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Asmodeus

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  1. last week
    Wed Jul 11 19:12:52 2018

    Coming back to this after quite some time :)

    Is there a way to blacklist groups from the player combat logistics module without affecting what groups the AI commander will be able to spawn from the logistics pool? I mean, doesn't the ALiVE_PLACEMENT_CUSTOM_GROUPBLACKLIST remove groups so that both the players and the AI commander won't be able to call the blacklisted groups at any point(?)

  2. 2 weeks ago
    Wed Jul 4 19:00:32 2018

    gasp That did the trick marcel, thank You! FYI there's also now no need for the waitUntil part you suggested earlier since the whole script package you have provided works just fine without.
    Now the test mission ends when side WEST has captured all the objectives that I have laid out for the mission (be it one or ten) in the in-game editor.

    Just to return to my original question: what about picking let's say three objectives out of five? Anything to start with scripting-wise to make a mission end when certain three objectives out of five have been captured by a side?

  3. Wed Jul 4 15:22:19 2018

    marceldev, thank you for the suggestion which I did apply like this

    [] spawn {
    	waitUntil {!(isNil "ALIVE_REQUIRE_INITIALISED")};
    	while {true} do {

    yet the game (or should I say the mission) is still outputting the same error that I pasted in my previous response.

    Here's a more complete RPT output. There are some other errors too but I at least consider them to be directly because of the first error (that is about the Assertion failed!)

    18:07:01 [55697,761.211,0,"CBA_VERSIONING: cba=3.7.1.180604, alive_main=1.6.1.1804271, "]
    18:07:01 [55697,761.27,0,"XEH: PostInit finished."]
    18:07:01 ALiVE_sys_acemenu: ACE interact_menu not active or no interface found, exiting
    18:07:01 [ALIVE] (mil_OPCOM) ERROR: Assertion failed! x\alive\addons\mil_opcom\fnc_OPCOM.sqf:1949
    18:07:01             Assertion (typeName _args == "ARRAY") failed!
    18:07:01             
    18:07:01             <NULL-object>
    18:07:01 Error in expression <{
    _allObjectivesReserved = false;
    };
    
    } forEach ([_opcom, "objectives"] call ALI>
    18:07:01   Error position: <forEach ([_opcom, "objectives"] call ALI>
    18:07:01   Error foreach: Type Object, expected Array
    18:07:01 File C:\Users\username\Documents\Arma 3\mpmissions\alive_ironfront_victoryOnCapture.Staszow\initServer.sqf, line 19
    18:07:01 Registered SITREP controls for NON-JIP on briefing screen: keijo
    18:07:01 Registered controls for NON-JIP on briefing screen: keijo
    18:07:01 Registered PATROLREP controls for NON-JIP on briefing screen: keijo
    18:07:06 OPC DATA [2,"xxxx","Player",false,2]
    18:07:07 ALiVE [m_3|43] Module ALiVE_SYS_spotrep INIT COMPLETE TIME:  15.621
    18:07:07 ALiVE [m_4|44] Module ALiVE_SYS_marker INIT COMPLETE TIME:  15.62
    18:07:07 ALiVE [m_18|152] Module ALiVE_SYS_patrolrep INIT COMPLETE TIME:  9.76099
    18:07:07 ALiVE [m_17|151] Module ALiVE_SYS_sitrep INIT COMPLETE TIME:  9.76398
    18:07:07 Error in expression <ding"]) then {_active = _active + 1};
    } foreach _obj;
    
    switch (_controltype) d>
    18:07:07   Error position: <foreach _obj;
    
    switch (_controltype) d>
    18:07:07   Error foreach: Type Object, expected Array
    18:07:07 Error in expression <ding"]) then {_active = _active + 1};
    } foreach _obj;
    
    switch (_controltype) d>
    18:07:07   Error position: <foreach _obj;
    
