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Last active 3 years ago
@SpyderBlack723 You have to define ALL of the groups, modified or not. Basically, just make the changes you want, then use the Full Faction export option. Then rip out everything in that file except what is in between
class CfgGroups { ... };And toss that in your description.ext (or a file it calls).
Thank you for all the help! =)
Ah i see, I'm gonna send some feedback their way then. Thank you for the reply and for already fixing the "issue"!
a side question, when i specify groups in the description file, will those groups add themselves / override the vanilla group pool, or do I have to include all groups that I did not modify as well if I want them to spawn?
I simply want to change the tank/apc groups of 2 factions to include only one vehicle, instead of 3 and figured this is the way to go?
Seems to be easy enough in theory. I loaded the takistani army from CUP, found the groups and removed the other squad members, hit export and copied it into my description.ext file. so far so good right?
Now when I do the same with "rhs_faction_usarmy_d" they don't have any entries under the regular white categories but instead in custom named ones colored red by ORBAT. I guess the addon creator is to blame for messing something up but seeing as the faction actually work in the regular Alive modules would there be another way of simply reducing the squad size/override of the desired groups? or does it work if I edit the ones in red? (it says not compatible with alive so i guess not)
Thank you for the quick reply, works fine now!
If you don't mind I have a follow up question, this is from the wiki:
"CQB detects the dominant AI faction in the area (ignoring players) and spawns the appropriate units accordingly."
Does this mean that If a group consisting of only players enter a small town and kill everyone the CQB module will still spawn bad guys? (since there would be no dominant faction if we don't count players)
if so, is there a way to make it count players as well?
Hello,
I have gotten my map up and running but during my initial play tests I noticed that I get the following error while in game. (MP game loaded from editor)
0:57:47 Error in expression < }; [[_logic, "spawnGroup", [_house,_faction]],"ALiVE_fnc_CQB",_host,false] > 10:57:47 Error position: <_faction]],"ALiVE_fnc_CQB",_host,false] > 10:57:47 Error Undefined variable in expression: _faction 10:57:47 File x\alive\addons\mil_cqb\fnc_CQB.sqf, line 1220
the rpt log is flooded by this and the FPS takes a significant hit while this is getting spammed. I am using 2 modded factions (RHS and CUP) and besides this everything seems to work fine.
I have the CQB module synced to a milobj(civ) module and it seems like it starts whenever I get close to the civilian objectives. these are my module settings:
Here is the full rpt: https://www.dropbox.com/s/w5avvr33xao9p1b/arma3_2016-11-08_10-17-09.rpt?dl=0
Tell me what I am doing wrong or if you need more info =)
I tried this recently and as you guessed it only works with real units. It is easy to manually detect the virtual ones as you figured out but there does not seem to be any way of feeding that info to the sector module.
I ended up using a regular area marker and the "GetDominantFaction" command together with triggers to change its color, and update the tasks.
However I think it might be possible to get it working if you use triggers to detect virtual units (or use dominantFaction) and then spawn a soldier of the correct faction into the zone, dont give alive control of the unit and maybe use disable ai and setcaptive to be safe. Remove the unit if there are no virtual units present, since that means no units are in the area, or the player is close and the units are "real".
Kinda feels like an ugly hack job but whatever works, Hope it helps and I will post the script if I take the time to make it during the weekend (and if it works) :)
I got help from crewt on the official forums and to disable the AI on the dynamically spawned units you could paste this into your init:
[{{Driver _x setvariable ["NOAI",true];} foreach (vehicles select {_x isKindOf 'air'});}, 1, []] call CBA_fnc_addPerFrameHandler;
I have not had the time to test it yet but hopefully it works =)
I was planning on using vcom, but im not sure anymore. Were these tests done with vcom disabled on air units?
cheers! Managed to find the function and it seems like it will fit perfectly.
Is there any documentation of all the ALiVE_fnc_X methods anywhere? apart from the in game function viewer?
Apparently it was harder than I first thought =P Alive have some nice snippets on the wiki for detecting the virtual AI but I cant find a way to alter the Sectors by script.
So Instead I thought that I could use a regular marker and simply change it's color, is it possible to get the position, "owner" and possibly size (as in medium, small, tiny, etc) of all the MilObj and CivObj created? or is this info that is unavailable for scripts?
Didn't find anything regarding this among the snippets, is there another place to look?