Member
Last active 8 years ago
VNPA MISSIONS FACTORY presents:
ALiVE staticData.sqf for RHS v0.4.0.1
Declaring RHS v0.4.0.1 Faction Mappings for ALiVE
This is temporary fix and not part of the core ALiVE !
USAGE:
copy/extract the "script" folder into your missions folder
copy the code from "init.sqf" to the init.sqf of your mission.
read the readme !
kind regards
VNPA Development Team
this is no temporary fix...
ALiVE does mapping factions exact the same way and with the same script. What I did was adding the new
missing stuff that was released with update 0.4.0.1 to the code of ALiVE's RHS faction mapping.
I also configured the missing groups to the commented out mapping of the Insurgents, they should now work finally.
holy ...
it took me hours switching between editor and notepad++
the RHS classlist wiki is still on version 0.3.9
Dear ALiVE Developers,
I made a "staticData.sqf" up to date with RHS 0.4.0.1 :
did follow fully your pattern of code, so you may be able to introduce all of my edited "staticData.sqf" into next release !
my question, are I allowed to release this to public ?
pm me on BI forum,
I will send you link of my edited "staticData.sqf" for download so you can first have a look at it.
holy shit now I need a break :P
kind regards
maquez [Q-Net]
for solution to make zeus faction sided follow these steps:
make zeus faction sided
kind regards
maquez [Q-Net]
problem solved
a special thank towards all those that helped me in this case
specially to mention are belbo and spyderblack723 for outstanding help
another try...
script seems to work at least
I can see and edit every freaking stuff of mission
but still I can edit and see enemy sides, damn this drives me soon crazy...
please anyone can have a look at this and help me?
I soon get headaches and a big hate on BI wiki,
most useless crap I ever seen.
init.sqf
if (isServer) then { [] execVM "zeus.sqf"; };
zeus.sqf
if (!isServer) exitWith{}; sleep 60; { z_west addCuratorEditableObjects [[_x],true]; z_east addCuratorEditableObjects [[_x],true]; z_guer addCuratorEditableObjects [[_x],true]; } foreach (allMissionObjects "All"); while {true} do { sleep 30; { if ((side _x) == west || (side _x) == east || (side _x) == independent) then { z_west addCuratorEditableObjects [[_x],true]; z_east addCuratorEditableObjects [[_x],true]; z_guer addCuratorEditableObjects [[_x],true]; }; }foreach allUnits; }; case WEST: { if ((side _x) == east || (side _x) == resistance) then { z_west removeCuratorEditableObjects [[_x],true]; }; }; case EAST: { if ((side _x) == west || (side _x) == resistance) then { z_east removeCuratorEditableObjects [[_x],true]; }; }; case RESISTANCE: { if ((side _x) == west || (side _x) == east) then { z_guer removeCuratorEditableObjects [[_x],true]; }; };
link to BI forum where the code is better readable: BI Forum
kind regards
maquez [Q-Net]
I enabled functions logging to rpt during testing script.
The function does not get loaded if this help.
I would really appreciate any help I'm out of ideas and BI wiki is a bad joke instead of any use full information.
I did test it in editor and on dedicated, it did not work I was still able to edit and see all sides.
may I have to explain better my goals:
my mission is a TVT/PVP mission with three playable Zeus and my goal is to remove
the editable objects and visible units of the opposite sides for each zeus.
z_west: should be able only to edit WEST objects, RESISTANCE and EAST should be invisible, not editable
z_east: should be able only to edit EAST objects, RESISTANCE and WEST should be invisible, not editable
z_guer: should be able only to edit RESISTANCE objects, EAST and WEST should be invisible, not editable
z_west is synced to squad leader WEST
z_east is synced to squad leader EAST
z_guer is synced to squad leader RESISTANCE
all three zeus are playable at the same time by different players (TVT/PVP mission)
damn, sorry my english... not my native language hope you can understand
kind regards
maquez [Q-Net]
wow, thank you very much! Will try this.
I have only few questions still remaining regarding "fnc_handleUnit.sqf".
I have three factions in my mission with a Zeus module for each side named:
"z_west", "z_east" and "z_guer"
so how do I need edit the "fnc_handleUnit.sqf" script that it does handle all three factions?
what I did try to script myself so far is follow:
description.ext
#define QUOTE(var1) #var1 class Extended_Init_EventHandlers { class CAManBase { serverInit = QUOTE(_this call compile preprocessFileLineNumbers 'fnc_handleUnitWest.sqf,fnc_handleUnitEast.sqf,fnc_handleUnitGuer.sqf'); }; };
fnc_handleUnitWest.sqf
params [["_unit",objNull]]; if (side _unit == EAST) then { z_west removeCuratorEditableObjects [[_unit],true]; }; if (side _unit == RESISTANCE) then { z_west removeCuratorEditableObjects [[_unit],true]; };
fnc_handleUnitEast.sqf
params [["_unit",objNull]]; if (side _unit == WEST) then { z_east removeCuratorEditableObjects [[_unit],true]; }; if (side _unit == RESISTANCE) then { z_east removeCuratorEditableObjects [[_unit],true]; };
fnc_handleUnitGuer.sqf
params [["_unit",objNull]]; if (side _unit == WEST) then { z_guer removeCuratorEditableObjects [[_unit],true]; }; if (side _unit == EAST) then { z_guer removeCuratorEditableObjects [[_unit],true]; };
could you have a look at this and tell me if I scripted bullshit
and if answer is yes, correct what I did wrong?
had no time to test what I scripted...
thanks in advance
maquez [Q-Net]
have this problem too,
I think it has to do with the circumstance that RHS use a very uncommon group configuration.
Many cool features of ALiVE do not work because of that.
If you have patience,
I asked permission from RHS to build and release a compatibility patch
for ALiVE but it needs time until release, will be freaking lot of work.