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spitfirefrench

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Posts posted by spitfirefrench


  1. Sorry if this is obvious or already mentioned somewhere (although I have had an extensive google of this), is there a way to disable the magic map markers? By which I mean the map markers drawn by the player and send to everyone's map via side, group or vehicle etc.

    I am assuming that the 'copy map' function is similar ye olde ACE 2 where the markers could be disabled and you would have to walk up to your squad member in order to obtain his map markers that were drawn.

    Any help would be greatly appreciated!


  2. Hey guys, great mod!

    Some observations with regards to the medical facility during my testing with a Nimitz based mission,

    static object medical facility works on land, not when height is set to above the nimitz deck.

    Vehicle medical facility works in air and on land but as soon as it is flown over or landed on the nimitz deck the advanced heal option greys out, as soon as ship is not below us, option appears again.

    I hope this is something that can be fixed, I really hope to have a medical bay on the ship to fly casevacs to ;)

    Cheers guys and like I said, great mod and some even greater potential

    EDIT

    Upon further testing, it seems that the advanced treatment menu is greyed out when passing over ANY object.

    We flew over Kavala, every house, tree, rock and placed objects too, turn the option off. Hope this helps!

    So this obviously explains my problem when the medical facilities are placed over/on the nimitz


  3. it's all coming together ayy, well done cameroon.

    When my mission is finished I will upload a video as another example of cameroon's dynamic objection creation/deletion in action!

    Also, I've been having a problem spawning CQB units on our dedi since the last update... had no problems before that. Tried with military,civilian,JIP,server no combination works.

    It's the same for all maps, the units spawn during my testing in the editor just not when launched on the dedi

    AND yet another question, is there a way to initialise tacom analysis again so that the wait can be shortened, at the moment it takes ages to send the troops to objectives


  4. Upon closer inspection, reinforcements still get sent to the removed objective, although when OPCOM debug is on the objective marker is removed so maybe there is a need to compile an updated list of objectives to the opcom. E.g. when an objective is removed, opcom rescans for objectives (obv the removed one will get ditched).

    It is out of my technical knowledge tho lol :p

    F5 is my friend today


  5. To follow up on my own reply earlier about removeObjective, it does seem to work actually. The script error occurs for any profiles that are moving towards that objective when they reach their staging.

    So it does seem possible to remove objectives dynamically, but right now generates a script error. No idea if that causes further problems, but at least it provides some hope that we can script dynamic goals for the OPCOMs! :)

    ---------- Post added at 20:27 ---------- Previous post was at 20:24 ----------

    These are the two functions I wrote for my objective testing, hopefully saves you the debugging I had to do ;)

    ;

    You sir are a scholar and a gentleman. It works so far, I didn't even get any errors.

    When this is all finished I'll upload and show the power of the dynamic OPCOM objectives!


  6. EDIT

    I just re-confirmed, I can call removeObjective (the syntax is [_opcom, "removeObjective", _objectiveID] call ALiVE_fnc_OPCOM) and that doesn't generate errors, however each time through OPCOM's regular processing/update loop, errors are logged in the RPT file about a variable being undefined on line 794. The error seems to pretty much halt the OPCOM from doing anything else. If the function viewer is accurate for line numbers, then it's probably in this part of the processing.

               	case "getobjectivebyid": {
               	ASSERT_TRUE(typeName _args == "STRING",str _args);
    
    		    private ["_objective","_id"];
    			_id = _args;
    			{
    				if (([_x,"objectiveID"] call ALiVE_fnc_hashGet) == _id) exitwith {_objective = _x};
    			} foreach ([_logic, "objectives"] call ALIVE_fnc_HashGet);
    
    			_result = _objective;
    	};
    

    Thanks for the reply, I'll give this a go and see what happens ;P , maybe one of the devs can shed some light on this error/generally clear this up?

    Cheers guys


  7. sorry if its been asked before (in the 337 pages :p), but is it possible to make the OPCOM choose ONLY the custom objectives I have assigned them? I.e. they won't have objectives on other military locations, just the ones I have deployed a gamelogic at.

    Is it also possible to remove custom objectives from the OPCOM by removing the gamelogic with a 'deletevehicle' command?

    I have a script at the moment which I hope will be able to remove the objectives and force the enemy to fall back or concentrate on other objectives once the script has run (by an addaction on a laptop)

    Cheers guys


  8. I don't have time to read through this thread so sorry if its a double post but it would be a good idea to be able to access the loadout editor inside the mission editor or at least be able to access the exported script from the saved profiles, this would greatly increase the speed at which someone could apply the loadouts of all the units in a mission. It would avoid the annoying need to quit back to the main menu and to get the next loadout from the separate editor.

    Another point which has aggravated me all throughout this series of games has been the inability to draw lines on the map (except in ACE or other mods, I can't find one for A3 though) and rotate the compass in order to measure bearings on the map. My aggravation has been brought to a head though with this bootcamp update, with a part of the training showing the player how to triangulate positions on the map using lines and the compass to find the bearing of said line. The joke is, you can't actually draw lines OR rotate the compass on the map in the game. They have drawn the line in the editor and told you the bearing, avoiding putting in this most basic of functions. I am not one to moan, however this set me off lol.

    Please can BI read this and implement for the actual bootcamp release. I would be eternally grateful.

    (PS I love the loadout editor, for me it works better than LEA and VAS!)

    edit:

    Just found the FHQ mapdraw mod, great for drawing lines. Just need the compass sorted now ;)

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