DaVidoSS

Member

Last active 8 years ago

  1. 9 years ago
    Sat Apr 2 10:52:01 2016
    DaVidoSS started the conversation Bad object type as installation.

    For Insurgents Installations (IED factory , Requirement HQ, Weapon Depot ) are being selected objects like street lamps , barrels and fireplaces . Is there any way to blacklist such objects? When i blew up the nearest building the objective stays active. Need to blew up the lamp for make the objective disappear from the installation markers.. The real problem appear, when the objects is as fireplace or barrel which cant be destroyed. Please help me on this

  2. Fri Apr 1 22:14:53 2016
    DaVidoSS posted in Respawning.

    tf_no_auto_long_range_radio = true;
    this is radio_settings.hpp line.
    File is located in \Arma 3\userconfig\task_force_radio

    Change the line :

    tf_no_auto_long_range_radio = 0;

    to

    tf_no_auto_long_range_radio = 1;

    And you do not need to force that anywhere else

    If you are trying to set this on server change this on server in the same way.

  3. Fri Apr 1 16:38:47 2016

    Hi.

    I am trying to find a way to define dominant faction while mission is running.
    For now i have this:

    fnc_getdominant = {
    
    private ["_objectivePosW", "_aliveunitsW", "_entitiesCountW", "_objectivePosE", "_aliveunitsE", "_entitiesCountE", "_w", "_profiledEntCountW", "_profiledVehCountW", "_e", "_profiledEntCountE", "_profiledVehCountE", "_return"];
    
    	_objectivePosW = [];
    	_aliveunitsW = [];
    	_entitiesCountW = 0;
    	_objectivePosE = [];
    	_aliveunitsE = [];
    	_entitiesCountE = 0;
    
    	for "_w" from 0 to count ([OPCOM_instances select 0,"objectives",[]] call ALiVE_fnc_hashGet) -1 do {
    
    		_objectivePosW pushback (((([OPCOM_instances select 0,"objectives",[]] call ALiVE_fnc_hashGet) select _w ) select 2) select 1);
    		_profiledEntCountW = count ([_objectivePosW select _w, 500, ["WEST","entity"]] call ALIVE_fnc_getNearProfiles);
    		_profiledVehCountW = count ([_objectivePosW select _w, 500, ["WEST","vehicle"]] call ALIVE_fnc_getNearProfiles);
    		_entitiesCountW = _entitiesCountW + (_profiledEntCountW + _profiledVehCountW);
    
    	};
    
    	{
    		if (side _x == West) then {
    			
    			_aliveunitsW pushBack _x;
    		}
    	} forEach allunits;
    
    	
    	for "_e" from 0 to count ([OPCOM_instances select 1,"objectives",[]] call ALiVE_fnc_hashGet) -1 do {
    
    		_objectivePosE pushback (((([OPCOM_instances select 1,"objectives",[]] call ALiVE_fnc_hashGet) select _e ) select 2) select 1);
    		_profiledEntCountE = count ([_objectivePosE select _e, 500, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles);
    		_profiledVehCountE = count ([_objectivePosE select _e, 500, ["EAST","vehicle"]] call ALIVE_fnc_getNearProfiles);
    		_entitiesCountE = _entitiesCountE + (_profiledEntCountE + _profiledVehCountE);
    
    	};
    
    	{
    		if (side _x == East) then {
    			
    			_aliveunitsE pushBack _x;
    		}
    	} forEach allunits;
    
    	_return = [_entitiesCountW + (count _aliveunitsW), _entitiesCountE + (count _aliveunitsE)];
    	_return
    };

    This is returning count of alive units + profiled for each side in format :

    [west, east]
    example:
    [145,193]

    Is that anyway useful to define dominant faction couple times under game play and even end the mission on some big difference between this two indexes?

  4. Fri Apr 1 13:01:23 2016

    How to simply count current insurgents installations?

  5. Fri Apr 1 11:08:05 2016

    Undefined variable _OPCOM_HANDLER?
    Exiting with ALiVE_installationsActive = true where
    ALiVE_installationsActive is defined as true already make any sense?
    I am asking because i am interested to implement any end mission to alive insurgency

  6. Fri Apr 1 10:57:15 2016
    DaVidoSS posted in Respawning.

    Inside eventhandler code. Put this code inside init field of playable unit. Edit loadout as you wish.

    	this addEventHandler ["Respawn", {
    	
    		params ["_newP", "_oldP"];
    	
    		removeAllWeapons _newP;
    		removeAllItems _newP;
    		removeAllAssignedItems _newP;
    		removeUniform _newP;
    		removeVest _newP;
    		removeBackpack _newP;
    		removeHeadgear _newP;
    		removeGoggles _newP;
    		_newP forceAddUniform "U_B_CombatUniform_mcam_vest";
    		_newP addItemToUniform "NVGoggles";
    		_newP addItemToUniform "muzzle_snds_338_black";
    		_newP addVest "V_PlateCarrierGL_rgr";
    		for "_i" from 1 to 2 do {_newP addItemToVest "HandGrenade";};
    		_newP addItemToVest "SmokeShell";
    		_newP addItemToVest "SmokeShellGreen";
    		_newP addItemToVest "SmokeShellBlue";
    		_newP addItemToVest "SmokeShellOrange";
    		_newP addItemToVest "130Rnd_338_Mag";
    		_newP addBackpack "B_Carryall_mcamo";
    		for "_i" from 1 to 3 do {_newP addItemToBackpack "130Rnd_338_Mag";};
    		_newP addHeadgear "H_HelmetB_desert";
    		_newP addGoggles "G_Combat";
    		_newP addWeapon "MMG_02_black_F";
    		_newP addPrimaryWeaponItem "acc_flashlight";
    		_newP addPrimaryWeaponItem "bipod_01_F_blk";
    		_newP linkItem "ItemMap";
    		_newP linkItem "ItemCompass";
    		_newP linkItem "ItemRadio";
    		_newP linkItem "ItemGPS";
    		deleteVehicle _oldP;
    	}];
    
  7. Thu Mar 31 18:40:25 2016
    DaVidoSS posted in 1.0.2 Released!.

    Do you plan to update ALiVE on BI forums, armaholic and playwithsix?

  8. Thu Mar 31 17:43:25 2016
    DaVidoSS posted in Respawning.

    You can set "respawn" eventhandler for each players with your predefined loadout.

  9. Wed Mar 30 23:12:57 2016
    DaVidoSS posted in AI spawning in turrets.

    This is happening if faction RHS is used. Change the faction or remove the opcom objective

  10. Tue Mar 29 20:43:45 2016
    DaVidoSS posted in OPCOM Group Issues.

    All working great so far

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