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dreadpirate

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Posts posted by dreadpirate


  1. On 8/18/2020 at 3:23 AM, avibird 1 said:

    Hey dreadpirate in the old version I never had issue like this but the old version run very slow and laggy. 

     

    I only have five armor vehicles I don't think that is to much. I don't have issues with ground troops or cars only armor and ACP's but if I delete them like every 30 to 60 seconds then it's all good. However if I delete them less then 30 seconds then the issue starts. 

     

    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?

    • Like 2

  2. 11 hours ago, avibird 1 said:

    Hey dreadpirate I just looked at you new demo. Go to the airport to the north with the air base place 7 tanks all individually with a few waypoints and a cycle waypoint with simple Jebus code to respawn back. Then run mission and strat deleting everything on the map most of the units on the map in your demo will spawn back only two of the 7 tanks spawned back and when I continue to delete the entire map eventually none of the armored vehicles spawn back at the airport a few empty tanks no crew no waypoints

     

    Like I said it seems only to be an issue with armored vehicles.  Avibird

     

    I tried this with 7 tanks and all spawned in and were given waypoints correctly. There *is* a problem with units forgetting their waypoints after enemy contact, but that's an Arma 3 issue, not a JEBUS issue. I can't fix that.

     

    I *did* experience problems as you describe when I tried 14 tanks: Initially all 14 spawned in, but later, only 12 would spawn, with 2 empty tanks.

     

    I think you're just overloading the system and you need to scale it down until things work properly.....


  3. 12 minutes ago, avibird 1 said:

    No multiple vehicles in a group vehicles are single vehicles only. I took out all the vehicle respawn markers and still having the problem. Respawn on editor location and or on multiple markers same issue I can only get 3-4 vehicles to work with the script. After the initial spawn the other vehicles will not spawn back. 

     

    Extremely frustrating 😥

     

    Is the problem happening every time or only sometimes?


  4. 3 hours ago, avibird 1 said:

    Dreadedpirate there is something definitely wrong with the script can't get to respawn more then 2-4 armor vehicles after initial start of mission. Very inconsistent of how many vehicles will actually get to respawn the second time. I am done need your help I have no clue where to look or what to try to get it to work now. I don't want to go back to the old version cuz this one run so much better 😥🙄 

     

    @avibird 1 I tried to recreate this problem, but the correct number of vehicles spawned every time, even when I put a lot of groups in, which is what caused the previous problem.

     

    Is the problem happening with multiple respawn markers? Is the problem occurring when there are multiple vehicles in a group?

     

     

    • Thanks 1

  5. 14 minutes ago, avibird 1 said:

    Hey dreadpirate. That sucks. I don't remember where I read it from either with Jebus or GAIA but I will not go over 35 groups. Like I said it seems to be only affected by armor units not cars apc's and tanks. if I swap out the crew of these vehicles and place them in a regular truck it works fine.

     

    What I'm going to try having the vehicles spawn separate using in-game module and then spawn the crew using Jebus have them get in nearest waypoint then have my other waypoints to see if they will follow the waypoints. I will let you know what I found. Thanks for checking I just want to make sure I wasn't going nuts. 

     

    When I think about it, most of the headaches in developing JEBUS have related to vehicles. 

     

    Every time I added a new feature for infantry (waypoints, loadouts, skills, multiple respawns) it worked first time or after a few minutes of tweaking.

     

    Every time I've added a feature for vehicles it has been hours of frustration and bug hunting.

     

    When I make missions, I make them infantry based, with a handful of  vehicles for transportation and support because I think that's the sweet spot of getting good performance and good gameplay from Arma 3.

    • Like 1

  6. 6 hours ago, avibird 1 said:

    Hey dreadpirate there is definitely an issue with the script allowing armor vehicles to follow waypoints. It seems there's an issue with pathfinding. When I watch the waypoint cycle through and disappear it's like the vehicles are unsure how to go about navigating to the waypoints so it moves to the next waypoint(like the way point is unattainable) and so on and so on.

     

    If the waypoints are linked with a cycle waypoint they will start from the beginning and disappear again!

