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Everything posted by spyderblack723
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Spyder Addons A collection of modules and scripts designed to aid mission makers in adding depth to their missions This mod was created to help mission makers add depth to their missions with ease through the use of modules. Paired with a greater mission making tool such as ALiVE, entire missions can be created almost solely through the use of modules. If you have any suggestions, I would love to hear them. Unfortunately, I do not have the time to grant every request, but I love to hear suggestions that would make your life easier. A few screenshots can be viewed here: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=579263829 Features Civilian Interaction - Integrated with ALiVE - Ask civilians about personal details such as where they live in order to collect intel - Ask civilians about insurgent activity in the area - Ask civilians about nearby civilians that may be preparing to commit an act of terror - Order civilians to "Get Down", "Go Away", and "Detain" them in order to maintain control over the situation - All information is persistent thanks to ALiVE's Civilian Population system Requires: ALiVE Usage: Define insurgent faction being used Loadout Organizer - Create folders to store loadouts and other folders - Save, Load, Delete, and Name loadouts - View class gear before loading it - Transfer loadouts and folders to other players and AI (configurable) - Access Virtual Arsenal (configurable) - Choose a loadout to automatically load class on respawn Usage: Sync module to object to add the loadout manager action to it Recruitment - Specify entire factions of units to whitelist -Whitelist units - Blacklist units - View unit gear before recruiting them - Set a maximum limit of units that a player may recruit into his squad at one time Usage: Sync module to object to add recruit action to it Vehicle Spawner - Specify entire factions of vehicles to whitelist - Whitelist vehicles - Blacklist vehicles - Whitelist vehicle types (plane, car, truck,armored etc) - Blacklist vehicle types (plane, car, truck,armored etc) - View vehicle characteristics such as top speed, number of passenger seats, fuel consumption and more prior to spawning it Usage: Sync module to object to add vehicle spawner action to it Ambiance - Randomly spawned animal herds, civilian vehicles, undercover enemy vehicles - Enable/disable each feature - Each feature is customizable to fit the mission maker's preferences. - Units are only spawned when players are near - Define spawn ranges - Whitelist/Blacklist location markers - Define locations where ambiance will exist Usage: Place module and input preferred parameters Insurgency (WIP --> Currently disabled due to lack of time) - Establish recruitment HQ's, weapon depots, and IED factories. - Recruit civilians - Plan coordinated assaults Requires: ALiVE Usage: Sync module to players to enable them to have access to insurgent abilities. Detection This module could use some love. Creating a realistic and believable detection system in Arma while maintaining a low performance impact is a challenge - Create scenarios with players as the guerilla fighters - Define hostile sides - Define cooldown timer - Restricted areas - Customize whether players can drive offroad without being hostile - Customize speed limit - Restrict certain vehicles/faction vehicles as hostile - Define incognito vehicles which allow you to pose as the enemy - Define detection values for each on foot, in vehicle, and incognito vehicles - Define clothing that will cause the player to be hostile/incognito Usage: Sync module to players to have them tracked by the detection system Documentation Documentation is very work-in-progress but can be found here Credits: Author - SpyderBlack723 Logo - Jezter804 Code adjustments - Dixon13 Testing and Feedback - AUTigerGrad, HeroesandVillansOS Thanks to everyone who uses the mod, gives feedback and/or reports any bugs! Requirements CBA: https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/ ALiVE (Only for Civilian Interaction and Insurgency modules): http://alivemod.com/#Download Download links Workshop: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=579263829 Play With Six: http://withsix.com/p/arma-3/mods/hFsdGtEHWkWbC4f2aaInqA/Spyder-Addons Dropbox: https://www.dropbox.com/s/s9tsgtcxpeya4iz/Spyder_Addons_1723051.RAR?dl=0 Github: https://github.com/SpyderBlack723/SpyderAddons Please note that Github is not the same as the latest stable, public releases
