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Last active 8 years ago
Perhaps you could use a custom init event handler to add in extra ammo types?
Have a look at
http://alivemod.com/forum/1100-alive-resupply-adding-arsenal-to-boxes/0
to get you started - that is for assigning arsenal but will be close to what you need.
Yeah I had a bit of a hiatus from ARMA and ALiVE while RL took over for some months, feeling motivated again after the 1.0 release, glad people are still having fun with ALiVE!
Hostage rescue is a nice idea actually, that sounds like a good one to work on to get back into the tasks system as a whole.
Happy to announce that we are working on fixes to the task system.
Thanks for testing gang!
The sabotage indestructable buildings ones is fixed in dev, as is the civilian assault one. Looking into others over the next week or so.
Any other suggestions for new tasks or alterations welcomed.
HC might work, you could try sending a fake playerID but it might break.
It should work, but you need to have a playerID that will receive radio messages about the request etc. You might need to do some testing though.
you can also script player logistics requests, this might throw a script error at the moment (fixed in dev to allow this type of thing). Note you will need to have a Military Logistics synced to an Military AI Commander for the faction doing the requesting
_requestID = floor(time); _payload = []; _emptyVehicles = []; _staticIndividuals = []; _joinIndividuals = []; _reinforceIndividuals = []; _staticGroups = []; _joinGroups = []; _reinforceGroups = []; // add some ammo boxes to payload _payload pushBack "Box_NATO_Wps_F"; _payload pushBack "Box_NATO_Wps_F"; // add a empty hunter _emptyVehiclesItem = []; _emptyVehiclesItem set [0,"B_MRAP_01_hmg_F"]; _emptyVehiclesItem set [1,["Vehicles","Car","B_MRAP_01_hmg_F"]]; _emptyVehicles pushBack _emptyVehiclesItem; // add a empty quadbike _emptyVehiclesItem = []; _emptyVehiclesItem set [0,"B_Quadbike_01_F"]; _emptyVehiclesItem set [1,["Vehicles","Car","B_Quadbike_01_F"]]; _emptyVehicles pushBack _emptyVehiclesItem; // send the player request of to the military logistics module _forceMakeup = [_requestID,_payload,_emptyVehicles,_staticIndividuals,_joinIndividuals,_reinforceIndividuals,_staticGroups,_joinGroups,_reinforceGroups]; _playerID = getPlayerUID player; _destination = position player; _faction = "BLU_F"; _side = "WEST"; _deliveryType = "PR_AIRDROP"; _event = ['LOGCOM_REQUEST', [_destination,_faction,_side,_forceMakeup,_deliveryType,_playerID],"PR"] call ALIVE_fnc_event; if(isServer) then { [ALIVE_eventLog, "addEvent",_event] call ALIVE_fnc_eventLog; }else{ [[_event],"ALIVE_fnc_addEventToServer",false,false] spawn BIS_fnc_MP; };
I've written some quick mappings so that these will work in mil placement modules. Will also look at getting CQB to spawn them.
Are you using the new editor on dev branch by any chance?
Last I checked there was an issue where mil placement modules would switch to mil custom placement modules for no reason in the new editor
In this video SpyderBlack723 and myself test out the port of his awesome Command and Intel tablets into ALiVE. High command ALiVE profiled groups, jump directly to the action, and spectate. Reveal intel on AI commanders. Just part of the preperation the ALiVE team is making for the 1.0 release.
Yep it's fixed in dev, will be in the next release