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hcpookie

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Posts posted by hcpookie


  1. Yeah I don't know; I only tested with the Artillery Computer so I cannot speak to the actual aiming capability.  Some of the models have a camera set to the mainGun animation, for visual reasons to avoid clipping through the internals.  But I do recall testing the direct-fire AT rounds and those were all spot-on.  I want to say I did most of my testing early on w/ the 2S19 if I recall.  I don't see any reason any of the missile launchers should even have a gunner view in honesty due to how the artillery computer works.


  2. Good morning.  I am seeking guidance on how to add a custom blacklist into my mod's CONFIG.  The wiki appears to be tailored toward mission making:

     

    http://alivemod.com/wiki/index.php/Custom_Blacklists

     

    My mod has specific units that perform spawn-related functions (long story) and as a result, they don't play well when Alive spawns them into the mission.  I need to know how to add a blacklist within my config so that they are never "seen" by Alive as units that can be automatically placed and used in missions.

     

    Help?!?!?


  3. Not trying to argue a point - you're missing the details.  This was already discussed back in 2017, which lead to this disclosure:

     

     

    The point of that topic is that mission makers needed a listing of my "not to be used" classnames for their mission planning.

     

    Alive mod expects you, the mission maker, to create your own blacklist to suit your mission needs:

     

    http://alivemod.com/wiki/index.php/Custom_Blacklists

     

    My statements are attempting to convey the fact that I do not know how to take a blacklist and put it into my mod's config so as to make it a "permanent" blacklist.  Their Wiki doesn't appear to have that information as everything is tailored toward mission makers.  Or I am simply not finding it.

     

    Either way, I lack the information to permanently place this blacklist info into my mod.  I will reach out to the Alive team again to see if they can provide guidance.


  4. 14 hours ago, JD Wang said:

    Ok cool, but is there any way to stop this?

    Because having random AAF soldiers (who will shoot the players) spawn in with the rest of the civilians even when I'm not using any SAM sites but just have the mod in our mod pack, is a little frustrating.  

    Like is there a way to turn all automated spawning off?

    Thanks again 

    Stop what, exactly?  If you place them on the map they will spawn the radar code.  Same as with the SAM site spawner units.  You don't place them, they won't spawn the radars.


  5. The radome spawners do what their name implies.  When placed they will generate an AI for the map radomes within a 20km, 10km or 5km radius depending on the specific unit in question.  This typically covers most maps.  They are direct "child" objects from the placeholder "AA soldiers" in the mod.  There are also CIV units for placement depending on mission maker needs.  When the radome is destroyed, the AI (obviously) dies so that you can knock out a map radar and make a difference in missions (ideally for an MP scenario).

     

    The spawn function can be called directly via trigger etc. based on mission needs.  From the function readme:


     

    /*************** Radome Activation Script **********************************
    
    Finds world radar dome objects and populates radomes for in a 10km circle
    from the spawn point.  Populates either/or/both large and small radomes
    for the side of the spawn unit/vehicle/logic.
    
    Mission makers may allow multiple sides to occupy radomes in different areas
    of a large map by adding smaller ranges to the input command of the spawn unit.  
    Recommend smaller values due to potential script lag.  Large area/side activations
    or frequent spawner placement should run only at startup to avoid in-mission lag spikes.
    
    The spawned 'pook_radome' static vehicle INIT scripts will precisely place the
    spawned radar vehicles on the map's radomes with an appropriate AI gunner. UAV
    units are not used since enemy AI will not target and attack the enemy UAV
    gunners.  CIV side radomes are not targeted by anyone.
    
    
    Author: hcpookie
    
    Arguments:
    ==========
        0: Spawn Unit (position used as center of population area)
        1: OPTIONAL: Custom range around the spawn unit to search for map radome
           buildings (in km)
    
    USAGE:
    ======
        DEFAULT:  Placement is via "spawner" unit INIT EH.  Simply place a Spawner unit on
        the    map via the editor, or mission makers may spawn one as necessary.  The mod provides
        different kinds of spawners each with different ranges, in 20km, 10km, and 5km versions.
    
        OPTIONAL PLACEMENT:  Custom placement can be performed by adding the following command
        to any unit's Action or INIT.  For example, to spawn radomes in a 5km radius:
    
            _r = [this, 5] call pook_SAM_fnc_radomes;
            _r = [this, 5] spawn pook_SAM_fnc_radomes;
    
        ... to spawn radomes in 1km (for a single map dome):
            _r = [this, 1] call pook_SAM_fnc_radomes;
            _r = [this, 1] spawn pook_SAM_fnc_radomes;
    
        Side selection for radomes is based on the spawner unit's Side.
    
    RETURN:
    =======
        Sidechat indicating radome placement status.
    
    NOTES:
    ======
        Logged errors in RPT will contain the "POOK_GCI_LOG" prefix.
    
    ****************************************************************************/

     


  6. Update time!  Last update (hopefully) for a very long time...

    • FIX: Damage textures on some vehicles
    • FIX: Missing mirror textures on some vehicles
    • FIX: Getin/Getout problems on some vehicles
    • IMPROVED: Added HUD weapon console displays to wheeled vehicles
    • NEW: Caesar 8x8 155mm SP Artillery system

    Let's see if I can add this image...

    https://steamuserimages-a.akamaihd.net/ugc/1822280889685367252/099B6D89EC25B7F94832A90B05140FE98A8FCDF3/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false

    • Like 1
    • Thanks 2

  7. I noticed that for some reason the BIS "vehicle in vehicle" action doesn't align the M77, resulting in the M777 possibly sticking out the side of the plane!  I have updated the load script to attempt an alignment before loading in the carrier vehicle... experimental as the "static cannon" appears to follow its own logic!  Hopefully this won't make things worse...


  8. Also, since it seems people cannot RTFM, you must use the 'PREPARE' user action when attempting to make SCUD, ISKANDER, ISKANDER-K, or K-300 missile artillery units to fire!  This must be done BEFORE the Artillery Computer is used.  This is required for the vehicle launcher animations to work properly and cannot be bypassed!

    • Like 1
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