So Im going to give a crack at restructuring the unsung groups so it will work with ALiVE. I remember seeing how the groups need to be formatted but can't seem to find it.
Thanks!
So Im going to give a crack at restructuring the unsung groups so it will work with ALiVE. I remember seeing how the groups need to be formatted but can't seem to find it.
Thanks!
I belive this is what you're looking for: http://alivemod.com/wiki/index.php/Unit_Mod_Config_Standardisation
This is helpful as well
http://alivemod.com/wiki/index.php/Declaring_Faction_Mappings
The above suggestion would be a config replacement while faction mapping would be something you throw in staticData, either one will work.
Thanks for the replies! I think Im going to use the method you posted spyder as their configs are .bins. Do you know which pbo its located in? Also one off thing is that a lot of ALiVE seems to be encrypted which makes things tough, or Im just looking in the wrong pbos.
If you are going to do any dev work I would recommend setting up the dev environment for easy testing and access to files
https://github.com/ALiVEOS/ALiVE.OS/wiki/How-to-Set-Up-Dev-Environment
staticData is located at alive/addons/main/static/staticData.sqf
is there a way to just be able to edit the static without doing that? Then just repacking it and testing it like other mods? When I open the .sqf with notepad++ it looks like
"gs9k7Y9Yô_K
Bfÿ fÿfÿfÿsssss ïçççççªÏªÏð^^^^
*/
T°-Àm{Ѳúð IÿnsurgentsŒŒŒŒŒå {Õùiƒµµ µ„CC¾¾NÀ‹’ljGUERÇÇK ÎÎ…TTTŸ
Õ| ±_¸¸ããiifå ÿÿóóµµüü ~ŸŸz"./}/;¶„‹¿["IRG_•€Sçquaã€
_WeÏaponŸ&Te»am_ATMáGGã0ìfRecûon
Sniper6uÿÃ/ààÂŒüÓýg6Á_chdkz__ural q¥dâs
_2m‰g!! sÙEE mg''_a Àð/«btr60"@G o!®Ê 7Ê ÊÊ"ÊGÊ|oÊp_rus¦a_bmd1±.
³/ µ.#·/I¹/rrÐÐ2Ð ÐÐ #ÐIÐr‹?‹?‹?Ä‹?…YAkµ:²_SPGPlatoƒf÷21I°Se·†€ŠŠŠŠàéˆT72BBŠ _AA ™Ù¿az„„ 7ßIŸ>ß>ßs@ß@ߎ Ž¬tt5ß5ßu#çUAZ¥cAÔuazß_opendswhkm+ags?spg9TÿaUqwork†
!çBM2•A¬zsu234¿sßsßsßsß %%%æ÷÷÷÷ÀÓÓÓÒßûûMiÏ8amt?¯
/*¹ÿcar~/~/~/ ~/~/~/~/~/~,ùÿùÿ ùÿùÿ¹¹¹¹¹¹ ¹¹¹Ì/Ì/Ì/Ì/s sssss³/³/0/ 0/0/0/0/0/0/Òéþ-aLu‚_‚_‚_‚X×H±/ ±/±/±/±/fff*_ *_ÍÍÍ;O¾O7ø7¸¶Jhelicopte½O½O½O@_ @_lOlOlOlOhhh çoçoçoÑÑÑ}o}oà}o}o}oy?wetruck÷÷÷÷„ ¤Í?Í?Í?Í?Í? ¾¾¾¾¾¾¾¾ ¾OŸOŸ}}}}} }}};Ÿ;Ÿ?/?/?/€?/?/?/?/?/o`a ???8L¿L¿L¿»/ »/hhhhe/e/Ñ ÑÑÑ//==FD»ifvËOËOËOËH§bmdÛ 2p."
