spyderblack723 407 Posted February 20, 2016 VBIED? The one that's in ALiVE ied module? Or is there a separate one in your ambience module? If there is I hadn't seen it :) Does the vehicle drive toward you and blow up? If it does is there any possibility of your interaction module stretching to being able to give civ vehicles commands like "stop" or "go away" so we can control how close traffic gets to our convoys or patrols etc :) It is separate, they drive at you and go boom. Set up a blank mission on Stratis and set hostile vehicle chances to 100 and then set max vehicles per zone to 10. Then turn debug on in the ambiance module and put this allowDamage false; in your player unit's init line. Teleport around to vehicles you should eventually get suicide bombed. Suggestion about vehicle interaction is noted. 1 Share this post Link to post Share on other sites
stu81 45 Posted February 20, 2016 It is separate, they drive at you and go boom. Set up a blank mission on Stratis and set hostile vehicle chances to 100 and then set max vehicles per zone to 10. Then turn debug on in the ambiance module and put this allowDamage false;in your player unit's init line. Teleport around to vehicles you should eventually get suicide bombed. Suggestion about vehicle interaction is noted. Oh, cool. I'll take your word for it :) Yeah my missions have the default 15% chance of enemy so maybe that's why I hadn't noticed. Sweet thanks Share this post Link to post Share on other sites
spyderblack723 407 Posted February 20, 2016 Oh, cool. I'll take your word for it :) Yeah my missions have the default 15% chance of enemy so maybe that's why I hadn't noticed. Sweet thanks Yeah, there are 4 different, randomly-chosen actions that insurgents may choose when in a vehicle and spawned by the ambiance module so you may not always see it. Share this post Link to post Share on other sites
stu81 45 Posted February 20, 2016 Yes vehicles approach you and blow up. :) Stop would be a great feature to the interaction module (go away already exists), but on the other hand, I don't find it too too necessary seeing as I don't really expect there civs to comply with my every command. Forcing vehicles to stop at my say so also seems a little too much for my tastes but I guess it could be neat if you want to run checkpoint duty for a bit. I could see that being fun. Sorta like a stop and frisk and roadblock duty or whatnot. You can't tell a car to go away tho. In the interaction module foot civs stop automatically when you press interact. Even that would be cool for a vehicle but obviously for the guy that's about to drive his car bomb into you interaction would hopefully have no affect.Not too fussed on searching cars etc I'm just thinking more along the lines of military would never let vehicles just drive up too close. I had a friend who was in Iraq/Afghan at the height of the campaign and the direct orders from his CO was anyone gets within your 15meter bubble drop them (kidnap threat was black). They also had to keep a 200meter bubble around their convoys etc. They had airhorns to warn off silly civs that couldn't read the massive stay back 200 m sign and warning shots to engine bays were pretty common. Funniest story was when they were in a convoy through one of the many busy bazaar areas in Iraq. The 200m bubble was dwindling down to a scary 30 meters due to traffic and hordes of civs were walking through the convoy (soldiers very anxious at this point not wanting to over react). My buddy was the gunner on the landy and was shouting at the top of his voice GET BACK while blasting his air horn and the civs just danced to the sound of his horn lol. He was shiting himself obv as he had already seen a few civs with AKs hanging but laughed after it. He even through the empty air horn canister at someone who wouldn't move. Back on topic lol. Yeah just the automatic stop that is already in for foot civs would be plenty for now :) Oh and being able to do it from the gunner seat would be even more awesome :) 1 Share this post Link to post Share on other sites
sabre_3para_gu 18 Posted February 23, 2016 Love the mod Agree some vehicle interaction would be good, stop, leave area and get out of vehicle maybe Also not sure if could be done but find it annoying chasing down an individual to be able to get the interaction menu, so would be an Enhancement to be able to shout orders, maybe from scroll menu, and anything in hearing radius would respond (or not if they didn't feel like it) Some of the features of Nielsons CIM were really good in ARMA2 Features: - Verbal commands for ordering civilians about - Physical actions for searching and subduing civilians - Helicopter extraction of detained civilians - Script to mark LZ's with smoke for pinpoint extractions. - Spawning of ambient civilian events - Makes random civilians have "evidence" - Custom sounds - Global arrays and customizable parameters for mission maker convenience - Works with ALICE - works with surrendered units (thank you stupidwhitekid75 for pointing this out to me) - Works with ACE2, Reezo's EOD mod, and nearly any other mod Share this post Link to post Share on other sites
