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Last active 6 years ago
UPDATE: It seems running the code: [getPos player, [side player], -20] call ALIVE_fnc_updateSectorHostility; doesn't do anything to the hostility? I've been debugging the Hostility using the Asymm OPCOM, and it seems when I run the code in a sector, nothing happens. The hostility eventually changes from -100 to 10 or 20 after the player stands in the area for long enough, but running the actual code seems to not change anything.
I ran the code in the debug console, using the server execution (I tried all executions just in case, though) and no dice. Only thing that was changing the hostility was player presence. I also tried to exchange "player" for a variable name of a unit, which also did not work. :(
Would it be possible to allow the Military AI Commander module for a faction to be placed at a random location whenever the game begins? This would mix up the base of the insurgency for my mission and (since I created it) I know the ins-and-outs of who spawns where, what objectives who goes after first, etc. Doing this would add replayability and just an aura of mystery where I'd actually have to pull recon to figure out the situation!
Hey, I'm creating a script using triggers that will lower civilian hostility whenever a Medical truck is drove into town, adding an action to Unload the truck that will shoot off the script and lower the hostility. My only question is, what would be a reasonable rate to lower the hostility? How much actually makes a difference? What are the thresholds?
Is there a way to blacklist an area using a marker that will keep the OPCOM from assigning the player tasks in said area? The OPCOM frequently assigns combat rescue and hostage missions, but the hostages/rescuee are always literally right next to our main base.
Is there a way to allow non-virtualized, editor placed units under the player's command (not in group, using High Command) to capture ALiVE objectives?
How does one identify the OPCOM name? I tried renaming my military commander module to "OPCOM_Blu" in the editor, and using the following code in a trigger:
[OPCOM_Blu,"addObjective", [str random 10000, getPos K4A, 100, "CIV", 100] ] call ALiVE_fnc_OPCOM;
I only want the objective being placed for my BLUFOR units, the code before worked fine in the trigger I just don't want every OPCOM instance to recieve that objective, only BLUFOR.
UPDATE: Got it working by unnaming mil commander module and using "OPCOM_1" instead of "OPCOM_Blu" in code. Thanks for the help, Spyder!
Getting this error when activating the trigger,
'...e") then { nil } else { _value }, _hash |#|select 3] call (uiNamespace getVariable ...' Error Generic error in expression File /x/alive/addons/x_lib/functions/data/fnc_hashSet.sqf [ALiVE_fnc_hashSet], line 1824
Any ideas?
You're a saint. Thank you!
How would I modify this code to ID each objective created to something unique/different, so I can add multiple objectives?
if (triggerActivated obj) then {{[_x,"addObjective", ["OPCOM_custom_1", getPos K4A, 100, "CIV", 100] ] call ALiVE_fnc_OPCOM; } foreach OPCOM_INSTANCES};
Okay, so I've found the classnames and set up a trigger where if groups from my platoon detect an installation, they'll radio it in. Now is there a way to set the rattan tables/refridgerators/whiteboards/water coolers as destroyable?