Member
Last active 9 years ago
I've had a script working for some time, in my initServer.sqf I simply called a BIS_Fnc_Loop to add a loop named "mhqUpdate" which checks if various vehicles are alive, and if they are do a setMarkerPos on the corresponding marker for that group, if they're not alive, move the marker to the faction spawn marker (all named under the ALiVE multi-spawn naming conventions).
This allowed me to in essence create a different MHQ for each group I place in the editor for the mission.
Recently, though, it's stopped working. I'm not quite sure why, I had done an update on the missio. That didn't change any code regarding the markers for spawn points or the loop script, I trird reverting back to the prior changed and still no go.
I can see the markers are still being updated by the loop, and watch as they follow the MHQ around the map, but MultiSpawn always spawns me back at the original spot the marker was in, regardless of where the group re spawn markers currently are.
I'm not sure why it was working earlier then stopped. Is there anything that would make the MultiSpawn module not recognize the markers after they've moved from their original position?
Currently I've just disabled MultiSpawn and I'm using a setPos on the players to move them to the markers in onPlayerRespawn.sqf but I'd like to be able to use MultiSpawn in the future should it become more robust and allow fallback through more modes (IE spawn on squad with enemy check, if squad is not alive, spawn on squad MHQ [group respawn marker moved my MHQ script], if no marker available spawn on faction marker, respawn_west, etc).
I've just started noticing this issue in one of my missions. I placed one of the RHS armed M1025 HMMWVs and an AI gunner pops in shortly after mission init.
I tried blacklisting the placement modules to an area around the HMMWVS but it still seems to spawn an AI gunner in the empty vehicle.
This is with RHS:E and CSE running along with ALiVE. No custom placement modules just Mil. and Civ. Military Placement Modules.
I've had missions take nearly 30 minutes to fully initialize. I found the CQB modules and civilian placement modules add extreme amounts of load time. I read that some of it comes from the algorithm that the models use to find placement coordinates on the map for the AI. Not sure if these high load times are to be expected or they're anomalous though.
I'd like to know if this is possible as well. IE instead of having to "activate" the actions through the ALiVE menu, you just have them as soon as you load into the mission.
I don't know if this is useful, but do you have more than one placement module referencing a single blacklist marker?
I had noticed that as the map initializes it seems to delete the markers when the placement modules read them. I was having problems when it would reference a blacklist marker to two modules, so I started making identical markers on top of each other for each placement module to reference and it seemed to stop the units from spawning outside where I wanted them to.
It's just conjecture on my part, but it seems like the placement modules end up deleting the marker as they init before the next placement module has a chance to read it, so the next module that tries to reference the same marker ends up being "open" as if it was utilized with no TAOR or blacklist markers at all.
This is just a question on the artillery module using placed editor units that are synced to the module.
I've tried placing 3 units, grouping them, then syncing the leader to the module and setting the variables in the leader units init line, setting the variables in all the units init lines, syncing all the units in a group, syncing them as separate units with the same callsign set in the init lines,maybe a couple other methods I can't recall at the moment.
Anyway, what I'd like to do is have a battery that reacts the same way a module-created battery does, but be able to place the units at specific points in the editor and doStop this; the units so they don't drive into "formation" and out of the position they start in. While I've gotten them to go where I want, the group I have synced with the module will not fire as a battery. Only the leader unit fires. The only other thing I can do is separate them into three. Separate individual units, but then they don't Fire the number of rounds selected in the support tablet when I select it (for instance a single unit will fire 1 round if I select 3) and I'd rather not have three separate batteries you must control individually.
Can anyone provide any information on what I might have to do to get the subordinates of the group leader of the placed/synced units to fire in battery with their commander?
Hello,
I've been developing ALiVE-based missions for my unit for a little while, for the most part I've worked through any bugs I've encountered, this one is perplexing me though.
I use RHS: Escalation, TFAR and CSE along with ALiVE for our missions. Player C2ISTAR has been working pretty well, but I've noticed on the "Troop Insertion" missions it generates that it will not use the RHS USF units I placed in the faction box. It spawns vanilla infantry units. On other types of tasks it seems to work correctly.
I'm wondering if this is a known issue, or if it has something to do with my mission.
Thanks for any insight anyone can provide.
Also I'd like to say this is an astounding mod and in my opinion it's what ArnA 3 should have been out of the gate.