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patpowercat

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Last active 5 years ago

  1. 8 years ago
    Sat Jul 23 20:07:19 2016

    No dice. Without the quotations around _randomGroup I cannot use the ALIVE_spawnProfileGroup. When I do use quotes, nothing spawns.

  2. Sat Jul 23 19:31:19 2016

    So I can't get the random group to work. I am able to get groups that I specify to spawn as instructed by the script.

  3. Sat Jul 23 06:08:07 2016

    Look in x_lib\config for configGetRandomGroups

    Wut? We may both be speaking english, but I have no clue what you're saying.

  4. Fri Jul 22 19:51:27 2016

    Just so I make sure my little brain is understanding all this:

    1. The first script snippet you mention Friznit, save it as fnc_spawnProfileGroup.sqf
    2. Add to my init.sqf: ALIVE_spawnProfileGroup = compile (preprocessFileLineNumbers "fnc_spawnProfileGroup.sqf");
    3. Have trigger or whatever and set up the array as in the example snippet.

    My question is however: at what point are the groups profiled? When they get to their destination waypoint marker? Or are they profiled as soon as they spawn?

    Second question: This seems great for a single group or small team, but what if I wanted to add another 100 profiles? Just lot's of writing in groups?

  5. Fri Jul 22 13:49:46 2016

    I thought that changing the global force pool only effected the military logistics level. For example, you could have an objective module with 100 profiles, military logistics set to 100, change the global force pool to 1000, and increase the number of replacements the OPCOM has, but it won't place 1000 profiles.

    I want more placement. For example you start with 100 profiles, then capture an area that gives you 100 more profiles to work with, for a total of 200 profiles on the map, not just available for replacement.

    I understand I can add an objective easily with the script snippets, thus allowing the OPCOM to prioritize areas it did not before, but is there a way to actually get more units placed/profiled? Not just available for logistical purposes, but to spawn more units.

  6. Thu Jul 21 22:16:06 2016
    P patpowercat started the conversation Pause/place military or civilian placement module.

    So as I understand it, you cannot change the force pool of a placement module during the mission as they are initialized at the mission start. However, I am looking for a way to change the force pool on a trigger. I know this has been asked before, but I couldn't find anything on search about it. Basically so that on a trigger activation you have reinforcements arrive, etc. Is it possible to just place the module, and then initialize it paused and then unpause it using the module script snippet?

    Ie:

    ["MILITARY_PLACEMENT_MODULE"] call ALiVE_fnc_unPauseModule;

    If this is the case, could you use a custom variable name for the module?

  7. Fri Jul 15 04:03:29 2016
    P patpowercat posted in Trigger on hostility level?.

    So if I set these functions up in init.sqf, is there a way to have a trigger monitor the level and have it activated when below a certain amount?

    I understand I could have a trigger use "WEST" call ALiVE_fnc_getAverageClusterHostilityBySide;, but how would I set it up that the trigger activates if below a certain amount, for example 100? Also, what's a good number to place here? Don't know what relativity is here, is 100 high or is 1000 high?

  8. Mon Jun 27 04:04:03 2016
    P patpowercat posted in Sync Military Logistics on Trigger.

    Alright thanks a ton! Is this the same as my other post about disabling/pausing an OPCOM? Place the function in an init.sqf and then call the function in the init field of the trigger?

    Sorry never made a custom function before

  9. Mon Jun 27 03:21:25 2016
    P patpowercat posted in Sync Military Logistics on Trigger.

    I guess I don't understand how to set this for a specific faction. Is this function defined in the init file and then I just have to call it like in your example? Or does all this need to go into the init field?

  10. Mon Jun 27 02:11:16 2016
    P patpowercat started the conversation Disable OPCOM.

    I want to try and disable an enemy OPCOM based on a trigger. Basically there are still spawned units but their command and control is gone. I have tried naming the AI Commander module and then placing a deleteVehicle opcom on a trigger, but when I set the debug on the AI commander, even after the trigger is activated the opcom is still operating. Am I doing this the right way? Any ideas?

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