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Last active 5 years ago
No dice. Without the quotations around _randomGroup I cannot use the ALIVE_spawnProfileGroup. When I do use quotes, nothing spawns.
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.
Look in x_lib\config for configGetRandomGroups
Wut? We may both be speaking english, but I have no clue what you're saying.
Just so I make sure my little brain is understanding all this:
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?
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.
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?
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?
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
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?
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?