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Author Topic: Respawn AI Crew -How to  (Read 2179 times)

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Respawn AI Crew -How to
« on: 28 Oct 2009, 23:31:53 »
Hi guys!
I did a search for AI Crew Respawn and wasn't really satisfied with what i found as it really didn't answer my questions.

so heres my situation, my WW2 historical realism unit and I have our own WW2 mod for Arma2, and i make alot of the mp missions, the situation goes like this I made a mission where we have an assorted number of tanks to choose from to attack a town that is protected by and reinforced by Russian tank support(t34/76,t34/85s, and Kv1s) through area triggers.

Now when I get killed and im commanding a tank with a crew, I die as well as the crew.

Problem is i respawn back at our base and i have no crew, so now i have to man the tank by myself which is np but its funner with crew.
(by the way we have a tiger tank with a crew of 5 like in real life ;) )

heres a coupe of ideas i had to remedy this:

 :scratch: Idea 1. when i die along with the crew, Ai respawn and join me, so with this idea i need a create unit command, and join player with name. i got the idea of how this works but have no idea how to do it. :dunno:

 :scratch: Idea 2. when i die with crew, as a player i can request crew, or AI  through trigger menu, and each time i press the button to request, I get one AI, and like the scenerio above AI crew would have to be created and join the player,(i seen this in arma1 eveolution blue) and with this im sure i will need class names which i do not have.
problem with this is im not the only player, nor the host of the mission, as we dont have our own server yet.

again i have no idea on how to do this

either idea would be great i think the first idea is more practical and probably alot more simpler.
all i know how to do is mp respawn, i have a script i found for vehicle respawn but this is something that my unit leader would like to see and im trying to make it happen, and like to learn how to do it.

any help, would be very much appreciated

Gunter
« Last Edit: 30 Oct 2009, 23:41:08 by Günter Severloh »
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Offline tcp

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Re: AI Crew Respawn -How to
« Reply #1 on: 29 Oct 2009, 05:29:29 »
Create a marker called mrkDepot at the position you want AI to spawn at.
If there is more than one team than you need to change the script a little and create different markers for each team or change the spawn position to the position of the player which wouldn't make sense when you are in the field.

When a player gets into a tank, he will be able to use his radio to Request Crew Members if the crew count is less than 5. AI team members not on board don't count. Also, if you choose to disembark a crew member, you will be able to "cheat" and call in extra crew members up to maximum group size. Could probably be fixed by allowing command to be used only once per respawn.

Init Line of All Tanks:
this addEventHandler ["GetIn", {_fillcrew = [_this,5] execVM "fillcrew.sqf"}]; veh = [this, 30, 120, 0, FALSE, FALSE, 'this addEventHandler ["GetIn", {_fillcrew = [_this,5] execVM "fillcrew.sqf"}];'] execVM "vehicle.sqf";

fillcrew.sqf
Code: [Select]
private ["_handler", "_veh", "_seat", "_plyr", "_type", "_depot", "_group", "_slots", "_filled", "_trg", "_needed", "_wait", "_unit"];
_handler = _this select 0;
_veh = _handler select 0;
_seat = _handler select 1;
_plyr = _handler select 2;
if(!(isPlayer _plyr) || !((side _plyr) == west)) exitWith {};
_type = getText (configFile >> "CfgVehicles" >> (typeOf _veh) >> "crew");
_depot = getMarkerPos "mrkDepot";
_group = group _plyr;
_slots = _this select 1;
_filled = count(crew _veh);
if(_filled < _slots) then {
myVehNeedCrew = false;
_trg = createTrigger["EmptyDetector",getPos _veh];
_trg setTriggerArea[0,0,0,false];
_trg setTriggerActivation["JULIET","PRESENT",false];
_trg setTriggerStatements["this", "myVehNeedCrew = true;", ""];
_trg setTriggerText "Request Crew Members";
_needed = _slots - _filled;
_wait = time + 30;
while {_wait > time} do {
if(myVehNeedCrew) exitWith {
for "_x" from 1 to _needed do {
_unit = _group createUnit [_type, _depot, [], 0, "NONE"];
_unit setSkill (0.6 + random 0.4);
_unit setRank "CORPORAL";
_unit doMove _depot;
};
};
};
deleteVehicle _trg;
};

Couldn't test the code, so report any -showScriptErrors or RPT errors.

Also, the eventhandler will only persist if you use the default BIS vehicle respawn method.
If you are using a "respawn" method that deletes the old tank and creates a new one, you may need to re-initialize the eventhandler. I recommend Simple Vehicle Respawn by Tophe which has support for init lines.
« Last Edit: 29 Oct 2009, 20:51:41 by tcp »

Re: AI Crew Respawn -How to
« Reply #2 on: 29 Oct 2009, 08:53:49 »
Thanks for your reply, and help.

ok heres what i have done, started up armaedit, created a new sqf file, put the code in, saved the file put the sqf file into my mission folder and
went into arma2, in my mission, as i have an existing one that is all setup for respawns and such.

i created a marker as you said 
Code: [Select]
mrkDepot
Code: [Select]
this addEventHandler ["GetIn", {_fillcrew = [_this,5] execVM "fillcrew.sqf"}]; into 1 tank just to test it out.