    switch (_controltype) d>
    18:07:07   Error Generic error in expression
    18:07:07 Registering Advanced Marker controls for keijo on map screen.
    18:07:07 Registered controls for PLAYER on map screen: keijo
    18:07:07 Registering SITREP controls for keijo on map screen.
    18:07:07 Registering PATROLREP controls for keijo on map screen.
    18:07:07 Registered PATROLREP controls for PLAYER on map screen: keijo
    18:07:07 Registered SITREP controls for PLAYER on map screen: keijo
    18:07:08 "ALiVE - Starting Garbage Collector..."
    18:07:10 ALiVE [m_16|150] Module ALiVE_MIL_C2ISTAR INIT COMPLETE TIME:  12.37
    18:07:11 ALIVE PLAYER TASK REQUEST ["EAST","LIB_USSR_TANK_TROOPS","CaptureObjective",[["#CBA_HASH#",["debug","active","position","side","profileID","type","objectType","vehicleAssignments","vehiclesInCommandOf","vehiclesInCargoOf","leader","unitClasses","unitCount","group","companyID","groupID","waypoints","waypointsCompleted","positions","damages","ranks","units","speedPerSecond","despawnPosition","hasSimulated","isCycling","activeCommands","inactiveCommands","spawnType","faction","isPlayer","_rev","_id","busy"],[false,false,[5481.61,6137.85,0],"WEST","LIB_WEHRMACHT-entity_0","entity","LIB_GER_AT_squad",["#CBA_HASH#",[],[],any],[],[],<NULL-object>,["LIB_GER_unterofficer","LIB_GER_AT_soldier","LIB_GER_AT_soldier","LIB_GER_AT_grenadier","LIB_GER_AT_grenadier","LIB_GER_AT_grenadier","LIB_GER_AT_grenadier","LIB_GER_AT_grenadier","LIB_GER_AT_soldier","LIB_GER_AT_soldier"],0,<NULL-group>,"","",[],[],[[5481.61,6137.85,0],[5481.61,6137.85,0],[5481.61,6137.85,0],[5481.61,6137.85,0],[5481.61,6137.85,0],[5481.61,6137.85,0],[54
    18:07:13 Duplicate weapon Throw detected for LIB_GER_rifleman
    18:07:13 Duplicate weapon Put detected for LIB_GER_rifleman
    18:07:16 Error in expression <nc_hashGet;
    (!(isnil "_objectives") && {count _objectives > 0})
    };
    
    _modulesFact>
    18:07:16   Error position: <count _objectives > 0})
    };
    
    _modulesFact>
    18:07:16   Error count: Type Object, expected Array,String,Config entry
    18:07:16 File \x\alive\addons\mil_logistics\fnc_ML.sqf [ALiVE_fnc_ML], line 2276
    18:07:16 ALiVE [m_20|170] Module ALiVE_SUP_PLAYER_RESUPPLY INIT COMPLETE TIME:  18.07
  4. Tue Jul 3 16:52:38 2018

    Thank you for the quick reply marceldev!

    I substituted the //end mission here with a plain "end1" call BIS_fnc_endMissionServer; just to get a quick test run going.
    At the mission start the game hit me with this

    19:39:39 [ALIVE] (mil_OPCOM) ERROR: Assertion failed! x\alive\addons\mil_opcom\fnc_OPCOM.sqf:1949
    19:39:39             Assertion (typeName _args == "ARRAY") failed!
    19:39:39             
    19:39:39             <NULL-object>
    19:39:39 Error in expression < {
    _allObjectivesReserved = false;
    };
    } forEach ([_opcom, "objectives"] call ALI>
    19:39:39   Error position: <forEach ([_opcom, "objectives"] call ALI>
    19:39:39   Error foreach: Type Object, expected Array
    19:39:39 File C:\Users\username\Documents\Arma 3\mpmission\alive_ironfront_victoryOnCapture.Staszow\initServer.sqf, line 18

    Where this problem might supposedly be hiding then?

  5. Tue Jul 3 15:01:03 2018

    Hello,

    I'm still at a loss: what kind of script needs to be created so that a mission can be ended when certain side has triggered OPCOM_RESERVE state for multiple objectives?

