dev614

Member

Last active 5 years ago

  1. 6 years ago
    Sat Dec 9 15:57:26 2017

    Also, I have respawn markers/triggers that are dynamically added to the game via an FOB system. Would it be possible to save the respawn markers/triggers as well?

    I noticed the "ALIVE_fnc_markerSaveData" function, what exactly is the criteria for a trigger/marker to be saved with this function?

  2. Sat Dec 9 14:42:51 2017

    @Friznit You can save custom variables:

    http://alivemod.com/wiki/index.php/Persistence#Editor_Notes

    Excuse my incompetence, but how would I incorporate the variable _creditsCurrent into that code?

    _credisCurrent is a getvariable code that returns the number of credits i.e
    _creditsCurrent = factory1 getVariable "R3F_LOG_CF_credits";

    Do I put both the load and save functions in the init.sqf?

    Something like:
    in init.sqf

    _creditsCurrent = factory1 getVariable "R3F_LOG_CF_credits";
    
    ["_creditsCurrent",_credits] call ALiVE_fnc_ProfileNameSpaceSave; 
    
    waituntil {(player getvariable ["alive_sys_player_playerloaded",false])};
    
    _credits = "_creditsCurrent" call ALiVE_fnc_ProfileNameSpaceLoad; 
    _creditsSet = factory1 setVariable ["R3F_LOG_CF_credits", _credits, true]; 

    or would I want to rather do the setVariable function, like so:

    _creditsVar = factory1 getVariable "R3F_LOG_CF_credits";
    _creditsCurrent = factory1 setVariable ["R3F_LOG_CF_credits", _creditsVar, true];
    
    ["_creditsCurrent",_credits] call ALiVE_fnc_ProfileNameSpaceSave; 
    
    waituntil {(player getvariable ["alive_sys_player_playerloaded",false])};
    
    _credits = "_creditsCurrent" call ALiVE_fnc_ProfileNameSpaceLoad;

    Sorry, I'm not very experienced when it comes to coding, just a little dabbling here and there.

  3. Sat Dec 9 01:35:34 2017
    dev614 started the conversation Persist information from another script?.

    Is there a way to persist information from another script? For example, I want to keep track of the creation credits used in R3F logistics over multiple sessions, is there a way I could save the number when saving ALiVE, and then call a function when loading ALiVE persistence to set the credits back to that saved number?

  4. Fri Dec 8 18:29:26 2017
    dev614 started the conversation Way to check the contents of logistic vehicle?.

    Is there a way to check the contents of a vehicle that you've loaded with supplies via ALiVE logistics? And is there a way to unload one thing at a time?

  5. Fri Dec 8 02:43:13 2017
    dev614 posted in R3F Logistics and ALiVE?.

    Or if anybody knows how to get an array of objects loaded inside a vehicle using the ALiVE Logistics, I would be very much appreciative as well :)

  6. Fri Dec 8 02:42:13 2017
    dev614 started the conversation R3F Logistics and ALiVE?.

    Are they still compatible? I know in the past it has worked using the code from the ALiVE Wiki, but some have said it's not working. Can anybody confirm for me before I build this entire FOB resupply system around R3F?

  7. Thu Dec 7 22:47:22 2017
    dev614 posted in Civilian Hostility.

    @SpyderBlack723 If it's tall, it already has high priority. It needs enterable positions to be used as a sabotage target though.

    Coming back on this, does anybody know if a telecommunications tower with a ladder would be considered "enterable"?

  8. Thu Dec 7 18:25:47 2017

    So I'm assuming everybody starts at -100 hostility, then according to whatever hostility settings you have set towards a side (low = 0, medium = 30, high = 60) will be added to the initial -100 starting point to give your average hostility. This would explain why a lot of the hostilities for the OPFOR are at -70, because they're set to "MEDIUM" hostility.

    This kind of brings a problem up with the updateSectorHostility function, because the function will go based off of the hostility setting you have, so if you add 50 hostility to a sector that reads -70 in the OPCOM debug, it will turn into a hostility of 80 (the medium setting of 30 + the 50 hostility you added) or sometimes 90.

    It seems like the hostility will drop down to the proper updated hostility after the player leaves the area (was at 90, I left, dropped down to -20).

    I believe while the player is in the area, it automatically sets the hostility to the hostility setting of the OPFOR, so in my case medium (30) plus 10 for player presence. Giving a default value of 40 when I enter Timurkalay.

  9. Thu Dec 7 17:05:33 2017

    From my experience, you can call in more reinforcements than whatever pre-placed groups there are with player logistics. I typically start out small with about a platoon of BLUFOR, and as I progress I'll add new objectives via a trigger and call in reinforcements via player logistics to man the objective as "static defence". Haven't been denied due to exceeding any limit (as long as force pool allows of course) yet.

    A question that arises from that, though, is does the BCR replace the extra units called in via player logistics, or does it stick with the original civ/mil placement count or editor-placed units count?

  10. Thu Dec 7 16:39:32 2017

    Okay, so the updateSectorHostility function DOES work, but what it reads and what the OPCOM debug reads are VERY different. OPCOM debug will read a obj has a hostility level of "-70" and the function return value for hostility reads "20". When updating the ["EAST"] hostility by 50, the "-70" will go to "-20", and the "20" will go to "70" but which one is the reliable hostility to go by? And since there is no way to debug conventional forces hostility other than the return value from the function (which the hostility may be something completely different, based on the Asymm OPCOM debug).

    Just tried to update the hostility for [side player] and ["WEST"] then speak to civilians to see if it made a difference, and it seems like it didn't. Though when asked the opinion of our forces, they did say "We will help if we can" but when asked anything else, they would react as if they hated us - i.e. "Have you seen any IEDs?" - "Maybe I should've planted one." :/

    Found another code from Spyder that measure the hostility level for a side either in the nearest cluster or the overall average for said side, but that seems to always return 60 for BLU (high), 30 for OPFOR (medium), and 0 for GUER (low) wherever I am. Debugging hostility has proven to be a hefty task xD

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