Member
Last active 6 years ago
First, sorry for being a necromancer.
If I followed this thread correctly, the final product would look like this?
if (isServer) then { [] spawn { waitUntil {!(isNil "ALIVE_REQUIRE_INITIALISED")}; while {true} do { { private _opcom = _x; private _opcomSide = [_opcom, "side"] call ALIVE_fnc_hashGet; if (_opcomSide == "WEST") then { private _allObjectivesReserved = true; { private _objective = _x; private _objectiveState = [_objective, "tacom_state", "none"] call ALIVE_fnc_hashGet; if (_objectiveState != "reserve") exitWith { _allObjectivesReserved = false; }; } forEach ([_opcom, "objectives"] call ALIVE_fnc_hashGet); if (_allObjectivesReserved) then { "end1" call BIS_fnc_endMissionServer; }; }; } forEach OPCOM_INSTANCES; sleep 60; }; }; };
AngusDLX, this is exactly what I've been looking for! Any chance you would be willing to share this test mission? I'm currently making a small mission for friends on PKL and we're often confused as to who has what.
I don't mean to necro, but I just had a simliar problem. global wraith is right, but i can see why Onearmy was confused by this. It looks ridiculous because when i use "getPosATL player" it returns my Z value as 60+. Yet, when I set the height of a helo spawn in the 3d editor (and then add the init lines as he described above) at that height they explode before I load in. However, when I manually set their Z value to 23.5-24.2 (actually, I had to play a little bit outside of this range also) the helos spawned on the deck!
Thanks for the warm welcome! I enjoy creating content, and ALiVE was what I had always wished for back when I played OA. I actually had a friend and fellow unit member create a series of arrays with different troop variations and consistencies that could be called for from a marker back then. It made mission design that much better and with that much higher degree of randomization (and therefore replayability.) I was blown away at our capability of making our own content with that little set up, so you could understand how I am ecstatic to have come back to A3 and have stumbled across ALiVE!
Highhead, that's exactly what I was thinking. The CAS module spawns the vehicle in after the scenario loads, so I had initially looked into finding a way to edit the init line of the chopper that it will spawn in. However, I then found the route that I described above to be simpler (for me.) Either way, you were right. The commented out sections of the init line were causing the error. I didn't know that "//" comments weren't allowed in the init line.
As far as using the insertion feature on the multispawn module; I can only explain myself as wanting to do things the hard way. I have a been accused of enjoying splitting hairs more than once. It is a small difference, I know, but the added ambiance, risk of losing the asset, and all those small things compound into a noticeable feature for me when I am playing someone else's missions. I am doubtless that I am a minority in that sense.
Friznit, I hadn't thought to use the BIS respawn. I'm going to try this as well and report back.
Thanks again for your help guys.
EDIT:
Friznit, this worked!
For anyone reading this in the future I learned two things.
1) Military logistics somehow confused my CS sync'd vehicles and they would just sit there without anyone taking control of them. I tried deleting and replacing one module at a time until I pinpointed the trouble spot and this was it. I copy & pasted the mission to a fresh EDEN file and then just added the ML module and everything worked.
2) Also, it's not a problem for me (more of a feature) but if the CS vehicle with the respawn module sync'd to it is destroyed, the respawn point is lost (even if the vehicle respawns.)
Hi guys, I'm new here, but I want you to know that I followed etiquette, and did plenty of searching through both the alivemod.com forums and the associated wiki before making a new thread!
Getting on with it...
I want to have an MHQ that is a CAS (transport) vehicle. This way I can have the MHQ orbit the AO. For me, this is much different than the "insertion" setting on the multispawn module.
Foolishy, I assumed that I could simply sync the multispawn module to the CAS (transport) module and bada-bing-bada-bang. When that didn't work, I came across this piece of script in the wiki:
this setvariable ["CS_TYPE","CAS"]; //Type can be "TRANSPORT" or "CAS" or "HYBRID"
Optional:
this setvariable ["CS_CALLSIGN","Your Callsign"]; //Callsign of the unit
this setvariable ["CS_HEIGHT",_height]; //Altitude of the landing site
this setvariable ["CS_CODE","persistent _code as 'string';"] //custom init line code
this setVariable ["CS_SLINGLOADING", false]; //disables sling loading on transport helis
this setVariable ["CS_CONTAINERS",0]; //number of crates to spawn around a transport heli (0 to disable)
Supposedly, this script can be used in the init line of a vehicle so that it can then be synced to the CS module for access to those features. I could then sync said vehicle to the multispawn module. This solution would be adequate; however, i get a script error from the editor when I use this code:
this setvariable ["CS_TYPE","TRANSPORT"]; //Type can be "TRANSPORT" or "CAS" or "HYBRID"
//Optional:
this setvariable ["CS_CALLSIGN","RODEO ONE"]; //Callsign of the unit
this setvariable ["CS_HEIGHT",_20]; //Altitude of the landing site
//this setvariable ["CS_CODE","persistent _code as 'string';"] //custom init line code
this setVariable ["CS_SLINGLOADING", false]; //disables sling loading on transport helis
this setVariable ["CS_CONTAINERS",0]; //number of crates to spawn around a transport heli (0 to disable)
call{this setvariable ["CS_TYPE","TRANSPORT"]; |#| //Type can be "TRANSPORT" or "CAS" or "HYBRID"
error invalid number in expression
I am not a scripter by any means. I have enough knowledge to dissect someone else's work and can sometimes make frankenscritps. I have tried as many reasonable variations as I can think of.
["CS_TYPE", "_TRANSPORT"];
["CS_TYPE", "CAS"];
["CS_TYPE", "TRANSPORT"];
["CS_TYPE", "_CAS"];
["CS_TYPE", "HYBRID"];
["CS_TYPE", "_HYBRID"];
["CS_TYPE", "_1"];
["CS_TYPE", "1"];
etc.
To make matters more complicated I am using a helicopter from RHS, but I don't see any specific errors related to that.
Could anyone shed some light on this? Either getting the multispawn module to cooperate with a CAS module, or by helping me with this init script so that I can work around it. Also, I'm open to out-of-the-box suggestions. Any help would be appreciated!