Jump to content

dreadpirate

Member
  • Content Count

    537
  • Joined

  • Last visited

  • Medals

Posts posted by dreadpirate


  1. 10 hours ago, avibird 1 said:

    I love this script it really should be a module for the next arma game with that said has anyone experienced multiple when attempting to spawn in motorized with group. It doesn't happen all the time. At times multiple trucks spawn in with few group but only one truck has the way points. After that crew is destroyed multiple trucks respawn in again with only one getting away points. 

    Do you have a lot of JEBUS groups all spawning at once? If so, consider using the "START=" parameter to spread them out a little bit.....

     

    I believe the problem is caused by lots of "createVehicle" commands running at once in a laggy situation, but if anyone has any other ideas I'd be grateful for the assist.....

    • Like 1

  2. 6 hours ago, HaggisRoll said:

    This sounds good.     I was trying to create say 6 missions which spawn randomly.  When one is complete it will wait then spawn another mission at random.  

     

    Bit of (too much to ask for) question, but has anyone got a vid of this being setup and used?

     

    Cheers in advance

     

    While technically such a thing would be possible with JEBUS, you will wind up with a massive pile of spaghetti and meatballs with all the triggers and synchronisations you will need. I'd look for a simpler method......

    • Thanks 1
    • Haha 2

  3. 19 hours ago, avibird 1 said:

    @dreadpirate I have been experiencing some issues with respawning units in a long mission. If the mission goes a few hours I noticed some double spawning of groups and no editor place waypoints at times.  Will do more testing but I am almost positive.  I only have five groups using jeb's in this mission. One helicopter one boat one group of two men and two groups of nine men. Really not a lot of groups. Totaled two vehicles and 20 men. 

     

     

    I don't know how I can fix this. It's hard enough finding bugs when they occur in the first 30 seconds.....

    • Like 1

  4. @avibird 1 Sorry for the slow reply. I couldn't get the event handler version working, so here's what I did instead:

     

     

    0 = [this, "INIT=", "[vehicle _proxyThis] execVM 'infiniteFuel.sqf'"] spawn jebus_fnc_main;

     

    In the mission folder, I created a file called infiniteFuel.sqf, which looks like this:

     

    //0 = [this, "INIT=", "[vehicle _proxyThis] execVM 'infiniteFuel.sqf'"] spawn jebus_fnc_main;
    
    while {alive (_this select 0)} do
    {
    	(_this select 0) setfuel 1;
    	sleep 30;
    };

     

    • Like 1
    • Thanks 1

  5. On 7/30/2019 at 2:39 AM, avibird 1 said:

    Hey I think I found a bug that does not allow jebus to work correctly when using a trigger type skip waypoint with a condition of !alive. Jebus still works but you can't use the trigger skip waypoint type it will not hold the group in place until the condition is met. Any thoughts on how to make this work?

     

    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.

    • Thanks 1

  6. 6 minutes ago, anfo said:

    Hi @dreadpirate


    When using "START=", we appear to be getting debug info bottom left of screen stating "First Loop!" at every event of START I suspect. Would you know where to turn this off. Debug in fn_main.sqf is already off.

     

    Anfo

    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!

     

    On 6/26/2019 at 1:35 AM, MitchyG117 said:

    Reading the error message, it said "expected array" so I just made one slight adjustment to the code and got it working! All it needed was brackets 

     

    0 = [This, "INIT=", "Unit1 hcSetGroup [(group _proxyThis)]"]

     

    Thank you so much Dread you are a genius with scriping, I honestly don't even know what _proxyThis is supposed to mean in coding language but thank heavens you referred me to it because now I can get on with creating my mission that involves respawnable high command groups 😀

     

    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.....

    • Like 1

  7. 21 hours ago, MitchyG117 said:

    Hello Dread! 

     

    It has been a long while since I've played Arma 3, but I've recently begun to play it again because of the new contact DLC that I'm hyped about!

     

    But anyway the reason I'm writing you is because I've picked up mission making again and I've tried to use your updated script but it no longer works for me???

    I've made sure the description.ext and jebus folder was included in my mission folder (along with the contents of the init.sqf for good measure) but nothing appears to be working. I'm even using the new function code in the init line of units instead of the old "execVM" method, but alas nothing.

     

    It works perfectly fine and well in the demo mission, and what's odd is that if I make a copy of that mission, with all of the same scripts, folders and everything, respawning stops.

     

    I've never been the brightest when it comes to scripting/coding so maybe it's just something small I'm overlooking but this is frustrating! I loved this script back in the day, saved my maps from a lot of unnecessary clutter.

     

    Edit: Got it working, I guess I needed the GAIA folder in there as well. Still doesn't explain why copying the demo mission made that stop working but oh well??? 

     

    I also have a question for you when you see this post, regarding the high command module and respawning

     

    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. 


  8. 12 hours ago, gatordev said:

    Is anyone else having issues with the markers of a patrol zone not disappearing once a mission starts?  Specifically when using Giaea.  I have this in the init file for the mission:

     

    
    // We set the markers invisible (if you use more then 100 markers, then increase). Or delete if you want them visible
    for "_x" from 1 to 100 do
    {
    	format ["%1",_x] setMarkerAlpha 0;
    };

    But the markers (specifically circles) are still showing up where the AI patrols.  I've manually turned down the alpha as an interim solution, but it seems like I'm doing something wrong.  This started happening a few versions ago.