 :D,I have been using that vehicle respawn script already.

so i put the code above into the tanks initalization line and the vehicle respawn code right after it.
looks like this:
Code: [Select]
this addEventHandler ["GetIn", {_fillcrew = [_this,5] execVM "fillcrew.sqf"}];veh = [this] execVM "vehicle.sqf"
well i have a crew of 5, so i went out into the field took on a few tanks had to bail out cuz the tank was disabled and then as i was bailing out a round came in hit the tank, tank blew up and then we ran, only to be gunned down by enemy inf, so i respawned, i seen the tank respawn, i have no crew obviously, and i got into the tank and now nothing, im lost, or i didn't do something right as i dont see the radio for which you were talking about. only thing that works is the vehicle respawn.

in my mission i start out as a squad i am a officer with 4 crew, and i choose whatever empty tank i want and go from there. when i die the tank respawns back at the same position i got it, and i respawn at a marker designated for infantry.

is there no easier way to have Ai just respawn and then join "name" being me and then id have my crew again?

or maybe i can put down a small building and it could be a trigger area wher i can request a number of crew, that could be an idea as well.

I mean i like your idea but it didn't work, i got no errors or anything, so I must have done something wrong.


thanks for the help.

Gunter
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Re: AI Crew Respawn -How to
« Reply #3 on: 29 Oct 2009, 19:27:15 »
You aren't giving vehicle.sqf enough information. Not only do you need to put the addeventhandler in the init line. You also need to pass it to the respawn script. Like this:
this addEventHandler ["GetIn", {_fillcrew = [_this,5] execVM "fillcrew.sqf"}]; veh = [this, 30, 120, 0, FALSE, FALSE, 'this addEventHandler ["GetIn", {_fillcrew = [_this,5] execVM "fillcrew.sqf"}];'] execVM "vehicle.sqf";

Also, if you want to test it right away, tell your first crew not to board. Get in the tank by yourself. You should have the radio command display for 30 seconds. Request Crew Members and enough (4) additional crew should spawn at the Depot (not counting your disembarked crew).

Actually, now that I am testing I am finding a few scripting errors, so give me a chance to correct those as well.
« Last Edit: 29 Oct 2009, 19:39:46 by tcp »

Re: AI Crew Respawn -How to
« Reply #4 on: 29 Oct 2009, 19:59:49 »
Quote
You also need to pass it to the respawn script.
I see what your saying. i'm really new to scripting, all I know how to do is to take a code and put into armaedit and make the file and then put the codes into the init lines of whatever it will be in, i know how to make respawns but most of this stuff i dont really understand how it works.

If you give me codes and tell me where to put them then I will be able to get to work. Im not new to the editor, been in it since OFP but i never really got into respawns and such until i got hooked up with my unit, as the issue came up, that when you die in the mission that was it and we had to resart the server, long story short i went out to learn how to do it.

anyways for this stuff you kinda of have to be specifc about how to do it, and where to place them, or you will lose me, but so far i got what your saying. i'll let you figure out the script errors out as id be lost as to what to do. i appreciate what your doing and it really sounds like a great idea.

thanks alot
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Re: AI Crew Respawn -How to
« Reply #5 on: 29 Oct 2009, 20:53:40 »
OK code is fixed and tested.

Re: AI Crew Respawn -How to
« Reply #6 on: 29 Oct 2009, 22:18:09 »
great
so just put this
Code: [Select]
this addEventHandler ["GetIn", {_fillcrew = [_this,5] execVM "fillcrew.sqf"}]; veh = [this, 30, 120, 0, FALSE, FALSE, 'this addEventHandler ["GetIn", {_fillcrew = [_this,5] execVM "fillcrew.sqf"}];'] execVM "vehicle.sqf";in the tanks init line, and it works?

how do i configure this code to make it work for multiple players that all want their own crews?
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Re: AI Crew Respawn -How to
« Reply #7 on: 29 Oct 2009, 23:13:21 »
As long as every tank has it, it just checks that the player is on side West, so everyone should be able to use it in MP. The only issue might be with the radio trigger, its supposed to be local to the player so no one else should see the trigger, although if might need some tweaking if that's not the case.

Re: AI Crew Respawn -How to
« Reply #8 on: 29 Oct 2009, 23:33:20 »
am i missing something?
it still dont work, do i need a trigger or something to make this work.

i took your updated script remade a new sqf file in armaedit, saved it put it into my mission, added this code:
Code: [Select]
this addEventHandler ["GetIn", {_fillcrew = [_this,5] execVM "fillcrew.sqf"}]; veh = [this, 30, 120, 0, FALSE, FALSE, 'this addEventHandler ["GetIn", {_fillcrew = [_this,5] execVM "fillcrew.sqf"}];'] execVM "vehicle.sqf";to the tank init line and thats it.

I have a marker on the map for the AI called:
Code: [Select]
mrkDepot
i go out with my crew again i get killed my crew all die as do i, i respawn and i have no crew. i go to the tank that has the code just for testing atm, and im looking for a radio. is it in the action menu?, or is it on the map as in a radio trigger? type radio?

as of right now it dont work, like i siad you have to be specific to what is making it work for you, as im obviously missing something, or have dones something wrong.

what if as i mentioned before that maybe there could be a building that a player, which could be any player and request a crew, it could be a number you put in and then a createunit command goes and 5 crew show up, but the thing would be the crew would join you, it would be join "name" so every officer that starts out in the mission has a name and when you go up to the building, you request crew they appear and join you somehow. jsut an idea not sure if it would work but im still somewhat confused.

if you did a radio trigger it wont work as only the guy hosting the mission will see it.
so it has to be with the tank, you get into the tank radio comes up and u request the ncrew, and so on, i think thats the idea uyou got but im not sure.

thanks again for your help
« Last Edit: 29 Oct 2009, 23:41:43 by Günter Severloh »
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Offline tcp

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Re: AI Crew Respawn -How to
« Reply #9 on: 30 Oct 2009, 20:13:40 »
Working Example Mission: http://www.filefront.com/14828615/crew.utes.pbo

Every squad leader can use radio. Command menu (0 - 0)

Radio trigger is supposed to be local so it shouldn't interfere with anything. I've tested on dedicated server.

However, I am converting it to an action to make it easier.

