dixon13

Member

Last active 6 years ago

  1. 9 years ago
    Tue Jan 26 15:50:10 2016

    This would be a nice temporary fix, although, it won't be a permanent one. I believe the way ALiVE supports RHS is through configs. They insert a config entry into a parent class that will define what kind of vehicle that parent class will associate with, for example:

    config.cpp

    class CfgVehicles {
        class rhs_infantry {
            alive = "INFANTRY";
        };
    };

    random script

    _type = getText (configFile >> "CfgVehicles" >> "rhs_infantry" >> "alive");

    In the future, to be more efficient and faster, ALiVE could parse the above, "random script", at game start so that load times won't take so long. The new PreStart XEH could do this job and even pre-load functions at game start as well. Doing this though, would require ALiVE to be re-written in it's current state though.

  2. Sat Jan 23 23:50:57 2016
    dixon13 posted in need help with Zeus.

    Glad you figured it out @maquez Q-Net. Could you please post your solution as well for future reference if someone is browsing and stumbles across this forum post.

  3. Sat Jan 23 23:49:41 2016
    dixon13 posted in Zeus camera causing desync?.

    Or maybe this could be something that can be turned on or off in the ALiVE Required module?

  4. Sat Jan 23 23:49:14 2016
    dixon13 posted in Zeus camera causing desync?.

    This is a feature built into ALiVE. I guess we could have a discussion here whether this feature should still be kept or not?

  5. Fri Jan 22 18:20:45 2016
    dixon13 posted in need help with Zeus.

    Can anyone else chime in on this. I'm at work and can't test, unless I install Arma on this computer lols.

  6. Fri Jan 22 03:57:12 2016
    dixon13 posted in need help with Zeus.

    Cleaned up your code and everything is in one file.

    description.ext

    #define QUOTE(var1) #var1
    class Extended_Init_EventHandlers { 
        class CAManBase { 
     		serverInit = QUOTE(_this call compile preprocessFileLineNumbers 'fnc_handleUnit.sqf'); 
        }; 
    }; 

    fnc_handleUnit.sqf

    params [["_unit",objNull]];
    switch (side _unit) do {
        case WEST: {
            z_east removeCuratorEditableObjects [[_unit],true];
            z_guer removeCuratorEditableObjects [[_unit],true];
        };
        case EAST: {
            z_west removeCuratorEditableObjects [[_unit],true];
            z_guer removeCuratorEditableObjects [[_unit],true];
        };
        case RESISTANCE: {
            z_west removeCuratorEditableObjects [[_unit],true];
            z_guer removeCuratorEditableObjects [[_unit],true];
        };
        default { diag_log format ["fnc_handleUnit: Side is civilian. No objects were removed for the curator."]; };
    };
  7. Thu Jan 21 23:04:30 2016
    dixon13 posted in need help with Zeus.

    fnc_handleUnit.sqf

    params [["_unit",objNull]];
    if (side _unit == EAST) then {
        curatorModule removeCuratorEditableObjects [[_unit],true];
    };
  8. Thu Jan 21 21:23:31 2016
    dixon13 posted in need help with Zeus.

    @Legend117 whoops forgot about that part. As soon as I am done with this customer at work, I will update the script.

  9. Thu Jan 21 17:22:58 2016

    No problem I try to do my best from work lol

  10. Thu Jan 21 17:12:11 2016

    @SavageCDN They can only get away with it due to their popularity... other mod sets that don't follow convention simply don't work with ALiVE.

    Sounds like maybe we should start boycotting lols

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