARMA3Alpha AMBIENT COMBAT SCRIPT v3.2 functions called and vcom script version installed also. Could those be a hindrance?
From the error message, it looks like the waitUntil line in fn_spawnGroup is causing the problem. You could comment that out and see if it makes a difference.....
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10 hours ago, Recaldy said:Put a small nato group with "0 = [this] spawn jebus_fnc_main;" in the leaders init and I get this?
Descript file has the functions called as it should. I tried the other examples and still nothing works. Tried a player repetable trigger linked to leader and nothing with/without examples in triggers init.
I don't know. It's working at this end.....
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On 9/5/2021 at 8:52 AM, Nagrach said:Hello! I wanted to ask a little question if thats ok.
I used JEBUS in a Mission to create a Squad that Hunts the players via the BIS_FNC_stalk function, but it seems there is a conflict. The Units do, indeed respawn but they never chase the players. The Waypoint never gets created. When I delete the Jebus function from the Groups INI, it does work. Is there a workaround for this or is it just not possible to use Stalk + JEBUS?
Thanks for your help..
It should be possible to call the function from the init line. I'll have a look when I get a chance...
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6 hours ago, Crow.4120 said:Potentially. I don't want to have these units spawn in at the start of the mission, rather only spawn when a player gets near a certain radius of their position, if that makes any sense.
In that case, use the same initialisation and sync a trigger to that unit with 300m radius
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3 hours ago, Crow.4120 said:Sorry guys in advance, very new to utilizing forums and scripting in missions.
I'm trying to simply delete a group when BLUFOR is not in the immediate area (outside of 300m), and spawn them in when BLUFOR is in the area (around 300m). Any thoughts/ideas on what would be a good line/params to use?0 = [this, "CACHE=", 300] spawn jebus_fnc_main;
This will hide the units (not completely delete them) when players are outside 300m and unhide them when players enter the area.
Is this what you're after?
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13 minutes ago, redarmy said:If i recall correctly facewear randomization is set for Factions such as FIA/guerrilla .For reference im using CSAT units/groups and Blufor NATO groups and it is happening on them.Which is why i thought its something in the script.And its not exactly applying anything random or replacing anything,its more just straight up not spawning units with these face wear items,but a different unit of same type,in same group,may actually spawn with it applied correctly.Just to be clear.
For unit shoulder patches,as nfar as i understand the insignia get overwritten on mission load and the default virtual arsenal does not have access to the insignias,if this is at all relevant.
It looks like I can get the insignia with getObjectTextures. Texture 0 is the uniform texture, texture 1 is the insignia texture. This should be pretty simple to add, I just want to make sure it doesn't break anything else when I do it.....
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13 minutes ago, redarmy said:I think as @dreadpirate said,its best to keep it simplistic.Simply have different groups of the same type you need for your scenario,spawn them in when needed via trigger(use another trigger to delete initial groups in need be) and then spawn the next identical groups in as desired.
Also DreadPirate infantry spawning in are sometimes(not sure why) loosing their custom init face wear such as balaclavas or masks.Is there also a way i can tweak it so that unit insignia on shoulder patch is remembered?
I'm using getUnitLoadout and setUnitLoadout, which should save and recreate the entire loadout, including facewear. Perhaps there is unit randomisation overriding this? I know some mods eg Community Factions Project run a randomisation script for facewear and headwear. Maybe this is happening after JEBUS has finished?
I'm not sure if there's a command for getting a units shoulder patch, but if there is, adding that feature shouldn't be too hard.....
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1 minute ago, WarhammerActual said:OK, Here's what I did , placed a fireteam, gave them 2 "MOVE" waypoints, in the init of the team leader I put the JEBUS code
0 = [this] spawn jebus_fnc_main;
Placed a trigger radio alpha, repeatable, sync'd that to the first waypoint activation, and sync'd it to the team leader. Upon activation of the radio trigger the units spawn, but then do not begin to move towards their waypoints. Did I do something incorrectly.. And a huge thank you to everyone assisting me .
Sync the radio trigger to the unit, not the waypoint.....
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18 hours ago, WarhammerActual said:Hi, I just had one question, I am trying to utilize your script so I can have AI controlled armored vehicles in a live fire/training environment with my unit. However, I do NOT want the AI to move until I , call for them to move with a trigger (radio Alpha) but when I place them down in the editor while using your script , they ignore the trigger and begin automatically moving along their predefined waypoints.
Before you ask yes I have the trigger set up to work correctly. I disable your script and the AI will NOT move until I call for the Radio Alpha trigger. When I reactivate your script they ignore the trigger.
Any thoughts or help as to how to get this to work using your script? I need the AI to spawn back in after death so the training can continue and I do not have to constantly Zeus in more targets .
Thank you in advance
Because JEBUS copies and deletes the units at mission start, any synchronisations to waypoints are lost.
What you could do is synchronise your trigger to the unit you are running JEBUS on. Then the units will spawn and start following their waypoints only when you trigger them.
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22 minutes ago, redarmy said:Hi Dreadpirate,
Long time since i used the script.Had a question regarding the sqf line to uncomment to remove the unlimited ammo
Is it these two lines only?
[_newUnit] call jebus_fnc_unlimitedAmmo; _newUnit;
Just comment out the line that calls the function.
//[_newUnit] call jebus_fnc_unlimitedAmmo;
_newUnit; is still required for the script to work.....
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22 hours ago, avibird 1 said:Hello gentleman I have been away from armor for about 6 to 8 months but trying to get back into playing. When I load up a few of old missions with jebus units are spawning but not producing waypoints using Gaia. It's been a problem with jeb's or do I need to look into other possible issues thanks avibird
The demo mission is still working
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Jebus - Just Editor Based Unit Spawning
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
I don't understand what you're trying to do here. Plank looks like a script to give players the ability to build fortifications, but you're trying to add it to an NPC?