Last active last year

  1. last year
    Sat Feb 23 16:16:43 2019

    First, sorry for being a necromancer.

    If I followed this thread correctly, the final product would look like this?

    if (isServer) then {
        [] spawn {
    waitUntil {!(isNil "ALIVE_REQUIRE_INITIALISED")};
            while {true} do {
                    private _opcom = _x;
                    private _opcomSide = [_opcom, "side"] call ALIVE_fnc_hashGet;
                    if (_opcomSide == "WEST") then {
                        private _allObjectivesReserved = true;
                            private _objective = _x;
                            private _objectiveState = [_objective, "tacom_state", "none"] call ALIVE_fnc_hashGet;
                            if (_objectiveState != "reserve") exitWith {
                                _allObjectivesReserved = false;
                        } forEach ([_opcom, "objectives"] call ALIVE_fnc_hashGet);
                        if (_allObjectivesReserved) then {
                            "end1" call BIS_fnc_endMissionServer;
                } forEach OPCOM_INSTANCES;
                sleep 60;
  2. Sat Feb 23 16:05:05 2019
    T TheeYetti posted in Capture Markers.

    AngusDLX, this is exactly what I've been looking for! Any chance you would be willing to share this test mission? I'm currently making a small mission for friends on PKL and we're often confused as to who has what.

  3. 3 years ago
    Fri Sep 15 02:02:09 2017

    I don't mean to necro, but I just had a simliar problem. global wraith is right, but i can see why Onearmy was confused by this. It looks ridiculous because when i use "getPosATL player" it returns my Z value as 60+. Yet, when I set the height of a helo spawn in the 3d editor (and then add the init lines as he described above) at that height they explode before I load in. However, when I manually set their Z value to 23.5-24.2 (actually, I had to play a little bit outside of this range also) the helos spawned on the deck!

  4. Wed Sep 6 13:27:11 2017
    T TheeYetti posted in Combat Support + Player Mutlispawn.

    Thanks for the warm welcome! I enjoy creating content, and ALiVE was what I had always wished for back when I played OA. I actually had a friend and fellow unit member create a series of arrays with different troop variations and consistencies that could be called for from a marker back then. It made mission design that much better and with that much higher degree of randomization (and therefore replayability.) I was blown away at our capability of making our own content with that little set up, so you could understand how I am ecstatic to have come back to A3 and have stumbled across ALiVE!

    Highhead, that's exactly what I was thinking. The CAS module spawns the vehicle in after the scenario loads, so I had initially looked into finding a way to edit the init line of the chopper that it will spawn in. However, I then found the route that I described above to be simpler (for me.) Either way, you were right. The commented out sections of the init line were causing the error. I didn't know that "//" comments weren't allowed in the init line.

    As far as using the insertion feature on the multispawn module; I can only explain myself as wanting to do things the hard way. I have a been accused of enjoying splitting hairs more than once. It is a small difference, I know, but the added ambiance, risk of losing the asset, and all those small things compound into a noticeable feature for me when I am playing someone else's missions. I am doubtless that I am a minority in that sense.

    Friznit, I hadn't thought to use the BIS respawn. I'm going to try this as well and report back.

    Thanks again for your help guys.


    Friznit, this worked!

    For anyone reading this in the future I learned two things.

    1) Military logistics somehow confused my CS sync'd vehicles and they would just sit there without anyone taking control of them. I tried deleting and replacing one module at a time until I pinpointed the trouble spot and this was it. I copy & pasted the mission to a fresh EDEN file and then just added the ML module and everything worked.

    2) Also, it's not a problem for me (more of a feature) but if the CS vehicle with the respawn module sync'd to it is destroyed, the respawn point is lost (even if the vehicle respawns.)

  5. Mon Sep 4 13:58:39 2017
    T TheeYetti started the conversation Combat Support + Player Mutlispawn.

    Hi guys, I'm new here, but I want you to know that I followed etiquette, and did plenty of searching through both the alivemod.com forums and the associated wiki before making a new thread!

    Getting on with it...

    I want to have an MHQ that is a CAS (transport) vehicle. This way I can have the MHQ orbit the AO. For me, this is much different than the "insertion" setting on the multispawn module.

    Foolishy, I assumed that I could simply sync the multispawn module to the CAS (transport) module and bada-bing-bada-bang. When that didn't work, I came across this piece of script in the wiki:

    this setvariable ["CS_TYPE","CAS"]; //Type can be "TRANSPORT" or "CAS" or "HYBRID"


    this setvariable ["CS_CALLSIGN","Your Callsign"]; //Callsign of the unit
    this setvariable ["CS_HEIGHT",_height]; //Altitude of the landing site
    this setvariable ["CS_CODE","persistent _code as 'string';"] //custom init line code
    this setVariable ["CS_SLINGLOADING", false]; //disables sling loading on transport helis
    this setVariable ["CS_CONTAINERS",0]; //number of crates to spawn around a transport heli (0 to disable)

    Supposedly, this script can be used in the init line of a vehicle so that it can then be synced to the CS module for access to those features. I could then sync said vehicle to the multispawn module. This solution would be adequate; however, i get a script error from the editor when I use this code:

    this setvariable ["CS_TYPE","TRANSPORT"]; //Type can be "TRANSPORT" or "CAS" or "HYBRID"


    this setvariable ["CS_CALLSIGN","RODEO ONE"]; //Callsign of the unit
    this setvariable ["CS_HEIGHT",_20]; //Altitude of the landing site
    //this setvariable ["CS_CODE","persistent _code as 'string';"] //custom init line code
    this setVariable ["CS_SLINGLOADING", false]; //disables sling loading on transport helis
    this setVariable ["CS_CONTAINERS",0]; //number of crates to spawn around a transport heli (0 to disable)

    call{this setvariable ["CS_TYPE","TRANSPORT"]; |#| //Type can be "TRANSPORT" or "CAS" or "HYBRID"
    error invalid number in expression

    I am not a scripter by any means. I have enough knowledge to dissect someone else's work and can sometimes make frankenscritps. I have tried as many reasonable variations as I can think of.
    ["CS_TYPE", "_TRANSPORT"];
    ["CS_TYPE", "CAS"];
    ["CS_TYPE", "_CAS"];
    ["CS_TYPE", "HYBRID"];
    ["CS_TYPE", "_HYBRID"];
    ["CS_TYPE", "_1"];
    ["CS_TYPE", "1"];

    To make matters more complicated I am using a helicopter from RHS, but I don't see any specific errors related to that.

    Could anyone shed some light on this? Either getting the multispawn module to cooperate with a CAS module, or by helping me with this init script so that I can work around it. Also, I'm open to out-of-the-box suggestions. Any help would be appreciated!

  6. Mon Sep 4 13:32:08 2017
    T TheeYetti joined the forum.