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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
You should be able to open the missions in EDEN and open the Attributes > General menu and untick the Binarize the Scenario File checkbox, and resave the mission. -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Full changelog for this release is as follows [missions] Fix XML parsing issue [missions] The Battle of Hue - replaced fire barrel (causing rpt spam) [index] Cam Lao Nam CDLC RC Index (6305) [ALL] Updated version to 1.14.1.2105061 for VN - clusterbuild 2.04.147540 - Public Stable (Game Update 2.04) [missions] Update blacklist on modules to avoid spawn in friendly area [main] Blacklist motor, mech, armor, boats and air groups from player resupply [index] Cam Lao Nam (CDLC) [MIL ML] Allow Heli insertion for SpecOp groups if the group itself didn't contain a vehicle [mil_logistics] Attempt to get group type from group icon for groups that don't conform to standards [sup_player_resupply] Improve UI for group resupply [missions] Updated virtual profile speed to 75% (PH) and 50% (DH). Updated typewriter font size from 0.7 to 1.0. BoH updated object placements. [mil_logisitics] Initial fix to handle groups that don't conform to group config standards [missions] Diamond Hands. Fixed incorrect overviewPicture aspect ratio. Fixed missing onLoadName '$' prefix. [missions] Fixed incorrect image path names [missions] Diamond Hands. Fixed image paths [missions] Diamond Hands. Housekeeping. Fixed incorrect stringtable STR_VN_MISSIONS_TITLE_MISSION_ALIVE_DH entry. Enabled ALiVE player tags. Removed groupmarkers. [missions] OP Van Tien. Removed groupmarker stringtable entry. [missions] Paper Hands. Housekeeping. Enabled ALiVE player tags. Removed groupmarkers. [missions] OP Van Tien. Housekeeping. Adjusted virtual profile speed for new module values. Enabled ALiVE player tags. Removed groupmarkers. [ALL] Lets try that again shall we? Updated version to 1.13.9.2105031 for VN - clusterbuild 2.04.147540 - Public Stable (Game Update 2.04) [ALL] Updated version to 1.13.9.2105031 for VN - clusterbuild 2.04.147540 - Public Stable (Game Update 2.04) [ALL] Updated version to 1.13.9.2105031 for VN - clusterbuild 2.02.147540 - Public Stable (Game Update 2.04) [missions] Battle of Hue. Housekeeping. Disabled module debugging. Enabled ALiVE player tags. Removed groupmarkers. [sys_statistics] Fix missing CBA EH's on module [sys_perf | sys_statistics] remove old XEH_COMPILE usage Improve CS tablet ranging (add 50m to minimum range to avoid issues) [missions] The Battle of Hue. Cleaned up debug lines. [missions] The Battle of Hue. forcePool fsm replaced with new logistics EVH [sys_profile] add more debug for missing operation [missions] Diamond Hands - Fixed localized mission stringtable issue. [mil_logistics] Add event when faction forcepool updates [mil_logistics] Improve slingload drop position with BIS_fnc_findSafePos [missions] Handle JIP player in Diamond Hands, shorten heli insertion. [missions] Update Diamond Hands to fix tunnel issues and add more enemy [x_lib] improve debug logging for missing class operations [missions] The Battle of Hue. Increased virtual profile speed from 75% to 125%. Enabled debugging for PAVN and VC OPCOM and Virtual AI modules. Fixed front line trench system sitting too high in world. [X LIB] missed a bit [X LIB] Provide a function to return if there are enemies within a given marker [sup_player_resupply] Remove rogue debug messages [mil_c2istar] Remove rogue debug messages. [missions] Fix end trigger for Op Diamond Hands [missons] Add Op Diamond Hands [xlib] Adjust and fix camera functions [compositions] Added heliportMedium_Heliport_B_MACV. Renamed: HQLarge_HQ_O_VC to HQLarge_FieldHQ_O_VC. Removed snakes. [compositions] Removed hyphens from compostion classnames causing binarise issue. Renamed to: CrashSitesMedium_F4_B_MACV & CrashSitesSmall_UH1_B_MACV [compositions_vn] Added HQLarge_HQ_O_VC. Updated