Last active 2 days ago
This is now live.
It doesn't look like endGame is triggered on a dedicated server when you use
SERVER SAVE AND EXIT (Admin Only).
Anyway, I've hacked into the ALiVE pause interface and added a callback to save UCM too when the SAVE button is clicked, so that I don't need a callback. Also, I've made it clear in the menu that UCM is supported:
This is the best I could do to integrate saves. Hope it's ok with @Tupolov and @Friznit. If it's an issue WHATSOEVER, please let me know and I'll remove the textual reference, no issues. I'll have to keep the save callback to make it work with ALiVE though...
Code is here .
Can I ask if there is a callback when ALiVE saves data? I was using endMission but you have disabled it when running on dedicated servers:
So I don't know what to listen to...
I can give it a try but I'll need clear indications on which functions to use and how.
To be specific:
- how to ensure that virtual entities move to the area. I've already added the objective to the opcom, but i don't see anyone moving. Without this, I can't try anything.
- how to trigger a custom code when virtual entities are in the area. In the callback I'd need to know how many they are, what kind, etc. (this one is probably the one in the code snippets)
- how to kill some virtual entities.
or alternatively to these three, which would be much quicker:
- how to spawn virtual entities if they are in an area (my original question). It look I could use a custom version of fn_profileDespawner.sqf
If I can get some support on this I can give it a try. :)
This is a good idea, but what if mission makers add defense AI in the area too?
BTW this can be added with all of the API of the UCM :)
How would you go in setting triggers?
That's really not up to me to say. The only thing I can think of is if the ALiVE virtual system were to start to consider spawned units too. I can't profile those because I don't want any OPCOM to move them. Also, because all of UCM is based on knowing the positions of its units (maybe this is easy to do)?
I'm available for a discussion though, maybe there are other ways.
UCM is now integrated with ALiVE, with some caveats. Here are the details of it.
The Construction Area is automatically added as a Custom Objective to the hostile OPCOMs. This objective is also moved when the construction moves.
The workers are not profiled by ALiVE Virtual_AI_System, and therefore they will not be attacked by profiled enemies when they are virtualized. This substantially means that at least one player needs to be next to the workers, which will cause ALiVE profiled enemies to be spawned on the map and hence attack the workers.
Whan ALiVE saves its data, it will trigger an endMission. UCM listens for that event and automatically uses its Persistent Module to save its data. Therefore, if you want UCM data to be also saved when you save ALiVE, the only thing you have to do is to drop the UCM Persistent Module in your mission.
Note that UCM data will be saved locally, regardless of the ALiVE Data setting.
Will be releasing after proper alpha testing. Code here .