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dreadpirate

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Posts posted by dreadpirate


  1. 9 hours ago, Catchdog64 said:

    Hello. I've been messing around with this in the editor, and am trying to spawn a custom composition of troops with a trigger. Got " 0 = [this] execVM "Jebus.sqf"; " in the init of the leader in the formation and " call compile preprocessFileLineNumbers "JebusInit.sqf"; " in the mission init. I placed a Trigger the is Blufor present, and the units are not spawning.

    My first suggestion is using the DEBUG parameter and see what comes up

     

    0 = [this, "DEBUG"] execVM "Jebus.sqf";


  2. On ‎5‎/‎14‎/‎2016 at 7:59 PM, sparfell_19 said:

     

    This is how it looks in configs :

    identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_default"};

    AFAIK there is no already defined ENGB identitytype for language.

     

    Thanks for the other textures. ;)

     

    I don't know if it's a recent change, but there is a "LanguageENGB_F" identityType you could try.....


  3. 13 hours ago, gfresco said:

    I don't know why I haven't set to using this earlier with my GAIA based missions as I find GAIA's own respawn feature iffy. Is there any issue using it with GAIA's cacheing system instead of its own? IE will using GAIA's cacheing trigger JEBUS to respawn when GAIA fully cache's a unit?

    I haven't tried it, but from a quick scan of the code, I suspect there will be problems . 

     

    It did give me some ideas on how to tweak JEBUS caching up to the same standard as GAIA, so I'll do that for the next release . 


  4. So another small issue I have encountered. Evverything works fine when Im host but if put on dedicated server it loses the names of the squads. Shld i do something different to the above for global if Im understanding things? Not that I do...lol

    Post an example init line that works on listen server but not on dedicated and let's see.

    Dedicated servers are outside my (very limited) expertise, but maybe we can come up with something.

    Pretty close to a new release, maybe on the weekend.....


  5. Awesome mod. Is there anyway to get it working with HC, HCC or Advanced AI Command as it seems I cant have JEBUS work with any of the groups if they are controlled by HC Mods.

    You probably need to use the "INIT=" parameter to add the JEBUS units to HC, etc. I don't use any of those things, so I'm not sure.

    People keep coming up with ways of using JEBUS that I never thought of when I was making it! :-)

    • Like 1

  6. Oh, sorry if I didn't elaborate on that point. They can be in a group, but even if I spread the group of tanks over a wide area, the moment they spawn they are within metres of each other and they have a hard time sorting out the "knot" before they leave on their waypoints.

     

    An example is 4 x AI controlled tanks which are grouped to a leader. I place them probably 10 - 20 metres away from each other, but then they spawn they are within 1-5 metres. Makes for a bit of a messy start for the AI to sort out. The reason I tried "Join and Lead " and "Join" was to try and get around the problem of them spawning so close to each other.

    I suppose I don't spawn multi-vehicle groups with Jebus that much. When I get a chance, I'll look at methods for spreading out the spawn positions.


  7. Hi Dread

     

    Is there a limited amount of waypoint types that you would consider spawnable by Jebus? I've (painfully) got "Join and Lead" and "Join" waypoints to work on separate tanks, but if they spawn then the action is not carried out for some reason and the lead tank runs off without the rest. If you'd like a video explaining this I'll be happy to produce.

     

    edit: after a vanilla test, the penny dropped where I think the necessary syncronisation link between the "Join and Lead" and "Join" waypoints is probably be created after spawn?

    I basically intended Jebus waypoint support to cover the basics: move, cycle, search and destroy, etc.

    Advanced waypoints are saved by Jebus, but it doesn't save synchronisations, so the functionality is lost.

    Any particular reason the tanks aren't in the same group at spawn?


  8. Hi Dread, what do you make of this?

    https://youtu.be/M9L8fAnCcSs

     

    edit: Apologies, just realised it was private

    Yeah, good find anfo. The issue is the group formation heading is overriding the vehicle heading.

     

    Find this line in Jebus.sqf

    _newGroup addVehicle _newVehicle;

    and add the following line afterwards

    _newGroup setFormDir _respawnDir;

    Needs a bit more testing to see if it breaks anything else, but it works for static weapons.....

     

    A fix will be in the next version.....

     

    Dread,

     

    Awesome script. But a question.

     

    How would I use bis_fnc_taskPatrol or bis_fnc_taskDefend instead of gaia and markers with these examples

     

    • 0 = [this] execVM "Jebus.sqf";
    • Respawns group with default parameters. Uses editor waypoints.
    • 0 = [this, "LIVES=", [4,8]] execVM "Jebus.sqf";
    • Respawns group 4 - 8 times. Uses editor waypoints.
    • 0 = [this, "DELAY=", [30,60]] execVM "Jebus.sqf";
    • Respawns group after 30 - 60 seconds delay. Uses editor waypoints.

    Also, for the aircraft one that spawns flying how do i give it a loiter or search and destroy waypoint? Does it work as normal, just place the waypoint in eden?

     

    Thank you

     

    Have a look at ayoungs post above for how to use bis_fnc_taskPatrol and bis_fnc_taskDefend with JEBUS.

     

    Yes, you can use normal waypoints for aircraft, which works well for helicopters, but, as discussed above, planes are not working as I would like with JEBUS at the moment so you have to spawn them either on the ground or at great height (>2000m). Working on a fix.....