p1p#d5›ÛG X2e#5Y_ ____ Y_Y_////// ////// _ _ _???????À????tÏtÂpcð.O.O.O.Itr60/Ktr7¢?¢?¢? ¢?¢?yyyy?? óóóóóŠ/Š/p0pppù®anø¯ø¯|ø¯ø©t72bb¡¯ ¡¯¡¯¡¯¡¯gggJ¯ J¯J¯ÏÏÏóŸóŸóŸx::¨ô*/
yà-üm~IRON F Tü„òLIB_RKóKA_mapÿpings = ù[ÃÿÃðCreatñeÆð5®ôCustomGroup@æ@
[váðSidýeÏð"EAST"˜ÁÿÁ÷= "|BNCamFFFüñFøó D(ŽŽŽMMËü>typeM““SˆøñTQ òñbõà””®ïÞñInfŸantryÐò\!SóOVçð_squsadØðsmg{AT'cout=ð½ÿ/MotoOrizeƒ žm€¨)””””echan•mmømmkáArmorþÿJS2_43_PlatoonÍTvà7685Î2_SUÿM4ƒA2`¿¿¿¿i=rX*P39_iBS(Pe2¨ÿÉ/:O¶@ 9ÕO ? :íúS»5FI€|8mUXX‹ï‹äY[ï"libÃPximÿ_m30_basüLPtrenchþus6_amm}o&zis5v‚ üª16_parmÞ
fuelØàSeÿarchLighyt Ü4BM37ç4÷61kñ4Zis3Nqopen!€t¸ð®bm1-LÊ Wÿillys_MBà9E3L®+SdKïfz25vðaptùuê"†'3_Hal?ftrackñïñïðñïñäkîasic¿Ammuni#ñBûox
Mine_Ö o_uýDWeßapons+Bi"
Just replace the file and copy the text from the github link into the new file.
Awesome thanks! I'll give it a shot and post it if it works :P
Also how would I add civilians?
I could be wrong, but I believe as long as they civilians have their own faction and each of the units is set to that faction, they will work fine.
I tried with unsung earlier and I think they have their own faction as they appear in the editor under their own faction when placing them down but when I tried the faction name non of them spawned.
From looking at the module code it looks like it just scans the config for units belonging to the faction string you provide for the module.
https://github.com/ALiVEOS/ALiVE.OS/blob/master/addons/amb_civ_population/fnc_clusterHandler.sqf
Awesome thanks! Im nto sure what changed but after I swapped the faction name for civs in and out it worked!
So Im pretty sure I got the static for unsung vietcong done and packed it into a pbo but when I try and test it I get
"File x\alive\addons\main\script_mod.hpp, line 1: ',' ': '(a weird image of a diamond with a question mark in it)' encountered instead of ='
I didnt touch script_mod.hpp and I cant decipher that error since I think its encrypted
Ah, it's probably because it repacked the obfuscated version.
Here's an unmodified copy of addons/main: https://www.dropbox.com/s/ge4rck4c5tubykf/main.zip?dl=0
Just throw your changes in there and repack and try again.
Awesome thanks! So that got rid of the error but when I get into arma, non of the ALiVE modules are present and Im unable to play/edit that test mission I made because it's missing all of the ALiVE components?
I'm thinking I'll need the whole non obfuscated version of all the pbos?
Hmm, you might just need to run the dev environment setup, I've never messed around with repacking single pbos so I'm no help here :\
I would but I don't really understand how to set it up, like how do I define an ArmaWork folder, how do I use the DevP.bat and where do I get it from, what is a symlink and how do I create it, how do I clone the CBA, etc :(
If you're uncomfortable with the whole P: drive and PBO packing stuff, follow the guide at http://alivemod.com/wiki/index.php/Declaring_Faction_Mappings which is mission based instead of addon based. Should simplify things. Once you have a fully working mapping someone can probably help you getting it into the mod itself. :)
Hello Marcel!
Thanks thats what I did and added it into the staticdata.sqf in the mod it self with the rest of them (I followed the template used for mapping Iron Front). So how would I go about getting that to be used in a mission basis?
Thanks!
// UNSUNG_E
UNSUNG_E_mappings = [] call ALIVE_fnc_hashCreate;
UNSUNG_E_factionCustomGroups = [] call ALIVE_fnc_hashCreate;
[UNSUNG_E_mappings, "Side", "EAST"] call ALIVE_fnc_hashSet;
