A

A Hamburgler

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Last active 4 years ago

  1. 4 years ago
    Thu May 23 18:35:48 2019

    @marceldev89 Did this start with the update from yesterday or before that?

    Yesterday.

    @marceldev89 Works for me.. ¯\_(ツ)_/¯

    -image-

    I for the life of me cant get it to work i dont know what happend.

  2. Thu May 23 17:03:50 2019
    A A Hamburgler started the conversation ALIVE_fnc_getNearProfiles not working after update (SOLVED).

    Just wanted to see if others are having this issue. After the update i had noticed lots of my scripts stopped working and traced it back to ALIVE_fnc_getNearProfiles not working. Try this and let me know.

    _profiles = [getPos player, 5000, ["WEST"]] call ALIVE_fnc_getNearProfiles;
    hint format["Test: %1",count _profiles];
  3. Tue May 21 02:59:38 2019

    This works great if the profiles are despawned but if they are spawned in it does not work any ideas?

    Edit so the AI does get in the vehicle when spawned in but i have an issues with this.
    The profile position of both the group and the vehicle does not update and says they are in the same spot on the map.

    Also another issue is when i spawn in an APC and leave the area so it despawns when i come back the APC spawns in but the crew members get out and dont take the gunner and commander position and just get in cargo positions. This last issue seems to be related to CUP vehicles as the RHS vehicles dont have this issue. I think its the way the config is set up as it seems the AI want to take the turret positions before the gunner and commander spots.

  4. Tue May 21 02:21:31 2019

    Got it. Did not realize i had to select the vehicleAssignments within the groups profile.

  5. Tue May 21 00:36:09 2019

    So i have a script to spawn a group and profile it so lets say this group has a global variable of NewGroup = _Profile then i spawn a crewed APC also with a script and that global variable is VehicleProfileTest1 = _profileVehicle. Then i do this _VehicleAss = [NewGroup,VehicleProfileTest1] call ALIVE_fnc_createProfileVehicleAssignment; which returns true but then when i do this command _result2 = [_VehicleAss,NewGroup] call ALIVE_fnc_profileVehicleAssignmentToVehicleAssignment; to try and get the NewGroup in VehicleProfileTest1 i get an error. Am i doing somthing wrong here been trying forever and cant get it. My over all goal here is to get my spawned group to get in as the cargo so the apc can transport the group. Thanks in advance!!

  6. Sat May 18 00:20:13 2019

    Thanks for the reply. What about changing the displayed ID. So instead of it being e0 or e109 make that what i want. Im not talking about the profileID as that is different form the displayed name on the map. I tried changing the companyID and _id but no luck as i dont think those are even the display names.

  7. Fri May 17 04:42:58 2019
    A A Hamburgler started the conversation ALIVE_fnc_createProfileEntity to have custom group ID?.

    Wanted to know when spawning a profiled group is it possible to have the group have a custom group ID.

  8. 6 years ago
    Fri Sep 15 23:33:15 2017

    So say if i spawn a group using this command

    [getMarkerPos "nmeGrp01_spawn_pos", false, getMarkerPos "nmeGrp01_dest_pos", "10_men_ME", "caf_ag_me"] call ALIVE_spawnProfileGroup; 

    how do i get the groups profile so i can use this command [_profileHash,"busy", true] call ALiVE_fnc_hashSet; if there is no return value of the first command. Also lets say i just create my own custom group how would i profile that group and add it into the whole alive system?

  9. 7 years ago
    Wed Mar 1 01:38:02 2017

    What would the code be to have the ai commander take back the group as in the ai commander controls the group?

  10. Thu Feb 23 03:29:44 2017

    So let's say there is an ai commander modual and I spawn my custom units would my units listen to the commander or my custom waypoints. Also let's say my custom unit completes their waypoints and I just want them be commanded by the module now how would I do that.

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