Guest Posted December 19, 2015 Thanks for informing us about the updated version :) Release frontpaged on the Armaholic homepage. Shock's Building Garrison Function (SBGF) v1.2 Share this post Link to post Share on other sites
jshock 513 Posted December 19, 2015 Thanks as always Foxhound! Changelog: v1.2 >>Optimizations and error fixes 1 Share this post Link to post Share on other sites
ArmaMan360 94 Posted December 19, 2015 Thanks as always Foxhound! Changelog: v1.2 >>Optimizations and error fixes Finally... It gets updated. :D Share this post Link to post Share on other sites
jshock 513 Posted December 19, 2015 Finally... It gets updated. :DYour're more than welcome to take over at anytime :p. Share this post Link to post Share on other sites
ArmaMan360 94 Posted December 20, 2015 Your're more than welcome to take over at anytime :P. Ok tried it first time and getting this error: http://postimg.org/image/hgb3n7rsj/ This is my call line: _units = [_sidepos,WEST,500,0.3,["B_Soldier_F","B_Soldier_lite_F","B_Soldier_GL_F","B_soldier_AR_F","B_Soldier_SL_F","B_Soldier_TL_F","B_soldier_M_F","B_soldier_LAT_F","B_medic_F","B_Soldier_A_F","B_soldier_AT_F","B_soldier_AA_F"],-1] spawn SBGF_fnc_garrison; And even the previous version started getting an error since latest stable update: ........ #call SBGF_fnc_Garrison; undefined variable in SBGF_fnc_Garrison Any clues J? Share this post Link to post Share on other sites
jshock 513 Posted December 20, 2015 What is "_sidepos"? I just tested in Stratis at Camp Rogain and copied your call line, changed "_sidepos" to "player" and no error. 1 Share this post Link to post Share on other sites
ArmaMan360 94 Posted December 21, 2015 What is "_sidepos"? I just tested in Stratis at Camp Rogain and copied your call line, changed "_sidepos" to "player" and no error. I put the call line in side1.sqf, and _sidepos is a marker position. Derived like so at the top of side1.sqf: _sidepos = _this select 0; And the source file has this: sidefinder.sqf .... ...[getmarkerPos _city] execVM "side1.sqf"; Where _city is a selectrandom from marker array. Was working well in your previous version. :) Share this post Link to post Share on other sites
ArmaMan360 94 Posted December 28, 2015 Hello J, I know you have been busy. But I am not able to find any conflicts with _sidepos as explained above. As I use the same variable flawlessly for your JSHK_patrol function which by the way is another slim and sleek masterpiece. Need a little attention here man. My mission is incomplete without CQB :( Share this post Link to post Share on other sites
avibird 1 154 Posted December 28, 2015 @ jshock I have just played around with 6 different garrison scripts in one mission at different locations your script is top of the line with the ability to use editor and spawn units via trigger. The one downside of your script is that Only one unit will garrison a building. Yes more total buildings get garrison in the AO but the makes it a little easy to clear a build if only one unit inside. Will your script allow for 2-3 units to garrison the same building with some simple modifications. Is that something you are willing to do in a update? Avibird. Garrison script A3[bETA] by zorilya v1.7.1 you can set the number of units that will garrison a building but the script is only for editor units that are on the map at start of the mission not good for big missions with multiple AO. Share this post Link to post Share on other sites
froggyluv 2135 Posted December 28, 2015 Was able to get groups in building with : [this,"mrk2",20] call SBGF_fnc_groupGarrison; Share this post Link to post Share on other sites
avibird 1 154 Posted December 28, 2015 Was that editor units or spawned units and how many in a build from a group any more the 2-4 is KlusterF in my opinion lol I am only looking for spaw2-4 units and 2-4 per building Share this post Link to post Share on other sites