Last active 8 months ago

  1. 10 months ago
    Wed Nov 29 00:20:21 2017
    C Citadel started the conversation Asym. Intel on trigger activation.

    Hey everyone. Got a question.

    I'm curious if there's a way to manually set off an "intelligence" event, the same as when you pick up a piece of intel from an EKIA. My hope is to set up a trigger and a situation so that when players do X, then intel is the result. Currently, I'm going to use it as a way to turn captured and ACE handcuffed prisoners into actionable intel if the prisoner is escorted all the way back to a pre-built detention center. I vaguely remember finding the code years ago, but I can't find it anymore, and I figure this could be a good thing to have on the forum for posterity if we find it again.

  2. 11 months ago
    Mon Nov 13 20:01:16 2017
    C Citadel posted in I lose the info.

    I think he's trying to say that he does all the normal steps to make a mission save data, but when he's done playing, he Server Saves and Exits, only to return later and his data is lost. I've actually seen the same thing, and it's why I've come out to the forums today.

  3. 2 years ago
    Sat Jul 9 22:02:24 2016
    C Citadel posted in Manually place Asym. Installation.

    Yeah, that does work, but its a shame I can't seem to get a manual placement to cooperate. Oh well. Thanks anyway Spyder! You guys keep up the awesome work!

  4. Thu Jul 7 21:25:40 2016
    C Citadel posted in Manually place Asym. Installation.

    There was another error on line 28. Fixed it.

        if !(([_objective, "HQ", []] call ALiVE_fnc_hashGet) isEqualTo []) exitWith};                   // nearest objective already has an installation


        if !(([_objective, "HQ", []] call ALiVE_fnc_hashGet) isEqualTo []) exitWith{};                   // nearest objective already has an installation

    Note the extra { I placed by the exitWith.

    Okay, now, with that running and giving us zero errors... huh. Doesn't seem to work. I don't know what I could be doing wrong, here. I'm running the code in the init.sqf, pointing at a building and doing exactly as it seems you're suggesting. Yes, the insurgency modules are placed, and I still get the other installations popping up if I leave it up to the ALiVE systems, so I know it's working right on that end, but... yeah, I can't get it to place down. Is there another method I could use? Am I just doing it wrong?

  5. Thu Jul 7 18:55:14 2016
    C Citadel posted in Manually place Asym. Installation.

    Hey Spyder. Tested it, and it throws back an error on init, saying line 4 needs an extra closing bracket.

    '...r) exitWith (_this remoteExecCall [QUOTE|#|(MAINCLASS),2]];
    private ["_opcom","_o...'
    Error Missing ]

    and points to line 4.

  6. Thu Jul 7 08:40:02 2016
    C Citadel posted in Manually place Asym. Installation.

    Thanks for your quick reply, but after tinkering around a bit, I can't quite make out how to utilize these calls. How should they be used?

  7. Wed Jul 6 15:51:31 2016
    C Citadel started the conversation Manually place Asym. Installation.

    I'm trying to create a training scenario where the players in my group can be introduced to ALiVE insurgencies in a controlled environment. One area I'm having trouble with, though, is making some installations pop up right where I want them. Is there any way I could manually force an installation (of any type or specific type, doesn't matter) place in-game and have the ALiVE intel point to it as we explore along?

  8. Wed Jul 6 15:47:46 2016
    C Citadel joined the forum.