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dreadpirate

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Posts posted by dreadpirate


  1. 6 hours ago, diehardfc said:

    That is a great feature. Thanks so much for thinking of (and implementing) it! I can't stand it when I'm trying to get AI to perform assault or suppression and they just stop because they've run out of ammo.

     

    Since we're chatting, I thought I'd ask something that I was always curious about: does the RESPAWNMARKERS function only work with actual map markers? Or could it function with an object? I was thinking of putting down an invisible helipad and moving it around the map in case I needed to change the respawn location. Or, if I'm not using RESPAWNMARKERS and there is just one respawn point, is there already a way to identify that point and possibly move it during gameplay?

     

    Yes, RESPAWNMARKERS currently only works with map markers (that can be invisible to players) and they are fixed throughout the mission.

     

    If you want to move the respawn point, I would create a second JEBUS group at that point and have them activated by trigger when the first objective is complete.


  2. 20 hours ago, diehardfc said:

    Been using JEBUS for a few years now, and I love it just as much today as I did when I first discovered it. Big thanks for all your hard work, dreadpirate! This week, I was poking around in the mission folder and have a quick question about the fn_unlimitedAmmo.sqf file. Is that function turned on if I run the script with just basic parameters? (e.g., 0 = [this, "PAUSE=", 100] spawn jebus_fnc_main;) Is that unlimited ammo function baked in or does it only run if called via [<unit>] call jebus_fnc_unlimitedAmmo?

    Ah, you've discovered a feature that I forgot to document!

     

    Yes, all JEBUS units have unlimited ammo by default, but only for primary weapons and handguns, not launchers......

     

    If you want to disable this, just comment out the line in fn_spawnUnit.sqf that calls the function.....


  3. 10 hours ago, Tankbuster said:

    Long shot as Kronzky has been away for some time.... does anyone know how to stop UPS hiding the marker you send it as a parameter? I've had a look over its code and his style baffles me a little. Anyone?

    If I'm reading it right, it should be:

    nul=[this, "markerName", "showmarker"] execVM "ups.sqf"

     

    • Thanks 1

  4. On 1/14/2021 at 3:22 AM, pres1ige said:

    Dreadpirate - first off, thanks for an amazing Mod, I can't tell you how much I love it.

    Second, I'm struggling to make JEBUS scripting work with the modules for "LAMBS Danger Waypoints" - specifically the "Task CAMP", "Task GARRISON", and "Task PATROL". I've searched the forums but can't figure out why this is the case - I'm a bit of a noob though, so it might be really obvious. Is there anyway of getting the mods to work together?

     

    Many thanks for your consideration in this matter

     

    Pete

    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.....

    • Like 1

  5. On 1/8/2021 at 2:02 AM, Cyb3rH4ck3r said:

    Hey, I'm having an issue. The actual respawn function itself works fine, I spawn a small group of units, kill them and they will respawn in the position I placed them when using the editor. However when I try to use any of the other parameters like LIVES they don't seem to have an effect at all. For example I tried setting the minimum number of times the group would respawn to 1 and the maximum to 2 and they ended up still just respawning indefinitely. I am not getting any errors from the game and I have checked the syntax against the provided examples. I have also tried to use the RESPAWNMARKERS function and the DELAY function, neither had an effect and the units just respawned where they were placed or respawned within the default time. 

     

    As an example I have just placed this into the init section of the Group 0 = [this, "LIVES=", [1,2]] spawn jebus_fnc_main; even though I have told the game to spawn the group between 1 and 2 times they have respawned 5 times.

     

    I'd be really grateful if you could help me look into this but I do understand that its quite an old project now and you might have other stuff to do.

    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.....


  6. 16 hours ago, avibird 1 said:

    @dreadpirate

    Loving the new dostop command when spawning groups in perfect for positioning units in buildings and around a town before the shit hits the fan. Works very well but can't get the disable path command to enable with a trigger 

     

    {_x enableAI "PATH"} forEach units editorGroupName 

     

    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.....

     

     

    14 hours ago, avibird 1 said:

    @dreadpirate just checking can you use the "INIT=" - Init string to run upon spawning  Parameters twice in the same code line of the group leader. Or only one time?  I wanted to use the dostop command and the disable Vcom command but can only get one to work in the same group? 

     

    Example 

    0= [this, "delay=", 600, "INIT=","{dostop _x} forEach (units _proxyThis)",INIT=","(group _proxyThis) setVariable ['Vcm_Disable',true], "EXIT=",myexittrigger3, "PAUSE=",50] spawn jebus_ fnc_main;

     

    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;

    • Like 2

  7. On 9/22/2020 at 10:45 AM, avibird 1 said:

    Hey dreadpirate two things my brother. I reported the the custom unit names was not carrying over at times that you Incorporated within the script that is false lol. It may be the fact that I don't have arma on an SSD drive at this time if I do not give arma a good  30 seconds to load up and hit the continue button when I'm in map screen before the mission starts the names don't carry over if I wait 30 seconds all the good.

