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Everything posted by spyderblack723
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Units are already not spawned into water. Preferably we would like to use existing groups to transport infantry to maintain credible movement and the ability to disrupt the enemy's ability to transport their forces. -
[ALiVE, SP/COOP 1-20] Operation Prophet [Insurgency]
spyderblack723 replied to HeroesandvillainsOS's topic in ARMA 3 - USER MISSIONS
I'm not sure how the mission is setup but your faction's forcepool limit set in the military logistics module is already a form of economics for players to keep in mind. It's also been heavily improved by Tupolov for the next update, including the ability to see remaining forcepool.. -
[ALiVE, SP/COOP 1-20] Operation Prophet [Insurgency]
spyderblack723 replied to HeroesandvillainsOS's topic in ARMA 3 - USER MISSIONS
Sync the modules to an object to add the action to the object. -
[ALiVE, SP/COOP 1-20] Operation Prophet [Insurgency]
spyderblack723 replied to HeroesandvillainsOS's topic in ARMA 3 - USER MISSIONS
Think that's my new signature.. -
[ALiVE, SP/COOP 1-20] Operation Prophet [Insurgency]
spyderblack723 replied to HeroesandvillainsOS's topic in ARMA 3 - USER MISSIONS
In A3, when you spawn a a large amount of units or vehicles in a short period of time it can cause the game to stutter. In order to solve this issue ALiVE introduced a slow-spawn method that slows down the spawning of profiles in order to eliminate stuttering. Unfortunately, the slow spawn method sometimes breaks the join group feature if the group doesn't spawn fast enough. There are two ways to fix this on our end, one is very hacky and not optimal and the other introduces a potential issue where ALiVE-induced loading screens might never end if coded improperly. It also seems to not work properly when you select a vehicle group to join, I have not been able to solve this part.. So my apologies with that feature being kinda broken :) -
I haven't changed anything. Is that only occuring in SP? MP? Both? Does one module synced to multiple objects work? (Should definitely work)
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[ALiVE, SP/COOP 1-7] The Contractor [Hostage Rescue]
spyderblack723 replied to HeroesandvillainsOS's topic in ARMA 3 - USER MISSIONS
.scope errors are actually completely unrelated to weapon sights. It refers to a config value named scope that determines if something is visible or not. For example, if I made a unit addon but wanted to hide all of them from the editor, I could set their editor scope to 0 and thus hide them from being placed in the editor. I cannot guarantee that this specific error doesn't cause problems, but it's likely harmless. For anyone getting the error, make sure you have every mod downloaded and all of their dependencies. -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
spyderblack723 replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
To reduce stuttering upon the spawning of multiple vehicles/units at the same time you can ensure the function is ran in a scheduled scope and have a small sleep (0.02 - 0.05) in between the spawning of each object. It's not perfect but you should see some big improvements.- 5767 replies
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- single player
- realism
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
http://alivemod.com/wiki/index.php/Combat_Support#Advanced_Vehicle_Placement -
DynaSound - A sound mod by LAxemann (Release)
spyderblack723 replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wow, that's about as perfect as I could ever hope for. Amazing work! -
Sure, ALiVE requires the faction group configs to be done based on BIS standards, but you don't have to play by the same rules. You could just as easily scan the config for all assets belonging to a faction and then categorize them for easy picking. Get the assets private _faction = _this; private _result = []; private _configPath = configFile >> "CfgVehicles"; for "_i" from 1 to (count _configPath - 1) do { private _entry = _configPath select _i; if (getNumber (_entry >> "scope") > 1) then { if (getText (_entry >> "faction") == _faction) then { _result pushback (configname _entry); }; }; }; _result Sort the assets private _units = _this; _result = [[],[],[],[],[],[],[],[],[]]; // infantry, car, truck, armored, tank, naval, helicopter, plane, static { if (_x isKindOf "Man") then { (_result select 0) pushback _x; } else { if (_x isKindOf "Car") then { (_result select 1) pushback _x; } else { if (_x isKindOf "Truck") then { (_result select 2) pushback _x; } else { if (_x isKindOf "Armored") then { (_result select 3) pushback _x; } else { if (_x isKindOf "Tank") then { (_result select 4) pushback _x; } else { if (_x isKindOf "Ship") then { (_result select 5) pushback _x; } else { if (_x isKindOf "Helicopter") then { (_result select 6) pushback _x; } else { if (_x isKindOf "Plane") then { (_result select 7) pushback _x; } else { if (_x isKindOf "StaticWeapon") then { (_result select 8) pushback _x; }; }; }; }; }; }; }; }; }; } foreach _units; _result Of course you could also read deeper into each unit config in order to establish more credible group compositions as well. But, as you've noted, changing methods of reading factions also leads to rewriting the portions of code that use the factions. However, it's an option going forward if you want to establish expandable-flexibility without "indexing" each new faction.