crashsites. [compositions_vn] Added CrashSitesMedium_F-4_B_MACV, CrashSitesSmall_UH-1_B_MACV. Updated CrashSitesSmall_H34_B_MACV [missions] The Battle of Hue. Increased virtual unit speed from 50% to 75%. Updated various object placements. [missions] The Battle of Hue - Updated various object placements. [composition_vn] switch dirtpatch decal object for non Contact DLC version. [x_lib] fnc_spawnComposition: if Land_vn_o_trapdoor_01 present in composition, 50% chance of spawning a tunnel. Random params. [composition_vn] Added CrashSitesSmall_H34_B_MACV [composition_vn] Added CampsSmall_Camp_O_VC [sys_profile] 'Original' stringtable classname no longer valid. Updated to 'English' [sys_profile] Add option to disable zeus spawning virtual groups [index] Cam Lao Nam build 6226. Arma 3 v2.04 [missions] The Battle of Hue. Updated various object placements [ALL] Fixed Stringtable errors. Updated stringtable.xml: replaced classname Original with correct classname English. [optional] vn compositions - replaced fire barrel (causing rpt spam) [missions] ALL - Fixed localized mission stringtable issue. All - Fixed issue where playMusic was not waiting until player. BoH - Removed fire barrel causing rpt spam. Removed bargates. [index] Cam Lao Nam index for VN build 6202 [missions] The Battle of Hue. Updated mission parameter defaults. Updated objects. [MIL ATO] Fix resupply not replenishing vehicles if they were not killed during events. Clean up wrecks if an asset got killed to fix explosions. [amb_civ_population] Fix fucked up stringtablesI did not test this, it's too fucking late [ui] Improve text sizing for toaster pop ups [mil_c2istar] Change unit icon to inf marker [Main] Add new HVT task dialog [mil_c2istar] Add more intel and markers for HVT mission. Improve task marker creation to support multiple markers. [missions] The Battle of Hue - module updates [MIL C2ISTAR] I may have forgot something [MIL C2ISTAR] Cancel instead of fail the CSAR mission if the crewprofile cant be created (improves UX) [MIL C2ISTAR] Fix a neverending error loop on task CSAR if a crew profile has not been created properly. [MIL OPCOM] Fixed predefined asymm installations may have still have selected bad buildings for insurgency installations Merge branch 'master' of https://github.com/friznit/alive.vn [MIL IED] Fix Cleanup didnt work properly and DemoCharges were left over after explosions [optionals] Fix icon issues for compositions [ui] Fix issue where toaster pop up text didn't scale with resolution and aspect ratio [main] Add Cam Lao Nam to the mapCompositionType of Jungle [x_lib] Add function to export compositions to CfgGroups [optional] Add initial VN composition PBO [SUP COMBAT SUPPPORT] Fix - actions sometimes not being added on JIP-clients if the player was still null during initialization [SYS LOGISTICS] Only show "Drop object"-action if player is carrying something and not if any object is attached to him (fixes action showing also if there is an invisible object attached player which may be used by mod/mission makers). Merge branch 'master' of https://github.com/friznit/alive.vn [sup_combatsupport] Give CAS Loiter WP when attack run is completeneeds testing [missions] The Battle of Hue. forcePool monitor percentage fix. Fixed intro music playing too soon. [main] Fix popup error when loading unindexed maps [sys_profile] Fix issue where old missions would hang on startup [sup_combatsupport] loiter you bitch [missions] Op Paper Hands - replaced Virtual AI System module to prevent _speedModifier error. The Battle of Hue - Stringtable update. [amb civ pop] Fix issue where civs were spawned from 1 house. [missions] The Battle of Hue - Added ForcePool HQ radio broadcast updates (interval set by mission parameter). Moved OPFOR forcePool reinforcement values to mission parameters. Added RTO 2 Pack to CS and c2istar. [missions] Add RTO 2 Pack to combat support, c2istar and player resupply. Add CAS and Transport player vehicles and slots. Update Transport Huey. [mil_opcom] Intel is now destroyed once read. Reading dropped intel is now more reliable. [sys_profile] Fixed profile movement speed module option not working correctly Merge branch 'master' of https://github.com/friznit/alive.vn [SUP CS] Speed up and optimize method of selecting targets to avoid furtherst