Last active 4 months ago

  1. 5 months ago
    Thu Dec 21 02:24:35 2017

    @highhead This is not how the module is intended to be used and it will not work reliably, since the position is relevant for identifaction of the module and init.sqf may run after the module has been initialised. sorry.

    It seems to work perfectly fine on my missions. I have all of the custom objectives set to spawn at random inside a placement radius, as well as the Asymmetric Military AI Commander - I checked the mission using Zeus and made all entities editable so it would show the location of all of the modules. Each test run showed the modules popping up in different locations, and eventually, the insurgency starting to spread around the Military AI Commander location.

    Now if you're speaking from a persistence standpoint, I could see how this method might mess with that and I haven't really tried to test out the persistence but otherwise it seems pretty functional.

  2. Wed Dec 20 11:50:34 2017
    dev614 posted in Placing of ALiVE Modules.

    @Guitar18 Is this still an option? I can't see it in the module options and it would be very useful.

    You're using the custom objective module? You should see something that reads:
    Infantry count: 0
    Motorized count: 0
    Mechanized count: 0

    etc etc.

    Or maybe it said override infantry/override mechanized/override motorized, etc. Either way, it should be pretty obvious to find after reading this! Hope it helps :)

  3. Wed Dec 20 11:48:40 2017

    @Mannulus So what exactly occurs if we allow the AI Commander to spawn semi randomly? How does one figure out that area is where the HQ sits?

    I'm playing a counter-insurgency mission, so I used the placement radius to add an aura of mystery to the insurgency. My idea behind it was kind of to NOT know where the HQ is, and locate it via reconnaissance. You can test (if you're debugging) where the HQ is generally by the amount of installations popping up in a said area - the asymmetric forces will always try to go for unguarded towns/villages near the commander module. I also set up a bunch of custom objective modules using the placement radius method that place units randomly around the map, so the troop movements can differ greatly from sessions to session as well - I'd definitely reccomend this method to anybody who wants to diversify the OPCOM objectives/spawns.

  4. 6 months ago
    Mon Dec 18 23:05:21 2017

    @SavageCDN If I'm not mistaken this is a vanilla BIS feature for all objects in the editor. There should be a placement radius setting in the module where you can set a range (ie: 100m) for it to spawn. Not sure if that fires before ALiVE initializes though so it might not have any effect.

    Right in front of my face the entire time, smh. Thank you, kind sir.

    And for anybody else who was curious, the placement radius method does work - it will place the commander module randomly within the set radius on mission init.

  5. Thu Dec 14 02:29:41 2017
    dev614 posted in ORBAT Creator General FAQ.

    @Tupolov New release has some major new features... Please check it out...

    1. Ability to import ORBATRON factions
    2. Units now work with loadout changes in editor
    3. Ability to write complete config to file
    4. Copy functionality improved.

    The copy functionality has a bug when copying a faction over to a different side. Each unit remains true to their original side, though the classnames are changed. I copied the OPFOR faction "CUP_O_TK" to make it independent, and each unit is set to belong to "OPFOR CSAT" when copied to the independent side.

    Also, when exporting a full faction to a file and then creating a .pbo out of the files, running the .pbo as is will cause the game to crash on start. This is due to a references in script_component.hpp that doesn't exist:

    #include "\x\cfp\addons\main\script_mod.hpp"
    #include "\x\cfp\addons\main\script_macros.hpp"

    Deleting those lines will remove the error.

  6. Tue Dec 12 18:05:46 2017
    dev614 started the conversation 3rd Party IED system? (ACE).

    Is there IED system working for mods such as ACE? I've noticed some IEDs and VBIEDs placed, but have yet to have one explode.

  7. Tue Dec 12 04:23:58 2017
    dev614 posted in VCom and ALiVE.

    @JD_Wang Try this

    that's from the VCOM thread on the BI forums. Hopefully it makes sense

    I think that has to do more with the AI not responding to calls for help, though it may play into the waypoint problem. I myself haven't noticed any problems with the calls for help, but I have noticed the waypoint behavior - do they still use this behaviour after using that fix?

  8. Mon Dec 11 19:45:49 2017

    @Friznit I'm not a scripter so unable to help but it sounds like you're making some great progress. It'd be good to see what you've managed so far, if you're happy to share it of course!

    Neither am I, that's the problem xD but I'm getting there, slowly but surely! I'll totally share it once I get it to an acceptable state. It's playable as is, and most of the features I've added are functioning how I want them I just haven't really got to PLAY the mission yet and test it in that manner. I'm sure there's plenty of bugs just waiting to pop up.

    You wouldn't happen to know the function called when pressing "save and exit" would you? It would make it 10x more convenient to be able to save everything at once, instead of having to save custom variables in weird little hacky ways.

  9. Mon Dec 11 06:30:21 2017
    dev614 started the conversation Persist location of editor placed units?.

    Hey, I was wondering if anybody could help me figure out how to persist the location of AI groups placed in the editor. I use high command to control these AI groups, so when I save a mission with my whole platoon out with me, and restart with just the headquarters with me... it can be an issue. Any help would be appreciated!

    Also, is there a way to set ALiVE to save a custom variable when clicking "save and exit server"?

    EDIT: Okay so I got the locations to persist, I just need a reliable way of saving their position variable now. Right now I just use a radio trigger named "Save Unit Positions" which works fine, but I'd rather it do it autonomously so is there some sort of event handler I could use that could run the code to save the position variables?

    The ideal setting would be to save the variable when saving everything else, but I can't seem to figure that out.

  10. Mon Dec 11 06:20:44 2017

    So I ended up figuring it out and I got the credits to persist over sessions, but my question is with the respawn markers for the FOBs - they get deleted when an enemy gets too close to them. So after the marker is created and saved, could that data then be deleted after the marker is deleted? Or could I just reference the marker name again inside the trigger that deletes it after it has been deleted, maybe returning null? Idk like I said I'm not very experienced xD

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