     

     

    I tested it using the original editor base waypoint respawning script by 

    Editor based AI script by trigger

    by Murklor & ArmAIIholic it works armor vehicles will follow however the script is outdated multiple errors pop up and is not as robust as yours. Your new update definitely had better performance when using it now but can have a mission without armored vehicles using it. I'm reverting back to the old one 😥 until you can figure it out. Is this the first you're hearing of it since you updated the script.

     

    I just did some testing on this. I spawned one JEBUS armoured group with waypoints and it worked fine.

     

    Then I spawned 4 groups. No problem.

     

    Then I spawned 9 groups and I started to see the problem you're talking about. Some groups would work fine. With others, only the leader would move and others wouldn't move at all.

     

    I'll be honest, I have no idea what causes this and no idea how to fix it.....

    • Confused 1

  7. 3 hours ago, avibird 1 said:

    Hey dreadpirate I see you updated your script on April 17th. I have been away from armor for a bit but still dealing with double spawn of groups at times. I don't know if you addressed it in your update where you found the fix besides putting the delay a little longer for group to spawn back. 

     

    What else did you update with the new update in April. I would like to switch over but I want to make sure it doesn't break my other missions using Jebus that already have Incorporated in missions with other scripts and mods. Thanks avibird and I hope for arma4 Bohemia will have some type of module based on Jebus and the functionality with your script.

    I did a major rewrite of the code. Groups are saved and deleted more quickly at mission start and spawn in more quickly when required.

     

    Create backups of your old missions and try the new version and see if it works for you.....

    • Like 1

  8. 11 hours ago, Arma Llama said:

    Hi,

     

    I'm using a trigger to spawn AI (CSAT) boats and make them move to a waypoint (to chase the blufor boats) and I am getting a "generic code error" when I try to do this. The code I have so far is as follows:

     

    
    group_2 = creategroup east;  enemy2 = group_2 createVehicle ["O_Boat_Armed_01_hmg_F ",getmarkerpos "spawn2",[],0,"form"]; enemy2 domove (getmarkerpos "waypoint2")

    This code is situated in the activation section of the trigger. I have a dot marker set as spawn2 and a circle marker set as waypoint 2 (as I'm spawning a load of ground units at the same time who spawn at spawn1). Any help is greatly appreciated.

     

    Thanks

     

     

    You could use a script that has this ability already, eg the one in my sig.....

     

    👇


  9. 50 minutes ago, Tiberius_161 said:

    Hi all,

    Is it possible in ArmA to get the distance between two objects divided into two axis, relative to a known direction? 

     

    The picture below shows what I mean:

     

    Link to picture

     

    What I am trying to achieve is the distance between two objects spread over 'line a' and 'line b'.

    I am at a guess on how to start figuring this out. 

     

    Any tips and or tricks are highly appreciated. 

     

    Cheers

    Tiberius

     

    Have a look at vectorDiff


  10. 1 hour ago, gc8 said:

    Hi

    I'm trying to save players inventory using BIS_fnc_saveInventory but for some reason BIS_fnc_saveInventory doesn't store the correct weapon name (primary weapon at least)

    Instead it saves the base class of the weapon.

     

    For example I have this weapon: "srifle_DMR_02_sniper_AMS_LP_S_F" but the BIS_fnc_saveInventory  saves "srifle_DMR_02_sniper_F" as the weapon.

     

    Code used to test:

     

    
      diag_log format["SAVED WEAPON: %1", primaryWeapon player];
     
     _sv = [ player, [ profileNamespace, "whatevernamehere"], [], false ] call BIS_fnc_saveInventory;
     
     diag_log format["SAVED: %1",_sv];

     

    log output:

     

    
    SAVED: [[""U_B_CombatUniform_mcam"",[""FirstAidKit"",""Chemlight_green"",""10Rnd_338_Mag""]],[""V_PlateCarrierGL_rgr"",[""16Rnd_9x21_Mag"",""16Rnd_9x21_Mag"",""1Rnd_HE_Grenade_shell"",""1Rnd_HE_Grenade_shell"",""1Rnd_HE_Grenade_shell"",""1Rnd_HE_Grenade_shell"",""1Rnd_HE_Grenade_shell"",""HandGrenade"",""HandGrenade"",""MiniGrenade"",""MiniGrenade"",""SmokeShell"",""SmokeShellGreen"",""Chemlight_green"",""1Rnd_Smoke_Grenade_shell"",""1Rnd_Smoke_Grenade_shell"",""1Rnd_SmokeBlue_Grenade_shell"",""1Rnd_SmokeGreen_Grenade_shell"",""1Rnd_SmokeOrange_Grenade_shell"",""10Rnd_338_Mag"",""10Rnd_338_Mag"",""10Rnd_338_Mag""]],["""",[]],""H_HelmetSpecB_blk"","""","""",[""srifle_DMR_02_sniper_F"",["""","""","""",""""],""10Rnd_338_Mag""],["""",["""","""","""",""""],""""],[""hgun_P07_F"",["""","""","""",""""],""16Rnd_9x21_Mag""],[""ItemMap"",""ItemCompass"",""ItemWatch"",""ItemRadio"",""NVGoggles""],[]]"

