Last active 8 weeks ago
@SpyderBlack723 Sorry to raise up a long dead post but this seems relevant to what I'm looking to try and accomplish. I assumed it would be best practice to not start a new post to consolidate the info. If I could trouble you for some advice, I'm working on a scenerio I'm building would involve the players digging themselves into camps as their base locations, I've made some custom tents with inventory that work fantastically but I found that anything I do using ACEX's fortifications or ace Entrenching does not save. So I was hoping that perhaps if I could understand the code above I could hook onto their listenable events with an event handler to save these into my data base. An example of their listenable events ] here . I was looking at the ALIVE_fnc_logistics on the github but I'm afraid I'm just not sure I fully understand. does this look like it would be possible to save the object to the database and then remove it using this code?
Awesome! Things take time I hope that lots of people will find that as useful as I do. The response is great!
Thanks Marcel I'll take a look.
Marcel, thanks for the information, I'll take a look into that file and see if I can't find a way to make that work for me. I'm not sure how to go about making a request on the Github as I've never done that before. usually I just use it to try and understand things better.
Hey guys, I've written a logistics system for the group I play with and I have been trying to find a way to tap into the ALiVE custom compositions. something to the effect of an event handler for if say a weapons depot, recruitment HQ or other ALiVE composition is disabled this will fire off and depending on which type is disabled attribute _X number of points to the team for having completed that objective. I feel there is likely a listenable event for this as when they're disable there is a pop up saying who disabled it, what it was, and where it was but I've just not been able to find it in the repository. Any help would be appreciated thanks.
Fantastic, Thanks so much for the information guys.
I gathered after I finally got it working. Is there anyway to interact with the inventory of the vehicle for insertion? like a way to set an init for the vehicle that will spawn? Or perhaps eventually a feature that might be implemented as you can use an init on some of the other vehicle modules like CAS I believe. One of the drawbacks of using ACE on almost any mission I make is that all vehicles spawn with medkits and FAKs which don't let my players resupply on any critical equipment lost while in the field.
I usually place a unit down from the faction that I want, open it in config viewer find faction, copy and the past directly where I need it, I find it keeps me from mistyping anything while putting it into the modules.