武装突袭3

武装突袭3

Haralds AI Recruitment
37 条留言
Harald_Bluthaar17  [作者] 10 月 3 日 上午 1:05 
I have done a quick test, Unit spawns at the origin position. I can't image that is it a conflict. Try to unsubscribe, delete the files if some left, and subsribe again.
vbnshi 10 月 2 日 下午 12:56 
Soldiers only respawn at the 0 coordinate after death, is this a conflict between mods?
Rowdied 8 月 19 日 下午 12:34 
Are you able to limit the amount of a.i. a player can recruit?
Also limit which a.i. can be recruited by specific players?
Love this recruitment
tommi.1978 4 月 21 日 上午 10:53 
By the way if you still are doing updates sometime, a box for running code on (re)spawned units would be useful imo. But thank you for the advice!
tommi.1978 4 月 21 日 上午 10:43 
Works with mods now also . Might have been corrupted earlier.
tommi.1978 4 月 21 日 上午 10:16 
Yes it is working now. when i am also testing without any mods. Must try again with the earlier modset also. Might be a conflict.
Harald_Bluthaar17  [作者] 4 月 21 日 上午 6:01 
I just tested it quickly, everything still works for me. Are you sure that you have the current version? Try to subscribe to the mod again.
tommi.1978 4 月 21 日 上午 12:01 
Hi! I sync units to the module, but now they disappear when i start the game. Earlier this mod worked fine.
Buff Iron Fist 2024 年 11 月 1 日 下午 12:25 
best recruitment mod
Harald_Bluthaar17  [作者] 2024 年 10 月 14 日 下午 12:50 
The mod is at least fixed in SP! I found an issue in the respawn mechanic and fixed it. I'll be doing some MP testing with John from our amazing community over the next few days.
Greetings Harald.
Harald_Bluthaar17  [作者] 2024 年 10 月 13 日 上午 2:54 
Thank you for reporting the bugs. It looks like there were some engine changes that broke this mod. @John, I created a Git repo and sent you a friend request on Steam. I will add you as a Git collaborator if you give me your Git name.
John 2024 年 10 月 12 日 上午 10:54 
Key Fixes:
Remote Execution:

The recruit action is now applied using remoteExec, which ensures that the addAction command is synchronized across clients in a multiplayer setting.
A helper function addRecruitAction is added, which uses remoteExec to apply the recruit action across all players after respawning.
Respawn Handling:

After the unit dies (waitUntil {not alive _unitToRecruit};), the script cleans up the unit (deleteVehicle _unitToRecruit) and then respawns a new one with the same settings.
The new unit is properly assigned back to _unitToRecruit after respawn, ensuring it can be recruited again.
Disbanding:

