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Last active 8 years ago
Will I get a picture to stick on my refrigerator of the starving developer I'm supporting?
(If that reference flew over your head, click here.)
And thanks @SpyderBlack723. Very clear explanation.
Another hostility question I've been trying to figure out -- what's the relationship between the cluster hostility we're using here and the sector hostility discussed here?
It seems like the hostility system is complex enough to where there should possibly be a page on the wiki dedicated to it. If/when I wrap my head around it sufficiently, I could take a first crack.
Also, Spyder, I just wanted to thank you again for answering my many questions (I've got plenty more on the way, I'm sure!) and for being such an all-around good guy. You've inspired me to donate to the ALiVE project when my next check comes in.
Thanks to the ALiVE team for your hard work. Donating to support you when my next check comes in.
inArea and ... areas?
I apologize for this not being strictly specific to ALiVE, but BI's forums have not yet deemed me worthy/contributory enough to create a new topic for general script troubleshooting, and this issue is related to the original thread I opened here.
I've been trying to run with Spyder's code and modify it to my mission specifics, but I'm really confused by the relationship between the vanilla inArea command (which is utilized by ALiVE_fnc_inArea) and map area markers. Is inArea not compatible with Area markers? (If so, that feels rather paradoxical). Here's what I'm running into:
hint format["%1", (player inArea testArea)];
returns "any"hint format["%1", (player inArea testTrigger)];
returns "true."Does inArea seriously not work with with Area markers? Given that these what's used to establish the ALiVE TAoRS, that sucks (on BI, not you guys).
OK, great -- will test out soon. Thanks for taking a second crack at it, and for the tip about ALiVE_fnc_inspectArray -- sounds like what I was hoping to find.
Hi @SpyderBlack723 ,
Still haven't figured this out, but I've been poking around in the functions available via Alive and Arma 3. Can ALIVE_fnc_clustersInsideMarker look for clusters inside a vanilla area defined in the A3 mission editor? Ultimately, that's what would work for me best.
I feel like I could almost figure this out, but figuring out how to dig through multi-dimensional arrays in Arma is still confusing me. I'm wishing I had something akin to Krumo or var_dump in php to help me better understand the data structure.
Just gave the average function a try -- getting a generic error on line 17: foreach _allClusters;
I'm running into issues, though it's possible it's my lack of understanding of how Arma scripting wants things. As I said, I'm new to this stuff.
functions.sqf
. It included nothing but Spyder's code for ALiVE_fnc_getNearestClusterHostilityBySide verbatim.[] execVM "functions.sqf";
test= [getPos player, "WEST"] call ALiVE_fnc_getNearestClusterHostilityBySide;
hint toString[test];
* When I activate the trigger in-game or via the debug console, I get errors like this:
21:29:23 ALiVE-15.789 ["#CBA_HASH#",["debug","clusters","clustersActive","clustersInActive"],[true,["#CBA_HASH#",["c_47","c_48","c_49"],[["#CBA_HASH#",["nodes","clusterID","center","size","type","priority","debugColor","debug","debugMarkers","hostility","casualties","sectors","posture"],[[833cf200# 48284: terrace_k_1_ep1.p3d,833cf900# 48283: house_k_1_ep1.p3d,83478100# 48033: house_k_1_ep1.p3d,833d1d00# 48016: terrace_k_1_ep1.p3d,833d0f00# 48026: house_k_5_ep1.p3d,833d1600# 48017: terrace_k_1_ep1.p3d,5c0e8800# 48032: house_k_1_ep1.p3d,5c0e9600# 48024: terrace_k_1_ep1.p3d,5c0e8f00# 48029: house_k_7_ep1.p3d,5c0de400# 48047: house_k_6_ep1.p3d,5c0ea400# 48021: terrace_k_1_ep1.p3d,5c0e9d00# 48022: terrace_k_1_ep1.p3d,5c0e8100# 48034: house_k_1_ep1.p3d,833ceb00# 48023: terrace_k_1_ep1.p3d,833ce400# 48031: house_k_3_ep1.p3d,5c100100# 48027: house_k_5_ep1.p3d,5c100800# 48020: terrace_k_1_ep1.p3d,5c0fab00# 48067: house_k_5_ep1.p3d,5c0fb200# 48062: terrace_k_1_ep1.p3d,5c0d6b00# 48061: terrace_k_1_ep1.p3d,5c0d7900# 48049: house 21:29:23 Error in expression <", "_input8", "_input9"]; _inputArray =+ _inputArray; if !(_filterFnc isEqualT> 21:29:23 Error position: <+ _inputArray; if !(_filterFnc isEqualT> 21:29:23 Error +: Type Bool, expected Number,Array,Not a Number 21:29:23 File x\alive\addons\x_lib\functions\misc\fnc_sortBy.sqf, line 49
Probably something I am doing wrong. Can anyone help me out?
Thanks @SpyderBlack723 !
EDIT: I just noticed that Spyder stated above what I was confirming below. Sorry!
I'll play with these over the next couple of days an follow up on how it went.
To make sure I understand -- * ALiVE_fnc_getAverageClusterHostilityBySide is for getting global hostility by side, and * ALiVE_fnc_getNearestClusterHostilityBySide is for getting hostility for the nearest civ cluster?
Possible Compromise
I'll add that if it makes it a lot easier, I'm fine with:
I'm guessing that would be far more do-able, I just don't know how. Thanks again to anyone who can offer some guidance.