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dreadpirate

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Posts posted by dreadpirate


  1. 7 hours ago, black_hawk_mw2_87 said:

    OK, I have tested it, but the condition is not working. I have done everything the right way and I have used 1 condition in a trigger synched to the group's leader. The enemy group disappears, but when the condition is done, the group wouldn't spawn. Am I doing anything wrong?

    Possibly. There are a couple of things you can try:

    • 0 = [this, "DEBUG"] spawn jebus_fnc_main;

    and see what it says....

     

    The most common thing that trips people up is the pause radius. JEBUS is set to not spawn units if any players are within 200m by default (to stop enemies spawning right on top of players)

    • 0 = [this, "PAUSE=", 0] spawn jebus_fnc_main;

    will override this.....


  2. 2 hours ago, black_hawk_mw2_87 said:

    Another question. Let's say I have a solution for the spawn/de-spawn issue. I want to spawn a whole group instead of just one unit: a squad leader and his group in a boat, so they can would follow a waypoint and cross a river. I want to create a condition once this entire group is dead, another group to be spawned. But it should be absolutely the same group as the first one. Is this possible?

    You might want to have a look at this:

     

     

     


  3. 11 hours ago, redarmy said:

    @dreadpirate

     

    In creating a scenario i came across and bug/issue i want to report.

     

    If spawning in a unit who has CBA task defend or,BIS_fnc_taskDefend AI will not look for buildings to garrison or weapons to man with CBA defend function applied to them and will instead patrol a S&D radius.They will not man weapons with BIS_fnc_taskDefend either(not sure if they SHOULD garrison with BIS_fnc_taskDefend).

     

     

     

    It doesn't look like BIS_fnc_taskDefend has a garrison building feature.

     

    CBA task defend will only garrison buildings with 3 or more positions by default, maybe that's the problem? Also it seems to only order units to man weapons 31% of the time?

     

    What parameters are you passing to JEBUS?


  4. 4 hours ago, Jnr4817 said:

    Having healing automatic is awesome.

    But an option to order a specific unit to auto heal would be helpful, in some cases.

     

    INS Revive, does this. The unit selected can be given a command to autoheal his bro's, if he is not autohealing already, kind of like a reinforcement command.

     

    Thanks for all your hard work.

    Agreed. I sometimes order AI to particular positions to watch my flanks or rear. They may decide to desert their post as soon as someone goes down. 

    • Like 1

  5. 1 hour ago, redarmy said:

    @dreadpirate

     

    I am creating a mission with GAIA and the respawn,and the mission zone covers a large radius.

     

    I want a few squads to start spread out evenly around the zones BUT them to specifically respawn at their marker position.

    Is there anyway to cancel out their initial deployment position after mission start,and have them only utilize markers given to them via the respawn marker array?

    The initial deployment position will always be a respawn option.

     

    You could always just have a normal group at mission start and when that group is eliminated, have a trigger that is synchronised to a JEBUS group at one of your desired marker positions?


  6. 5 hours ago, Blitzen88 said:

    What does reducing units on the map do? I understand that multiple units can cause performance loss but I thought Jebus reduced that performance hit by spawning units only when they are needed?

     

    Is that correct or do placed units cause a performance hit regardless of them de-spawning and then respawning upon a trigger activation?

    Currently it hides them and disables simulation. So technically, they are still on the map, just not causing the same performance hit as they would if fully active. 


  7. 1 hour ago, fycj said:

    Simulation false protects from immediate damage, but still registers, so when they enable simulation they get instantly killed if they were killed before

     

    it was quite a problem when caching vehicles since sometimes they would explode with simulation false so nothing happened, then the player got near and they exploded for real

    I've been taking a break from JEBUS, but I'd certainly like to make it so caching completely deletes units rather than just hiding them. 

     

    Another feature I want to add is templates: Save a group as a variable and then have the ability to spawn it from a trigger or another script, reducing the number of units on the map. 

    • Like 2

  8. @pierremgi I may have found a bug when using this script today: I was driving a vehicle when I was shot and I was ejected from the vehicle and lay unconscious on the ground.

     

    My team-mates ejected too but none of them came to my aid, so I eventually bled out and had to respawn even though they had dealt with all the nearby threats.

     

    The funny thing was, just as I died, the temporary squad leader said to the medic: "Heal that Squad Leader!"

     


  9. On 08/07/2018 at 9:58 PM, Blitzen88 said:

     

    Okay, I figured it out.  I played your mission how you have it setup and it worked.  I then moved the Blufor group closer to the base/trigger area and walked into the trigger - nothing happened.  Thanks to Debug, I realized that I forgot there was a built-in/default pause command even though the pause command wasnt being used in the units init.  That fixed it!  My apologies for being an idiot.

    No apologies needed. As @anfo says, "PAUSE=" seems to trip up many people who are new to the script. 

    In fact, I'm thinking about making the default pause radius 0 to avoid this confusion. Does anyone apart from me actually use the pause feature?