tourist 617 Posted February 27, 2016 Hey spyder, I'm recently started using your much-appreciated addon to spice up an ALIVE mission on Kunduz map with CUP units as Taliban and BWMOD units as COIN force. I looked at the Wiki, but still some questions/remarks remain for me to post: 1) If I want ambient animals to spawn, do I have to put the names of the towns in the field where your module has originally written the nameVillage, nameCity and so on? And how do I know what are the correct names? Are the only ones recognized those that EDEN lists under map locations? Or Is it every name I see when looking at the map in 2D view? 2) I can't get Unit recruitment or Vehicle Spawner Modules working - in Faction and Whitelist field I have written BWA3_FACTION; that's the faction name of the BWMOD units. But I only get an empty dialogue; no units to choose from in the left column of the selection. 3) The Arsenal/Loadout Manager works, though. Just can't give loadouts to the playbale AI slots when testing without human players in these slots, but that's intentional as I understand? 4) Civilian Interaction is working "as advertised" with the features of the current version of your mod. Hope I simply made user error with those recruit/respawn Modules and that you can show me the ropes towards their usage, tourist Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted February 27, 2016 Hey spyder, I'm recently started using your much-appreciated addon to spice up an ALIVE mission on Kunduz map with CUP units as Taliban and BWMOD units as COIN force. I looked at the Wiki, but still some questions/remarks remain for me to post: 1) If I want ambient animals to spawn, do I have to put the names of the towns in the field where your module has originally written the nameVillage, nameCity and so on? And how do I know what are the correct names? Are the only ones recognized those that EDEN lists under map locations? Or Is it every name I see when looking at the map in 2D view? Ambient animals will populate Kunduz with the default settings of the Ambience module. You don't need to add animal names or any of that. It's already in there automatically when you lay the module down. If you debug the module, you'll notice grey circles. These are areas which use the percent chance of spawning that you set in the module itself.2) I can't get Unit recruitment or Vehicle Spawner Modules working - in Faction and Whitelist field I have written BWA3_FACTION; that's the faction name of the BWMOD units. But I only get an empty dialogue; no units to choose from in the left column of the selection. For the vehicle spawner I can only ever get it to work if I add the vehicles by classname not only to the whitelist box but also to the unit name box itself. It has to be written in both for it to show up for me. Try adding the vehicle classnames individually in both boxes and see if that helps. Pretty sure the recruitment should work with the default faction name specified. It works for me that way but I haven't tested it in awhile. Also make sure you have a marker specified in the map where you want the vehicles to spawn. 3) The Arsenal/Loadout Manager works, though. Just can't give loadouts to the playbale AI slots when testing without human players in these slots, but that's intentional as I understand?Hmm. Never tried this either. I currently set the AI gear in the editor and that does work. However it will revert back to "default" after they respawn. I haven't currently found a way to get the AI to interact with the virtual Arsenal so I do it instead in the editor. 4) Civilian Interaction is working "as advertised" with the features of the current version of your mod. Hope I simply made user error with those recruit/respawn Modules and that you can show me the ropes towards their usage, tourist The weapons cache/IED factory conversation path is currently broken but will be fixed in the next update. Share this post Link to post Share on other sites
spyderblack723 407 Posted February 27, 2016 Hey spyder, I'm recently started using your much-appreciated addon to spice up an ALIVE mission on Kunduz map with CUP units as Taliban and BWMOD units as COIN force. I looked at the Wiki, but still some questions/remarks remain for me to post: 1) If I want ambient animals to spawn, do I have to put the names of the towns in the field where your module has originally written the nameVillage, nameCity and so on? And how do I know what are the correct names? Are the only ones recognized those that EDEN lists under map locations? Or Is it every name I see when looking at the map in 2D view? 2) I can't get Unit recruitment or Vehicle Spawner Modules working - in Faction and Whitelist field I have written BWA3_FACTION; that's the faction name of the BWMOD units. But I only get an empty dialogue; no units to choose from in the left column of the selection. 