targets in radius being selected in many occasions. [missions] The Battle of Hue. Mission update WIP. Nearly there! [SYS PROFILE] Fix Profile Unit Speed modifier didn't work since profileSim changes. No errors on existing missions but to fix, just open SYS Profile module in your mish, select desired value, and safe. [sys_profile] Add additional profile speed modifier option [missions] The Defence of Hue - Major update. - TODO: Move sidechat opcoms to crossroad and filter accordingly Update fn_coalive_xray.fsm (WIP) [mil_opcom] Add additional events when opcom/tacom give orders [sup_combatsupport] Make vehicle assets turn off engines when RTB complete [MIL OPCOM] Improve detecting fitting buildingtypes used for insurgent installations. Disablesim on furniture to avoid flipping tables (IEDs not affected, caan explode and furniture gets deleted once site is disabled or building destroyed). [X LIB] Check roof with lineIntersect instead of boundingbox to improve finding real indoor positions [sys_profile] Nullify attackers Attack ID when removing attack [sys_profile] prevent error when attackID is nil in foreach.. [missions] The Battle of Hue. Added player tasks missionFlow.fsm, Added fail & victory triggers and end briefing. Tweaked ALiVE modules, fixed script error: 'cannot be localized client-side - move to global stringtable' [mil_c2istar] Remove ability to delete sub tasks to avoid issues with task system. Handle null task being passed. [missions] Removed respawn loadouts, fix for possible player loadout reset issue [missions] Remove IED clutter classes that break immersion [missions] Broaden CQB Strategic coverage on Paper Hands [MIL_C2ISTAR] Adjust ranges on CSAR mission [missions] briefingName update [missions] vn_b_air_ah1g_04 CAS [missions] Added vn_b_air_f4b_navy_hcas CAS module [missions] enableRadio false; removed from init. Added new vn arsenal whitelist for AliVE objects [amb civ pop] Crowds should only spawn in civilian buildings. [sup_combatsupport] Revert CAS FSM to previous Attack Run behaviour, support unguided bombs such as Napalm. [amb civ pop] Fix icons on stones, bottles and cans [missions] ALiVE_PF.Cam_Lao_Nam. Added remaining missing briefing paa's [missions] Fixed duplicate stringtable keys. Removed respawn loadout (fixes restore player loadout player action). cleaned upsome more files. Moved some mission.sqm data into stringtable.xml. Added Advanced Rotor Flight Model to mission params (off by default). Added lobby description. [SUP COMBATSUPPORT] Enable Attack Run attacks the given map location [amb civ pop] Comment out large crowd noises for now [missions] - Tweaked loadouts. Updated music. Various mission tweaks, Added ALiVE_Paper_Hands.Cam_Lao_Nam to Showcases. Cleaned up some legacy files and code. [amb civ pop] Update static data with VN crate items [missions] Update Paper Hands text and mission [AMB CIV POP] Fix civilian interaction broken on dedi. [missions] Unit loadout updates. Various tweaks. [missions] Fix missing overview text [missions] Removed data module. Enabled jip player persistence data [missions] Update Paper Hands with mission info and correct respawn setting [sys_profile] Reveal groups to eachother on spawn if they were attacking eachother when profiled [sys_profile] Removed debug [sys_profile] Fix case where profileAttack could be null when trying to delete it [sys_profile] add debug info [missions] Add OP Paper Hands (COOP 12) COIN mission [mil_c2istar] Tweak tasks and fix minor issues when Constant tasks selected [MIL COMMAND] Ambient movement - Keep cars, mechanized an armoured groups near roads and avoid setting waypoints totally random in the middle of nowhere. Added debug and refactored some stuff. [missions] - Fixed issue where when parameter map markers was enabled, mission would not run on dedicated [missions] Fixed script locality issue [Missions] ALiVE_Hue_Defence.Cam_Lao_Nam & LiVE_PF.Cam_Lao_Nam: - Removed excees loadout crates and item contents causing client & mp lag & enabled vn arsenal by default - Enabled 'NoVoice' on players (no negative effect on the ability to command the unit) - prevents audible vanilla player commands - Set ambient civilian crowd faction to C_VIET - Fixed issue where fog settings were getting overidden - Removed a3 params function dependency. Refactored