- 687 replies
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- 3
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- systems
- enemy spawner
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Thanks, For now I've stopped development on the mod, but I will add these to a todo file in case I ever get back to doing another update.
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, you might have more luck asking this question over in the ACE topic: https://forums.bistudio.com/topic/181341-ace3-a-collaborative-merger-between-agm-cse-and-ace/ -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Virtual AI will move If there are open objectives, nearby enemies, or they are on a patrol/task.Basically they behave just as you would expect them to if they weren't virtualized -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yeah I think doing - foreach crew _vehicle- would work best for you -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You just need to modify your original code so it uses for each with all vehicle occupants and it should work without an external file aswell -
Zenophon's ArmA 3 Co-op Mission Making Framework
spyderblack723 replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You must spawn the function that creates the units and also run a small sleep (0.02-0 05) within the spawning loop and you should remove a lot of stutter -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It will eventually, and you can even index it yourself if you wish, but right now with Tanoa in active - development the index will break just about everytime they update the map. -
Custom sounds are sounds that you've defined in a mission's description.ext or via another mod. The names that you use in that box are the same that you would use with triggers. Ex. playSound3D "soundname"
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It's probably in here somewhere https://www.dropbox.com/s/r7amkizpqp7mo50/SpyderAddons_ScriptVersion.rar?dl=0 Just moved today, don't have any internet yet and when I do it will be satellite internet.. which is basically useless. So I probably won't be able to respond to questions very quick. Basically downloading anything is out of the question so I probably won't be able to do much of anything related to Arma.
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Ignore
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Just leave it as the default value, the names in the "Locations" field refer to what type of Arma Locations that ambiance will recognize. By default it recognizes all cities and some small rural areas.
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It just behaves as it did in the old versions, with that single question being broken half the time -- That's exactly what I've done for the last two releases. (btw I believe it only breaks when there are installations nearby, but I am not positive that's the case)
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I still cannot even repack the pbo properly. The only way I've gotten it to work is throwing the pbo from the old release in there. Just unpacking and repacking the pbo (without changing a single thing) causes errors (That I've checked 50x over, it doesn't exist). So at some point in time I'm guessing it got corrupted or I'm just getting Arma'ed to the extreme. Long story short, it won't even let me edit the damn thing. Maybe some day I'll have enough patience to try rebuilding it from a fresh pbo.
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Well, I promised Thursday, it's now 1:26 Thursday morning so why not release :) Not too much has been done since the last update even though it's been a long time coming. In this update you'll notice a new call to prayer module, an improved vehicle spawner, and an optional pbo that if used, will allow the IND_G_F rebel faction to be used with ALiVE. I've started to grow away from Arma modding and focus more on actual programming languages like C++. I'll be starting college next school year and with computer-science as my current major I really want to focus on improving in something that I'll actually have to use. I may come back and release an update sometime in the future, but don't hold your breath. I'll still try to answer any questions anyone has, but I'd like to step away from actually developing the mod at the time being. Dropbox: https://www.dropbox.com/s/prmlimscomgxpza/Spyder_Addons_Latest.zip?dl=0 Workshop: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=579263829 -------------------------------------------------------------------------------------------------------------- Update Jun 2 @ 1:20am Changelog - [all] Updated to new CfgPatch's authors value - [all] Updated script_component to utilizte new macros - [civ_callToPrayer] Added module - [main] Added new script macros - [sup_vehiclespawn] Now correctly displays the amount of passenger seats in vehicles with FFV slots - [sup_vehiclespawn] Vehicles are now better positioned when spawned on slopes - [x_lib] Added hash functions written from scratch for max performance - [x_lib] Added events system - [x_lib] Added hashAppend - [ind_g_f] Added optional pbo --> creates groups for IND_G_F faction for use with ALiVE Known Issues: - Arma updates are slowly killing the loadout manager "Move" feature. This feature may not always give the correct options for folders to move the item to. -------------------------------------------------------------------------------------------------------------- Thanks to everyone who has used and supported the mod over the last half year. It was only intended to be a small mod used by a couple of friends help me learn a little bit more about modding, now it's been downloaded by at least 3000 people. Spyder out GSW > Cleveland