    For example if there are three objectives in a mission
    OPCOM_46275344_objective_1
    OPCOM_46275344_objective_2
    OPCOM_46275344_objective_3

    and we'd want to force the mission to end when side WEST has occupied all three objectives.

    One question from me would be that can (or should) the script provided by highhead earlier in this discussion be used or can it be a completely separate one?

    If it can be a completely separate script then I'm thinking something like
    if OPCOM_46275344_objective_1+OPCOM_46275344_objective_2+OPCOM_46275344_objective_3 = side West call BIS_fnc_endMissionServer; but I'm unable to come up with anything that would resemble an actual working script snippet.

  6. Sun Jul 1 16:15:09 2018
    A Asmodeus posted in Current Auto Task Missions?.

    For anyone bumping into this topic I'd suggest to take a look in ALiVE GitHub repository where I'd say one can always find the latest list of ALiVE_autoGeneratedTasks .

  7. Sun Jul 1 16:13:45 2018
    A Asmodeus posted in C2ISTAR Task List.

    For anyone bumping into this topic I'd suggest to take a look in ALiVE GitHub repository where I'd say one can always find the latest list of ALiVE_autoGeneratedTasks .

  8. 9 months ago
    Sun Sep 24 15:29:44 2017

    I also would like to thank You @highhead for sharing the script here!

    When testing with your initial version I couldn't see any info on the side chat for some reason. Probably because of me :)
    Thus I did test with @Reddog 's version and that was printing objective info on the systemchat so now I could somewhat understand what's going on there.

    When I started this discussion I was looking a way to end (ALiVE) missions when a side has Occupied objectives that are needed to successfully complete one.

    Apparently I got this far on my own: when I place the following code

    if (_objectiveID == "OPCOM_7388496_objective_0") then {"end1" call BIS_fnc_endMissionServer;};

    in highhead's script the mission successfully ends. But after that I haven't been able to come up with anything level-headed that would solve the following problems:

    • What if one wanted a mission to end when multiple objectives are occupied? Would I need to create an array of objectives and if yes then how? (to this day I haven't digested how to "array" in Arma..)
    • Naturally a mission should end when certain objectives have been occupied by a certain Side and not just any, so the code for this should include a side check. How should one approach this?

    Additionally: I used the Reddog's version to display a single objective's objectiveID but how can one find objectiveID's of multiple objectives in a single mission? Is there a convenient way to dump them to clipboard or something the like with a code snippet?

  9. last year
    Thu Mar 2 16:27:07 2017

    @AUTigerGrad

    I at least wouldn't mind if you could give a try if you could come up with an easy-to-use solution with what @SpyderBlack723 was kindly offering to me. Please see: Using objective capture status for triggering events
    As far as I understand that by using the stuff Spyder was suggesting, there should be a possibility to "extract" the information when a zone has a certain state (Occupied, Captured, other) and then use that information to trigger other events.

    @CaseyQ32 's solution shouldn't work, at least not for virtualized profiles. It does work when the AI profiles have been spawned in, but as we all know spawning in AI profiles needs a player (or some other magic trick) inside the AI profile's spawn radius.
    Virtualized profiles won't be able to capture Sectors (that are provided by BIS via a module) until ALiVE team can come up with a solution. Here's a GitHub request just for that: https://github.com/ALiVEOS/ALiVE.OS/issues/251

    Here's actually another discussion about making it possible for the ALiVE AI profiles to capture BIS Sector control modules: Let Virtual AI capture sector control

  10. Sun Feb 5 11:09:13 2017

    @eric963 Several of us have the same issue with larger missions.

    Take a look at this

    https://github.com/ALiVEOS/ALiVE.OS/issues/66

    Hey, and thanks for the heads-up eric.

    As per the GitHub report and that if I just understood the report correctly the issue could lie somewhere in the player persistence.

    I did a few tests with the same mission I used to do the report here while concentrating on the aspects @incontinenetia had reported in that GitHub issue.

    To test the reported aspects I disabled all the persistence options I could find in the five ALiVE modules I have placed in my mission. I especially made sure that every Player Persistence option in the module ALiVE Player Options (ALiVE_SYS_player_options) was set to NO.