When a unit is disbanded, it leaves the player’s group and is deleted after sitting down. This is handled cleanly and avoids conflicts with recruiting the unit again later.
John 2024 年 10 月 12 日 上午 1:09 
Do you have github to improve? Multiplayer server have some issues to fix. Ai not recruitable after disband or diissaper after respawn. This bug performs more often after latest arma3 update.
Buff Iron Fist 2024 年 10 月 10 日 下午 5:55 
I think your mod broke. Whenever the AI die they lose custom load out and you can't recruit them again.
I Am Super Soldier 2024 年 8 月 3 日 上午 8:40 
Can this module be placed in zeus?
kris 2024 年 5 月 4 日 下午 5:58 
////RESPAWN////
waitUntil {not alive _unitToRecruit};
why don't you use a "Killed" event handler ?
kris 2024 年 5 月 4 日 下午 5:20 
Hi Harald, thanks for this mod. Tried on a dedicated server, it seems that when the player disconnect, his recruits does not respawn when they die and are lost.
Arkham 2024 年 4 月 23 日 下午 5:10 
Bro u litteraly save my mission, thanks a lot!!
Kaarlo 2024 年 3 月 31 日 下午 1:43 
is it possible to add recruit and dismiss to all AIs that spawn in?
Hannibal 2023 年 12 月 10 日 下午 12:18 
This is such a hidden gem
Harald_Bluthaar17  [作者] 2023 年 2 月 15 日 上午 9:14 
I added some animations. I recommend the standard sitDown, especially for MP. However, you can choose some animations for SP. I only added a few because most of the animations have magical things happening like backpacks or guns disappearing.
Harald_Bluthaar17  [作者] 2023 年 2 月 5 日 上午 9:07 
Update: Custom loadouts will be restored.
ColeMinor 2023 年 1 月 29 日 下午 4:37 
Thanks for the fast response! Sounds great, thank you.
VulvaViolator 2023 年 1 月 29 日 下午 4:36 
Is there a way I can apply a custom load out?
Harald_Bluthaar17  [作者] 2023 年 1 月 29 日 上午 10:29 
That's right, you have to unpack the mod (bi mod tools) and then you can edit the scripts/recruit.sqf and use it for your mission. You have my permission to use the script for your mission.
ColeMinor 2023 年 1 月 29 日 上午 9:54 
Hey Harald, great mod thank you!
I am making a SP mission with a high emphasis on immersion and atmosphere, I would really like to change the sitting animation to something more casual like standing around etc. I was advised I would need to edit your mod and embed it in a mission to do so. Is that so, and do you allow permission to do so provided I credit you in the credits? Thanks
Harald_Bluthaar17  [作者] 2022 年 12 月 12 日 上午 10:41 
Unfortunately, animations are not mp compatible, so I didn't use them.
Play3r 2022 年 12 月 11 日 上午 12:45 
It could be nice if you could set the animation on the unit that you have to recruit, and the unit goes out of animation when it is recruited and back when is is spawned back in.
RusComBear 2022 年 7 月 21 日 上午 8:56 
A simple, but very useful mod. One little issue tho: if i modify unit loadout in the editor, repawned unit won't retain it (will revert to default loadout instead). I tried to use eventhandler scripts for respawned entities, but it seems this mod don't actually uses respawn function, so it had no effect.
Any chance to add restoring custom loadouts on respawn as an option in this mod? Scripting that is quite simple, but it looks like it needed to be implemented in the mod itself.
Bagback 2022 年 1 月 2 日 上午 5:06 
Thank you for the fast response and it is for SP. I will see what i can do with it thanks for help.
Harald_Bluthaar17  [作者] 2022 年 1 月 2 日 上午 4:07 
If I remember correctly, animations are not MP compatible, so I used a "sit" action command. In SP you can use animations in the script, for this you have to unzip the mod and change some lines in the recriut.sqf. You can also change loadouts with code commands there. So you need some knowledge of scripting in arma. The latter can easily be achieved by setting the respawn timer to 86400s, which is a day for example, or by deleting the respawn part in the recruit.sqf.
Bagback 2022 年 1 月 2 日 上午 3:46 
Hey im working on a mission and am wondering if there is a way to make the ai use a certain animation and loadout when they respawn and also perma death?
Harald_Bluthaar17  [作者] 2021 年 11 月 6 日 下午 1:33 
-Works in multiplayer, but with restrictions.-
Harald_Bluthaar17  [作者] 2021 年 10 月 23 日 下午 12:59 
Dont worry i expected this more or less, because i wrote it just for singleplayer and im quite new to scripting. Unfortenly i have nobody who test with me. I'm working on an other script/mod, maybe i will learn to handle multiplayer.
Solesuspect01 2021 年 10 月 23 日 上午 11:58 
hello just tested it in MP, It did not work. My friend has the mod loaded. not complaining i'm just letting you know, thanks for the awesome mod.
Harald_Bluthaar17  [作者] 2021 年 10 月 23 日 上午 5:00 
you are welcome!
LtCysaber 2021 年 10 月 22 日 下午 8:38 
THANK YOU SO MUCH