     

    So is the function buggy or am I doing / understanding something wrong?

     

    thx!

     

    I stopped using that function when I learned about getUnitLoadout.

    • Like 1

  11. 9 hours ago, oatemeal said:

    Not sure if anyone can help me out but I have an odd issue, I've tried setting up trigger spawning for an ambush mission.

     

    It seems to work in theory but it seems to be intermittent where sometimes the units don't spawn until the trigger is done, other times they all spawn at the start and the trigger doesn't work and then finally other times some of them spawn on trigger and others spawn on mission start. There seems to be no consistency as to why it does or doesn't work. Any advice?

    What happens when you add "DEBUG" to the parameters?


  12. On 5/12/2020 at 1:50 AM, MinePlayZz said:

    Hey,

    does anyone has experience with this script?

    I want that the group despawns if the player has a specific distance to them, so there is no lag.

     

    Is it even possible?

    Maybe there is another solution without the script. I am not that good at scripting and it would be nice if somebody could help me out.

     

    Maybe like this?:

    0 = [this, "DELAY=", [30,60],"REDUCE=",[50]] spawn jebus_fnc_main;

    Try this:

     

    0 = [this, "DELAY=", [30,60],"CACHE=",500] spawn jebus_fnc_main;

     

    Units will be hidden when player is over 500m away.....

     


  13. 6 hours ago, ooster said:

    I'm having a strange issue with custom units respawning with the voices and faces I assigned them.
    The jebus code I'm using is only as follows: 
     

      Hide contents

    0 = [this, "CACHE=", 25] spawn jebus_fnc_main;



    I'm using script to over write a CSAT identities with nato Identities using this:
     

      Hide contents

    comment "Set identity"; 
    [this,"WhiteHead_28","male03eng"] call BIS_fnc_setIdentity; 



    I'm Also using the attributes set the identities within 3den. However the identities still come through as CSAT when they respawn in game. Is this due to a vanilla bug? Because I noticed when I go into virtual arsenal inside if 3den and import my loadout from my exported "tutorial" virtual arsenal, the identity doesn't go through like it should. 

    Any ideas?


    Edit: I just tried setFace and setSpeaker. These failed as well. Even with no mods or scripts. Must be some sort of vanilla issue from the last update

     

     

    If you look at redressAFRArmy.sqf in the demo mission, I'm assigning African faces and Greek voices to some units (at the radio tower, west of Kamino).

     

    This seems to work ok.... in singleplayer. In MP, you'd have to make sure that setFace and setSpeaker got called on every machine using remoteExec. (setSpeaker and setFace both have examples)

    • Like 1

  14. 25 minutes ago, 14ps081 said:

    hi, i try to use,

    i copy it in mission folder & add this inthe init group:

    0 = [this, "FLYING", "DELAY=", [30,60]] spawn jebus_fnc_main;

    but pilot no dead after and never respawn.

     

    i copy on init group , on jet, or on pilot ?

     

    sy for my english i am french.

     

    ty

     

     

    Here's a demo mission with planes:

     

    https://drive.google.com/open?id=1ho7oivdkJX580Ls4qgDDaAbxuSeeilq2

     

    It's for an older version of JEBUS, but all the commands are the same.

     

    You can place the init code on the group, jet or pilot, it doesn't matter.....


  15. 4 hours ago, WIZZtheVIGILANTE said:

    Hello! I am a noob at Arma 3 Mission Editing, but I am good enough with description.ext that I can throw a loadout picture into the mission and make a mission that is good enough for a community op. I am using 3DEN Enhanced, by the way.