Here it is: http://www.filefront.com/14828891/crewAct.utes.pbo

This is what the init line for each tank looks like now:
this addAction ["Request Additional Crew", "fillcrew.sqf", 4, -7,     false, true, "", "((side _this) == west) && (_this in crew _target) && ((count(crew _target)) < 4)"]; veh = [this, 5, 120, 0, TRUE, FALSE, 'this addAction ["Request Additional Crew", "fillcrew.sqf", 4, -7,     false, true, "", "((side _this) == west) && (_this in crew _target) && ((count(crew _target)) < 4)"];'] execVM "vehicle.sqf";

You'll need to change 4 to crew size for that vehicle. Don't worry about -7, it's just the action's priority.

Also, the configs for a vehicle are supposed to specify the class name of crew that are supposed to man it. Since you are using a custom mod, I am not sure if that is the case. If so, you will have to supply the class name (_type string) to be used in the script.

Also, to avoid exploiting this command, I prevented spawning more crewman when you already have enough crewman to man two tanks (including yourself if you are crewman class). It will spawn the needed units the first time you exceed the limit, but won't allow further spawning until you get below the limit again.
« Last Edit: 30 Oct 2009, 21:24:38 by tcp »

Re: Respawn AI Crew -How to
« Reply #10 on: 30 Oct 2009, 22:21:23 »
Thanks very much for your reply and example, i got it to work and it works exactly as you say.
the action menu is the best option, i think when i first tried out the codes and scripts thats probably what i was looking for some radio addition. its perfect.

what i want to do is figure out how to change the class name for the type of crew, as the WW2 mod we have is custom made, all the tanks we have, have custom WW2 crew, we have German and Russian crew but we only play the axis side.

I found the addon that has the crew.
I extracted it and it has a config, can you look at this config and tell me which class i am supposed to use.

I'm assuming this is the class i want:
Code: [Select]
class rw_crew
{
displayName = "Axis Panzercrew";
};

here is the whole config for the crew addon:

Code: [Select]
#include "BasicDefines.hpp"
class CfgPatches {
class rw_crew   {
units[] = {"rw_crew"};
};
};

class CfgVehicleClasses
{
class rw_crew
{
displayName = "Axis Panzercrew";
};
        class rw_crewr
{
displayName = "russian tankcrew";
};

};

class CfgSkeletons
{

class Head
{
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] =
{
"neck","",
"neck1","neck",
"head","neck1",
"loboci","head",
"soboci","head",
"poboci","head",
"lkoutek","head",
"skoutek","head",
"pkoutek","head",
"vicka","head",
"spodni ret","head"
};
};
class OFP2_ManSkeleton
{
isDiscrete = 0;
skeletonInherit = "Head";
skeletonBones[] =
{
"Weapon","",
"launcher","",
"Camera","",
"Spine","",
"Spine1","",
"Spine2","",
"Spine3","",
"Pelvis","",
//Left upper side
"LeftShoulder","",
"LeftArm","",
"LeftArmRoll","",
"LeftForeArm","",
"LeftForeArmRoll","",
"LeftHand","",
"LeftHandRing","",
"LeftHandRing1","",
"LeftHandRing2","",
"LeftHandRing3","",
"LeftHandPinky1","",
"LeftHandPinky2","",
"LeftHandPinky3","",
"LeftHandMiddle1","",
"LeftHandMiddle2","",
"LeftHandMiddle3","",
"LeftHandIndex1","",
"LeftHandIndex2","",
"LeftHandIndex3","",
"LeftHandThumb1","",
"LeftHandThumb2","",
"LeftHandThumb3","",

//Right upper side
"RightShoulder","",
"RightArm","",
"RightArmRoll","",
"RightForeArm","",
"RightForeArmRoll","",
"RightHand","",
"RightHandRing","",
"RightHandRing1","",
"RightHandRing2","",
"RightHandRing3","",
"RightHandPinky1","",
"RightHandPinky2","",
"RightHandPinky3","",
"RightHandMiddle1","",
"RightHandMiddle2","",
"RightHandMiddle3","",
"RightHandIndex1","",
"RightHandIndex2","",
"RightHandIndex3","",
"RightHandThumb1","",
"RightHandThumb2","",
"RightHandThumb3","",
//Left lower side
"LeftUpLeg","",
"LeftUpLegRoll","",
"LeftLeg","",
"LeftLegRoll","",
"LeftFoot","",
"LeftToeBase","",
//Right lower side
"RightUpLeg","",
"RightUpLegRoll","",
"RightLeg","",
"RightLegRoll","",
"RightFoot","",
"RightToeBase",""
};
  };

class default;
class Flag: Default {};
class FlagCarrier: Default
{
skeletonInherit = "Default";
skeletonBones[] =
{
"stozar","",
"vlajka",""
};
};
};

class CfgModels
{
class Default
{
sections[] = {};
sectionsInherit="";
};

class flag_vojak : Default
{
sections[] = {"latka"};
};
class Head: Default
{
sections[] =
{
"osobnost","brejle"
};
skeletonName = "Head";
};
class ArmaMan : Default
{
sections[] =
{
"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","clan"};
 skeletonName = "OFP2_ManSkeleton";
};

        class heer1 : ArmaMan
{
sectionsInherit = "ArmaMan";
sections[] =
{};
};

        class heer2 : ArmaMan
{
sectionsInherit = "ArmaMan";
sections[] =
{};
};

        class heeroff : ArmaMan
{
sectionsInherit = "ArmaMan";
sections[] =
{};
};

        class ss1 : ArmaMan
{
sectionsInherit = "ArmaMan";
sections[] =
{};
};

        class ss2 : ArmaMan
{
sectionsInherit = "ArmaMan";
sections[] =
{};
};

        class ssoff : ArmaMan
{
sectionsInherit = "ArmaMan";
sections[] =
{};
};

        class sovcrew : ArmaMan
{
sectionsInherit = "ArmaMan";
sections[] =
{};
};



