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spyderblack723

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Everything posted by spyderblack723

  1. spyderblack723

    Spyder Addons

    Get down is working for me, but then again I'm not using the latest released version. From what I've seen during making civilian interaction, the scripting command used to do it does not seem all too reliable. If I do another release before civilian interaction is finished then I'll try to hotfix it.
  2. spyderblack723

    Spyder Addons

    That would be my mistake. I've never used the enableSentences command before so I didn't know how to use it. Just throw it in the first line of the init.sqf and it should work for all units in the mission. I'll see if I can find a command to disable it for individual units but I doubt there is one. Edit: Try this _this disableConversation false
  3. BIS has broken the BIS_fnc_inTrigger function which handles TAOR/Blacklist and other marker detection systems.
  4. Referencing Gunny's setVariable reload method post This is how you reload a combat support artillery unit's ammunition, run this snippet of code on the group's leader (leader vehicle_0) setVariable ["NEO_radioArtyBatteryRounds", [["HE",30],["ILLUM",30],["SMOKE",30],["SADARM",30],["LASER",30]], true]; Once next update is released and there is a code field in the artillery module, you could do something like this. Code field: if (this == leader (group this)) then {this addEventHandler ["Fired",{_this call random_fnc_reloadArtillery}]}; random_fnc_reloadArtillery params ["_arty"]; if (isnull _arty && {alive _arty}) then { _ammo = _arty getVariable ["NEO_radioArtyBatteryRounds", [["HE",30],["ILLUM",30],["SMOKE",30],["SADARM",30],["LASER",30]]]; _ammo params [ ["_he", ["HE",30]], ["_illum", ["ILLUM",30]], ["_smoke", ["SMOKE",30]], ["_sadarm", ["SADARM",30]], ["_laser", ["LASER",30]] ]; // sample case if (_he select 1 == 0) then { // handle any suspension here if wanted _he set [1,5000]; // replace 5000 with new ammo count }; _arty setVariable ["NEO_radioArtyBatteryRounds", [_he,_illum,_smoke,_sadarm,_laser], true]; // use true bool for global sync}; Untested, but should work as expected
  5. It would most likely crash, but you can always try.
  6. spyderblack723

    Spyder Addons

    Yes, just put this line of code in the "Code" field of the module _this enableSentences false
  7. I've add a code field to the artillery module for the next update. From there you could run if (this != (leader (group this))) then {deleteVehicle this}; which will delete the two side batteries, leaving only one. I'll also add a ticket for a module option to choose the amount of artillery pieces that spawn, but the above will do for the short term.
  8. spyderblack723

    Spyder Addons

    That looks like it would do the trick, thanks again.
  9. Here's a good link for that https://forums.bistudio.com/topic/185135-resource-gui-rsc-base-classes-colours/ I don't believe it has all of the classes that you might use, but it should have most. After you've had a bit more experience with everything you'll be able to start customizing it to your liking and then just transfer those classes between projects.
  10. spyderblack723

    Spyder Addons

    Thanks for that, I knew that it counted FFV positions, but didn't know how to correct it and was too lazy to look. Will fix for next release. Edit: Will have to find a figure out a config way of doing it though since there is no physical vehicle during menu selection.
  11. I see what you're getting at, so once the artillery piece is out of ammo, wait X seconds to rear (essentially same as CAS)
  12. If you want unlimited rounds you can simply increase the round count in the Artillery module to a very large number.
  13. You need to have a unit set to "Player" (not playable, but Player)
  14. Here is an up to date version (pretty much the same thing but simplified. To make sure your my_script.sqf is running, you can put a hint or systemchat in there and it should pop up whenever a unit spawns. If it's running, good! If not, post back and I'll take a deeper look description.ext class Extended_Init_EventHandlers { class Man { class ALiVE_gearScript { init = "_this call (compile preprocessFileLineNumbers 'my_script.sqf')"; }; }; }; my_script.sqf params ["_unit"]; // do script stuff here using _unit to reference the newly spawned unit
  15. spyderblack723

    Spyder Addons

    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) --------------------------------------------------------------------------------------------------------------
  16. General Availability https://en.wikipedia.org/wiki/Software_release_life_cycle
  17. spyderblack723

    Spyder Addons

    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 :)
  18. Well, yes. 30-40 seconds is massive considering you may be loading/exiting very frequently. Sometimes, when I need to test minor changes, I can exit a mission over a hundred times in a single scripting session. Waiting for the mission to load and exit tends to take more time than testing the script itself. Tack this on with increased mission load times due to other scripts/addons and it becomes a valid point of concern. With that being said, I do understand why they are moving to a single editor. It's much easier to maintain and will allow them to focus all resources on improving the 3D editor instead of maintaining the old one. Right now the extra load times is a nuisance, but I would be very surprised if this is not reduced going forward.
  19. spyderblack723

    Spyder Addons

    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„¢
  20. spyderblack723

    Spyder Addons

    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 :)
  21. spyderblack723

    Royal Marines - Afghan Missions

    Congrats on release :)
  22. It will be fixed in an upcoming hotfix (soonâ„¢) As of right now, ALiVE is not fully compatible with the latest CBA. To achieve stable results, use CBA v2.2 (I think that's the ver). Once ALiVE is updated it will be compatible with the latest CBA again. The game will still function, just be aware that errors may occur.
  23. spyderblack723

    Spyder Addons

    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 :) .
  24. spyderblack723

    Spyder Addons

    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.
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