    My question is this: My community has a special forces detachment, helicopter pilot detachment, fighter pilot detachment, and regular infantry. Each of these groups have a separate slot in our lobby and each are in a separate unit in the editor. I would like to make respawns in different parts of the map for different starting positions for each unit. These are respawns that they can choose as a custom point.

    I would like to accomplish the following:
    A. Create four respawn points, with one visible to each group
    or B. Create four respawn points, but only allow a particular group to respawn at each.

    Thanks so much for the help beforehand, and thanks for taking the time to read this!

    Have a look at this:

     

    http://killzonekid.com/arma-scripting-tutorials-respawn-on-marker/

     

    You can create individual respawns for every unit if you want to.....


  16. So, I finally got around to working on this and I have it working in SP.

     

    zoneMonitor = {
    	while {alive player} do {
    		sleep 1;
    		
    		_nearbyZones = nearestLocations[position player, ["Strategic"], 400];
    		{
    			_status = _x getVariable "Status";
    			if (_status != "Active") then {
    				hint "Activate"; 
    				[_x] remoteExec ["zoneActivate", 2];
    			};
    		}forEach _nearbyZones;
    	};
    };
    
    player spawn zoneMonitor;

    (this runs in initPlayerLocal.sqf)

     

    zoneActivate = {
    	params ["_zone"];
    	
    	_zone setVariable ["Status", "Active"];
    	_marker = _zone getVariable "Marker";
    	_marker setMarkerAlpha 1;
    	
    	_unit = (createGroup east) createUnit ["O_Soldier_F", getPos _zone, [], 10, "NONE"];
    	
    	while {[getPos _zone, 400] call jebus_fnc_playerInRadius} do {
    		if ([getPos _zone, 50] call jebus_fnc_playerInRadius && !alive _unit) exitWith {
    			deleteLocation _zone;
    			_marker setMarkerAlpha 0.5;
    			_marker setMarkerColor "ColorGreen";
    		};
    		
    		sleep 1;
    	};
    	
    	if (!isNull _zone) then {
    		_zone setVariable ["Status", "Waiting"];
    		_marker setMarkerAlpha 0.5;
    		deleteVehicle _unit;
    	};
    };

    (this runs in initServer.sqf)

     

    As I say, this works perfectly in SP, but in MP the zones deactivate straight after they activate. The test unit is spawning, but being deleted straight away even when the player is within 400m. I can't quite see why it's skipping the "while" loop in "zoneActivate"

     

    Here's jebus_fnc_playerInRadius if it helps:

    // Detects if player is within a given radius
    // [<position>, <radius>] call jebus_fnc_playerInRadius
    
    params [
    	"_position"
    	,"_radius"
    ];
    
    private ["_returnValue"];
    
    _returnValue = false;
    
    //Singleplayer test
    if ((player distance2D _position) < _radius) then {
    	_returnValue = true;
    };
    
    // Multiplayer test
    {
    	if ((_x distance2D _position) < _radius) exitWith { _returnValue = true; };
    } forEach playableUnits;
    
    _returnValue;
    

     


  17. 4 hours ago, stevie476 said:

    Hello, is it possible to use both parameters

     

    "=BTC= Revive :: Anyone with FAK can revive. Mobile HQ Enabled."

    and

    "=BTC= Quick revive :: AI can revive. Mobile HQ Enabled." ?

     

    Revive and Quick Revive are completely different scripts, so I doubt it.....


  18. 1 minute ago, Stu13 said:

    @dreadpirate
     

    Oh, I see. I thought I could reduce at a larger range, and spawn the full unit at a closer range. I think that would be a really neat feature, but understandable that you cant do everything 😉
    Thanks so much for your answer. Regarding the players; its a bit of a mix. The players will start apart and then try to find each other. I will try around and see if it works out performance wise. 

    Are there technical differences in the way your script caches units compared to e.g. ALiVE (the only other virtualization mod I am familiar with)?

    CACHE just hides the units and disables simulation. REDUCE does the same, but teleports infantry back to the leader when they "un-reduce" (which is why I don't recommend using REDUCE with multi-vehicle groups).

     

    ALIVE actually deletes the group and rebuilds it when players are in range. With the new version, I may be able to replicate this, but it's still a WIP.....

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