T

TheeYetti

Member

Last active 8 weeks ago

  1. 8 weeks ago
    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. last year
    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.

    EDIT:

    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"

    Optional:

    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"

    //Optional:

    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", "TRANSPORT"];
    ["CS_TYPE", "_CAS"];
    ["CS_TYPE", "HYBRID"];
    ["CS_TYPE", "_HYBRID"];
    ["CS_TYPE", "_1"];
    ["CS_TYPE", "1"];
    etc.

    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.