f4ded 10 Posted July 20, 2015 (edited) Civilians marked as rogue or suicide will not actually have weapons or bomb vests when on any A3MP or AiA maps - specifically takistan. only works on altis and stratis. Anyone got a fix? Edited July 20, 2015 by f4ded Share this post Link to post Share on other sites
loopdk 92 Posted July 20, 2015 Ah, okay. I think I see my mistake. I don't use Alive hence I've never noticed. It's just something players ask for. Thank you! Just chekede IP_OPF_F_ST dont work :/ ---------- Post added at 05:28 ---------- Previous post was at 05:25 ---------- Same error as before :/ http://peecee.dk/uploads/072015/arma3_2015_07_20_07_26_59_624.png Share this post Link to post Share on other sites
DroopyPiles 10 Posted July 20, 2015 (edited) Hi, I loaded the demo mission "Operation Landlord" on our server. the question is the circles that say occupied disappear fade away after a few minutes never to return, well occasionally you see a "captured" on the map. Is there a way of making these permanent? nothing has been changed as far as the demo missions script. Thx in advance Edited July 20, 2015 by DroopyPiles Share this post Link to post Share on other sites
lordprimate 159 Posted July 20, 2015 Hi, I loaded the demo mission "Operation Landlord" on our server. the question is the circles that say occupied disappear fade away after a few minutes never to return, well occasionally you see a "captured" on the map.Is there a way of making these permanent? nothing has been changed as far as the demo missions script. Thx in advance I noticed that the longer the mission is running, the less frequent the intel is given on enemy held objectives. it can be likened to lag.. its there just really slow after a few hours... sometimes it doesn't even show after the initial map start. is anyone else experiencing this? Share this post Link to post Share on other sites
bhaz 0 Posted July 20, 2015 Intel only shows when an event occurs (change in objective ownership, enemy movements, stuff like that). Having intel set to anything other than total coverage adds a "roll the dice" behaviour to the intel - Low / medium / high / total being 10%, 20%, 40% and 100% respectively. If an objective is captured by opfor and stays that way for a long period, you'll never see intel on that objective. Share this post Link to post Share on other sites
DroopyPiles 10 Posted July 20, 2015 Intel only shows when an event occurs (change in objective ownership, enemy movements, stuff like that). Having intel set to anything other than total coverage adds a "roll the dice" behaviour to the intel - Low / medium / high / total being 10%, 20%, 40% and 100% respectively. If an objective is captured by opfor and stays that way for a long period, you'll never see intel on that objective. If that's the case how can you tell where the areas are? the disappear and you no longer have intel to where they are, surely there some code that keeps them their until a state change? Share this post Link to post Share on other sites
chronicledude 10 Posted July 20, 2015 If that's the case how can you tell where the areas are? the disappear and you no longer have intel to where they are, surely there some code that keeps them their until a state change? You can tell where they are by taking a look there, if you dont want to go look after the ai you can use the TRACE system on the CQB module, that might give you a hint on where they are? Not sure how to do it better. When we play we have people moving around to check and observer. About the code thing i cant help with that. ChroincleDude. Share this post Link to post Share on other sites
-lordsoth- 15 Posted July 20, 2015 I just get in the habit of using the advanced markers. When some intel pops up i will marker it with some explanatory note so when it fades away I still have something there. Then I will manually generate a task via C2iStar to investigate the area and establish if the intel was legit or not. Great way of making missions for yourself along with the pre-made ones. I just havent worked out how to get rid of a marker once I have cleared a particular area. Share this post Link to post Share on other sites
DroopyPiles 10 Posted July 20, 2015 So what happens when all of CSAT is dead, as I see no triggers, do the modules end the game for you? Share this post Link to post Share on other sites
spyderblack723 407 Posted July 20, 2015 I just get in the habit of using the advanced markers. When some intel pops up i will marker it with some explanatory note so when it fades away I still have something there. Then I will manually generate a task via C2iStar to investigate the area and establish if the intel was legit or not. Great way of making missions for yourself along with the pre-made ones. I just havent worked out how to get rid of a marker once I have cleared a particular area. Cntrl-RMB So what happens when all of CSAT is dead, as I see no triggers, do the modules end the game for you? No, you still need to setup win conditions yourself. The modules do not handle ending the mission. Share this post Link to post Share on other sites
chronicledude 10 Posted July 20, 2015 So what happens when all of CSAT is dead, as I see no triggers, do the modules end the game for you? When you run out of bad guys to shoot, you call it a day take out a beer and kick back and wait for the next war. Share this post Link to post Share on other sites
DroopyPiles 10 Posted July 20, 2015 Cntrl-RMBNo, you still need to setup win conditions yourself. The modules do not handle ending the mission. Oh, so how would I go about that? as setting a trigger saying csat not present wont work as there virtualized right? so how can I make it so it ends? thx Share this post Link to post Share on other sites
spyderblack723 407 Posted July 20, 2015 (edited) Oh, so how would I go about that? as setting a trigger saying csat not present wont work as there virtualized right? so how can I make it so it ends? thx You could setup a trigger and in the condition put this EDIT: Working code Condition: if (isServer) then {count ([getposATL thisTrigger, 15000, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles) == 0 && {count ([getposATL thisTrigger, 15000, ["EAST","vehicle"]] call ALIVE_fnc_getNearProfiles) == 0}} else {false}; On Act: if (isServer) then { ["end1","BIS_fnc_endMission",true,true] call BIS_fnc_MP}; Edited July 20, 2015 by SpyderBlack723 Share this post Link to post Share on other sites