3) The Arsenal/Loadout Manager works, though. Just can't give loadouts to the playbale AI slots when testing without human players in these slots, but that's intentional as I understand? 4) Civilian Interaction is working "as advertised" with the features of the current version of your mod. Hope I simply made user error with those recruit/respawn Modules and that you can show me the ropes towards their usage, tourist Yeah, the wiki is sort of useful for some things but basically any time I spend on the mod is put towards actually developing features/fixing bugs so there are a lot of holes in it. 1. nameVillage,nameCity are location types that Ambiance automatically picks up. These locations are defined by the map maker. For example, if you are using Altis and remove nameCity, Ambiance will (most likely) not pick up on Kavala as it's (most likely) defined as a city. So, you shouldn't need to change anything here for the module to work properly. 2. Either one of two things, that isn't the proper classname, or the units are configged weird and the module doesn't pick up them up. Unless EDEN broke the module, it should be worked fine. 3. Can you elaborate on what's happening here? You should be able to transfer loadouts to any player on your side, or any AI that is in your group. Regarding the time frame of the next release, no clue. I took a short break from working on the mod, but I'll try to put in some time over the next week and see where things are at that point. Also, I have no idea if anything broke as a result of EDEN (haven't even used SpyderAddons since 1.56), so if there is anything you've noticed let me know and I'll try to fix it before next release. 1 Share this post Link to post Share on other sites
tourist 617 Posted February 27, 2016 THX 4 the fast replay, Spyder. I'll continue testing with my current mission and let you know any findings I make. Regarding the recruitment I must admit that BWMOD units have, according to ALIVE forum, their groups defined in a slightly non-standard way. So maybe that's the cause. But I could try to load RHS Americans as recruitable units - these should work since they have their groups defined after BIS rules. I'll check the Ambiance Module and the recruitment Module after applying your tips; then I'll post my results. Share this post Link to post Share on other sites
taro8 806 Posted March 1, 2016 Small suggestion: add ability to despawn at least the vehicles and, if possible, soldiers spawned by the spawner modules. I kinda ran into the problem when I took a helo for a ride, brought it back and wanted new one. A button in the menu would be great. EDIT: I was thinking how to go around spawning land vehicles when starting out on small island. I came up with an idea of having a chopper with a special action with, when activated, spawns/moves a small composition with a spawner prop and a marker. When composition is activated the helo is locked (so you cant move it), also action for creating the composition is removed and replaced by action that removes the composition and unlocks helicopter. I have no idea about scripting so I dont know how do I go around moving a composition like that or removing/adding actions. Anyway, my request would be: if vehicle spawner module has height like 100 or more set then very spawned vehicle is spawned at that height with parachutes to simulate paradropping of the requested vehicle. Share this post Link to post Share on other sites
tourist 617 Posted March 1, 2016 Back with mixed results for 2) Spawning Modules: If choosing a faction with standard compatible configged units like RHS Americans or even the Afghan Army by someguywho, Infantry units spawn if I click the button. But vehicles don't, even though I can choose them from the Vehicle Spawn Module's list and e3ven get info about them - if I press "spawn", no vehicles appear! 3) Totally random, some loadouts DO transfer to my AI teammates and some don't. Have no idea why. This is all in the Eden Editor right now; must test within mission on a Dedi server to see if there's any difference. Share this post Link to post Share on other sites
taro8 806 Posted March 1, 2016 Did some scripting and managed to get my portable spawner working. Would be better if I could get my hands on some parachute script, but hey it works. Anyway: I noticed that if you move the marker for the vehicle spawner during the game via script, spawns still take place at the old location (I got around that by adding setpos to vehicle init via your module) ie. the spawn position does not get updated. Share this post Link to post Share on other sites
