Michel

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  1. 6 years ago
    Wed Oct 3 15:43:05 2018
    Michel posted in Military Logistics question.

    Ok, thank you for your help!

  2. Sun Sep 30 23:28:12 2018
    Michel posted in Military Logistics question.

    Tanks, may you happen to know the code for ambient vehicles and ammoboxes as well? :P

  3. Sun Sep 30 21:04:47 2018
    Michel posted in Military Logistics question.

    Hi @DrDetroit, I've tweaked your script and it works as intended. Thank you very much :D

  4. Sun Sep 30 12:28:08 2018
    Michel started the conversation Military Logistics question.

    Hi guys it's me again.

    So I've got a question about the Military Logistics module. After I finished my mission with Alive (WW2 based), it worked perfectly on a test that I hold yesterday but for one thing: the reinforcement infantry called by the German commander came in on a vanilla truck. On my search for fixing this I ran onto this code posted in this forum: https://pastebin.com/rJv0rqcF

    After tinkering for a while (I'm pretty bad at scripting), I made myself this code:

    /*
     * Custom transport,support, and ammo classes for factions
     * Used by MP,MCP,ML to place support vehicles and ammo boxes
     * If no faction specific settings are found will fall back to side
     */
    
    /*
     * Mil placement ambient vehicles for sides
     */
    
     waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"};
    
    
    ALIVE_sideDefaultSupports = [] call ALIVE_fnc_hashCreate;
    [ALIVE_sideDefaultSupports, "EAST", ["O_RU_ZiS_5V_Repair_01","O_RU_ZiS_5V_Fuel_01","O_RU_GAZ_AA_Sapper_car_ifa3_01","O_RU_Prestamo_yarriendo_Jeep_01"]] call ALIVE_fnc_hashSet; // ,"Box_East_AmmoVeh_F"
    [ALIVE_sideDefaultSupports, "WEST", ["B_DE_Kbelwagen_01","B_DE_Kubelwagen_camo_01","B_BDEKessel_OpelBlitz_Open_01","B_BDEKessel_OpelBlitz_Fuel_01"]] call ALIVE_fnc_hashSet; // ,"Box_IND_AmmoVeh_F"
    
    
    /*
     * Mil placement random supply boxes for sides
     */
    
    ALIVE_sideDefaultSupplies = [] call ALIVE_fnc_hashCreate;
    [ALIVE_sideDefaultSupplies, "EAST", ["LIB_WeaponsBox_Big_SU","LIB_BasicWeaponsBox_SU","LIB_BasicAmmunitionBox_SU","LIB_Mine_Ammo_Box_Su"]] call ALIVE_fnc_hashSet;
    [ALIVE_sideDefaultSupplies, "WEST", ["csa38_bedna1","csa38_bedna6","LIB_BasicAmmunitionBox_GER","LIB_Mine_Ammo_Box_Ger"]] call ALIVE_fnc_hashSet;
    
    /*
     * Mil logistics convoy transport vehicles fallback for sides
     */
    
    ALIVE_sideDefaultTransport = [] call ALIVE_fnc_hashCreate;
    [ALIVE_sideDefaultTransport, "EAST", ["ifa3_gaz","ifa3_gaz2","O_RU_Zis_5V_01"]] call ALIVE_fnc_hashSet;
    [ALIVE_sideDefaultTransport, "WEST", ["B_BDEKessel_OpelBlitz_Open_01","B_BDEKessel_OpelBlitz_Tarpaulin_01"]] call ALIVE_fnc_hashSet;
    
    /*
     * Mil logistics air transport vehicles fallback for sides
     */
    
    ALIVE_sideDefaultAirTransport = [] call ALIVE_fnc_hashCreate;
    [ALIVE_sideDefaultAirTransport, "EAST", []] call ALIVE_fnc_hashSet;
    [ALIVE_sideDefaultAirTransport, "WEST", []] call ALIVE_fnc_hashSet;
    
    /*
     * Mil logistics airdrop containers fallback for sides
     */
    
    ALIVE_sideDefaultContainers = [] call ALIVE_fnc_hashCreate;
    [ALIVE_sideDefaultContainers, "EAST", []] call ALIVE_fnc_hashSet;
    [ALIVE_sideDefaultContainers, "WEST", ["LIB_BasicAmmunitionBox_GER"]] call ALIVE_fnc_hashSet;
    