};

class CfgVehicles {
/*extern*/ class Man;

class CAManBase: Man {
/*extern*/ class TalkTopics;

class HitPoints {
/*extern*/ class HitHead;
/*extern*/ class HitBody;
};
};
class SoldierEB: CAManBase {

class TalkTopics: TalkTopics {
};
};

class SoldierWB: CAManBase {

class TalkTopics: TalkTopics {
};
};

class SoldierGB: CAManBase {

class TalkTopics: TalkTopics {
};
};
/*extern*/ class NonStrategic;

        class rw_gcrew1 : SoldierWB
        {
vehicleClass = "rw_crew";
                side = "1";
                faceType = "Man";
                genericNames = "EnglishMen";
                portrait = "\Ca\characters\data\portraits\comBarHead_usmc_soldier_ca";
picture = "\Ca\characters\data\Ico\i_null_CA.paa";
icon = "\Ca\characters2\data\icon\i_soldier_CA.paa";
                cost = 80000;
camouflage = 1.800000;
accuracy = 2.000000;
displayName = "Heer Crew (fieldcap)";
model = "\rwcrew\heer1.p3d";
scope = public;
weapons[] = {"rw_mp401","rw_p38","rw_Throw","Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch"};
magazines[] = {"rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_HandGnaz","rw_HandGnaz"};
respawnWeapons[] = {"rw_mp401","rw_p38","rw_Throw","Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch"};
respawnMagazines[] = {"rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_HandGnaz","rw_HandGnaz"};
                hiddenSelections[] = {};

class HitPoints: HitPoints {

class HitHead: HitHead {
armor = 0.850000;
};

class HitBody: HitBody {
armor = 1;
passThrough = 0.800000;
};
};

       class Wounds {
tex[] = {};
  mat[] = {"rwcrew\data\heer_body.rvmat", "rwcrew\data\soldier_captive_body_wound1.rvmat", "rwcrew\data\soldier_captive_body_wound2.rvmat", "rwcrew\data\soldier_captive_hhl.rvmat",
                                 "rwcrew\data\soldier_captive_hhl_wound1.rvmat", "rwcrew\data\soldier_captive_hhl_wound2.rvmat","rwcrew\data\us_rukavy_hhl.rvmat","rwcrew\data\us_rukavy_hhl_wound1.rvmat", "rwcrew\data\us_rukavy_hhl_wound2.rvmat",
                                 "rwcrew\data\emp_body.rvmat", "rwcrew\data\soldier_captive_body_wound1.rvmat", "rwcrew\data\soldier_captive_body_wound2.rvmat",};

};
               class TalkTopics: TalkTopics
                {
                core_en = "Core_Full";
};
languages[] = {"EN"};


         };

         class rw_gcrew2: rw_gcrew1
         {
accuracy = 3.900000;
displayName = "Heer Crew (cap)";
model = "\rwcrew\heer2.p3d";
weapons[] = {"rw_mp401","rw_p38","rw_Throw","Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch"};
magazines[] = {"rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_HandGnaz","rw_HandGnaz"};
respawnWeapons[] = {"rw_mp401","rw_p38","rw_Throw","Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch"};
respawnMagazines[] = {"rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_HandGnaz","rw_HandGnaz"};
                hiddenSelections[] = {};
};

        class rw_gcrew3: rw_gcrew1
         {
accuracy = 3.900000;
displayName = "Heer Crew Officer";
model = "\rwcrew\heeroff.p3d";
weapons[] = {"rw_p38","rw_Throw","Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "Binocular"};
magazines[] = {"rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_HandGnaz","rw_HandGnaz"};
respawnWeapons[] = {"rw_p38","rw_Throw","Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch"};
respawnMagazines[] = {"rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_HandGnaz","rw_HandGnaz"};
                hiddenSelections[] = {};
};

         class rw_gcrew4: rw_gcrew1
         {
accuracy = 3.900000;
displayName = "SS Crew (fieldcap)";
model = "\rwcrew\ss2.p3d";
weapons[] = {"rw_mp401","rw_p38","rw_Throw","Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch"};
magazines[] = {"rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_HandGnaz","rw_HandGnaz"};
respawnWeapons[] = {"rw_mp401","rw_p38","rw_Throw","Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch"};
respawnMagazines[] = {"rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_HandGnaz","rw_HandGnaz"};
                hiddenSelections[] = {};
};

        class rw_gcrew5: rw_gcrew1
        {
accuracy = 3.900000;
displayName = "SS Crew (cap)";
model = "\rwcrew\ss2.p3d";
weapons[] = {"rw_mp401","rw_p38","rw_Throw","Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch"};
magazines[] = {"rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_HandGnaz","rw_HandGnaz"};
respawnWeapons[] = {"rw_mp401","rw_p38","rw_Throw","Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch"};
respawnMagazines[] = {"rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_32Rnd_mp","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_HandGnaz","rw_HandGnaz"};
                hiddenSelections[] = {};
};

         class rw_gcrew6: rw_gcrew1
         {
accuracy = 3.900000;
displayName = "SS Crew Officer";
model = "\rwcrew\ssoff.p3d";
weapons[] = {"rw_p38","rw_Throw","Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "Binocular"};
magazines[] = {"rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_HandGnaz","rw_HandGnaz"};
respawnWeapons[] = {"rw_p38","rw_Throw","Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch"};
respawnMagazines[] = {"rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_8Rnd_p38","rw_HandGnaz","rw_HandGnaz"};
                hiddenSelections[] = {};
};