spyderblack723 407 Posted March 1, 2016 Back with mixed results for 2) Spawning Modules: If choosing a faction with standard compatible configged units like RHS Americans or even the Afghan Army by someguywho, Infantry units spawn if I click the button. But vehicles don't, even though I can choose them from the Vehicle Spawn Module's list and e3ven get info about them - if I press "spawn", no vehicles appear! 3) Totally random, some loadouts DO transfer to my AI teammates and some don't. Have no idea why. This is all in the Eden Editor right now; must test within mission on a Dedi server to see if there's any difference. 2. Vehicle spawner is broken on dedicated servers. I don't know why, but will fix for the next update. 3. Hmm, lol. If you run across this in the middle of a mission can you save the .rpt and send it to me, thanks. Share this post Link to post Share on other sites
spyderblack723 407 Posted March 1, 2016 Did some scripting and managed to get my portable spawner working. Would be better if I could get my hands on some parachute script, but hey it works. Anyway: I noticed that if you move the marker for the vehicle spawner during the game via script, spawns still take place at the old location (I got around that by adding setpos to vehicle init via your module) ie. the spawn position does not get updated. Yeah, that's because I retrieve the marker's position at module init and manipulate it to take into account spawn height before storing it as opposed to simply storing the marker name. Simple oversight, will fix for next release, thanks. Share this post Link to post Share on other sites
spyderblack723 407 Posted March 1, 2016 Alright, I've fixed vehicle spawner for the next release, including the above improvements (vehicle spawn marker can now be moved and the vehicle spawner will follow it). I actually have no clue how it even worked in SP :) . 2 Share this post Link to post Share on other sites
spyderblack723 407 Posted March 6, 2016 Small teaser for the upcoming civilian interaction rework. Keep in mind everything is still very WIP and will change Sorry for the awful quality, it's super easy to upload this way though. At least you can still see what's going on :) 3 Share this post Link to post Share on other sites
Incontinentia 339 Posted March 6, 2016 This looks awesome! Some real textbook interrogation techniques there too. Nice work Spyder! 1 Share this post Link to post Share on other sites
tourist 617 Posted March 6, 2016 Really appreciate your dedication, Spyder! Good news about the vehicle spawner - other means of calling wheeld or tracked assets in with ALiVE (like Logistics) are atm not very reliable across multiple save-load cycles. Your Modules make COIN missions so much more immersive, especially if I set the ALiVE C2ISTAR Intel coverage too "medium" or "low" I really have to rely on tose interrogations. Although I don't have all the "valid points" at my disposal that you showed in the vid - built my mission to play as German Bundeswehr Soldier in 2010 Afghanistan so I have to adhere more closely to the Geneva Convention than you... :q: But for all that don't have to worry about these dusty old paragraphs all too much - how about adding a "slap" or "waterboard" option in the communication tree that yields different results depending on the personality? Like sometimes the'll talk truth like an audio tape on fast forward just to make you stop and sometimes they'll give false information, because that happens IRL if you torture people to make them confess things they haven't done or share info they don't have... Sorry I couldn't send you .rpts, but I'm plagued by the current incompatibility between ALiVE and CBA: persistence f.e. is unreliable right now. Once the new version of ALiVE is out, I'll test with that for sure. Or are you still interested in .rpts from current combo of AliVE 1.0 and CBA 2.3? Anyway, keep going man, you really rock! Share this post Link to post Share on other sites
spyderblack723 407 Posted March 6, 2016 Really appreciate your dedication, Spyder! Good news about the vehicle spawner - other means of calling wheeld or tracked assets in with ALiVE (like Logistics) are atm not very reliable across multiple save-load cycles. Your Modules make COIN missions so much more immersive, especially if I set the ALiVE C2ISTAR Intel coverage too "medium" or "low" I really have to rely on tose interrogations. Although I don't have all the "valid points" at my disposal that you showed in the vid - built my mission to play as German Bundeswehr Soldier in 2010 Afghanistan so I have to adhere more closely to the Geneva Convention than you... :q: But for all that don't have to worry about these dusty old paragraphs all too much - how about adding a "slap" or "waterboard" option in the communication tree that yields different results depending on the personality? Like sometimes the'll talk truth like an audio tape on fast forward just to make you stop and sometimes they'll give false information, because that happens IRL if you torture people to make them confess things they haven't done or share info they don't have... Sorry I couldn't send you .rpts, but I'm plagued by the current incompatibility between ALiVE and CBA: persistence f.e. is unreliable right now. Once the new version of ALiVE is out, I'll test with that for sure. Or are you still interested in .rpts from current combo of AliVE 1.0 and CBA 2.3? Anyway, keep going man, you really rock! Thanks :) Already have some false intel in there already ;) I think all incompatibilities between CBA v2.3 and ALiVE have been fixed, hotfix coming soonâ„¢ 1 Share this post Link to post Share on other sites