mission param code accordingly - Moved remaining mission params to functions - Fixed base compositions where objects were misaligned to the ground - ALiVE_Hue_Defence.Cam_Lao_Nam, split playable units into 2 squads - Adjussted playable units descriptions - ALiVE_PF.Cam_Lao_Nam, added group markers param (off by default) - Created respawn roles and loadouts selectable from the respawn screen - Added spectator mode [amb civ pop] Add check for C_VIET when looking for civ classes [missions] Fixed missing semi-colon [ALL] Updated version to 1.13.8.2104101 for S.O.G Prairie Fire Closed Beta - clusterbuild 2.04.147515 - creatordlcbeta branch (base game build 2.04) [Missions] More vehicle location tweaks. updated Description.ext missionConfigFile params [Missions] ALiVE_Hue_Defence.Cam_Lao_Nam - Fixed composition vertical alignment issue. Fixed typewriter alignment [Missions] ALiVE_PF.Cam_Lao_Nam - Moved ammo crates to sheds. Fixed composition vertical alignment issue. Fixed typewriter alignment [main] Update CivPop for VN to increase number of sounds, move praying to temple buildings only [amb civ pop] Fix dedi server issue for civ interactions, localize UI [AMB CIV POP] Another change to a humanitarian message [AMB CIV POP] Fixed grammar in CIV interact (tbd: needs to go to stringtable) [amb civ pop] Improve civ interactions to remove hardcoded classes, add custom water/ration classes and improve item checking [MISSIONS] - Fixed existing ALiVE showcase & multiplayer mission menu screens - corrected or added where omitted: mission setting text, summary titles, summary images and summary text * [MISSIONS] Fixed ALiVE Showcase Hurt Locker not showing island details in menu title [MISSIONS] ALiVE_Hue_Defence.Cam_Lao_Nam & ALiVE_PF.Cam_Lao_Nam - switched out vn vehicle respawn module for multiplayer respawn module. Vehicles were exploding on respawn, tested and works fine with multiplayer respawn module.. Respawn time is 25 mins. No respawn on empty or damaged. - Readded vn_module_whitelisted_arsenal module to ALiVE_PF.Cam_Lao_Nam. loadout template = ["vn_default"] - Spread out some player vehicle positions. [main] Increase time delays for VN civ sounds [amb_civ_pop] Remove stutter when spawning in houses, address possible issues with sound [amb_civ_pop] Fix error when giving civ rations [sys_profile] Params! [mil_ato] Improve and fix issues searching for a near building indoor position [mil_ato] Replaced nearestBuilding call due to issues when first loading mission [MISSIONS] For continuity: Fixed ALiVE Showcase Hurt Locker not showing (Stratis) in menu title [MISSIONS] Fixed ALiVE Showcase not showing (Vietnam) in menu title [MISSIONS] ALiVE_PF.Cam_Lao_Nam - Fixed script error in respawnInit function [MISSIONS] - ALiVE_PF.Cam_Lao_Nam. Fixed missing character space in mission text. - removed briefingName stringtable reference from description.ext (was overriding missions\config.cpp briefingName refs. [x_lib] fix AI garrisoning non-profiled vehicles [mil_c2istar] Fix Destroy Building task so that it can identify an enemy building if necessary [mil_c2istar] Delete task markers when task is deleted [ALL] Updated version to 1.13.7.2104081 for S.O.G Prairie Fire Closed Beta - clusterbuild 2.04.147515 - creatordlcbeta branch (base game build 2.04) [MISSIONS] Extreme Uber Highhead commit! - Updated mission description.ext's with new default params include path. Maintain Build compatibility. - Removed incompatible Contact DLC (Enoch) object from placed composition. Classname: Land_DirtPatch_05_f - ALiVE_Hue_Defence.Cam_Lao_Nam missing 'respawn_west' marker! LoooLs [MISSIONS] Fixed Contact DLC Splash Screen appearing due to unneeded candy-eye-object [MISSIONS] Added support for BIS default mission parameter functions [main] Add vehicle crews and tunnel rats to group blacklist [mil_c2istar] Stop auto tasks from occurring if tasks set to Strategic [MISISONS] ALiVE_Hue_Defence.Cam_Lao_Nam - Added Static weapons at base. - reconfigured all CS units [XLIB] Fix script error if a non-group or nil-group is passed and added additional debug for fnc_deleteGroupRemote [mil_c2istar] Handle error where _vehicleProfiles is undefined Updated Op VT Briefing & CS Units [main] Added index for CDLC Beta [SYS PROFILE] Disable double check for vehicles on spawn (still in place for planes / helis / ships) [MIL OPCOM] Massive Anal Repush #2 [MISSIONS] Stringtable fix [MISSIONS] Merged updated Update diary record information [mil_command] Turn off sea patrol debug [missions] Update diary record information [MISSIONS] Updated ALiVE.vn MPScenarios - Added ALiVE Briefing Instructions - All briefing text moved to stringtable.xml for possible language support - Fixed typewriter effect not showing on mission start - Updated description.ext variables - Cleaned up code - Updated config.cpp - Fixed some script logic issues [missions] Add ALiVE Instructions to MP mission Merge branch 'master' of https://github.com/friznit/alive.vn [amb_civ_pop] Fixed missing array comma [mil_ato] Remove small static MGs from AA threats [mil_ato] Fix minor issues with task requesting [amb_civ_pop] add vn rations to civ interact valid rations [mil_command] enable onlyProfiles option for fnc_garrison [MISSIONS] Updated ALiVE_Hue_Defence.Cam_Lao_Nam - Added param for respawn tickets - disableAi = 0 - Improved crate selections - Cleaned up some code - Altered some defaults Merge branch 'master' of https://github.com/friznit/alive.vn [MISSIONS] Updated ALiVE_PF.Cam_Lao_Nam - Moved FOB to Mai Loc - Added new base objects and vehicles - Improved crate selections - Added vn advanced revive module - Added vn logistics module - Added vn gesture module - Added ear plugins vn module - Added param option for side map markers (off by default) - Added param option for vn difficulty - Added param for respawn delay - Added param for Stamina options - Added param for weapons sway options - Added param for spawn on group leader (use the Duty Officer) - Added param for vn arsenal (off by default) - Added param for start time of day - Added param for respawn tickets TO DO - Add AliVE help diary records [amb_civ_pop] change crowd civ killed EH to non-MP killed EH [sys_playeroptions] add module option to restrict player tags to friendlies [sys_playertags] Add option to restrict player tags to friendly units only Rename txt file because Linux.. :) [mil_opcom] I am once again fixing opcom attacking furthest objectives first [MAIN] Garrisonpositions for caves [MAIN] Added more caves to CBQ.hpp [MISSIONS] Changed Gametype from COOP to ALIVE. Added Friznits Splashscreen. Disabled Multispawn and TRACE again. [ALL] Updated version to 1.13.6.2104051 for VN Beta - clusterbuild 2.02.147359 - Public Stable (Game Update 2.02) [MISSIONS] ALiVE_Hue_Defence.Cam_Lao_Nam - Removed duplicate classnames causing rpt errors. - Updated ammo crates and vehicle loadouts. - Fixed duplicate ambient ATO comms audio playing at base. - Updated Stringtable [MISSIONS] ALiVE_Hue_Defence.Cam_Lao_Nam - Removed module debugging [MISSION] Updated default mission params. Updated mission.sqm [MISSION] Updated config.cpp [MISSIONS] Updated MPScenario: ALiVE_Hue_Defence.Cam_Lao_Nam [MISSIONS] Updated MPScenario: ALiVE_Hue_Defence.Cam_Lao_Nam [MISSIONS] Added MPScenario: ALiVE_Hue_Defence.Cam_Lao_Nam [mil_c2istar] Ensure tasks don't spawn attackers or random tasks when set to Strategic Move CS arty static string arrays to define :) Improve CS arty ordnance stuff and add support for VN [MAIN] Addes cave garrison positions [MIL CQB] Added cave to CQB [MISSIONS] Updated ALiVE | OP Van Tien- disabled resupply on ATOs to stop exploding vehicles (needs fix) - enabled a minimum of crowds (1 per house, max 10, radius 50) to avoid empty villages - increased profiles and strategic CQB for VC - increased recruitment limit to a min of 3 civs and lowered simultan to 3 attacks to slow down profile creation on recruitment - added strategic CQB to NVA area to avoid empty bases - decreased NVA profiles a little to not exceed total AI count and increase performance - activated player tags on module - enabled debug console for logged in admins - enabled TRACE on C2ISTAR to indicate dangerous areas - added Multispawn "Spawn on squad" - Set garbage collector limiter to 50 TBD: - Move FOB from Kon Tun to somewhere else - Multispawn Yes/No [MIL COMMAND] Ensure first waypoint is in water to not catch a loop in fnc_seapatrol [Logging] Massive anal push for logging... [main] Add CivPop sound [ALL] Updated version to 1.13.5.2103311 VN Beta - clusterbuild 2.02.147359 - Public Stable (Game Update 2.02) [Updated