SCAR

Member

Last active 6 years ago

  1. 6 years ago
    Tue Sep 26 18:07:26 2017
    SCAR posted in ALiVE and UCM.

    Ok thank you. I'll wait for him then.

  2. Tue Sep 26 17:49:27 2017
    SCAR posted in ALiVE and UCM.

    Thank you @Friznit.

    Hopefully last questions.

    When is a good time to save the state of my module? Is there a callback for when ALiVE saves the state of the mission, so that I can hook to that? (not talking about player statistics)

    Don't store data as game objects, needs to be either STRING, BOOL, NUMBER, ARRAY, CBA HASH

    How can I persist AI that I SPAWN? Do I need to manually save their loadouts/position/etc and respawn them on mission init? Can't I use ALiVE for this? I'd assume it's a solved problem already.

  3. Tue Sep 26 12:43:48 2017
    SCAR posted in ALiVE and UCM.

    Ok, setData it is.

    Workers are enemy forces, I want them to be attacked by OPCOM. Work will stop if workers are all dead.

    Right now I'm only adding the construction area as an objective to OPCOM. Is there something else that I need to do? I don't want ALiVE to "virtualize" the workers, but I'd like the workers to be seen also by profiled enemy forces. Can I do that with ALiVE_fnc_createProfilesFromUnitsRuntime?

  4. Tue Sep 26 09:20:06 2017
    SCAR posted in ALiVE and UCM.

    @JD_Wang thank you for your support ^^_ To answer your questions: I just preferred the parachute to differentiate from workers being delivered. Also, I could not use the slingload because that only works on specific objects, and I wanted the developers to be free to choose any material they'd like. To avoid cluttering an ALiVE forum, what about using the UCM thread on BI instead? I'd be happy to answer your questions.

    @Tupolov thank you for your help. I'd be happy to use your "internal" way, I just don't know what that is. :)
    Right now I'm thinking to just use CBA_fnc_serializeNamespace and the related CBA_fnc_deserializeNamespace and save that with ALiVE_fnc_setData, seems pretty straightforward.

    Only one question on profiles. I only spawn the workers, and those must not be controlled by ALiVE. What I want to ensure is that they are SEEN by ALiVE, so that they are targeted by opposing forces. To my understanding I DO NOT need to profile them, is this correct?

  5. Mon Sep 25 14:13:41 2017
    SCAR posted in ALiVE and UCM.

    FYI I've started to work on the ALiVE integration in a dedicated branch. This is the main integration right now, responsible to add a custom objective when the construction area is moved:
    https://github.com/ostinelli/SCAR_UCM/blob/alive/functions/fn_aliveOnConstructionAreaMoved.sqf

    Good news is that I can now see the added objective in the map. I don't see any movement towards it though, is this ok?

  6. Mon Sep 25 11:55:51 2017
    SCAR posted in ALiVE and UCM.

    Thank you @Tupolov!

    To clarify, I'd like to keep this module separate because I've had some requests coming in from non-ALiVE mission makers, and from EXILE users. It is good to know though that you'd consider this option ^^_ Thank you.

    My current idea is to create a seamless integration with ALiVE, so that if ALiVE modules are placed in the editor, UCM will know what to do. Does this sound good to you? I am very interested in making this module 100% ALiVE compliant, it has actually been my first objective since day 1 (we are building persistent missions with ALiVE with our clan, 2RGT ).

    Regarding 1.a. maybe I did not explain myself well. I am already dynamically spawning units, see here .

    What I'd like to know is what do I need to do to ensure that the spawned units are taken into account by ALiVE so that they get targeted. Is this what the code here above can be used for? I don't see where I can pass in my spawned _unit, maybe that's what is confusing me.

    1.b: Yes that's the code that I've previously used and didn't seem to sort any effect, but maybe I didn't give it enough time or there were issues with 1.a? see next post.

    2. Yes I basically need to store a general module state. I've attached all of the important variables to the logic module (with setVariable ) because that allows me to have multiple construction areas in a single mission (multiple logic modules). So not only a pipeline, but a railways construction, and such :)

    Hence do you mean that I need to loop all of the variables saved on a module, create a CBA HASH and then save the hash to ALiVE with ALiVE_fnc_setData?

    All the variable names are already unique, though they are namespaced to the module and that allows me to have multiple construction areas on a map. I'll need to see how to make them unique globally in this case.

    3. I just want to ensure that, if ALiVE is used (in this case, if the UCM ALiVE module has been sync'ed), then the server will wait for ALiVE to be properly initialized before proceeding and telling clients to go. I guess this will come out of the box once 2. is done.

    Thank you in advance for your help.

  7. Mon Sep 25 06:16:41 2017
    SCAR posted in ALiVE and UCM.

    Oh ok. Will see if I get some pointers (hopefully on ACE too) and then will proceed.

  8. Mon Sep 25 00:14:34 2017
    SCAR posted in ALiVE and UCM.

    @HeroesandvillainsOS I could adapt the mod to use ACE if present, and fallback to vanilla interactions if not. It would require some work as ACE interactions are more flexible than vanilla ones. Plus, there's no such thing as loading a cargo on a vehicle so I'd have to code that too (doesn't sound too big of a task but I'd still have to do it). I'd still need CBA_A3 for events though, which is an ALiVE dependency anyways so I guess that wouldn't be an issue. I am not sure on what you mean with "formal integration"... Probably something I am not aware of :) Would you mind expanding?

  9. Sun Sep 24 21:49:46 2017
    SCAR posted in ALiVE and UCM.

    Pipelines in Takistan, Rail tracks in Tanoa, Electrical lines in Altis... it's all up to developers' imagination.

    Thank you JD :)

  10. Sun Sep 24 21:41:10 2017
    SCAR started the conversation ALiVE and UCM.

    Hi all,
    First of all - thank you for ALiVE and all the great work.

    I am a big fan of milsim, and obviously ALiVE greatly contributes to the overall feeling of being deployed and not just taking part to a single mission. Having a lot of small tasks such as the ones that ALiVE gives you it's really great.

    However I do miss a purpose for staying in specific maps, especially for persistent servers. Why are we, as military, here in this area of the world? Hence I've just released tonight the [UCM] Utilities Construction Mod . With it, having (for instance) a pipeline to build qualifies the presence and gives specific time limits for a faction to be in an area, thus (at least to me) greatly contributing to milsim.

    Now I would like to integrate it 100% with ALiVE, hence why I'm writing in this forum to gather some help; hopefully some kind soul can point me in the right direction.

    1. Objectives. A construction is always in progress, hence it moves constantly. I'd like to make ALiVE attack the construction area, and for that I think I should do 2 things:

    - The workers are spawned units, so I need to ensure that they are profiled. To this effect, I was thinking of using [] call ALiVE_fnc_createProfilesFromUnitsRuntime; however I keep seeing random errors and am not sure what I'm doing wrong. If this were to be the correct approach, I can report back with more details.

    - Add the construction area as a custom objective, with [_opcom, "addObjective", _objectiveParams] call ALiVE_fnc_OPCOM;. When the construction area moves, I would remove it and add another one in the new position (UCM already has the event to do this, called UCM_ConstructionAreaMoved - more details on github ). However, this does not seem to sort any kind of effects and am unsure on how to proceed.

    2. Persistency. I've spent a great deal of time ensuring that all of the progress variables are stored in a logic module. Once the module is initialized, it takes these variables to compute everything related to the construction. Is this enough to be working with ALiVE persistency?

    3. Initialization. Do I need to have the server wait for ALiVE initialization, or is this done by ALiVE already?

    Thank you for reading all of this.

    Best,
    _SCAR

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