Z

ZeroG

Member

Last active 8 years ago

  1. 8 years ago
    Sat Jan 9 22:59:20 2016

    Thank you for your quick help, Spyder. Though there is little to correct: missing closing brackets

    _profilesWest = count ([ALiVE_profileHandler, "getProfilesBySide", "WEST"] call ALIVE_fnc_profileHandler);
    _profilesEast = count ([ALiVE_profileHandler, "getProfilesBySide", "WEST"] call ALIVE_fnc_profileHandler);
    hint format ["Force Matchup \n West: %1 total groups \n East: %2 total groups", _profilesWest, _profilesEast];
  2. Sat Jan 9 21:15:02 2016

    I got a related question:

    I am currently using an active force counter, kind of a ticket display on screen telling how many unvirtualized entities are alive on the whole AOR from each side:

    while {alive FCOUNTER} do {
    
    BLUE = {side _x == WEST} count allunits;
    RED = {side _x == EAST} count allunits;
    
    (uiNameSpace getVariable "BLUE") ctrlSetText format ["BLUE: %1",BLUE];
    (uiNameSpace getVariable "RED") ctrlSetText format ["RED: %1",RED]; 
    
    sleep 2;
    };

    Now, 2 questions:

    • How would I also count the virtualized units by side?
    • How would I also count the virtualized reinforcements by side?

    Besides: the related trigger spans over the whole map...

    Thanks!

  3. 9 years ago
    Sun Nov 29 22:06:41 2015

    No, that also doesn't seem to work. BIKI says the command setplayable was broken anyway.
    Never mind for now, I got it working very well in SP - which was my initial wish.

  4. Sun Nov 29 21:54:39 2015

    Uh, both solutions do work for me in SP, but not in MP - neither the addon, nor the changed script. Does it work on your side? Maybe you have a different multispawn setup/description.ext?

  5. Sun Nov 29 21:08:05 2015

    Oh, that was really easy :-)

    Well, the AI needs to have proper airfields, otherwise they go anywhere (seen that quite often)..

    I use the addon version, so I will be of no help..sorry

  6. Sun Nov 29 18:44:31 2015

    Works like a charm! Thank you for the quick help!

    Well, would you recommend me to play as singleplayer rather in multiplayer environment? The main benefit in doing so would be that I could properly save and continue the mission later on - correct? For this case, could you show me the "MP"-way of making teamswitch real?

    Another one in that context: I am using your recruitment script as well. I noted that the units I recruited were commandable, but not switchable/to be respawned into after death. I guess this functionality could be easily added in your next update.

    Do you have any idea on the 2nd issue (CAS)?

  7. Sun Nov 29 10:03:42 2015
    Z ZeroG started the conversation SP teamswitching and AI CAS/Arty usage.

    G'day,

    I've browsed the threads in here but yet haven't found an answer to the 2 issues I have:

    1. TEAMSWITCH ON ALL UNITS

    As I use ALIVE mostly for SP purposes, I am obviously heavily relying on respawn/team switch. I have tried the join group feature of the C2 tablet, but that makes you not part of the specific group but kinda "adds you on top", while you remain member of your old group ? Multispawn was said only to work in MP environment...
    Now I was wondering whether it would be possible to easily switch into any given group of one's faction (for example by adding a custom init line for all units using addswitchableunit or setplayable etc....) If that is not possible: how do you other guys get around in SP?

    2. AI COMMANDERS USING CAS
    (How) can one define how often (own and enemy) AI commanders use CAS or Arty? I have at least experienced one time that my own AI commander ordered an airstrike, but since then - never again...

    Thanks!

  8. Sun Nov 29 09:49:16 2015
    Z ZeroG joined the forum.