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About spyderblack723

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    Master Sergeant


  • Interests
    Basketball, Mission Making, Basic SQF Scripting

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    Basketball, Baseball, Programming

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  1. It would be possible with further updates, but the feature is not included in ALiVE today. I'm also without knowledge on how dynamic pylons work so I'll leave that question to someone else.
  2. That line would set the forcepool to 20. You can grab the current forcepool using [ALIVE_globalForcePool,"BLU_F"] call ALIVE_fnc_hashGet
  3. Pathfinding is disabled by default and should be considered experimental in it's current state. Probably not the best idea to use for your weekly ops in it's current state. Updates have been made and will continue to be made for improvements to be seen in future updates.
  4. free time and a thousand pings to @HeroesandvillainsOS
  5. I will blacklist your steam ID from using alive menu
  6. Waiting on one more fix, and possibly two more indexes before a release is posted.
  7. Stand by for a fashionably late answer.
  8. spyderblack723

    Spyder Addons

    Sorry for the late answer, I don't really check these forums anymore. There is a way to programmatically sync modules, but the modules would need to be specifically setup to accommodate this behavior and thus will not work in their current state. However, you can manually add the loadout manager action via code. _someVehicle addAction ["Access Loadout Manager", "[nil,'open', _this] call SpyderAddons_fnc_loadoutManager"]];
  9. You have always been able to set insurgent weapons using static data. Follow the static data example from here: http://alivemod.com/wiki/index.php/Custom_Blacklists But use this text for your static data file instead: if (!isServer) exitWith {}; waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"}; ALIVE_civilianWeapons = [] call ALIVE_fnc_hashCreate; [ALIVE_civilianWeapons, "CIV", [["hgun_Pistol_heavy_01_F","11Rnd_45ACP_Mag"],["hgun_PDW2000_F","30Rnd_9x21_Mag"],["SMG_02_ARCO_pointg_F","30Rnd_9x21_Mag"],["arifle_TRG21_F","30Rnd_556x45_Stanag"]]] call ALIVE_fnc_hashSet; Change the faction and weapons list as needed
  10. spyderblack723

    Community Factions Project

  11. If you are having errors, please specify whether or not the mission you were loading was being restored from the Database. (Also post your .rpt please) Thanks.
  12. Spawn an object and throw it in the global ALiVE_SpawnSources array variable. You'll need to wait for our next release which is soon™
  13. spyderblack723

    ALiVE Insurgency Help

    I could be wrong on this, but I think if you focus your attention on this section of the first snippet you can get a good start. I think parsing any cities that are inside a whitelist and outside of a blacklist will help prevent intel from spawning in unwanted areas. You can do this easily by defining an array of markers at the top of the file insurgencyWhitelistMarkers = ["ExampleMarkerNameWhitelist"]; // cities outside of these markers will be included insurgencyBlacklistMarkers = ["ExampleMarkerNameBlacklist"]; // cities inside these markers will be exluced Under the markers, you can define these two helper functions insurgencyParseWhitelist = { private _cities = _this; private _ret = []; { private _city = _x; { if (locationPosition _city inArea _x) then { _ret pushback _city; }; } foreach insurgencyWhitelistMarkers; } foreach _cities; _ret }; insurgencyParseBlacklist = { private _cities = _this; private _ret = []; { private _city = _x; { if !(locationPosition _city inArea _x) then { _ret pushback _city; }; } foreach insurgencyBlacklistMarkers; } foreach _cities; _ret } And finally, right after the `_cities = call SL_fnc_urbanAreas;` call in the first code snippet, you can add these two function calls _cities = _cities call insurgencyParseWhitelist; _cities = _cities call insurgencyParseBlacklist; Hopefully this will fulfill the desired effect. I am deathly tired so I'll end my post here, but if you have any questions or it doesn't work, please let me know.