DroopyPiles 10 Posted July 20, 2015 You could setup a trigger and in the condition put this (((count ([getposATL thisTrigger, 250, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles)) == 0) and ((count ([getposATL thisTrigger, 250, ["EAST","vehicle"]] call ALIVE_fnc_getNearProfiles)) == 0)); You need to change "EAST" to whatever side units the enemy faction is. You can also change "250" to whatever size area you want it to check for virtual units. In the on Activation section of your trigger you can then do this ["Mission Success", true, 5] call BIS_fnc_endMission; Excellent thx for the reply, sorry to ask the maybe obvious, but what size is the 250 you mention, what should I put for the whole of Altis? i'm basically using the Operation Landlord mission you made., thx Share this post Link to post Share on other sites
spyderblack723 407 Posted July 20, 2015 (edited) Excellent thx for the reply, sorry to ask the maybe obvious, but what size is the 250 you mention, what should I put for the whole of Altis? i'm basically using the Operation Landlord mission you made., thx 250 is just the size of the area that it checks for units in. If you wanted to check for all of Altis, just stick a trigger in the middle of the map and put a size of something around 17000 This would be the condition of your trigger EDIT: Working code Condition: if (isServer) then {count ([getposATL thisTrigger, 15000, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles) == 0 && {count ([getposATL thisTrigger, 15000, ["EAST","vehicle"]] call ALIVE_fnc_getNearProfiles) == 0}} else {false}; On Act: if (isServer) then { ["end1","BIS_fnc_endMission",true,true] call BIS_fnc_MP}; Edited July 20, 2015 by SpyderBlack723 Share this post Link to post Share on other sites
DroopyPiles 10 Posted July 20, 2015 250 is just the size of the area that it checks for units in. If you wanted to check for all of Altis, just stick a trigger in the middle of the map and put a size of something around 17000This would be the condition of your trigger Condition: (((count ([getposATL thisTrigger, 17000, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles)) == 0) and ((count ([getposATL thisTrigger, 17000, ["EAST","vehicle"]] call ALIVE_fnc_getNearProfiles)) == 0)); And this would be the onActivation: ["Mission Success", true, 5] call BIS_fnc_endMission; Edit: Fixed code The mission ended straight away :/ Share this post Link to post Share on other sites
highhead 20 Posted July 20, 2015 Just chekedeIP_OPF_F_ST dont work :/ ---------- Post added at 05:28 ---------- Previous post was at 05:25 ---------- Same error as before :/ http://peecee.dk/uploads/072015/arma3_2015_07_20_07_26_59_624.png yeah, they dont match and therefor it wont work yet Share this post Link to post Share on other sites
spyderblack723 407 Posted July 20, 2015 The mission ended straight away :/ Yeah just tested it myself, the code works perfectly fine when tested in a small area. I'll see if I can figure out what's going on Share this post Link to post Share on other sites
SavageCDN 231 Posted July 20, 2015 (edited) edit: ninja'd by spyder... fool-resistant example incoming from HH :p Edited July 20, 2015 by SavageCDN Share this post Link to post Share on other sites
DroopyPiles 10 Posted July 20, 2015 Yeah just tested it myself, the code works perfectly fine when tested in a small area. I'll see if I can figure out what's going on Yea just to confirm its your mission i'm using it on, operation landlord Share this post Link to post Share on other sites
spyderblack723 407 Posted July 20, 2015 (edited) Yea just to confirm its your mission i'm using it on, operation landlord Alright here is our solution thanks to the almighty Highhead Condition: if (isServer) then {count ([getposATL thisTrigger, 15000, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles) == 0 && {count ([getposATL thisTrigger, 15000, ["EAST","vehicle"]] call ALIVE_fnc_getNearProfiles) == 0}} else {false}; On Act: if (isServer) then { ["end1","BIS_fnc_endMission",true,true] call BIS_fnc_MP}; Edited July 20, 2015 by SpyderBlack723 Share this post Link to post Share on other sites
Aus 10 Posted July 21, 2015 Hey all I've submitted a request to have Australia V2 indexed :) Share this post Link to post Share on other sites
Von Quest 1163 Posted July 21, 2015 Wish ALiVE Team would just let you Index your own Maps. Not sure what's all involved. But makes a lot of sense if the mapmaker had the control over his/her Maps. Also would be cool if there was a non-index system in place as a temporary solution so you could play on New Maps before they get fully indexed. Just a generic spawn system. You could play immediately when a New Map is released. ;) Share this post Link to post Share on other sites
-lordsoth- 15 Posted July 21, 2015 Also would be cool if there was a non-index system in place as a temporary solution so you could play on New Maps before they get fully indexed. Just a generic spawn system. You could play immediately when a New Map is released. ;) you can do this with custom objectives. This is what I use on new maps. Takes a bit of extra work to set up but is good alternative until it gets indexed. Share this post Link to post Share on other sites
SavageCDN 231 Posted July 21, 2015 ^ this and the CQB module will work on non-indexed maps - combine that with custom objectives and you're good to go Indexing is a 'difficult' process and involves using internal dev tools and some witchcraft. The long term goal here is to allow anyone to submit map indexes however that is not something on the immediate horizon. If I'm not mistaken map makers themselves may be able to assist in the near future by providing the ALiVE team with some static data regarding locations and types of military and civilian structures specific to their map, but don't quote me on this :p Share this post Link to post Share on other sites