    Since there wasn't much else to do I copied the mission to my dedicated server and went on to test the mission start sequence.

    From the test I conclude that out of the every fresh mission start (4 or 5) I made the issue I report here still persists even with all the possible persistence options disabled.

    Here are the differences stored in server RPT when:

    all the persistence options are left to their defaults

    12:53:19  Mission id: b69b9fb663e8d32b8f8c9d2c0687e16f7b0eb38f
    12:53:19 Game started.
    12:53:19 ALiVE SYS_PLAYER - EXITING AS SERVER IS UNIT CONNECTING OR UID IS NIL
    12:53:19 "Null playerUID sent to getPlayerByUIDOnConnect"
    12:53:19 "Null playerUID sent to getPlayerByUIDOnConnect"
    12:53:19 "Null playerUID sent to getPlayerByUIDOnConnect"
    12:53:19 "Null playerUID sent to getPlayerByUIDOnConnect"
    12:53:19 ALIVE AI Distributor exiting, no headless clients [] or not server false
    12:53:19 Weather was forced to change
    12:53:19 ALiVE [m_54|220] Module ALiVE_sys_weather INIT COMPLETE TIME:  12.703
    12:53:19 Ragdoll - loading of ragdoll source "Soldier" started.
    12:53:19 Ragdoll - loading of ragdoll source "Soldier" finished successfully.
    12:53:21 "ALiVE - Starting Garbage Collector..."
    12:53:25 ["SYS_PLAYER: PLAYER UNIT NOT FOUND IN PLAYABLEUNITS(Asmodeus)"]
    12:53:29 ALiVE [m_47|190] Module ALiVE_mil_logistics INIT COMPLETE TIME:  24.339
    12:53:29 ALiVE [m_48|190] Module ALiVE_mil_logistics INIT COMPLETE TIME:  24.256

    in this case leaving the mission by going back to lobby and joining the mission again with the same or different soldier slot will produce these three additional lines

    Unaccessible
    12:54:08 ALiVE SYS_PLAYER - PLAYER UNIT FOUND IN PLAYABLEUNITS (lt_4)
    12:54:08 DATA: Restoring player data for lt_4

    all the persistence options are disabled

    11:30:10  Mission id: a5b7fbf7e46715bb753d28d949a5031ea649343b
    11:30:10 Game started.
    11:30:10 ALiVE SYS_PLAYER - EXITING AS SERVER IS UNIT CONNECTING OR UID IS NIL
    11:30:10 "Null playerUID sent to getPlayerByUIDOnConnect"
    11:30:10 "Null playerUID sent to getPlayerByUIDOnConnect"
    11:30:10 "Null playerUID sent to getPlayerByUIDOnConnect"
    11:30:10 "Null playerUID sent to getPlayerByUIDOnConnect"
    11:30:10 ALIVE AI Distributor exiting, no headless clients [] or not server false
    11:30:10 Weather was forced to change
    11:30:10 ALiVE [m_54|220] Module ALiVE_sys_weather INIT COMPLETE TIME:  11.163
    11:30:10 Ragdoll - loading of ragdoll source "Soldier" started.
    11:30:10 Ragdoll - loading of ragdoll source "Soldier" finished successfully.
    11:30:12 "ALiVE - Starting Garbage Collector..."
    11:30:20 ALiVE [m_47|190] Module ALiVE_mil_logistics INIT COMPLETE TIME:  22.962
    11:30:20 ALiVE [m_48|190] Module ALiVE_mil_logistics INIT COMPLETE TIME:  21.81

    in this case leaving the mission by going back to lobby and joining the mission again with the same or different soldier slot will produce these two additional lines

    Unaccessible
    11:31:53 ALIVE Profile Handler - Register Profile [player_0]

    Don't ask me what Unaccessible appearing in both cases is supposed to be.

    So concluding from the test I made I don't see how this is ALiVE's persistence problem.
    To me it would seem more like ALIVE Profile Handler problem but to what module that is tied to or is that particular functionality somewhere "deeper" in the modifications framework?

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