H

highhead

Administrator

Last active 6 years ago

  1. 7 years ago
    Mon Mar 20 16:30:50 2017

    Hi Heroes!

    All is fine comrade, its nothing about you - the devs are just weird guys!

    I can confirm this issue, but I cannot say why its happening. I have been on A3 dev branch, then A3 RC and now LIVE with 1.68 and I have seen this error the first time when testing your mission with the many custom modules. So it may as well only happen since 1.68.

    While it is correct, that checking if ALiVE is loaded with ALiVE_fnc_isModuleAvailable isn't very sensible, I also get the error with ALiVE loaded, which actually makes no sense.

    My best guess is, that with 1.68 there are suddenly issues with initialising functions before the "game" has started (ergo 3DEN and intros). So it's nothing you did wrong at all, but I am not sure if we could fix that at all. The error would also be fixed, if the check would use a cfgPatches call to detect ALiVE instead of the ALiVE function.

    I am also not sure if this has ANY gameplay effect at all, as the function is then available! Feel free to ask, if this doesn't make any sense to you! I am all there for you, mate!

    HH

  2. Fri Mar 17 21:40:45 2017

    let me rephrase my comment in slack:

    w
    t
    f

    is po_factions_me

    19:25:02 Error in expression <re")) then {
    if (["ALiVE_require"] call ALiVE_fnc_isModuleAvailable) then {
    wai>
    19:25:02 Error position: <ALiVE_fnc_isModuleAvailable) then {
    wai>
    19:25:02 Error Undefined variable in expression: alive_fnc_ismoduleavailable
    19:25:02 File po_factions_me\staticData.sqf, line 3

    as soon as I install mods i get issues
    ah its project opfor
    ------------------

    i'd like to see what po_factions_me is doing but getting a derap error on extractpboing

    but its pretty obvious.... its trying to detect if ALiVE is available with an ALiVE function that would not be available if ALiVE isn't available...

    it's like telling somebody about his full eMail-box via eMail...

  3. Fri Mar 17 16:05:51 2017

    PS: you can get around the issue by switching resolution size from small to normal (or vice versa), then set the dropdown and switch back afterwards...

  4. Fri Mar 17 16:05:10 2017

    this issue gets my blood boiling...

  5. Mon Feb 27 17:41:05 2017

    thanks for replying spyder

  6. Mon Feb 27 17:10:06 2017

    ahh and another useful hint!

    You can use SEVERAL Civ placement modules if you want specific locations being selected. You can f.e. use one module where you filter for type "power" and another module where you filter for "comms" and another one where you filter for "fuel". Sync all three to the asymm commander and it will specifically target those installations!

  7. Mon Feb 27 17:03:28 2017

    BTW.: Great guys, that you are still doing so many missions using ALiVE! That's really great! Love ya guys!

  8. Mon Feb 27 17:00:27 2017

    Q: are factories, power stations, and fuel depots ignored if I do not sync the Insurgent AI Commander to a Mil Obj Module as well? I'd hate to be missing out on this feature if that's the case.

    --> power stations / fuel depots etc. are civilian installations and therefor provided by "Military Placement (civilian objectives)" module. You do not need to sync a Mil objectives module to it.

    Q: If the goal is to prevent Civilian damage to buildings....can the player "eliminate" the insurgent installations within a building by any other means than blowing it up?

    --> no sadly not (yet, as the building is used to identify the location). But I personally like the idea, if it is not too much of an hazzle I could maybe change that somehow. This would also fix the issue of some buildings just not being destroyable, even though i am filtering out those.

    Q: does this mean that if I sync that AI OPCOM to the Objective module...and the insurgents attack a friendly military installation..that the Asymmetric commander automatically generates a weapons cache after an assault simulating an influx of stolen arms? How does this work?

    --> Indirectly yes: Assaults are only done if the hostility level is very high and the amount of available troops is high enough to outnumber the opponents. Caches, roadblocks, recruitment HQs are only set up if the hostility level is very low. So what happens is, that if the assault goes well, the hostility level is reduced and then depots, roadblocks, HQs etc. can eventually been set up. If "Place Supplies" is also selected on the specific placement module there could as well be weapons caches placed at those objectives. Insurgents will also mount static weapons and armed vehicles when garrisonning a taken objective but currently the outfitting does not change by objectives taken (I also like that idea though).

    I do not get what you mean about the feature you are missing out, stated in the last setence, also the link is dead?

    Q: the wiki says the insurgents will destroy civilian infrastructure to destabilize the situation. I've never seen them destroy anything.

    --> If Insurgents move to a town to sabotage something, they will not do that themselves but they will tell an ambient civilian to move to the specific building silently, who then places the bombs. If you switch on debug of the ambient civilian modules on, you will see that there is an ALiVE_fnc_cc_sabotage action placed on a civilian within a "sabotage" objective. It looks quite cool, because the civi will move to the objective and really place physical bombs there :)

    about insurgents stealing stuff: Could be related to an AI mod like ASR or VCOM? no clue actually. I do not have any looting system implemented.

    hope this answers some of your questions comrades

  9. Wed Feb 1 19:55:55 2017

    just pushed to master

  10. Wed Feb 1 19:55:29 2017

    ["generated","autogenerated"] call ALiVE_fnc_TaskDisable in init sqf

    easy enough for you guys? :)

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