     

     

    For my mission I'm working on, I need groups to not respawn unless all of their friends are dead. I'm not sure if that's something anyone else wants, but here's the change I made:

    waituntil {
    		sleep 10;
    		_unitCount = _unitSide countSide allUnits;
    		if (_debug) then {systemChat format ["_unitCount %1", _unitCount]};
    		_unitCount < 1;
    	};
    

    It would be nice to see this included as an option when running JEBUS, but I wasn't game to try and implement it myself since that part of the code seems complicated and I don't really need it right now.

     

    Another way to do this would be a trigger synced to all the relevant groups with the condition: (east countSide allUnits) < 1

     

    (Combined with your improvement of checking the trigger inside the main loop, of course).


  9. Problem: Jets spawn up in the Air and fall down until they are able to gain some speed. Also, the "FLYING" thing doesnt work, "FLY" does.

     

    0 = [this, "DELAY=", [5,60], "FLY"] execVM "Jebus.sqf";

     

    How do i make em fly straight away and not stall on respawn?

     

    "FLY" is not a valid parameter for JEBUS, it will just be ignored.

     

    "FLYING" works well for helicopters, but you are correct that it doesn't work for planes.

     

    A simple solution is to give the plane enough height to start its engines and recover, 2000 should be enough.

     

    But I agree that this is not ideal and I'll work on a fix for the next release.....

    • Like 1

  10. Hi. I placed a jet and gave it waypoints etc. Now when it gets shot down i want it to respawn after 30 seconds or so. I want the AI to have a 100% skill level and have it circle close to the center of the map.

    Any jet will do, a random one out of the 4 would be very good though.

     

    I tried a little bit but it didnt work. And i do not want to google for five hours, did it 30 mins and found nothing which is why im asking here.

    Help would be appreciated!

     

    Try my script JEBUS, it can do what you want

     

    https://forums.bistudio.com/topic/174661-jebus-just-editor-based-unit-spawning/

    • Like 1

  11. Is it possible to lock specific positions in a spawned vehicle? Here's what I have:

     0 = [this, "PAUSE=", 20, "LIVES=", 1, "DEBUG", "INIT=", "pickup1 lockDriver true; pickup1 lockCargo [0, true];"] execVM "Jebus.sqf";
    

    and the vehicle that's part of the spawned group is named pickup1. But when the vehicle spawns and I kill the occupants the code has no effect :(

     

    I understand that I can just lock the vehicle entirely in the editor, but I want the players to still be able to use the vehicle's turret.

     

     

     

     

     

    A second question, so I thought I might edit this post...

     

    Is it possible to stop and resume the respawning? I'm assuming that it's not, but I thought I might ask. One way I thought that I could be able to achieve this was to change the pause radius on the fly, but I'm not sure on how to go about doing that.

     

    Q1:

    0 = [this, "INIT=", "(vehicle _proxyThis) lockDriver true; (vehicle _proxyThis) lockCargo [0, true];"] execVM "Jebus.sqf";

    Q2:

     

    At present the pause radius is fixed. If it's a feature people really want, I could look at implementing a pause trigger instead, which could have whatever conditions you wanted.....


  12. thank you very much man.. i use the vanilla taskpatrol command. although I can reaaally need some help with fortification as I want it not only to man the nearest empty turrets but also random building positions.

     

    One last question, these gaia zones, do I have to make a marker named 1 for the above example to run??

     

    GAIA relies on markers and they need to be named 1, 2, 3, 4, etc.

     

    Did you get GAIA Fortify working? What seems to be the problem?


  13. So you're saying in the condition of waypoint 3, I can put code indicating trigger "X" was activated by unit "Y", thus allowing Jebus unit to move to waypoint 4? It is a concept I'm not familiar with, but I understand the logic.

     

    I made a simple demo mission:

     

    https://drive.google.com/open?id=0B-gOD7yyJ9VJWkRCUUwza0ZVaDg

     

    The patrol won't move to the 2nd circle unless a BLUFOR unit is standing in the square.

     

    Check the condition in waypoint 0.

     

    Press Y to activate Zeus, delete the patrol and wait for respawn.....

     

    Ok dread. Is there anyway to give the respawned units a random patrol function?​

     

     

    Yes. You can use any patrol script you want with the custom init string, or you can use the built-in GAIA support.

     

    • 0 = [this, "GAIA_NOFOLLOW=, "1] execVM "Jebus.sqf"; //Using GAIA with the NOFOLLOW setting for zone 1
    • 0 = [this, "INIT=, "[_proxyThis, 'agia] execVM 'UPS.sqf'"] execVM "Jebus.sqf"; //Using Kronzky's Urban Patrol Script to patrol marker 'agia'

    Which patrol script did you have in mind? I can build a little demo mission.....

    • Like 2

  14. Hi Dread

     

    I feel I already know the answer to this question but I'll double check anyway.

    Say an AI spawn is syncronised with a trigger and the AI has then 5 waypoints which it will follow. On the 3rd waypoint (or any) I have another trigger which when activated will allow the spawned AI to move to 4th. I think however I'm noticing that the AI ignores the move trigger as if it never existed.

     

    Have I missed something in documentation or searching this thread to say to me this is not possible?

     

    Anfo

    Instead of having a separate trigger, you could try using the condition field of the waypoint itself. Jebus does save that information, but I haven't done extensive testing on that aspect.

    I'm not at my PC right now, so I can't verify.....


  15. Hi.

     

    I have no idea what i can do with this tempest device?

    What can i do with this device and how does it work? (in Editor for e.g. a Mission)

    And how i can turn on the light on this device? (the yellow rotating light), i saw it in a video.

     

    Thanks

     

    It doesn't do anything, it's just a prop. The light will come on when it's night.....

    • Like 2
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