        class rw_sovcrew1 : SoldierEB
        {
vehicleClass = "rw_crewr";
                scope = 2;
                side = "0";
                faceType = "Man";
                genericNames = "RussianMen";
                identityTypes[] = {"Head_RU", "RU_Glasses"};
                portrait = "\Ca\characters\data\portraits\comBarHead_ru_soldier_ca";
picture = "\Ca\characters\data\Ico\i_null_CA.paa";
icon = "\Ca\characters2\data\icon\i_soldier_CA.paa";
                cost = 80000;
camouflage = 1.800000;
accuracy = 2.000000;
displayName = "Tank Crew";
model = "\rwcrew\sovcrew.p3d";
weapons[] = {"rw_PPS43","rw_Throw","Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "Binocular"};
magazines[] = {"rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_HandGF1","rw_HandGF1"};
respawnWeapons[] = {"rw_PPS43","rw_Throw","Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch"};
respawnMagazines[] = {"rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_HandGF1","rw_HandGF1"};
                hiddenSelections[] = {};

class HitPoints: HitPoints {

class HitHead: HitHead {
armor = 0.850000;
};

class HitBody: HitBody {
armor = 1;
passThrough = 0.800000;
};
};

       class Wounds {
tex[] = {};
  mat[] = {"rwcrew\data\redarmy_body.rvmat", "rwcrew\data\soldier_captive_body_wound1.rvmat", "rwcrew\data\soldier_captive_body_wound2.rvmat", "rwcrew\data\soldier_captive_hhl.rvmat","rwcrew\data\soldier_captive_hhl_wound1.rvmat", "rwcrew\data\soldier_captive_hhl_wound2.rvmat",
                                 "rwcrew\data\us_rukavy_hhl.rvmat","rwcrew\data\us_rukavy_hhl_wound1.rvmat", "rwcrew\data\us_rukavy_hhl_wound2.rvmat"};

};
               class TalkTopics: TalkTopics
                {
                core_ru = "Core_Full";
};
core_ru = "Core_Full";


        };
        class rw_sovcrew2: rw_sovcrew1
        {
accuracy = 3.900000;
displayName = "Tank Crew1";
model = "\rwcrew\sovcrew.p3d";
weapons[] = {"rw_PPS43","rw_Throw","Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch"};
magazines[] = {"rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_HandGF1","rw_HandGF1"};
respawnWeapons[] = {"rw_PPS43","rw_Throw","Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch"};
respawnMagazines[] = {"rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_35Rnd_mp","rw_HandGF1","rw_HandGF1"};
                hiddenSelections[] = {};
};


      
};

Once we figure out the class for the axis crew, how do you integrate it into the SQF, and then
what would the new code look like after the class i want is in the code that i put into the tank's init line?
==========================================================================
Edit:

Wait a minute on what i said above about the class.

I just did a test, i went into the editor, loaded up the latest mission with the request additonal crew in the action menu.

i put down a tiger tank which has 5 positions
commander,driver, gunner, radio operator, and loader.

i got into the tank as a normal modern day crewman and requested crew, i pop out of the cupola and look to my right which is where the depot is where the crew will spawn, and i see the axis crew spawn. so somehowthe code that we put into the tank's initalization line it works in conjunction with the addon that being the tiger tank. thats odd but it works.

so by default when i request a crew i get 3 crewman for ever request, so in the code to put into the tank i just change   

"fillcrew.sqf", 4,  <---that number 4 to a 5 to get 4 crew correct?
========================================================
Edit:

ok i changed the 4 to a 5 and i respawned 5 crew this time.

the great thing about this script and code is it isn't limited to just MP, it works in SP as well, and not only for just WW2 , but works with any tank!

heres some pic of my crewed tank:

i get in the tank and the request crew action shows up only if my tank is not fully crewed
http://img407.imageshack.us/img407/2760/gd004.jpg

heres the tank crewed after i requested it, they respawn at the depot
and you just tell them to mount
http://img142.imageshack.us/img142/3170/gd005.jpg

tank fully crewed
http://img689.imageshack.us/img689/7259/gd003.jpg

tank fully crewed 2
http://img407.imageshack.us/img407/2231/gd002.jpg

Here is a vid i just put together to demostrate this great script
http://www.youtube.com/watch?v=L6fq2dgbKks

Thank you to TCP for all his help and effort for makign the script, and testing it, very much appreciate it!

Gunter
« Last Edit: 31 Oct 2009, 02:38:41 by Günter Severloh »
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Re: Respawn AI Crew -How to
« Reply #11 on: 31 Oct 2009, 03:22:47 »
Pretty cool screens.

Yea, it actually looks under the tank's config to find the crew class name "rw_crew".

One small change, to make it work for both sides.

Make sure you keep the check for player side specific to each tank. The script is not meant to work for stolen tanks (wrong class would be spawned). Note that there are four instances of #seats (5) within an init line when using the vehicle respawn script. Depot markers are set as "mrkDepotR" and "mrkDepot".