     

    Now the the really stuff the elevations work great as well as the dostop command no reason to use a sentry waypoint anymore lol however the disable pathway command I am unable to reverse it using a script in a trigger at the threshold of a building door. What I have been doing in the past is using a trigger at the or if a certain unit of a group gets killed inside the building I enable the pathway for the entire group allowing them to move throughout the building and exit. With your new disable pathway I cannot enable it with a trigger. It would be nice to be able to enable it again if desired for the mission designer. I don't know if it's possible with the code you needed to put in to allow jebus to spawn it in with the group. AVIBIRD

     

    Try

    {_x enableAI "PATH"} forEach units editorGroupName

    in the "On Activation" box of your trigger.....

    • Thanks 1

  8. 1 hour ago, avibird 1 said:

    Is there a way to have gaia contol over editor placed groups rather than using the gaia button in the command interface. I know about the standalone gaia but I want to have access to the full MCC4 mod. Is there a way to give contol to group from the editor. If I run MCC4 mod and use jebus or standalone the time for generating waypoints within the zones can be over 10 minutes. Does anyone have any ideas.

    You can use the same commands you use with the script version

     

    eg

    (group this) setVariable ["GAIA_ZONE_INTEND", ["1", "FORTIFY"]];


  9. 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

    GitHub

    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

     

    • Like 1
    • Thanks 1

  10. 39 minutes ago, avibird 1 said:

    OK the issue is Jebus has the GAIA folder inside the jebus folder so if I take out the jebus which I will never that is my respawn go to script for all my mission then I don't know how to setup the GAIA zones and give control to the groups from the editor? I like to use MCC4 for a lot of things extra the new fire module IED random mission armed civilians air drops air transport CAS food ect. How can I use the MCC4 mod but still make most of my mission using editor placed groups.

    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.....

     


  11. 1 hour ago, avibird 1 said:

    @dreadpirate I never used thev standalone template template of gaia always have the MCC4 mod and never had an issue with waypoints taking this long to beb generated in the zones. I do not set up the zones on the fly using the MCC4 interface they are always zones drop down through the editor

    Then I'm really confused. I've tried to recreate your situation, but I just don't have the same problems.....


  12. 7 minutes ago, avibird 1 said:

    No Jebus was design purposely to use MCC and GAIA. I have spoke with dreadpirate. He checked his demo mission for me last night and groups get their way points 20 to 40 seconds that's with him using gaia parameters in his code. What I was thinking that I need to uninstall mcc4 and reinstall it. Perhaps something got messed up in one of the files. I took out Vcom but still having the same issue with groups get there waypoints 7 to 10 minutes.  

     

    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.....


  13. 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?


  14. 2 minutes ago, dreadpirate said:

    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.....

     

    That fixes the problem for the Greyhawk, but it breaks other aircraft....... I'll do some more testing before I push out an update.....

    • Thanks 1

  15. 12 minutes ago, denizzcerrah said:

    Thank you dreadpirate! You are the hero! One question. Why the MQ-4A Greyhawk UAV has no ammo? I don't understand... Have you any idea?

    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.....

    • Thanks 2

  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

    GitHub

    (It turned out that the earlier update fixing seat positions in manned vehicles broke unmanned vehicles.....)

    • Thanks 2

  17. 55 minutes ago, denizzcerrah said:

    But I want to the UAVs can respawn with Jebus and I can command this.

     

    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).....

    • Thanks 1

  18. 59 minutes ago, denizzcerrah said:

    Hello, It's me again. 😅 Can I use Jebus for UAV's? I want to make a system like UAV recon support using Jebus and this script: 0 = [this, "INIT=", "player hcSetGroup [group _proxyThis]"] spawn jebus_fnc_main;

    When I using Jebus for a UAV the UAV is falling down and destroy. It doesn' t fly and the script ( 0 = [this, "INIT=", "player hcSetGroup [group _proxyThis]"] spawn jebus_fnc_main; ) doesn't work for UAV's. So how can I do a system like UAV recon support using with Jebus? Thanks for answers 🤗

     

    I couldn't get High Command to work with UAVs at all, how did you do it?


  19. 11 hours ago, AoJ said:

    How does one use the recruit feature? I have the following code in the group init but the members are behaving as a separate group.

    
    0 = [this, "DELAY=", [10,10], "RECRUIT="] spawn jebus_fnc_main;

    I'll admit I've been doing a lot of copy and pasting so I'm confident there is something I'm screwing up here due to my inexperience mission building.

    If anyone could point me in the right direction I'd be grateful.

     

    Thanks!

     

    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].....


  20. 7 minutes ago, Janez said:

    Thanks for the update buddy! Out of curiosity, why don't you release new versions under releases on Git rather then/in conjunction with GDrive? Although one can just download the master.

     

    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.....

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