[UNSUNG_E_mappings, "GroupSideName", "EAST"] call ALIVE_fnc_hashSet;
[UNSUNG_E_mappings, "FactionName", "UNSUNG_E"] call ALIVE_fnc_hashSet;
[UNSUNG_E_mappings, "GroupFactionName", "UNSUNG_E"] call ALIVE_fnc_hashSet;
UNSUNG_E_typeMappings = [] call ALIVE_fnc_hashCreate;
[UNSUNG_E_mappings, "GroupFactionTypes", UNSUNG_E_typeMappings] call ALIVE_fnc_hashSet;
[UNSUNG_E_factionCustomGroups, "Infantry", ["vc_eightmansquad","vc_fourmancell","vc_sixmancell","vc_mainweaponsquadone","vc_mainriflesquadthree","vc_mainriflesquadtwo","vc_mainriflesquadone","vc_mainweaponsquadtwo"]] call ALIVE_fnc_hashSet;
[UNSUNG_E_factionCustomGroups, "Motorized", ["UNSNVALightPatrolElement1","UNSNVALightPatrolElement2","UNSNVALightPatrolElement5"]] call ALIVE_fnc_hashSet;
[UNSUNG_E_factionCustomGroups, "Mechanized", ["UNSNVALightPatrolElement3","UNSNVALightPatrolElement8"]] call ALIVE_fnc_hashSet;
[UNSUNG_E_factionCustomGroups, "Armored", ["UNSNVALightPatrolElement4"]] call ALIVE_fnc_hashSet;
[UNSUNG_E_factionCustomGroups, "Air", ["uns_nvaf_pilot5"]] call ALIVE_fnc_hashSet;
[UNSUNG_E_factionCustomGroups, "SpecOps", ["vc_recriflesquadone","vc_recriflesquadtwo","vc_recsappersquad"]] call ALIVE_fnc_hashSet;
[UNSUNG_E_mappings, "Groups", UNSUNG_E_factionCustomGroups] call ALIVE_fnc_hashSet;
[ALIVE_factionCustomMappings, "UNSUNG_E", UNSUNG_E_mappings] call ALIVE_fnc_hashSet;
[ALIVE_factionDefaultSupports, "UNSUNG_E", ["uns_dshk_armoured_VC","uns_dshk_high_VC","uns_dshk_twin_VC","uns_dshk_wheeled_VC","uns_dshk_bunker_closed_VC","uns_dshk_bunker_open_VC","uns_pk_tower_VC","uns_m1941_82mm_mortarVC","uns_mg42_low_VC","uns_pk_high_VC","uns_pk_low_VC","uns_pk_low_VC","uns_pk_bunker_open_VC","uns_pk_bunker_closed_VC","uns_pk_bunker_low_VC","uns_SPG9_73mm_VC","uns_spiderhole_VC","uns_spiderhole_leanto_VC"]] call ALIVE_fnc_hashSet;
[ALIVE_factionDefaultSupplies, "UNSUNG_E", ["uns_AmmoBoxVC","uns_EQPT_VC","uns_East_Sapper_crate","uns_HiddenAmmoBox","uns_HiddenAmmoBox_small1","uns_HiddenAmmoBox_small2","uns_HiddenAmmoBox_small3"]] call ALIVE_fnc_hashSet;
[ALIVE_factionDefaultTransport, "UNSUNG_E", ["uns_nvatruck","uns_nvatruck_camo","uns_nvatruck_open"]] call ALIVE_fnc_hashSet;
// ---------------------------------------------------------------------------------------------------------------------
@Opendome So how would I go about getting that to be used in a mission basis?
Basically, create a new mission in Arma 3 and save it. Place the staticData.sqf
in the root of the mission folder and create a new init.sqf
file. Paste the code below in the init.sqf
file and preview the mission.
if (isServer) then { waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"}; call compile (preprocessFileLineNumbers "staticData.sqf"); };
Then reload the mission in Arma 3 and hit preview.
Ok thanks! I just tried it and I got the "No groups" error message :(
Also in the config viewer they are listed under UNSUNG_E but it the notes it says VC are UNSUNG_EV, tried changing both UNSUNG_E to UNSUNG_EV and got the same error. They do spawn through the CQB populator though but I suspect that doesn't require defined groups
Yeah, CQB doesn't use the CfgGroups entries.
I haven't had a look at the CfgGroups in Unsung bravo yet but in alpha they were pretty "faulty".
Yea same thing as in the arma 2 version, I ended up just making a reskin of russian insurgents with UNSUNG units to get it to work with MSO. I thought by doing the group mapping this way though that it should work? Using the config viewer those are the group names and they do match up with the groups themselves.