East:
this addAction ["Request Additional Crew", "fillcrew.sqf", [5,"mrkDepotR"], -7,     false, true, "", "((side _this) == east) && (_this in crew _target) && ((count(crew _target)) < 5)"]; veh = [this, 10, 120, 0, TRUE, FALSE, 'this addAction ["Request Additional Crew", "fillcrew.sqf", [5,"mrkDepotR"], -7,     false, true, "", "((side _this) == east) && (_this in crew _target) && ((count(crew _target)) < 5)"];'] execVM "vehicle.sqf";

West:
this addAction ["Request Additional Crew", "fillcrew.sqf", [5,"mrkDepot"], -7,     false, true, "", "((side _this) == west) && (_this in crew _target) && ((count(crew _target)) < 5)"]; veh = [this, 10, 120, 0, TRUE, FALSE, 'this addAction ["Request Additional Crew", "fillcrew.sqf", [5,"mrkDepot"], -7,     false, true, "", "((side _this) == west) && (_this in crew _target) && ((count(crew _target)) < 5)"];'] execVM "vehicle.sqf";

Code: [Select]
private ["_veh", "_plyr", "_type", "_depot", "_group", "_slots", "_filled", "_needed", "_unit"];
_veh = _this select 0;
_plyr = _this select 1;
_exvar = _this select 3;
_slots = _exvar select 0;
_depot = getMarkerPos (_exvar select 1);
_type = getText (configFile >> "CfgVehicles" >> (typeOf _veh) >> "crew");
if((_type countType units group _plyr) >= (_slots * 2)) exitWith {_plyr groupChat "Crew limit exceeded.";};
_group = group _plyr;
_filled = count(crew _veh);
_needed = _slots - _filled;
_nom = getText (configFile >> "CfgVehicles" >> _type >> "displayName");
_plyr groupChat (str _needed + " " + _nom + " At Depot.");
for "_x" from 1 to _needed do {
_unit = _group createUnit [_type, _depot, [], 0, "NONE"];
_unit setSkill (0.6 + random 0.4);
_unit setRank "CORPORAL";
_unit doMove _depot;
};

Re: Respawn AI Crew -How to
« Reply #12 on: 31 Oct 2009, 04:15:35 »
ok,
tested it out, heres what i did.

made a new SQF with your latest code,
saved it as fillcrew.sqf put it in my missions folder
then i took the codes for the east which would be the russian codes, and put them into a T34 tank.

i added a mrkDepotR depot marker.

problem.
i get into the tank, request additional crew, shows up in action menu, i click it and then i get an error says:

Code: [Select]
script fillcrew.sqf not found
checked to see if the fillcrew file is in the missions folder, it is.
checked the spelling of it, it is spelled:    fillcrew.sqf
checked to see if i have the markers      i do
checked the codes to put into tanks init line    i do.

is there something missing in the script that makes it ask for the fillcrew.sqf?
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Re: Respawn AI Crew -How to
« Reply #13 on: 31 Oct 2009, 04:51:53 »
What does Windows Explorer list the file as under Type heading. If you don't have Show Extensions for known file types, Windows could be showing fillcrew.sqf.txt as fillcrew.sqf

It's a common mistake. I think that's what it must be, because I started with a fresh mission and just copied and pasted from above and it works. http://www.filefront.com/14831113/crewTT.utes.pbo

Make player BLUFOR to test for other side.
« Last Edit: 31 Oct 2009, 04:58:17 by tcp »

Re: Respawn AI Crew -How to
« Reply #14 on: 31 Oct 2009, 05:33:47 »
ok i checked out your mission, and its works great.

what i noticed is that the german tanks have a crew of 5,
russian tanks on the other hand have a crew of 4 but works overall!

another idea
i was wondering and this is just an idea, i got the config to the panzer crews above,and i can get the configs for the tanks themselves, i was thinking how could we make this feature apart of a tank, no outside scripts to put into folders like we are doing but part of the config for each tank.

i still would have to make a respawn script for inf and one for vehicle respawn np, but if we could make it a feature, a permanent feature of the tank itself.

I was thinking that i know a marker would be needed to spawn the AI crew, but what if somehow the tank created a marker or somehow just used a createunit command and the tank would fill with crew.

the thing to keep in mind though we could use a function or handler that checks how many spots are in the tank and then adds crew accordingly, and then obviously we'd keep the action menu command.

What you think TCP.
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Re: Respawn AI Crew -How to
« Reply #15 on: 31 Oct 2009, 05:54:59 »
It's possible, I just need to figure out how to detect the number of crew positions from the configs.

Re: Respawn AI Crew -How to
« Reply #16 on: 31 Oct 2009, 20:22:44 »
hey, i tried to post the config for the tanks, but the code in the config exceeds the limit of what can be posted. filefront wont give me a link, its acting screwy. I'll try to send it to you in pm.
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Re: Respawn AI Crew -How to
« Reply #17 on: 31 Oct 2009, 20:34:04 »
Oh, you can't use filefront? Um, maybe http://www.2shared.com/ never used tho

Re: Respawn AI Crew -How to
« Reply #18 on: 01 Nov 2009, 05:22:53 »
found a site, try this, its in a zip has the tank config in it.

http://uploading.com/files/847ebda6/tank%2Bconfig.rar/
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Re: Respawn AI Crew -How to
« Reply #19 on: 01 Nov 2009, 18:46:29 »
Here it is in addon form: http://www.filefront.com/14838709/tcp_tcrew.pbo

You can load it as an addon, or integrate it into a mission or into the current mod configs.

However, it is game-changing. I don't think it would be considered a cheat, but it changes how the mission was meant to be played. If you want to disable it on a certain map, set tcp_crew to false for all or some players.

Depending on your side, it will look for mrkDepot or mrkDepotR and if not found then it will use respawn_west and respawn_east.

Re: Respawn AI Crew -How to
« Reply #20 on: 01 Nov 2009, 20:11:00 »
wow!
thats ausome, tested it out and it works, i put the depot markers down and with no outside scripts it works as if you had scripts in the mission already.

The guy that is our modder for our WW2 mod was concerned about how it would effect performance, but ingame it seems to not have any effect on performance at all, i mean your just spawning some AI.

i tested it out on a few tanks like the panther which has a crew of 4 so when i requested crew you spawn 3 and you have a full crew.

i tried the tiger which has a crew of 5 and i got a crew of 4, giving me 5 total. 
Im going to send this pbo to our modder and see what he thinks.

personally i dont think it will change gameplay as you need a crew for the tanks. but great work once again!
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Re: Respawn AI Crew -How to
« Reply #21 on: 12 Nov 2009, 19:48:56 »
Turn on -showScriptErrors
Delete ArmA.RPT to start with a fresh one.
Try running the addon and looking for any errors.