spyderblack723 407 Posted March 10, 2016 I still use the ALiVE Tablet as well. I love the simplicity of selecting the radius of local forces, and asking them to attack/recon an area. I know the DEV team incorporated some of this into RC1, but its still not as simple or lovely as the tablet itself. Would love to see this enhanced or kept up to date should anything change. Keep up the great work man, love every piece of it. Just an update on this, I've decided not to redo the old tablet for now. I'll say more on why when I release the next SpyderAddons update as the reasoning will apply to this mod as well. Although, I would highly recommend giving the official ALiVE Operations Tablet a try in the next ALiVE release (soonâ„¢). I've made a couple of key improvements regarding usability, stability, performance, and visual appeal. I am definitely excited about getting the refurbished version out there for others to use, it's only the beginning as well :) 1 Share this post Link to post Share on other sites
spyderblack723 407 Posted March 16, 2016 Small update today. I was really hoping to delay this release until the civilian interaction rework was completed, but due to involvement in other projects it's been hard to hit this goal. Civilian interaction is about on the last leg of completion, but has unfortunately hit the part of development that absolutely fries my mind, which is writing tons of dialog, questions, and finding a way for everything to work together in a smooth and believable fashion. I've created a more conversation oriented system where players will typically have several ways to interact with the civilian after they have given their answer to a question. Players will need to think more strategically in how they want to behave with the civilian, each method leading to a different alteration of how the civilian will react in all future conversations. I believe the next iteration of civilian interaction is miles ahead of the currently released version and I can't wait till it's completion when I get to share it with everybody. Despite not reaching the above goal, I've decided to release today mainly to push out the fixes allowing the vehicle spawner module to work once again on dedicated servers. This release also provides a few X Lib additions geared towards UI that I have utilized in the making of the new civilian interaction menu, if you are interested in GUI scripting at all I would definitely check these out. Dropbox: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=579263829 -------------------------------------------------------------------------------------------------------------- Update March 15 @ 8:40 pm Changelog - [x_lib] Added ctrlRelMove, progressAnimate - [sup_loadout] Fixed header - [x_lib] Added getCivilianRole, updated documentation - [x_lib] Added numberInBounds, getClosest number - [x_lib] Added ctrlGetRelDistance - [sup_vehiclespawn] Fixed issue causing vehicle spawner to not work on dedicated servers - [sup_vehiclespawn] Menu is now draggable - [sup_recruit] Menu is now draggable - [mil_insurgency] Utilized new scripting commands to increase performance - [amb_ambiance] Utilized new scripting commands to increase performance - [sup_loadout] Fixed issue when trying to transfer a class with no target unit selected (X Lib function names subject to change) -------------------------------------------------------------------------------------------------------------- 2 Share this post Link to post Share on other sites
sonsalt6 105 Posted March 16, 2016 Updated mod v0.7 available at withSIX. Download now by clicking: 1 Share this post Link to post Share on other sites
Guest Posted March 16, 2016 New version frontpaged on the Armaholic homepage. Spyder Addons v2016-03-15 Community Base addons A3 Share this post Link to post Share on other sites
ravenleg 37 Posted March 30, 2016 It's a minor point, but in line 194 of fnc_vehicleSpawner.sqf, I think you'll get a more accurate count of passenger seats by changing _vehCargo = getNumber (_configPath >> "transportSoldier"); to something like _vehCargo = getNumber (_configPath >> "transportSoldier") + count ((allTurrets [_vehicle, true]) - (allTurrets [_vehicle, false])); to ensure you're counting FFV positions as well, since I believe transportSoldier only refers to non-FFV cargo positions and can be way off from the true value of the total passenger capacity on many vehicles. 1 Share this post Link to post Share on other sites