For instance this is the groups in VC locals
class CfgGroups
{
class East
{
name="$STR_EAST";
class UNSUNG_E
{
name="UNSUNG";
class vclocalInfantry
{
name="VC Local Guerilla Forces";
class vc_fourmancell
{
name="VC (Local) 4-Man Cell";
faction="UNSUNG_E";
rarityGroup=0.69999999;
class Unit0
{
side=0;
vehicle="uns_men_VC_local_off";
rank="CORPORAL";
position[]={0,5,0};
};
class Unit1
{
side=0;
vehicle="uns_men_VC_local_RF3";
rank="PRIVATE";
position[]={3,0,0};
};
class Unit2
{
side=0;
vehicle="uns_men_VC_local_RF4";
rank="PRIVATE";
position[]={5,0,0};
};
class Unit3
{
side=0;
vehicle="uns_men_VC_local_AS3";
rank="CORPORAL";
position[]={7,0,0};
};
};
class vc_sixmancell
{
name="VC (Local) 6-Man Cell";
faction="UNSUNG_E";
rarityGroup=0.69999999;
class Unit0
{
side=0;
vehicle="uns_men_VC_local_nco";
rank="SERGEANT";
position[]={0,5,0};
};
class Unit1
{
side=0;
vehicle="uns_men_VC_local_SAP";
rank="CORPORAL";
position[]={3,0,0};
};
class Unit2
{
side=0;
vehicle="uns_men_VC_local_RF1";
rank="PRIVATE";
position[]={5,0,0};
};
class Unit3
{
side=0;
vehicle="uns_men_VC_local_MRK";
rank="CORPORAL";
position[]={7,0,0};
};
class Unit4
{
side=0;
vehicle="uns_men_VC_local_AS2";
rank="CORPORAL";
position[]={9,0,0};
};
class Unit5
{
side=0;
vehicle="uns_men_VC_local_LMG";
rank="PRIVATE";
position[]={11,0,0};
};
};
class vc_eightmansquad
{
name="VC (Local) 8-man Squad";
faction="UNSUNG_E";
rarityGroup=0.69999999;
class Unit0
{
side=0;
vehicle="uns_men_VC_local_off";
rank="SERGEANT";
position[]={0,5,0};
};
class Unit1
{
side=0;
vehicle="uns_men_VC_local_RF4";
rank="PRIVATE";
position[]={3,0,0};
};
class Unit2
{
side=0;
vehicle="uns_men_VC_local_MED";
rank="PRIVATE";
position[]={5,0,0};
};
class Unit3
{
side=0;
vehicle="uns_men_VC_local_LMG";
rank="PRIVATE";
position[]={7,0,0};
};
class Unit4
{
side=0;
vehicle="uns_men_VC_local_TRI";
rank="PRIVATE";
position[]={9,0,0};
};
class Unit5
{
side=0;
vehicle="uns_men_VC_local_MTS";
rank="PRIVATE";
position[]={11,0,0};
};
class Unit6
{
side=0;
vehicle="uns_men_VC_local_SAP";
rank="PRIVATE";
position[]={13,0,0};
};
class Unit7
{
side=0;
vehicle="uns_men_VC_local_MRK";
rank="PRIVATE";
position[]={15,0,0};
};
};
};
};
};
};
If you upload the mission with the faction mapping somewhere, I can take a quick look and see if I spot something. :)
Thatd be great thanks! Here it is http://www.filedropper.com/testdakrong
Uhm just loaded the mission and it works? :D
lol whaaaaaaaat, I keep getting that no groups error. Did you change anything or pack it into a pbo?
Did nothing special. Downloaded the mission, copied it to the missions folder, loaded it in the editor, pressed preview and that's it.
Are you perhaps still running one of the modified PBOs from earlier in this thread?
What mods do you have running? Which ALiVE do you have? I tried doing the same thing and I keep getting that same error lol
Oh I am running Arma 3 with the -filePatching flag (in Arma 3 Launcher -> Parameters -> Advanced -> Advanced -> Enable File Patching). Not sure if that's related but worth a try I guess.
As for the mods I'm running (versions are as reported by PwS):
CBA: v2.4.0.160530
ALiVE: v1.0.6.1605301
UNSUNG: v3.1
Hmm I tried enabling filepatching but I still get that no group error. Which ALiVE are you using? Did you get it from github or the newest armaholic link? God damn Arma makes me close to having an aneurysm sometimes.
@Opendome Hmm I tried enabling filepatching but I still get that no group error. Which ALiVE are you using? Did you get it from github or the newest armaholic link? God damn Arma makes me close to having an aneurysm sometimes.
See previous post, updated it.
ahhhh ok thanks! New problem, when I use the same mission file in the editor it works jsut like you, when I go to multiplayer, host, then use the same mission from there then the groups dont work. So this makes me think it won't be multiplayer compatbile. ANy idea on how to get it to work in MP? Would getting someone to add it to the framework be the solution?
Thanks!
also since unsung has ships, do I add them to a faction with
[UNSUNG_E_factionCustomGroups, "Sea", []] call ALIVE_fnc_hashSet;
@Opendome when I go to multiplayer, host, then use the same mission from there then the groups dont work.
Yep can confirm... It's Arma being Arma.. :D
Put the below code in the init
field of the ALiVE (Required)
module and remove it from the init.sqf
(reason: https://community.bistudio.com/wiki/Initialization_Order ).
0 = [] spawn { if (isServer) then { waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"}; call compile (preprocessFileLineNumbers "staticData.sqf"); }; };
@Opendome do I add them to a faction with
[UNSUNG_E_factionCustomGroups, "Sea", []] call ALIVE_fnc_hashSet;
Instead of "Sea" it should be "Naval".