    /*
     * Mil placement ambient vehicles per faction
     */
    
    ALIVE_factionDefaultSupports = [] call ALIVE_fnc_hashCreate;
    [ALIVE_factionDefaultSupports, "O_RU_608th_RR", ["O_RU_ZiS_5V_Repair_01","O_RU_ZiS_5V_Fuel_01","O_RU_GAZ_AA_Sapper_car_ifa3_01","O_RU_Prestamo_yarriendo_Jeep_01"]] call ALIVE_fnc_hashSet; // ,"Box_East_AmmoVeh_F"
    [ALIVE_factionDefaultSupports, "B_DE_Kessel", ["B_DE_Kbelwagen_01","B_DE_Kubelwagen_camo_01","B_BDEKessel_OpelBlitz_Open_01","B_BDEKessel_OpelBlitz_Fuel_01"]] call ALIVE_fnc_hashSet; // ,"Box_NATO_AmmoVeh_F"
    
    /*
     * Mil placement random supply boxes per faction
     */
    
    ALIVE_factionDefaultSupplies = [] call ALIVE_fnc_hashCreate;
    [ALIVE_factionDefaultSupplies, "O_RU_608th_RR", ["LIB_WeaponsBox_Big_SU","LIB_BasicWeaponsBox_SU","LIB_BasicAmmunitionBox_SU","LIB_Mine_Ammo_Box_Su"]] call ALIVE_fnc_hashSet;
    [ALIVE_factionDefaultSupplies, "B_DE_Kessel", ["csa38_bedna1","csa38_bedna6","LIB_BasicAmmunitionBox_GER","LIB_Mine_Ammo_Box_Ger"]] call ALIVE_fnc_hashSet;
    
    /*
     * Mil logistics convoy transport vehicles per faction
     */
    
    ALIVE_factionDefaultTransport = [] call ALIVE_fnc_hashCreate;
    [ALIVE_factionDefaultTransport, "O_RU_608th_RR", ["O_Truck_02_transport_F","O_Truck_02_covered_F"]] call ALIVE_fnc_hashSet;
    [ALIVE_factionDefaultTransport, "B_DE_Kessel", ["B_Truck_01_transport_F","B_Truck_01_covered_F"]] call ALIVE_fnc_hashSet;
    
    /*
     * Mil logistics air transport vehicles per faction
     */
    
    
    /*
     * Mil logistics airdrop containers per faction
     */
    

    So my questions would be: Will my code work or is it outdated by now? In that case, how should I call it in the init.sqf?

    Thanks in advance guys!

    Ps.: I'm using two custom factions made with ORBAT, don't know if that would cause any trouble...

  5. Fri Aug 24 08:42:42 2018

    Well, that's awesome.

  6. Wed Aug 15 19:13:33 2018

    Again, thank you. I just tried your scripts for the fortify tool and works marvellous, just what I was looking for.

  7. Wed Aug 15 09:37:54 2018

    Thank you very much for the answers guys, really!

    @dixon13 Will try that as soon as possible, but again, thanks. Specially for posting you code, I've 0 skill when it comes to scripting and this just made my day.

  8. Mon Aug 13 17:19:58 2018
    Michel started the conversation Questions about Persistence and setting Alive mod.

    Hi, I'm Michel and I've been reading these forums for a while. I've found many threads that really helped me sometimes, so thanks for that.

    Now I'm posting here for the first time as I have a couple of questions to which I haven't found any answers yet (I do apologise if they have been answered before, but could not find them using the forum's search function). Those questions are as follows:

    1. Is there any way of making the ACEX mod's fortify function compatible with Alive persistence?
    2. This one is a tad silly: when placing an object with the player logistic feature and the game has persistence on, is there a way of deleting permanently said object?

    Thanks in advance for any answers, tips or anything really.

    PS.: I didn't know where exactly to ask about this, rather in the "mission maker" section or in the War "Room/Persistence" one. So excuse me if I did wrong

  9. Mon Aug 13 14:39:28 2018
    Michel joined the forum.