Re: Respawn AI Crew -How to
« Reply #22 on: 13 Nov 2009, 23:46:32 »
when i play Arma for WW2 I use the mod i made and the WW2 mod I44.

now i put your addon in the I44 addons folder, and the request crew only works with an addon from an outside party, only 1 tank.
i relized that I44's has configs setup different then standard arma, as the tanks has a config that runs all the vehicles from that, well at least i think they do. i got permission from the coder from I44 to open their stuff and tweak it ect., as long as i dont send their mod anywhere with my name on it, but all were trying to do is make your addon compatible with their tanks, as it works with all the other tanks in arma just like in Arma 2.

here is the I44_base_V config im assuming its for all vehicles:
http://uploading.com/files/m5dbe1c1/config.bin/

« Last Edit: 14 Nov 2009, 04:24:37 by Günter Severloh »
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Re: Respawn AI Crew -How to
« Reply #23 on: 14 Nov 2009, 18:31:33 »
when you place a tank on your side in the editor, does it get filled with the appropiate AI crew?

Re: Respawn AI Crew -How to
« Reply #24 on: 14 Nov 2009, 23:50:03 »
no, not for the I44 tanks, only with non I44 tanks i will get crew.
the Request crew in the action menu dont show up at all no matter what tank for I44 mod, it only shows up in vanilla arma tanks, and any other 3rd party addons that are ww2.

there is a panzer 2 tank in I44, which is a 3rd party addon that they got permission to add to their mod, and the crew request works on that tank, when i request the crew i get 2 AI, as its a 3 man tank.

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Re: Respawn AI Crew -How to
« Reply #25 on: 15 Nov 2009, 02:23:23 »
What I meant was does the editor put AI in the tank when you place one on a side other than Empty.

Try this debug version:
http://uploading.com/files/866am73d/tcp_tcrew.pbo/

In your RPT file, you should get values similar to:
1
bin\config.bin/CfgVehicles/M1A2_TUSK_MG/Turrets
"USMC_Soldier_Crew"
"Crewman"

Re: Respawn AI Crew -How to
« Reply #26 on: 15 Nov 2009, 06:52:47 »
no, dont need AI crew when you put a tank down thats not empty as it comes with crew in it.

i like what we got already it just dont work with I44.

got an error with this version:

Code: [Select]
error missing;

file tcp_tcrew\scripts\tcp_tcrew.sqf,line4
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Re: Respawn AI Crew -How to
« Reply #27 on: 15 Nov 2009, 08:07:07 »
That is where the error is then.

Put this in the init line of one of the tanks:
player sidechat str this; player sidechat str(typeOf this); player sidechat str(isNumber (configFile >> "CfgVehicles" >> typeOf this >> "side")); player sidechat str(isText (configFile >> "CfgVehicles" >> typeOf this >> "side"));

Tell me the four lines that you get.
« Last Edit: 16 Nov 2009, 07:15:08 by tcp »

Re: Respawn AI Crew -How to
« Reply #28 on: 16 Nov 2009, 05:54:37 »
i was getting errors with the code you told me to put into the tank, says it was missing the ) in 2 places, so i filled them in and it worked, but heres the error i got when i request a crew:

i got a screenshot of it:

http://img193.imageshack.us/img193/92/gd001.jpg
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Re: Respawn AI Crew -How to
« Reply #29 on: 16 Nov 2009, 07:19:16 »
Right, the same error as before. I guess you didn't get any message feedback with those commands?

Try this instead:
Name the tank: tank1
Create a trigger.
Activation: Radio Alpha
On Act:
player sidechat str tank1; player sidechat str(typeOf tank1); player sidechat str(isNumber (configFile >> "CfgVehicles" >> typeOf tank1 >> "side")); player sidechat str(isText (configFile >> "CfgVehicles" >> typeOf tank1 >> "side"));

Doesn't matter if you are in the tank or not. Just start the game and call the radio trigger. You should get 4 lines of side channel text back. It's not meant to fix the addon, only to diagnose where the config error is.

Also, here is another debug version.
http://www.mediafire.com/file/0x3nyrzmdz2/tcp_tcrew.pbo

Check RPT file for 4 lines of output.
« Last Edit: 16 Nov 2009, 07:31:58 by tcp »

Re: Respawn AI Crew -How to
« Reply #30 on: 17 Nov 2009, 01:25:27 »
heres the result:

http://img692.imageshack.us/img692/92/gd001.jpg

how do you Check RPT file for 4 lines of output?

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Re: Respawn AI Crew -How to
« Reply #31 on: 17 Nov 2009, 01:33:59 »
On XP, I:\Documents and Settings\loginname\Local Settings\Application Data\ArmA 2\arma2.rpt

Also, is this being done on a I44 tank?
« Last Edit: 17 Nov 2009, 01:38:14 by tcp »

Re: Respawn AI Crew -How to
« Reply #32 on: 17 Nov 2009, 02:41:09 »
this is Arma 1.

havent tried an I44 tank, its being done on an empty m1a1 tank in arma.
as you can see in the pic

I'll try it with an I44 tank.
But I44 is Arma not Arma 2, I44 mod has nothing out for Arma 2 yet.
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Re: Respawn AI Crew -How to
« Reply #33 on: 17 Nov 2009, 02:45:16 »
yea, i knew that, it just slipped my mind when i was thinking about the RPT file, it should be in a similar location though, or just search for arma.RPT

XP:
C:\Documents and Settings\username\Local Settings\Application Data\ArmA
Vista/7:
C:\Users\username\AppData\Local\ArmA

Re: Respawn AI Crew -How to
« Reply #34 on: 17 Nov 2009, 02:53:02 »
there is no Arma.Rpt, i did a seach for both my hard drives.
I dont have those folders that you listed, i have an arma CFG file thats the only thing i can think of.

http://img21.imageshack.us/img21/92/gd001.jpg

message from I44 tank
« Last Edit: 17 Nov 2009, 02:55:39 by Günter Severloh »
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Re: Respawn AI Crew -How to
« Reply #35 on: 17 Nov 2009, 05:31:15 »
You have to have it. It's a hidden folder, requiring you to search hidden files or show hidden files in windows explorer.

