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Found 2 results

  1. Guys, folks, dudes, What: Here is where I make my day: I built a function where a specific group finds out a building, goes there and, after a while, they find a new building and go there too, over and over again. If a member of this group stays behind, this member is removed from the group. After being removed, that lone wolf will be allowed to find out their own buildings and go there too. Issue: The lone wolf unit, after being transferred to a new empty group (so they're the leader) the unit stands still, facing their newest waypoint over a building (so the step_one function ran), but is not allowed to move there, just sometimes shaking head and weapon but completely stuck. If I drop a enemy around, the lone wolf will engage, but never change their position. No clue what's happening here. No mods on. Only Arma 3. Unit (soldier) stuck even with waypoints and speaking on the radio. Context: DynamicSimulation is false in this case and I already tried to apply doMove, enableAI "PATH", but the lone wolf unit stays there, stuck. Structure example I am using: THY_fnc_step_one = { // This function makes a group find a building and, after that, move there. // Return nothing. params [...]; private [...]; // <DELETE OLD WAYPOINTS AND GIVE A NEW ONE STRAIGHT TO THE BUILDING> // If the group close enough to the building, execute "step_two". [...] spawn THY_fnc_step_two; // <CODE CODE CODE> // Return: true; }; THY_fnc_step_two = { // This function makes a group, right after the arrival at the building, they wait a while before execute the "step_one" again. // Return nothing. params [...]; private [...]; // If some group's unit stay behind, remove the unit from the group: [...] spawn THY_fnc_remove_from_the_group; // If this original group arrive at the building as planned, take a break and execute again the "step_one": [...] spawn THY_fnc_step_one; // <CODE CODE CODE> // Return: true; }; THY_fnc_remove_from_the_group = { // This function makes a single abandoned unit to be a lonewolf group leader allowed to find out their own buildings to visit. // Return nothing. params ["_faction", "_unit"]; private [...]; _newGrp = createGroup [_faction, true]; [_unit] joinSilent _newGrp; [_faction, _unit] spawn THY_fnc_step_one; // Return: true; };
  2. With @Larrow's assistance, I was able to hash out the program I wanted to manage my soldiers with addAction menus. I will create a mod thread when I have the vehicle assignment actions added. Full script: myGrps = []; myGrps resize 10; myGrps = myGrps apply { [ grpNull ] }; TAG_fnc_hasBlankHC = { _bool = false; { _x params[ "_HCGrp", "_HCActionID" ]; if ( isNull _HCGrp ) exitWith {_bool = true;}; }forEach myGrps; _bool; }; TAG_fnc_isLastHCMan = { _bool = false; { _x params[ "_HCGrp", "_HCActionID" ]; if (( Group cursorTarget isEqualTo _HCGrp ) && {{ alive _x }count units _HCGrp isEqualTo 1}) exitWith {_bool = true;}; }forEach myGrps; _bool; }; TAG_fnc_JoinFunction = { _unit = _this select 0; _grp = _this select 1; _str = _this select 2; //accepting variable "unit or from Group" and "target group" if (_str == "unit") then { [_unit] joinSilent _grp; }else { { [ _x ] joinSilent _grp; }forEach units _unit; }; _leader = Leader _grp; { if(!(_leader isEqualTo _x) && {(rankId _x) > (rankId _leader)}) then { _leader = _x; }; }forEach units _grp; _grp selectLeader _leader; }; TAG_fnc_createNewHCGroup = { params[ "_unit", [ "_create", true ], [ "_wholeGroup", false ] ]; _CompanyNames = ["CompanyXray","CompanyNovember","CompanyNovember","CompanyNovember","CompanyNovember","CompanyWhiskey","CompanyWhiskey","CompanyWhiskey","CompanyWhiskey","CompanyXray"]; _PlatoonNames = ["Platoon1","Platoon1","Platoon1","Platoon2","Platoon2","Platoon1","Platoon1","Platoon2","Platoon2","Platoon1"]; _SquadNames = ["Squad1","Squad1","Squad2","Squad1","Squad2","Squad1","Squad2","Squad1","Squad2","Squad2"]; { _x params[ "_HCGrp", "_HCActionID" ]; if ( !isNull _HCGrp && { { alive _x }count units _HCGrp isEqualTo 0 } ) then { deleteGroup _HCGrp; player hcRemoveGroup _HCGrp; if ( _HCActionID isEqualType 0 ) then { player removeAction _HCActionID; }; myGrps set [ _forEachIndex, [ grpNull ] ]; _HCGrp = grpNull; }; if ( _create && { isNull _HCGrp } ) then { private [ "_group" ]; if !( isPlayer _unit ) then { _group = createGroup side player; }else{ _group = group player; }; _group setGroupIdGlobal [ "%GroupNames %GroupCompany %GroupPlatoon-%GroupSquad", "Yankee", _CompanyNames select _forEachIndex, _PlatoonNames select _forEachIndex, _SquadNames select _forEachIndex ]; if !( _unit in units _group ) then { _oldGroup = group _unit; if ( _wholeGroup ) then { units _oldGroup joinSilent _group; }else{ [ _unit ] joinSilent _group; }; if ( count units _oldGroup isEqualTo 0 ) then { deleteGroup _oldGroup; }; }; _actionID = if !