     

    20 hours ago, avibird 1 said:

    @dreadpirate just curious what partol scripts are most people using with jebus since UPmons is mostly broken UPS has issues now with units going into combat mode with no enemies in the area ( fix if you put the the no share parameter) but it makes the patrols less effective now. I know GAIA and USPS works. 

     

    The other question is will jebus has good compatibility with VCON 3.0

    I use GAIA mostly. It is based on UPSMON originally, but is still being supported because it's a part of MCC. 

     

    I can't see any problems using VCOM with JEBUS. I believe that VCOM will pick up newly spawned units after a few seconds. 

    • Thanks 1

  10. 6 hours ago, Blitzen88 said:

    Does this script only work for spawning Opfor/CSAT units?

     

    I'm trying to make a mission where the player plays as Opfor/CSAT.  I placed down several Independ. Bandit units, gave them a spawn w/UPS init command line and then synced them to a "Opfor Present" trigger.  I tested it out and the units do de-spawn but do not respawn when the player/Opfor/CSAT unit is present.  I copied and pasted the same init line to a CSAT group and changed the trigger to a Radio style trigger.  I activated/Radio'd the trigger and everything worked when spawning in a CSAT group....?

    Add the "DEBUG" parameter and see what it says. I have BLUFOR units spawning by trigger activation in the demo mission, so it's not CSAT specific.

     

    Another thing to look at would be the "PAUSE=" parameter. Are you closer than 200m to the spawn point?


  11. The British CTRG guys in The East Wind use black MXs, so you could easily argue that it is the standard for all of NATO if you wanted to.

     

    Or you could rename the L85A3 and just say it's a modified and improved version. Maybe even a 6.5mm caseless version?

    • Like 1

  12. 2 hours ago, Blitzen88 said:

    The trigger requires for a particular side to be present within the trigger. Im the only unit belonging to that side and I am not within the trigger at the start of the mission

    @Blitzen88 I owe you an apology. Because I got it working in the demo mission, I assumed there wasn't a problem, but you have indeed found a bug.

     

    Line 153 of fn_main.sqf reads:

    if (typeOf _x == "EmptyDetector") then

    If you change it to:

    if (_x isKindOf "EmptyDetector") then

    it will work.

     

    I'll do a little bit more testing and then release an update.....


  13. 21 minutes ago, avibird 1 said:

    @dreadpirate 

     

    When you spawn a group using jebus if you give individual units within that group names does the name carryover when the units spawn in using a trigger 

     

    I have a group of units 12 of them that all spwan in a building in good position.

    I have different group outside and on the building higher floors that are only editor placed some have do stop so they stay in the editor placed position. The group leader of the non jebus group has a sentry waypoint with a move waypoint with an activation code that makes the  jebus group joining  the non jebus group and both of them move to the new  waypoint to protected Target. It works fine if I don't have the Building Group spawn in using jebus. When I attempt to spawn in the group using jebus I don't think the individual unit names are being kept after they spawn in on the map. Can you confirm this for me when using jebus the editor Place units given name will not be kept.

    @avibird 1 Correct. Unit variable names are not saved.

     

    This is a pretty specific use case, but if it's something people really need, I'll look at adding it in the next version.

     

    On 18/06/2018 at 7:26 AM, Tyl3r99 said:

    looked at your demo mission and the bit where it says spawn a opfor unit here and blufor will spawn, the blufor units had already spawned. i think that bit is broken. 

    and the delay script

    @Tyl3r99 I just ran the demo mission and this area worked fine. The only thing was that the trigger wasn't set to "Repeatable", so once they started spawning, the trigger no longer mattered.

     

    Maybe when you ran it the Shikra flew over Kamino?


  14. 12 hours ago, fycj said:

    I have a question, in the main sqf there is a line to delete empty groups, but that line is executed by every group that is respawning with jebus, so i wonder if i can copy and use it with a while elsewhere in the server rather than in the main sqf of jebus, or it's crucial to the script to delete empty groups every time jebus respawns a group?

     

    Thanks

    It shouldn't upset anything. In fact, I think one of the A3 updates has made it so empty groups are deleted automatically, so that whole section may be redundant anyway.....


  15. 12 hours ago, avibird 1 said:

    @dreadpirate 

    When using editor placed groups regardless of the formation you set in the editor the group will always move into a vee formation. I know that is a default formation within the game but it interferes and limits unit placement within building ground floors and tight locations on the map. Is there a way of using editor placed formations when the unit's first spawning.

     

    Second question regarding the caching system. The units spawn in when the player is X meters away from the placed units is there a way to switch it to a particular side rather than a player for example when opfor units are within X meters away rather than a player. Avibird.

    You would need to run a building occupy script via the init.

     

    Currently caching depends on player rather than side, correct. 


  16. I really like this script.

     

    It's clever how you've made the medic temporarily a civilian so he ignores combat and just runs straight to the incapacitated soldier, avoiding all the typical AI combat behaviour. 

     

    However, it can lead to some funny situations in close quarters combat where a medic charges straight into the middle of the enemy, who just ignore him while he revives someone right under their noses.

    • Like 1
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