    Do the markers still disappear in the JEBUS demo mission? I forgot to check when I did the update.... 


  9. On 6/14/2019 at 4:33 PM, anfo said:

    I've been away for a while, so I thought I'd just check whether cached AI are still invisible, or spawn in now?

    edit: this is not a call to action, nor am I entitled to one! I just remember it was discussed with a possibly of inclusion at some point.

    @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.....

     

    On 6/13/2019 at 9:08 PM, redarmy said:

    JEBUS spawning units CAN be given to ALIVE,though you may need to manually do it via the ALIVE interface.

    @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.....

    • Like 1

  10. 19 hours ago, Blitzen88 said:

    Has anyone had any success with using transport helicopters with gaia and jebus? According to gaia documentation, transport helicopters are supposed to automatically start transporting groups just like transport trucks, apcs, etc.  for whatever reason I cant get transport helicopters to work (attack helicopters work just fine). 

     

    Anybody have any luck or know of any tricks?

    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. 


  11. On 5/15/2019 at 1:03 AM, Blitzen88 said:

    Is there anyway Jebus units can be synced to the sector tactics module? Trying to get Jebus units to preform in a similar fashion as units spawned with the SpawnAI module. 

    Don't know, sorry. I was hoping someone else would chime in. 

     

    8 hours ago, Blitzen88 said:

    Can anyone explain how to get gaia to transport units? I looked at the example in the example mission but couldnt pull it off in my own mission. 

    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. 7 hours ago, sarogahtyp said:

    I looked into the code of my own editor based spawner and I do this for the variable names:

    
         missionNamespace setVariable [(_x select 30), _unit, true];
         [_unit, (_x select 30)] remoteExec ["setVehicleVarName", 0, _unit];

    _x select 30 is the stored string of the variable name.

    @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. 5 hours ago, sarogahtyp said:

     

     

    did u do this?

    
    _offroad setVehicleVarName "MyFerrari";
    MyFerrari = _offroad;

    _offroad is the object you created newly, MyFerrari is the old, saved variable name u wish to set.

    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. 6 hours ago, Blitzen88 said:

    Are you sure Jebus retains names? I completed the following test:

     

    1) Named a helicopter heli1

     

    2 Created a Radio Trigger; added a heli1 setdamage 1 command

     

    3) Ran the mission

     

    4) Executed the trigger; the helicopter did not blow up. 

     

    Maybe Im doing something wrong? I dunno alot about scripting. 

     

    @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. 1 hour ago, Blitzen88 said:

    Does the “Exit” command permanently stop a unit’s respawn abilities?

     

    For instance, I have a CSAT group guarding a sector. I want them to stop spawning whenever the sector has been captured by NATO but start to respawn when the sector has been recaptured by CSAT. 

    "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. 7 hours ago, redarmy said:

    @dreadpirate Iv discovered an issue with spawning units in vehicles..JEBUS breaks the "transport unload" waypoint if you start with lets say a group of 8 men in a helo.(i.e drag them into helo in editor) The helo,pilots and passengers spawn,go on waypoints but do not unload passangers at transport unload waypoint.

     

    I assume JEBUS upon spawning the groups,is creating one group and therefore,it looks like the helo pilots have no passengers.

     

    Tested without JEBUS on the helo and waypoint will work.Is there any way i can get them to transport unload and all start in the helo together?

    @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.....

    Quote

    I found that it was not possible to have different groups in one vehicle. Use Case: You want to have a driver and a task force in a vehicle. The vehicle goes to a drop off point and the task force exits and both, vehicle and task force, continue their own specific waypoints.

    I changed the fn_main.sqf to allow for such: https://pastebin.com/XAV7qFkP

     

    I also provide an example mission of this use case: https://drive.google.com/open?id=1vp4wkuh64RN1PVGd27pDH28Ypkq9vvbc

     

    The changes for the additional groups within the vehicle are a little more invasive than the changes up to now. I did debug with 2 lives and it did work nicely. However, Jebus offers a lot of options, which I do not use yet and hence didn't test. So there's no guarantee the code changes will work for every possible scenario.

     


  17. On 4/24/2019 at 9:33 AM, ArteyFlow said:

    Civilian Loot spawn chances: 50,40,35,25,20

    Military Loot spawn chances: 20,50,45,35,30

    Industrial Loot spawn chances: 10,30,25,20,15


    I've been tweaking the spawn chances so damn hard to find the perfect balance, and so far, this feels best to me. Survival items aren't too scarce, and I can decently find weapons and ammo. It's just the damn binos man, I'm telling you. They're reproducing, and we need to put an end to them before they overpopulate the goddamn planet.

    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?

    • Like 1
    • Thanks 1

  18. 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.

    • Like 1

  19. 8 hours ago, Blitzen88 said:

    Is there any way to add an addaction to a unit via the Jebus init command? I tried but could never figure it out. 

     

    Can anyone post an example?

     

    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

×