( isPlayer _unit ) then { player hcSetGroup [ _group ]; [ _group ] call TAG_fnc_joinHCGroup; [ _group ] call TAG_fnc_groupJoinHCGroup; }else{ objNull; }; myGrps set [ _forEachIndex, [ _group, _actionID ] ]; _create = false; }; }forEach myGrps; }; TAG_fnc_grpJoinMe = { player addAction [ "Group Join Me", { cursorTarget setCaptive false; {[ _x ] joinSilent group player;}forEach units group cursorTarget; [ objNull, false ] call TAG_fnc_createNewHCGroup; }, [], 1, false, true, "", " !(isnull cursortarget) && (_this isEqualTo _target) && { (cursorTarget isKindof 'Man') && { (alive cursortarget) && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { (leader group cursorTarget isEqualTo cursorTarget) && { ({alive _x} count units group cursorTarget > 1) && (({ alive _x } count units group cursorTarget) + ({ alive _x } count units group player) < 12) } } } } }" ]; }; TAG_fnc_joinMe = { player addAction [ "Join Me", { cursorTarget setCaptive false; [ cursorTarget ] joinSilent group player; [ objNull, false ] call TAG_fnc_createNewHCGroup; }, [], 1, false, true, "", " !(isnull cursortarget) && _this isEqualTo _target && { cursorTarget isKindof 'Man' && { alive cursortarget && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { !(group cursortarget isEqualTo group player) && { ({ alive _x } count units group player < 12) } } } } }" ]; }; TAG_fnc_groupJoinHCGroup = { params[ "_HCGrp" ]; _actionID = player addAction [ format [ "Group Join %1", groupID _HCGrp ], { params[ "_target", "_caller", "_ID", "_args" ]; [ Group cursorTarget, _args, "" ] call TAG_fnc_JoinFunction; if (Group cursorTarget in myGrps) then { [ objNull, false ] call TAG_fnc_createNewHCGroup; }; }, _HCGrp, 1, false, true, "", format [" _group = %1 call BIS_fnc_groupFromNetId; !(isnull cursortarget) && (_this isEqualTo _target) && { (cursorTarget isKindof 'Man') && { (alive cursortarget) && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { (call TAG_fnc_hasBlankHC) && { !(Group cursorTarget isEqualTo _group) && { !(Group player isEqualTo _group) && { (leader group cursorTarget isEqualTo cursorTarget) && { ({ alive _x } count units (group cursorTarget) > 1) && { ({ alive _x } count units (_group) > 0) && (({ alive _x } count units (_group)) + ({ alive _x } count units cursorTarget) < 12) } } } } } } } } }", str ( _HCGrp call BIS_fnc_netId ) ] ]; _actionID; }; TAG_fnc_joinHCGroup = { params[ "_HCGrp" ]; _actionID = player addAction [ format [ "Join %1", groupID _HCGrp ], { params[ "_target", "_caller", "_ID", "_args" ]; [ cursorTarget, _args, "unit" ] call TAG_fnc_JoinFunction; [ objNull, false ] call TAG_fnc_createNewHCGroup; }, _HCGrp, 1, false, true, "", format [ " _group = %1 call BIS_fnc_groupFromNetId; !(isnull cursortarget) && _this isEqualTo _target && { cursorTarget isKindof 'Man' && { alive cursortarget && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { !(group cursortarget isEqualTo _group) && { ({ alive _x } count units (_group) > 0) && ({ alive _x } count units (_group) < 12) } } } } }", str ( _HCGrp call BIS_fnc_netId ) ] ]; _actionID }; TAG_fnc_HCActions = { player addAction [ "Unit to HC Group", { [ cursorTarget, true ] call TAG_fnc_createNewHCGroup; }, [], 1, false, true, "", " !(isnull cursortarget) && _this isEqualTo _target && { cursorTarget isKindof 'Man' && { alive cursortarget && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { (call TAG_fnc_hasBlankHC) } } } }" ]; player addAction [ "Group to HC Group", { [ cursorTarget, true, true ] call TAG_fnc_createNewHCGroup; }, [], 1, false, true, "", " !(isnull cursortarget) && _this isEqualTo _target && { cursorTarget isKindof 'Man' && { alive cursortarget && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { !(hcLeader Group cursorTarget isEqualTo player) && { (call TAG_fnc_hasBlankHC) && { leader group cursorTarget isEqualTo cursorTarget && count units group cursorTarget > 1 } } } } } }" ]; player addAction [ "Dismiss HC Group", { player hcRemoveGroup group cursorTarget; { _x params[ "_group", "_action" ]; if ( _group isEqualTo group cursorTarget ) exitWith { player removeAction _action; player hcRemoveGroup _group; myGrps set [ _forEachIndex, [ grpNull ] ]; }; }forEach myGrps; }, [], 1, false, true, "", " !(isnull cursortarget) && _this isEqualTo _target && { cursorTarget isKindof 'Man' && { alive cursortarget && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { leader group cursorTarget isEqualTo cursorTarget && { group cursorTarget isEqualTo ( _x select 0 ) }count myGrps > 0 } } } }" ]; }; _null = [ player, true ] call TAG_fnc_createNewHCGroup; _null = [] call TAG_fnc_joinMe; _null = [] call TAG_fnc_grpJoinMe; _null = [] call TAG_fnc_HCActions;
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