callmesarge

Member

Last active 4 years ago

  1. 9 years ago
    Sun Apr 12 06:26:56 2015

    This should be possible - take a look at the Sabotage demo mission that is supplied with the mod - there is a line in the inti file there that permits only Sabotage missions - see line 145 of init.sqf

  2. Fri Apr 10 07:20:20 2015
    callmesarge posted in Question on Sabotage demo mission.

    Thanks Savage. I can see a few ways of possibly doing it, and I think I will need to end up being flexible on this.

    For the way I would like the mission to run, Ideally reward crates should be delivered via airdrop (through support) once the player accumulates enough points. I have 6 levels of crates, starting the players out with SMGs, and gradually graduating them to heavier weapons. Weapon sights, Guided AT, NVGs and Powerful Radios (TFAR) will be premium items they cannot easily acquire elsewhere in the mission.

    Another option could be to just spawn them in the world once objectives are complete.

    A third option would be to place them on map in the editor, but only notify the players of their locations once missions are complete.

    Finally, I might just place them in towns that I know will be occupied, mark them on the map and tell the players - "Hey, guns are here - go get em".

  3. Thu Apr 9 16:16:01 2015
    callmesarge posted in Question on Sabotage demo mission.

    Thanks Savage, I had a look at the prebuilt compositions in Zeus, they look great. I have decided to make my edits on Altis first and port to other maps once I have it running the way I want, so will revisit the Celle and Bornholm piece later on - will test as you describe and see what happens.

    I have a question about one of the functions in functions.sqf. In the function SABOTAGE_fnc_handleSabotageLocal, I can see reinforcements being awarded to the player for completing tasks. For the edit I wish to make, I want to reward the players with ammo supplies for creating tasks, but I want the crate contents to be defined by me - the idea being i will start them out with shotguns only, then let them get SMGs, then let them get access to better NATO weapons gradually, based on weapons from mods like RHS and Toadies. What are your thoughts on the best way to approach this? Thanks again for your input guys.

  4. Wed Apr 8 08:34:31 2015
    callmesarge posted in Question on Sabotage demo mission.

    Thanks Friznit & Savage - it seems like the Custom Mil Placement module might be the way to go, I need to have a look at those pre-built Compositions in Zeus - probably easier than building my own in X-cam, which was plan A!

    I started messing with this last night, just porting the demo mission to Celle and Bornholm and seeing how it ran. On Celle, no mission objectives appeared - I assumed this was because there are no suitable military buildings on the map. In addition, I got an error about no civilian building being present in the Bluefor TAOR - so Ii assume that the building configs for this map are not compatible with what the mission is trying to do. On Bornholm it all worked fine, except that the resistance has me destroying civilian houses - again, must be config issue. I will keep looking at this and report back - thanks again for the advice gents.

  5. Tue Apr 7 16:25:11 2015
    callmesarge posted in Question on Sabotage demo mission.

    OK, I watched the demo for C2ISTAR - thanks, that makes sense. One more question if I may, a bit more general this time. Having read the wiki, I understand that under some circumstances, ALiVE allows you to spawn units based on military structures on the map. If I use the mission editor to place additional Military structures on the map via the editor, will ALiVE recognize these and allow units to spawn on them / treat them as objectives?

  6. Tue Apr 7 10:05:58 2015
    callmesarge started the conversation Question on Sabotage demo mission.

    Hi all,

    I am pretty new to ALiVE, been playing it for a while but since Hazey released his excellent insurgency mission recently, I started playing around in the editor a bit more. I think the Sabotage demo mission looks really cool, and I am planning to do an edit for my small group to play (not for release) - to add RHS units, R3F Logistics, and port to a different map.

    In the init.sqf file, there is the following commented out code:

    // Adjust available auto generated tasks
    ////ALIVE_autoGeneratedTasks = ["MilAssault","MilDefence","CivAssault","Assassination","TransportInsertion","DestroyVehicles","DestroyInfantry","SabotageBuilding"];

    Are these tasks custom generated for this mission only, or are they part of the larger ALiVE framework? Any advice would be gratefully received.

  7. Sun Apr 5 15:43:34 2015
    callmesarge joined the forum.