Difference between revisions of "FAQ"

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(What do the numbers mean (50|150) next to the placement modules in debug?)
(How do I define a custom objective for OPCOM?)
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<code>this setVariable ["priority",50]; this setVariable ["size",150];</code>
 
<code>this setVariable ["priority",50]; this setVariable ["size",150];</code>
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There is no min/max for either variable however use realistic values.  Set priority to something like 9999 to have OPCOM assign it as highest priority.
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Note that you cannot use a game logic to spawn in units like a placement module - it only adds that location as an objective for OPCOM
 
Note that you cannot use a game logic to spawn in units like a placement module - it only adds that location as an objective for OPCOM
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Mission Editors can use the following script command to add Objectives:
 
Mission Editors can use the following script command to add Objectives:
 
[_OPCOM,"addObjective",[_id, _pos, _size]] call ALiVE_fnc_OPCOM
 
[_OPCOM,"addObjective",[_id, _pos, _size]] call ALiVE_fnc_OPCOM

Revision as of 17:12, 29 January 2014

ALiVE Common Error Messages

I get this message when trying to use the Alive mod

include file x cba addons main script_macros.hpp not found

You are missing the required mod: @CBA_A3


I'm getting an error with placement modules and markers

Warning no location found for placement, you need to include military location within the TOAR marker

Try the placement module without any TAOR marker defined and with debug switched on in the module, once the game starts take a screen shot of the map so you can see what locations are available over the whole map. Then place your TAOR marker (making sure the marker covers the center point of an existing location from you screen shot). Alternatively expand the size of your TAOR marker until some location is found.


ALiVE in Editor

How exactly do blacklist markers work?

Blacklist markers will only affect unit and location placement at mission start.. they will not prevent units from moving into those areas during the game.


How do I set the CAS units to spawn at a certain height for things like the USS Nimitz?

In the CAS module there is a field for spawn height - be sure to use ASL not ATL !!


Is there no way to specify what type of enemy units spawn?

Currently there is no way to adjust this however it has been logged as a feature request


What do the numbers mean (50|150) next to the placement modules in debug?

Debug information below may not be accurate!! - Please update this section if you figure something out

The first number (50) is the priority of the objective in relation to OPCOM - higher numbers mean OPCOM will send forces here first, etc.

The second number (150) is the size of the objective - radius from centre.


Zone marker shape- circle is for type (mil - red, civ - yellow) square is for ownership state?


Colour index for the location markers:

CIVILIAN

green - priority 0 ie: CIV|0|150

pink - priority 10

blue - priority 30

orange - priority 30

white - priority 40

yellow - priority 40

black - priority 50

ALiVE in Game

How do I bring up the Combat Support interface?

Your player must have the required item defined on the Combat Support module (see below)

Use your App Key to open the Combat Support interface, the app key is found next to your right control key.

If you do not have that key you can map it to another key by mapping User Key 20 in the options menu of the game (you will need to restart arma for this to take effect).


How do I change what item is required to access the Combat Support Interface?

The Combat Support module has a field for an item classname (default: LaserDesignator) - change this to taste. Note that ACRE and TFR are supported.


Can I have CAS limited to players with a Laser Designator but still allow transports to be used by all?

Players can interact with ALiVE transport choppers by boarding the chopper and selecting <scroll wheel> Talk to Pilot. This will bring up the tablet interface and allow you to give orders to the pilot. Once you arrive at your location remember to order the pilot to RTB before hopping out.


The tasks assigned to players - can these be changed?

Currently no.. this feature was added as a simple "give the player something to do" during testing phase. It is still a WIP but not a priority for the devs at the moment.

There are only two basics tasks - Hold and Destroy. You can sorta tailor what type of tasks to appear though:

"Its all about the objectives you pass to OPCOM, so if you give OPCOM civilian placement objectives with filter on communications buildings you will get destroy tower tasks"

ALiVE Modules

How do I get a community made faction to work with the ALiVE modules?

Check if the mod is on the known working faction list

If the mod is not on the list you can request it be looked at by a ALiVE dev on the BIF forum post

If you are the author of a unit mod working with ALiVE, please take a look at the config standardisation page


How do I get a community made map to work with the ALiVE modules?

Check if the mod is on the known working maps list

If the map is not on the list you can request it be looked at by a ALiVE dev on the BIF forum post


How do I define a custom objective for OPCOM?

You can define a custom location for OPCOM by placing a Game Logic (location - any type) and sync it to an OPCOM module. Now OPCOM will send troops to attack / defend that objective. You can also add these variables to the game logic init field:

this setVariable ["priority",50]; this setVariable ["size",150];

There is no min/max for either variable however use realistic values. Set priority to something like 9999 to have OPCOM assign it as highest priority.


Note that you cannot use a game logic to spawn in units like a placement module - it only adds that location as an objective for OPCOM


Mission Editors can use the following script command to add Objectives: [_OPCOM,"addObjective",[_id, _pos, _size]] call ALiVE_fnc_OPCOM