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I've never tried it on Linux and have no experience of them. Could it be an incomplete download if it can't find a file.
Cannot open file '/home/gameserver23222/serverfiles/@1238565380\addons\fen_toolsmodules'
few minutes I understand what caused the problem, I placed 2 AIS Auto Start in different location at the mission, when I deleted 1 the issue gone.
Not something I've come across, can I ask what map and what objects?
thanks.
Have a play with the AIS Group Sentry Release triggers array. Basically, if the group has sentry clicked, with a release radius greater than zero, and one of the release triggers fire, the group will be put on a GUARD waypoint. The game logic will then take over and those groups will go to support any friendly groups in contact.
Doesn't have to be on player location or area :)
does this mean anything to you?
12:39:58 Error Undefined variable in expression: _despawnqueuetrigger
12:39:58 File fen_A3\addons\fen_ais\functions\fn_despawnQueueHandler.sqf..., line 36
12:39:58 Error in expression <(crew (vehicle _x));
};
} forEach (list _despawnQueueTrigger);
};
if (_location>
12:39:58 Error position: <_despawnQueueTrigger);
};
if (_location>
12:39:58 Error Undefined variable in expression: _despawnqueuetrigger
12:39:58 File fen_A3\addons\fen_ais\functions\fn_despawnQueueHandler.sqf..., line 50
12:39:58 Error in expression <ais_despawnQueueTrigger";
deleteVehicle _trigger;
>
12:39:58 Error position: <_trigger;
>
12:39:58 Error Undefined variable in expression: _trigger
12:39:58 File fen_A3\addons\fen_ais\functions\fn_despawnQueueRemove.sqf..., line 25
Defines default aiming accuracy for AI.
Note this will be overwritten by add-ons like ASRAI and VCOMAI.
is this a value between 0 - 1?
I may try countering this with height as you mentioned above maybe they get the speed from falling to pull up haha
Think the syntax of the command is incorrect, not sure if it’s a typo but it should be…
{_x disableAI ‘PATH’} forEach units %1;
But that is the painful way of doing it. If you want to stop the AI moving simply tick the Sentry option in the AIS Group module they are synchronised to. That will automatically issue disableAI ‘PATH’ for all units in synchronised groups.
I’m not familiar with LAMBS, but you should be able to use any of those functions in the Command to execute on spawn. In the string the %1 simply replaces with the group id. So, if the function wants group put %1, if the function wants unit use (leader %1) to pass the group leader.
For example
[%1, %1 ,50] spawn lambs_wp_fnc_taskGarrison;
[%1, %1, 500] spawn lambs_wp_fnc_taskPatrol;
Just remember to use spawn, not call otherwise you’ll delay AIS execution until the function completes.
I've tried using the below field in AISgroups, but unfortunately I don't quite understand the syntax here:
Command to execute on spawn
The command entered here will be executed when the group is spawned in. The variable %1 will be substituted when the command runs with the group. For example {removeGoggles _x} forEach units %1; or [%1] spawn fen_fnc_bldPatrol;.
I've tried {disableAI 'PATH'} forEach units %1; but no luck.
A related question, would there be any way to use this to spawn in units with LAMBS waypoints: https://github.com/nk3nny/LambsDanger/wiki/waypoints Being able to spawn guys in to rush or do CQB would be great.
======
In this instance he is using a turret
Single ai unit
But he said he has tried it with vehicles and the crew that are captured inside the vehicle load back in on their original faction.
However units spawned normally, keep the faction that he made them I.e. csat into independent faction
=======
1. Place unit from one faction
2. Switch it to another faction by grouping it with a unit of the other faction
3. Put it into any vehicle and delete the unit you used to change faction.
4. Sync the squad leader in the vehicle to a group module
5. Chaos ensues when it spawns in as it is part of its original faction
**If not placed in a vehicle, the unit will stay as the faction it was switched to when it spawns in**
========
just leaving it here as it could.. help someone
Rearm faction should not be an array, so just put...
rhsgref_faction_chdkz
_arrWpn=getArr>
19:28:42 Error position: <_civCls>>"linkedItems"));
_arrWpn=getArr>
19:28:42 Error Undefined variable in expression: _civcls
19:28:42 File fen_A3\addons\fen_functions\functions\fn_hiddenEnemy.sqf [fen_fnc_hiddenEnemy]..., line 182
19:28:57 Error in expression <ch (getArray(configFile>>"CfgVehicles">>_civCls>>"linkedItems"));
_arrWpn=getArr>
19:28:57 Error position: <_civCls>>"linkedItems"));
_arrWpn=getArr>
19:28:57 Error Undefined variable in expression: _civcls
19:28:57 File fen_A3\addons\fen_functions\functions\fn_hiddenEnemy.sqf [fen_fnc_hiddenEnemy]..., line 182
19:29:41 A null object passed as a target to RemoteExec(Call) 'bis_fnc_objectvar'
i get that error when using the hidden enemy module with
this box and faction name for weapon
["rhsgref_faction_chdkz"]
["VirtualReammoBox_camonet_F"]
1. Ticking that just issues a doStop command on all the units in the group. Bit like sentry but sentry has more flexibility as you can release them based on targets within radius (sentry release radius) and/or sentry release triggers.
2. Not used the ace surrender with AIS. However, I’ve put this into the Command to Execute on Spawn (AIS Group module) and it makes the unit appear surrendered,
{_x action ["surrender",_x]} forEach units %1;
3.There is a link on the steam workshop page to a YouTube channel, this shows off some of the other FEN_A3 modules you might not have tried out. Nearly all of them can be added to AIS by simply clicking the Include in AIS box.
Hope that helps.
Back again lol love the mod helps so much with performance.
1. On the group module next to sentry what is the do stop thing?
2. Is there any way of capturing whether a unit is ace surrendered or handcuffed. When a unit is synced and spawned in its back in its original state
3. I mainly use this for optimising my missions is there any other tips or hints I can use fen for?
Thanks bud!!
I got an interesting question. Using the location and group and object modules is it possible to
Respawn the units that were synced to it if they are all killed?
Long story short making a training thing where there's lots of little ops and was wondering if there's any way fen stores the info from the editor and can spawn all the AI in again
If not could it be something fen could support? Love this mod!! Its epic for mission making and performance
For static units try using the Sentry option in the AIS Group module. If you sync a group and tick Sentry they will stay in place no matter what. If you add a Sentry Release Raduis on the module they group will be allowed to move when they have a target within the radius or take a causality.
Triggers sync'd to waypoints aren't supported by AIS. The easiest workaround is to name the trigger and then add triggerActivated triggername in the waypoints activation statement.
As the disable simulation this should be working if you tick disable simulation on the object.
I found some things that would really really be beneficial to the despawn/spawn modules
A. When I sync units that have path disabled to the module and are obviously despawned. When the location is activated the units spawn in perfectly however the "path" is re enabled again.
Is there any way around this?
Lastly.
B. When I have a group on a waypoint activation trigger when the unit spawns in he is supposed to hold at the waypoint until a trigger is set-off so to speak. However they ignore this rule
I fixed the issue by removing them from the group module
Any tricks up your sleeve :)
Maybe another tick box in the group module to keep stuff like that?
I use project opfor and im trying to make the ambient civ module spawn Middle Eastern civs but when i put the faction classname into the module nothing spawns. Any ideas?