index] for VN 5994 [mil_ATO] Improve AA etc [MIL OPCOM] Changed furniture for insurgents factories, HQs and depots to not contain modern objects and make a better fit for different eras Fix TACOM [ALL] Updated version to 1.13.4.2103291 VN Beta - clusterbuild 2.02.147359 - Public Stable (Game Update 2.02) [index] For VN version 5927 [amb_civ_pop] Add VN civpop sound [mil_opcom] fix farthest objectives being attacked first [ALL] Updated version to 1.13.3.2103271 VN Beta - clusterbuild 2.00.147359 - Public Stable (Game Update 2.00) [Update mod text [missions] Update mission text [sys_pathfinding] Add missing prefix.txt [VN Compat] Add static data and all VN compat updates [Showcase] and MP mission -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For the sake of performance, things are fairly simplified, though we did upgrade it a few years ago. Things generally work as you would expect, helicopter > vehicles > infantry (its not that simple just to be clear). Each unit type has their own stats such as damage per hit, accuracy, fire rate, and a bonus "critical hit" chance and damage modifier to simulate things such as grenades / AT / guided missiles and such. Any fight could go either way, but these values are weighted in a manner that makes them favor a realistic outcome. It's also important to remember that unit damage persists between battles, so an armored unit can't just slam through infantry group after infantry group all day long. -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That line would set the forcepool to 20. You can grab the current forcepool using [ALIVE_globalForcePool,"BLU_F"] call ALIVE_fnc_hashGet -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not possible. -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
free time and a thousand pings to @HeroesandvillainsOS -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I will blacklist your steam ID from using alive menu -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Waiting on one more fix, and possibly two more indexes before a release is posted. -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Stand by for a fashionably late answer. -
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"]];
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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
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 -
Community Factions Project
spyderblack723 replied to tupolov's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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™ -
ALiVE Insurgency Help
spyderblack723 replied to cosmomomen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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.- 1 reply
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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
We do not have full control over editor module UI's. As of right now, the list cannot be dynamically populated and thus forces us to use an input field. If BI ever introduces the ability to dynamically populate module UI's in the editor, we would gladly jump to use it. -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
spyderblack723 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
All me -
try replacing your code with a debug line such as hint str _this and see if it displays anything on unit spawn to ensure it's actually working. Also I would recommend posting on the steam workshop mod page if I don't respond within two days, I only check this forum once every few months.
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Due to recent developments I have decided to pull from content from Armaholic. The link has been removed from the thread and will be pulled from the archive soon. If you were someone who used this as a means of acquiring the mod, please refer to the dropbox link instead: https://www.dropbox.com/s/s9tsgtcxpeya4iz/Spyder_Addons_1723051.RAR?dl=0 If you used PlayWithSix or SteamWorkshop, this will have no effect on you. Thanks.
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Should have no real consequences, disregard for now
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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
Make sure you are using the most up-to-date version of both ALiVE and CBA