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Last active 9 months ago
Hey spyder and thanks for shoving me in the right direction.
I guess you meant this when you mentioned the "listen" operation?
case "listen": { private["_listenerID"]; _listenerID = [ALIVE_eventLog, "addListener",[_logic, ["LOGISTICS_INSERTION","LOGISTICS_DESTINATION","PROFILE_KILLED","AGENT_KILLED","OPCOM_RECON","OPCOM_CAPTURE","OPCOM_DEFEND","OPCOM_RESERVE","OPCOM_TERRORIZE"]]] call ALIVE_fnc_eventLog; [_logic,"listenerID",_listenerID] call ALIVE_fnc_hashSet; };
Now that is just the stuff I never seem to be able to wrap my head around.
Ok, so how much wrong I get this when I say that the OPCOM markers are the one's that switch state between neutral/captured/occupied and those are the ones that I should monitor (or in this case "listen")? Or is it actually the military placement modules that I should be "listening" and the markers are just there to relay the changing status information?
Is everything that is inside the fnc_militaryIntel.sqf file actual code or.. if I want to use that case "listen" somehow do I need to change _listenerID, _logic and "listener" to something actual (like variable names) I have placed in the editor?
I guess I should start with a plain SQF-file, give it a name such as "listen.sqf" and paste that code block in it and then call the SQF-file with []exec listen.sqf from somewhere or?
Hello there!
Can the objective capture status (captured & occupied) be somehow parsed and then be used for triggering events?
So for example when the ALiVE virtualized (or spawned) units "occupy" an objective I'd like to use that moment when the "Occupied" text appears over the objective to trigger an event of my choice.
I've put ALIVE_fnc_getNearProfiles to good use for the purpose of triggering events but "capturing" and "occupying" an objective takes n-amount of time and it's slightly difficult to set the trigger timer to match the actual time when an objective will turn to "Occupied" state.
Hi there ALiVE community!
I tried to do some searching beforehand but finding decent keyword combos is easier said than done :)
Personally I'd see it only as good addition since with Zeus having the ability to move around freely, the player playing as Zeus is constantly spawning units on the map and then again de-spawning those units when leaving the set spawn radius and this can't be too good for the (multiplayer) server performance.
Of course it is possible to create camera and editing area restrictions but that takes some tedious work at least for large scale scenarios.
Also another difficult issue comes when designing scenarios where all the players are on the same faction/side and you'd want to restrict Zeus from being the all-seeing eye for everyone.. but you really can't.
Ok, it is possible to make Zeus faction sided but this still doesn't restrict Zeus from spawning virtualized units (after which Zeus can just track every enemy troop movement in everywhere on the map).
IMHO adding an option where the mission makers could select how ALiVE virtual AI system reacts to curator players would solve the aforementioned problems and maybe some other too at the same time.
But is anything suggested here achievable with somewhat ease??
Thank you for the additional information Spyder. I'll somehow try to go around this 'limitation' in the mission itself I'm currently designing.
Zeus-like ALiVE editor huh? Certainly would be nice to see something like that come to fruition but... yeah, I guess there's other things in life to mind about too :)
ALiVE is anyway already a good frame for lots of things! *cheers*
Damn and damn. There went the grand thought out of the window of Zeus acting as high command for a given faction delivering reinforcements and creating missions for the players and all this by simply using the command interface.
I guess making the interface available to Zeus is not high in priority?
Is it not possible to use the commanders tablet if you are playing as Zeus (and have its interface opened)?
Somehow I just don't seem to be able open the command menu no matter if I add this addItem "ALiVE_Tablet" either in the init field of the Zeus module or Zeus (BLUFOR) "unit".
@Tupolov something the like?
Though I'd certainly like to see the case put to use with the default interface. Would probably make it available sooner than having to wait for a specialized UI.
But the most important question to me is what are the next steps if there is any? Those two models are ready to be shared.
I have prepared a map case that could possibly be used in lieu of the original commanders tablet for more "traditional warfare" scenarios.
Couple of things:
I have the .psd version readily available should this spark any interest?
Well I'll be damn Tupolov! I'll certainly take a look if I could come up with something WW2-themed :)
Thanks for sharing the template!
Hello there dear ALiVE community, long time no see :)
I'm fiddling about creating a WW2 scenario for Iron Front and would certainly be using ALiVE for that large scale feeling that any WW2 scenario naturally needs!
But has anyone seen a WW2 version of that Spyderblack's commander tablet? Can one be quickly made by me or by someone else...or maybe one does already exist??
I think even changing that modern style frame to something closer to 1940's would go a long way for getting that authentic feeling of the time.
Any thoughts/hints on the matter at hand?