T

Theopolus

Member

Last active 10 months ago

  1. 8 years ago
    Wed May 4 00:59:28 2016
    T Theopolus posted in AA Unit Blacklist.

    If you are running CQB then yes

    Many thanks that was the fix ... I needed to add the two group names to the ALIVE_MIL_CQB_CUSTOM_UNITBLACK entry as well. Now there are no AA Missile units on the map - it makes flying much easier.

    Thanks so much for your help.

    My final code block that I put in the init field of the ALiVE Required module looks like this;

    ALiVE_MIL_CQB_CUSTOM_UNITBLACKLIST = ["CUP_O_TK_Soldier_AA","CUP_O_TK_INS_Soldier_AA","CUP_O_TK_InfantrySectionAA","CUP_O_TK_MILITIA_AATeam"]; 
    ALiVE_PLACEMENT_CUSTOM_UNITBLACKLIST = ["CUP_O_TK_Soldier_AA","CUP_O_TK_INS_Soldier_AA"]; 
    ALiVE_PLACEMENT_CUSTOM_GROUPBLACKLIST = ["CUP_O_TK_InfantrySectionAA","CUP_O_TK_MILITIA_AATeam"];
  2. Tue May 3 19:30:57 2016
    T Theopolus posted in AA Unit Blacklist.

    I will do that tonight and get back to you when that's done.

    Thanks again.

  3. Tue May 3 18:36:15 2016
    T Theopolus posted in AA Unit Blacklist.

    It's possible vehicle guys are spawning with Iglas... ie: if there is a motorized group it might contain AA guys

    I thought of that as well ... plunked down all of the groups (motorized / mechanized) in the editor last night and had a look ... not one Igla in the mix.

    A thought I just had ... do I also need to specify what groups not to spawn in the CQB module? In my above example I only specify groups in the GROUPBLACKLIST.

    Is it possible that GROUPBLACKLIST only applies to military and military / civilian placement modules but not the CQB ones?

    Other thought ... I have two CBQ modules in my mission - one specifying civilian placements and the other specific to strategic locations. Is it possible that that is causing an issue?

    Sorry to throw all these questions at once, I've been trying to resolve this for more than a week now.

    Thanks.

  4. Tue May 3 17:57:28 2016
    T Theopolus posted in AA Unit Blacklist.

    Desired Outcome:
    I am trying to prevent any CUP Takistan Army and Militia AA Units from being spawned in my current mission.

    Methods I've Attempted:
    Most recently I have used the above mentioned method - ie. pasting the following into the init field of the ALiVE Required module;

    ALiVE_MIL_CQB_CUSTOM_UNITBLACKLIST = ["CUP_O_TK_Soldier_AA","CUP_O_TK_INS_Soldier_AA"];
    ALiVE_PLACEMENT_CUSTOM_UNITBLACKLIST = ["CUP_O_TK_Soldier_AA","CUP_O_TK_INS_Soldier_AA"];
    ALiVE_PLACEMENT_CUSTOM_GROUPBLACKLIST = ["CUP_O_TK_InfantrySectionAA","CUP_O_TK_MILITIA_AATeam"];

    I have also attempted to use the script method - ie. calling from the init.sqf;

    //--- ALiVE Unit/Group Blacklist
    spawn compile preprocessFile "scripts\staticData.sqf";

    Which then calls the following script, "staticData.sqf"

    //--- ALiVE Custom Blacklist
    //--- Source: http://alivemod.com/wiki/index.php/Custom_Blacklists
    
    waitUntil {!isnil "ALiVE_STATIC_DATA_LOADED"}:
      
    ALiVE_MIL_CQB_CUSTOM_UNITBLACKLIST = 
    [
    "CUP_O_TK_Soldier_AA",
    "CUP_O_TK_INS_Soldier_AA"
    ];
     
    ALiVE_PLACEMENT_CUSTOM_UNITBLACKLIST = 
    [
    "CUP_O_TK_Soldier_AA",
    "CUP_O_TK_INS_Soldier_AA"
    ];
    
    ALiVE_PLACEMENT_CUSTOM_GROUPBLACKLIST = 
    [
    "CUP_O_TK_InfantrySectionAA",
    "CUP_O_TK_MILITIA_AATeam"
    ];

    Result:
    The number of AA spawned is greatly diminished - ie. ghosting about and teleporting from unit to unit does not show any AA units. However, as soon as a take off and fly about, Igla AA missiles start flying in.

    The only factions that are in the mission are the CUP Takistani Army and MIlitia units - neither of those factions use vehicles with AA missiles. AA guns like the Ural and Static ZSU-23 are fine, I'm just trying to remove guided AA missiles.

    Any thoughts? Anything I am obviously overlooking?

    Thanks in advance.

  5. 9 years ago
    Mon Jul 13 12:14:14 2015
    T Theopolus joined the forum.