Justice Molton 0 Posted July 4, 2017 @spyderblack723 First I'd like to thank you for that ultra nice addon. But I have a little Problem to get the Vehicle Spawner working. I want it to spawn the US Cup troops input all the needed info in the fields. But nothing shows up in the UI if I am trying to spawn some vehicle... is there a bug or what is the trick? Thx for your help! Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted July 4, 2017 3 hours ago, Justice Molton said: @spyderblack723 First I'd like to thank you for that ultra nice addon. But I have a little Problem to get the Vehicle Spawner working. I want it to spawn the US Cup troops input all the needed info in the fields. But nothing shows up in the UI if I am trying to spawn some vehicle... is there a bug or what is the trick? Thx for your help! Take a screenshot with your module open and post it here. It's probably the easiest way to troubleshoot this. 1 Share this post Link to post Share on other sites
Justice Molton 0 Posted July 5, 2017 Here is a picture of ithttps://www.dropbox.com/s/bklh24c4znjtywb/107410_20170705091707_1.png?dl=0 Share this post Link to post Share on other sites
spyderblack723 407 Posted July 5, 2017 If you haven't tried already, remove the text in the Type Whitelist and Type Blacklist fields. Also make sure that there are no spaces in any of the text fields either. 1 Share this post Link to post Share on other sites
BB_Frost 37 Posted July 5, 2017 It's been a while since I configured this, and I'm not at my computer, but don't the multiple item lists need to be enclosed in square brackets? e.g. [Car,Truck,Armored,Tank] Share this post Link to post Share on other sites
spyderblack723 407 Posted July 7, 2017 On 7/5/2017 at 5:10 PM, BB_Frost said: It's been a while since I configured this, and I'm not at my computer, but don't the multiple item lists need to be enclosed in square brackets? e.g. [Car,Truck,Armored,Tank] They can, but they don't have to. Internally, those are removed before processing the input. Share this post Link to post Share on other sites
Spark23 19 Posted July 10, 2017 Im getting a error, but seems working anyway. (error variable not defined on expresion: thislist) Civilians are sync with virtual AI alive module because that zone (yafiah & I'timad) isn't indexed with alive, may be that reshmaan indexing not is completed? P.S: tested in 3den editor preview. Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted July 10, 2017 15 minutes ago, spark23 said: Im getting a error, but seems working anyway. (error variable not defined on expresion: thislist) Civilians are sync with virtual AI alive module because that zone (yafiah & I'timad) isn't indexed with alive, may be that reshmaan indexing not is completed? P.S: tested in 3den editor preview. Civilians should not be synced to Virtual AI. This is your problem I'm sure. Reshmaan is indexed just fine I think. Can you PM me and tell me exactly what the problem is? I mean, I could reindex it but holy crap I'd rather not unless there is a big problem with it. It's enormous. If you want more civs, drop the filtering in the civ placement module. I can pretty much guarantee if you make it extreme with no filtering there will be too many civs. Lots of "house" models on that map. Civs should be spawning. Anyway, let's discuss this via PM. 2 Share this post Link to post Share on other sites
Bah83 0 Posted July 12, 2017 Hi! First of all I want to thank you for this awsome addon. I'm use this and Alive in all my missions. I'm wondering if there is any way to temporarily pause the civilian interaction module. In a insurgency mission i want the module to be active only if a have a interpreter (Afghan soldier) in my sqaud. Share this post Link to post Share on other sites
1LT Creech 57 Posted July 13, 2017 @spyderblack723 this is an amazing Mod! Our unit thanks you so much for taking immersion to a whole new level adding unique and authentic game play. We are running into a unique situation. Names are repeating on a regular basis from town to town. Currently using mod with Alive on CLAFGHAN. Every TownLeader was Abdul Latif Bakhtari (5x) Both Religious leaders Kami Wardak Both Politicians were Qadear Habibzair Is there a workaround that we can do to generate unique names? Again, thank you for all of your hard work. For many of us, alive and arma 3 wouldn't be nearly as enjoyable without your tireless work on this mod. Share this post Link to post Share on other sites
spyderblack723 407 Posted July 13, 2017 12 hours ago, Bah83 said: Hi! First of all I want to thank you for this awsome addon. I'm use this and Alive in all my missions. I'm wondering if there is any way to temporarily pause the civilian interaction module. In a insurgency mission i want the module to be active only if a have a interpreter (Afghan soldier) in my sqaud. There is no way to apply a condition to the menu action. Share this post Link to post Share on other sites
spyderblack723 407 Posted July 13, 2017 2 hours ago, 1LT Creech said: @spyderblack723 this is an amazing Mod! Our unit thanks you so much for taking immersion to a whole new level adding unique and authentic game play. We are running into a unique situation. Names are repeating on a regular basis from town to town. Currently using mod with Alive on CLAFGHAN. Every TownLeader was Abdul Latif Bakhtari (5x) Both Religious leaders Kami Wardak Both Politicians were Qadear Habibzair Is there a workaround that we can do to generate unique names? Again, thank you for all of your hard work. For many of us, alive and arma 3 wouldn't be nearly as enjoyable without your tireless work on this mod. Unfortunately not, these names are automatically generated by Arma. This could be caused by a lack of names given by the mod which contains the faction. 1 Share this post Link to post Share on other sites
