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Last active 6 years ago
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]]; curatorModule removeCuratorEditableObjects [[_unit],true];
^In the above code, change the variable "curatorModule" to the name of the Zeus module in your mission. Easy way to do this would be to name the Zeus module in the editor. That name would be what would replace the variable "curatorModule".
*Note: The command, "removeCuratorEditableObjects", has to be ran on the server, hence why in the description.ext, the init for the XEH is "serverInit".
I wish they would follow the standards. It would give us less headaches. They make such great content, but configs are jacked. Anyways getting off-topic. What you could do is follow the directions on this wiki page and try and generate a static map of the faction, or just wait for the next update of ALiVE.
Sorry @incontinenetia I can't help you out anymore. I have been very busy with work now that it's tax season in the U.S. and am also working on other things related to Arma, and help put together COOP events on the weekends for my community.
what exactly is going wrong with the 'addAction' @incontinenetia? Does the addAction appear or does it not appear at all?
That is the correct line to change @incontinenetia. The problem is with this part here...
_pos = [_unit, (random 3), (random 360)] call BIS_fnc_relPos; _intelObject = "Land_Suitcase_F" createVehicle _pos;
When the object is create the object is place at that position but if the object is going to clip into another object or is too close to another object the object's position will be changed and pushed away from the other object that is close.
Possible Solutions...
Use the alternate form of "createVehicle"
_pos = [_unit, (random 1), (random 360)] call BIS_fnc_relPos; _pos = createVehicle ["Land_Suitcase_F", _pos, [], 0, "CAN_COLLIDE"];
My community runs ALiVE missions every other day and we have no issues, although we do not use the persistent functionality.
Maybe give it some time, like 30 seconds or something like that. Maybe it just needs time to process code and send data to the database.
^good spot forgot that was in a function and I had to return a value
Mods that attach an event handler to certain classes will be compatible with CBA's XEH. I don't know if CAF Aggressors uses event handlers but it could be effected, not sure.
This will be faster...
_fnc_getOpcomByFaction = { private ["_opcom"]; _faction = _this; { if (_faction in ([_x,"factions"] call ALiVE_fnc_hashGet)) exitWith { _opcom = _x; }; false } count OPCOM_instances; }; //-- Get opcom FSM _opcom = _faction call _fnc_getOpcomByFaction; _opcomFSM = [_opcom, "OPCOM_FSM"] call ALiVE_fnc_HashGet; _tacomFSM = [_opcom, "TACOM_FSM"] call ALiVE_fnc_HashGet; /////-- Loop this section --///// //-- Wait until analysis started waitUntil {sleep 2;!isNil(_opcomFSM getFSMVariable "_analyze")}; //-- During analysis //-- Analysis complete waitUntil {sleep 1;(_opcomFSM getFSMVariable "_OPCOM_status") == "reset"}; //-- Post analysis /////-- Loop this section --/////