Member
Last active 6 years ago
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.
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.
Or maybe this could be something that can be turned on or off in the ALiVE Required module?
This is a feature built into ALiVE. I guess we could have a discussion here whether this feature should still be kept or not?
Can anyone else chime in on this. I'm at work and can't test, unless I install Arma on this computer lols.
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."]; }; };
fnc_handleUnit.sqf
params [["_unit",objNull]]; if (side _unit == EAST) then { curatorModule removeCuratorEditableObjects [[_unit],true]; };
@Legend117 whoops forgot about that part. As soon as I am done with this customer at work, I will update the script.
No problem I try to do my best from work lol
@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