Unless the wrong crewman class is defined in the configs, I don't know where the error is coming from.

I've rewritten the script with comments.

Code: [Select]
private ["_veh", "_vehtyp", "_cfg", "_sidcfg", "_numSide", "_goodSide", "_posDepot", "_turcfg", "_main", "_sub", "_i", "_mt", "_st", "_driver", "_slots", "_filled", "_needed", "_type", "_group", "_nomen", "_ranks", "_unit", "_rank"];
_veh = _this;
if((local player) && (player in crew _veh)) then {
_vehtyp = typeOf _veh;
//get real side from config (side command will only return occupant's side)
_cfg = configFile >> "CfgVehicles" >> _vehtyp;
_numSide = getNumber(_cfg >> "side");
_goodSide = false;
switch (side player) do {
case west: {
if(_numSide == 1) then {
_goodSide = true;
if((getMarkerType "mrkDepot") == "") then {_posDepot = getMarkerPos "respawn_west"} else {_posDepot = getMarkerPos "mrkDepot"};
} else {player groupChat "You can't request crew for an enemy tank."};
};
case east: {
if(_numSide == 0) then {
_goodSide = true;
if((getMarkerType "mrkDepotR") == "") then {_posDepot = getMarkerPos "respawn_east"} else {_posDepot = getMarkerPos "mrkDepotR"};
} else {player groupChat "You can't request crew for an enemy tank."};
};
case default {
player groupChat "No crew available for your side.";
};
};
if(_goodSide) then {
//count number of turrets including commander and subturrets
_turcfg = _cfg >> "turrets";
_main = count _turcfg;
_sub = 0;
for "_i" from 0 to _main-1 do {
_mt = (_turcfg select _i);
_st = _mt >> "turrets";
_sub = _sub + count _st;
};
//get a total, include driver
_driver = 1;
_slots = _main + _sub + _driver;
//current occupants
_filled = count(crew _veh);
_needed = _slots - _filled;
if(_needed > 0) then {
//get crewman class from config
_type = getText (_cfg >> "crew");
_group = group player;
//only allow enough crew to fill two tanks
if((_type countType units _group) < (_slots * 2)) then {
//get display name i.e. "Crewman"
_nomen = getText (configFile >> "CfgVehicles" >> _type >> "displayName");
player groupChat ("Requesting " + str _needed + " " + _nomen + " from Depot.");
sleep 3;
_ranks = ["PRIVATE","CORPORAL","SERGEANT"];
for "_x" from 1 to _needed do {
_unit = _group createUnit [_type, _posDepot, [], 0, "NONE"];
_unit setSkill (0.6 + random 0.4);
_rank = _ranks select (floor(random(count _ranks)));
_unit setRank _rank;
_unit doMove _posDepot;
};
} else {player groupChat "Crew limit exceeded.";};
} else {player groupChat "You already have a full crew.";};
};
};

Maybe someone who has ArmA1 and the I44 addon, can look at the script, which can be used outside of an addon as well i.e. as a trigger, and troubleshoot further.

As an addon:
http://www.mediafire.com/file/jzjymzk5wey/tcp_tcrew.pbo

However, I think you need to look into alternatives to UserAction. I've learned that it can overwrite other custom user actions (added from other addons). It should probably be called using CBA Extended Eventhandlers.
« Last Edit: 17 Nov 2009, 05:32:57 by tcp »

Re: Respawn AI Crew -How to
« Reply #36 on: 17 Nov 2009, 06:52:15 »
i asked a couple of guys about this, sent a pm to them On BIS fourms.

i swear the arma.rpt is nowhere, i did a search of my 2 harddrives and it dotn find anything, i even made the hidden folders viewable and looked based ont eh path, tis no where to be found.
I have windows XP.

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However, I think you need to look into alternatives to UserAction. I've learned that it can overwrite other custom user actions (added from other addons). It should probably be called using CBA Extended Eventhandlers.i really dont know what would work all this is beyond me, i liked the way it was working but if you know of another then thats cool.
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Offline h-

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Re: Respawn AI Crew -How to
« Reply #37 on: 17 Nov 2009, 08:21:33 »
Quote
this is Arma 1.
So why is this posted into Arma2 board?
Or am I missing something  :dunno:
Project MCAR   ---   FWW2 - Finland At War 1939-1945
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Re: Respawn AI Crew -How to
« Reply #38 on: 17 Nov 2009, 18:37:35 »
It was written for ArmA2, but is also being used in ArmA1. The same code works in both, however one mod set (I44) seems to have problems.
« Last Edit: 17 Nov 2009, 18:39:18 by tcp »

Re: Respawn AI Crew -How to
« Reply #39 on: 17 Nov 2009, 21:08:21 »
can we just put the orignial script in addon form and then just have it so that the player will have to put the mrkdepot marker,for west, and the mrkdepotr for east.

is there a way to make it so that when you request a crew that the tank or vehicle itself becomes the marker,and the crew would spawn within the perimiter of the tank. that way its a self contained addon, just request a crew and your done.

Your thoughts
« Last Edit: 22 Nov 2009, 00:24:04 by Günter Severloh »
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