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Last active 3 years ago
I have a mission where enemy units can surrender and be captured by players. I have a detention area built on our base, and I need ALiVE to basically resister these enemies as "dead" as to not break persistence in missions once they are brought to that area.
What's the best way to do this? I could create a looping script that checks an area, or put something in a trigger, but I don't know what to call for any bad guy groups brought in.
IceBreakr updated the map on April 1st.
https://steamcommunity.com/sharedfiles/filedetails/?id=1910457930&searchtext=fapovo
Index: https://drive.google.com/open?id=19eNvk7ODOUxIgRjiko3gWqVIqZVnXVr5
Amazingly fun map found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1982652717&searchtext=
Index: https://drive.google.com/open?id=1ui_c7Lh9GY1spDJ9xdDoW7gPTeg2jAzI
Thanks! I'll give this a try. o7
I want to run a scripted function to profile all non-profiled units on the map, but need to prevent it from profiling certain things via classname. Is there a way to do this?
Here is the script (pulled from the wiki)
if (isServer) then { [] spawn { while {true} do { sleep 60; [] call ALiVE_fnc_createProfilesFromUnitsRuntime; }; }; };
I think there is an opportunity to create some additional objectives for C2iSTAR. However, I need some direction as far as scripting for this module.
If someone can provide me a simple template script that does the following, I will love you forever.
I could totally see this being used to create a whole mess of custom tasks like a simple "destroy the weapon cache" - without Zeus.
Apologies for the delay. Been busy over here.
Here is a repro mission for both issues on Altis running nothing but ALiVE and CBA.
Download repro mission here
Additionally, here is a screenshot of the issue.
Also created issue report on the Github.
Hello all,
Been having some difficulty recently with saving CQB systems and Player Logistics.
Just to provide a little more information, I actually have Player Logistics Persistence turned off. Logistics (move, carry etc) are still enabled, but persistence is off for this module. However, it still appears to be trying to save this on mission exit, and hangs up forever without finishing. That's random issue number one.
Second issue I seem to be experiencing is with CQB systems. Obviously I have persistence enabled for CQB, however is does not appear to be saving. After hitting Server Save & Exit, it runs through the save, I see the log entry for CQB, returns OK value, however it always says "saving 1 CQB installation" whatever and never more than 1. After reloading the mission, all CQB is reset and everything is occupied by enemies again.
Steps I've taken:
If anyone wants to check out my logs who has a better understanding of them, please feel free.
Download Log here
@SpyderBlack723 Thanks for the reply! Great to see how these functions can be utilized.
Question regarding the blacklist field, are you referring to the field inside the Player Logistics (Disable) module?
http://alivemod.com/wiki/index.php/Database#Editor_Notes
["My Custom Variable", _value] call ALiVE_fnc_setData
_value = ["My Custom Variable"] call ALiVE_fnc_getData