1LT Creech 57 Posted July 13, 2017 15 hours ago, spyderblack723 said: Unfortunately not, these names are automatically generated by Arma. This could be caused by a lack of names given by the mod which contains the faction. I thank you for the super quick reply! Will look into the factions used. Thanks again!!! Share this post Link to post Share on other sites
easyeb 137 Posted July 24, 2017 uRegarding interaction with civilians, the question "Do you know the location of any insurgent hideouts?" never generates any response. Is it supposed to? Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted July 24, 2017 2 hours ago, easyeb said: uRegarding interaction with civilians, the question "Do you know the location of any insurgent hideouts?" never generates any response. Is it supposed to? It's supposed to and it's broken. For now, use the mouse wheel action to gather Intel. In a perfect world this entire function, or likely something simpler and similar, will be integrated into ALiVE directly, but these kinds of features take time to integrate. So just ask the other questions with Spyder's UI, and use the mouse wheel for revealing HQ's. Share this post Link to post Share on other sites
easyeb 137 Posted July 24, 2017 1 hour ago, HeroesandvillainsOS said: It's supposed to and it's broken. For now, use the mouse wheel action to gather Intel. In a perfect world this entire function, or likely something simpler and similar, will be integrated into ALiVE directly, but these kinds of features take time to integrate. So just ask the other questions with Spyder's UI, and use the mouse wheel for revealing HQ's. Shit. I've completely forgotten about the mw action dialog. But thanks, now I know! 2 Share this post Link to post Share on other sites
scottb613 285 Posted August 13, 2017 Hi Folks, RE: Loadout Manager Anyone know where these configs are stored and can we edit them by hand ? Thanks... Regards, Scott Share this post Link to post Share on other sites
spyderblack723 407 Posted August 15, 2017 Are you talking about the loadouts themselves? You cannot edit them outside of the loadout manager. The only way to store persistent information in Arma without a plugin is in a binarized file tied to your account. 1 Share this post Link to post Share on other sites
scottb613 285 Posted August 15, 2017 Hi Spyder, Yep - that answers my question - I searched my entire PC looking to find that folder structure - thought I might have missed it... Thanks for all your do... Regards, Scott Share this post Link to post Share on other sites
BB_Frost 37 Posted October 6, 2017 Getting this error with the vehicle spawner (which seems to work properly, despite the error - presumably the vehicle isn't pointed the way it should be, though?) [SpyderAddons - Sup Vehiclespawn] Initialization starting Error in expression <ttings", [[_spawnMarkers,_spawnHeight], _spawnDir, _factions, _whitelist, _black> Error position: <_spawnDir, _factions, _whitelist, _black> Error Undefined variable in expression: _spawndir File \x\spyderaddons\addons\sup_vehiclespawn\fnc_vehicleSpawner.sqf [SpyderAddons_fnc_vehicleSpawner], line 1794 2017.05.23 Share this post Link to post Share on other sites
spyderblack723 407 Posted October 12, 2017 On 10/5/2017 at 11:26 PM, BB_Frost said: Getting this error with the vehicle spawner (which seems to work properly, despite the error - presumably the vehicle isn't pointed the way it should be, though?) [SpyderAddons - Sup Vehiclespawn] Initialization starting Error in expression <ttings", [[_spawnMarkers,_spawnHeight], _spawnDir, _factions, _whitelist, _black> Error position: <_spawnDir, _factions, _whitelist, _black> Error Undefined variable in expression: _spawndir File \x\spyderaddons\addons\sup_vehiclespawn\fnc_vehicleSpawner.sqf [SpyderAddons_fnc_vehicleSpawner], line 1794 2017.05.23 Should have no real consequences, disregard for now Share this post Link to post Share on other sites
spyderblack723 407 Posted October 12, 2017 Due to recent developments I have decided to pull from content from Armaholic. The link has been removed from the thread and will be pulled from the archive soon. If you were someone who used this as a means of acquiring the mod, please refer to the dropbox link instead: https://www.dropbox.com/s/s9tsgtcxpeya4iz/Spyder_Addons_1723051.RAR?dl=0 If you used PlayWithSix or SteamWorkshop, this will have no effect on you. Thanks. 5 Share this post Link to post Share on other sites
tourist 617 Posted January 21, 2018 Hi Spyder, have been successfully using your addon for quite somne time in various ALIVE missions and recently also in RAVAGE missions. For the latter I wonder how I could get this piece of code executed on every unit spawned by the recruitment module to give them random gear: 0 = [this] call rvg_fnc_equip; If I write it like this in the field of the recruitment module, it doesn't work. It says I should referr to the units with _this, but if I write _this call rvg_fnc_equip; into the module, it still doesn't work. Any ideas how I could make that code work? Or have an alternative idea for giving random gear to units recruited with your module? Kind Regards tourist Share this post Link to post Share on other sites
spyderblack723 407 Posted January 22, 2018 try replacing your code with a debug line such as hint str _this and see if it displays anything on unit spawn to ensure it's actually working. Also I would recommend posting on the steam workshop mod page if I don't respond within two days, I only check this forum once every few months. Share this post Link to post Share on other sites
ravenleg 37 Posted October 30, 2018 This question is more about modules in general, but is there a way to programmatically/dynamically synchronize a module to a game object (as opposed to doing it manually in the editor using Connect > Sync To)? For instance, if I wanted to attach an editor-placed Loadout Manager to a vehicle that was spawned in midway through a game by a script. Share this post Link to post Share on other sites