Jebus - Just Editor Based Unit SpawningbyDreadPirate Description: This script takes editor-based groups and respawns them when the group is eliminated The group's waypoints are saved The group's loadouts are saved Multiple respawn positions are available Spawning can be synchronized with a trigger to create groups when needed The number of respawns can be set, or it can respawn infinitely The respawn delay can be a fixed number or a range A pause radius is available so groups don't spawn on top of their enemies An exit trigger can be used to exit the script early Integrated GAIA support (https://forums.bistu...cc-gaia-engine/) A custom init string can be used to run your favourite patrol script, attack script, gear script, etc. Units are added to Zeus automatically Use it for ambient combat, waves of attackers, random patrols or whatever else you think of..... Installation / Usage: Copy the jebus folder into your mission folder Copy description.ext into your mission folder (or merge description.ext with yours) Place a group in the editor Call the script in the initialization box of the leader or group (examples given below) Option: Synchronize a trigger with the group leader. The group will not spawn until the trigger is activated Installing to a sub-folder Copy the jebus folder into your mission sub-folder (eg scripts) Copy description.ext into your mission folder (or merge description.ext with yours) Edit description.ext to point to sub-folder (eg #include "scripts\jebus\cfgFunctions.hpp") Proceed as normal Parameters: this = Leader of a group "LIVES=" - Number of times group should respawn. Integer or array [minLives, maxLives]. Default is infinite lives "DELAY=" - Delay in seconds before respawning. Number or array [minTime, maxTime]. Default is 30 seconds "CACHE=" - Group will cache until players are within "CACHE=" metres. Default is no caching "REDUCE=" - Group will cache until players are within "REDUCE=" metres. Default is no reducing "START=" - Initial spawning delay. Use if you spawn multiple groups by one trigger to avoid spawn lag. Default is 0. "GAIA_MOVE=" - Group added to GAIA with "MOVE" parameter "GAIA_NOFOLLOW=" - Group added to GAIA with "NOFOLLOW" parameter "GAIA_FORTIFY=" - Group added to GAIA with "FORTIFY" parameter "FLYING" - Air vehicles will spawn already flying "RESPAWNMARKERS=" - Array of alternate respawn positions "PAUSE=" - Radius in which enemies will pause the spawner. Default is 200. "EXIT=" - Name of exit trigger. Group will not respawn again once trigger is activated "INIT=" - Init string to run upon spawning. (Use "_proxyThis" where you would usually use "this" in a script or function call). Default is empty string. "DEBUG" - Will provide debugging information Examples: 0 = [this] spawn jebus_fnc_main; Respawns group with default parameters. Uses editor waypoints. 0 = [this, "LIVES=", [4,8]] spawn jebus_fnc_main; Respawns group 4 - 8 times. Uses editor waypoints. 0 = [this, "DELAY=", [30,60]] spawn jebus_fnc_main; Respawns group after 30 - 60 seconds delay. Uses editor waypoints. 0 = [this, "CACHE=", 500, "GAIA_NOFOLLOW=", "3"] spawn jebus_fnc_main; Group uncaches when players are within 500m of spawn position. Assigns group to GAIA zone 3. 0 = [this, "PAUSE=", 100, "INIT=", "[_proxyThis, 'agia'] execVM 'UPS.sqf'"] spawn jebus_fnc_main; Group initializes Kronzky's UPS script to patrol a marker named 'agia'. Respawning will pause if enemies are within 100m of spawn position. 0 = [this, "GAIA_MOVE=", "9", "RESPAWNMARKERS=", ["m1", "m2"]]spawn jebus_fnc_main; Group will respawn randomly at its editor position or "m1" or "m2". Assigned to GAIA zone 9. 0 = [this, "GAIA_NOFOLLOW=", "10", "EXIT=", myExitTrigger] spawn jebus_fnc_main; Group will respawn until myExitTrigger is activated. Assigned to GAIA zone 10. Changelog: 1.454 Group ID is saved Unit elevation is saved. Groups can be spawned in buildings, on ships, etc. Dynamic Loadout support withdrawn for now (It wasn't working properly anyway) 1.453 Fixed Drone support 1.452 Fixed empty groups not being deleted Changed how units are added to Zeus Support for static weapons 1.451 Fixed crew member roles not being assigned correctly 1.45 Major code rewrite Changed the Global Mobilization fix to use config entries Added a recruit function 1.433 Vehicles spawn 2m off ground (Global Mobilization fix) Various tweaks and fixes 1.432 Variable names are now *actually* saved for all group members and vehicles Pause radius default is now 0 1.431 (2018/7/6) Fixed a bug with trigger activation 1.43 (2018/7/1) Variable names are saved for all group members and vehicles Various tweaks and fixes 1.42 (2018/5/6) The behemeth update Backpacks in vehicle cargo saved Vehicle fuel and hitpoints saved Vehicle skin, camonets, slat armour, etc. saved Group synchronizations are saved v1.41 (2017/12/29) Stopped units moving to default spawn position when using RESPAWNMARKERS v1.40 (2017/10/2) Moved JEBUS into its own folder. Reorganised code Dynamic Loadout support "START=" added. Initial spawning delay Multi vehicle groups support RESPAWNMARKERS Various tweaks and fixes v1.39 Skill levels are saved Various tweaks and fixes v1.38 Vehicles will respawn in editor positions "REDUCE=" added. Reduces a group to just the leader until players are within range (infantry only) v1.37 Moved trigger activation inside main loop (Thanks to pritchardgsd) Switched to using getUnitLoadout over BIS_fnc_saveInventory Switched to using setUnitLoadout over BIS_fnc_loadInventory Fixed planes spawning with "FLYING" v1.36 Script can be called from GROUP init (Thanks to S.Crowe) Locked status of vehicles saved and restored Cargo of vehicles saved and restored v1.35 Fixed caching with hideObjectGlobal and enableSimulationGlobal Editor loadouts are saved and restored on respawn v1.34 Added waypoint support Added variable respawn position support Added exit trigger support v1.33 Forum topic: - BI forums Enable javascript to be able to download from Armaholic please! |
I have no idea what to do with this script and what not..
please be a bit more specific. Will I need to make a respawn marker too?
No need for respawn marker, groups respawn at the position they were placed in the editor. Run the demo mission, switch to Zeus and delete a group and watch what happens. Look in the init line of each group leader in demo mission.
Compatible with UPS or UPSMON?
Thanks in advance.
Compatible with UPS or UPSMON?
Yes, use the custom init string
*** NOTICE! ***
The author made a mistake in the install instructions! Failure to follow the instructions below will cause errors and JEBUS WILL NOT function!
You MUST have:
#1 - The entire contents of the demo Init.Sqs file EXCEPT the 'UPSMON' entry unless you use it. If you do not have a 'Init.Sqs' text file in your missions folder - CREATE IT
#2 - Both files; Jebus.Sqf and JebusInit.Sqf in your mission folder
#3 - The entire GAIA folder in your mission folder
#4 - In your 'Description.Ext' file, you must add the following:
class CfgFunctions
{
#include "gaia\cfgFunctions.hpp"
}
If you do not have a 'Description.Ext' text file in your missions folder - CREATE IT
v1.37, the previous version, did not require #4. v1.39 DOES!
I spent over 1 hour trying to figure out why v1.39 failed to work, do not make the same mistake as I did!
:)
Good script and works as designed too!
Thanks Dread!
:)
Thanks for this Dread. Please check your PM
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