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#31 Posted at 2015-02-07 14:29        
     
# JerryKan : Is there a way to make it so that only the RHS versions of units spawn? So I don't have to use the vanilla futuristic vehicles?
- Good question. I also want to know the correct answer.
I not the expert in ALiVE. But I assume, that it is possible. Developers ALiVE recommend:
http://alivemod.com/wiki/index.php/FAQ#How_do_I_prevent_a_spawned_unit.2Fgroup_from_being_profiled.3F
and
https://dev.withsix.com/issues/74903
or
http://alivemod.com/wiki/index.php/FAQ#Is_there_no_way_to_specify_what_type_of_enemy_units_spawn.3F

Class-list (class-name & display-name groups lists) in folder @SRCW_mod\For Developers

I tried to use «GroupClassName setVariable ["ALIVE_profileIgnore", true];» - this has changed nothing.


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#32 Posted at 2015-02-07 21:16        
     
# Karlos_Z : - Good question. I also want to know the correct answer.
I not the expert in ALiVE. But I assume, that it is possible. Developers ALiVE recommend:
http://alivemod.com/wiki/index.php/FAQ#How_do_I_prevent_a_spawned_unit.2Fgroup_from_being_profiled.3F
and
https://dev.withsix.com/issues/74903
or
http://alivemod.com/wiki/index.php/FAQ#Is_there_no_way_to_specify_what_type_of_enemy_units_spawn.3F

Class-list (class-name & display-name groups lists) in folder @SRCW_mod\For Developers

I tried to use «GroupClassName setVariable ["ALIVE_profileIgnore", true];» - this has changed nothing.

I tried also with the Option Files but i had the same result: a mix of vanilla vehicles and vehicles from the option files


My own solution:

I unpacked Karlos main Mod and the Option Files, added the .paa´s for the Badges/ Insignias of the Option Files in the main Mod, modified the configs for the Vehicles and the compositions of the groups and packed all in the main Mod. Now i have a mix of a lot of (novo)russian/ ukrain vehicles from RHS, EvW and Hafm in ALIVE and never the vanilla stuff.

In short, i think it doesn't work with a separate Option Folder. Maybe its better to have a kind of a "Stand-Alone" Mod that uses the desired vehicles etc.

But as i said: I´m not a Expert and it was the first time that i unpacked a Mod and played around with the things inside. But it works.

Karlos, i hope it was ok to unpack your fantastic Mod.

Greetz

Pit

This post was edited by PitPines (2015-02-07 21:35, 1037 days ago)


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#33 Posted at 2015-02-08 12:53        
     
# PitPines : Karlos, i hope it was ok to unpack your fantastic Mod.
I do not mind. You can unpack and repack :-)

I have tried to execute according to instructions
http://alivemod.com/wiki/index.php/Custom_Blacklists
I placed the files «init.sqf» and «staticData.sqf» in the folder with the mission (I creat folder «script» in the folder with the mission and placed file «staticData.sqf» to folder «script»)



- This has changed nothing.


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#34 Posted at 2015-02-08 13:21        
     
Yes, i read about the blacklists, but never tried it. Maybe its better to contact the developers and ask them how it should works.

Added 13 minutes later:

Do you plan a new Version someday? I ask because i want change some things for my own taste in the configs, maybe some AKM´s for the units (from HLC), the mix with the vehicles like in the post above, reorganize a bit the groups, the content of the backpacks etc. When you say there will be soon a new Version, i´ll wait for this. Cause its too much workload every time.

This post was edited by PitPines (2015-02-08 13:36, 1036 days ago)


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#35 Posted at 2015-02-08 16:06        
     
In previous versions of «staticData.sqf» I missed the comma after "UA_Pack_PO30Pair"
«Custon Blacklists» method – is work.

This is the correct, working version code: link to post


# PitPines : Do you plan a new Version someday?

Whether there will be a new version of mod – do not know. Because work on addition has tired me. Probably, that will be in the spring. In the winter I have no scheduled update :-)

This post was edited by Karlos_Z (2015-02-14 16:32, 1030 days ago)


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#36 Posted at 2015-02-08 20:07        
     
Hello! Sorry my bad english. I am from Ukraine and i don't understand why every one in your addon have backpacks? On photos of our army nobody wears the backpacs. Can you make another version of your addon without it? Or maybe can you explaine how can i disable backpacks by my self.. Sry my bad english again.


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#37 Posted at 2015-02-08 20:48        
     
# AleksVedula : Hello! Sorry my bad english. I am from Ukraine and i don't understand why every one in your addon have backpacks? On photos of our army nobody wears the backpacs. Can you make another version of your addon without it? Or maybe can you explaine how can i disable backpacks by my self.. Sry my bad english again.

Hello. In the mod of 230 units. In screenshots it is less than 23. All to show In a screenshots - it is impossible. On screenshots only most powerfully armed. Use in the mod Groups-> PARADE units (for review soldiers). If you do not find in the mod that you require fighters, then I can only recommend you to use a 'Virtual Arsenal' (in ARMA 3) As an example, Russian language instruction LINK

Another instruction containing illustrations: LINK

This post was edited by Karlos_Z (2015-02-08 21:37, 1036 days ago)


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#38 Posted at 2015-02-09 04:13        
     
# PitPines : I tried also with the Option Files but i had the same result: a mix of vanilla vehicles and vehicles from the option files


My own solution:

I unpacked Karlos main Mod and the Option Files, added the .paa´s for the Badges/ Insignias of the Option Files in the main Mod, modified the configs for the Vehicles and the compositions of the groups and packed all in the main Mod. Now i have a mix of a lot of (novo)russian/ ukrain vehicles from RHS, EvW and Hafm in ALIVE and never the vanilla stuff.

In short, i think it doesn't work with a separate Option Folder. Maybe its better to have a kind of a "Stand-Alone" Mod that uses the desired vehicles etc.

But as i said: I´m not a Expert and it was the first time that i unpacked a Mod and played around with the things inside. But it works.

Karlos, i hope it was ok to unpack your fantastic Mod.

Greetz

Pit
Could I get that file PitPines? I would really love to use it! Thanks man!


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#39 Posted at 2015-02-09 20:15        
     
Could I get that file PitPines? I would really love to use it! Thanks man!

You got PM


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#40 Posted at 2015-02-13 15:27        
     
The ATTENTION is translated by means of machine translation! https://en.wikipedia.org/wiki/Machine_translation Translation of given article has been executed not by the person, and by means of the program of machine translation developed by http://imtranslator.net/compare/russian/to-english/translation/

In any case, the use of staticData.sqf cannot be avoided (that's if you use ALiVE). Because you want to prevent spawn (in CQB) diver-police, pilot-police, tankman-police, unarmed units. Because required to appoint: ALIVE_factionDefaultTransport; ALIVE_factionDefaultSupports; ALIVE_factionDefaultSupplies. Or ask the ALiVE-developers to make these changes in a new version of ALiVE.

improved file staticData.sqf (removed unnecessary, added missing):


The missions is now has a story – Take the “Maxwell” camp. Your motorized section takes part in the assault. Will be able to choose their role, press key “U”.

Simple missions “all vehicles” and “no spawn state-of-the-art vehicles” versions Download LINK
“no spawn State-Of-The-Art vehicles” versions have suffix _noSOTA. If to paraphrase: no “vanilla futuristic vehicles”©JerryKan

All it significantly is less labour-consuming and is much easier, than unpacking, editing and packing mods.
«Step by step» instruction:

1) Open folder C:\Users\Your_Windows_User_Name\Documents\Arma 3\missions\
2.1) Strart game ARMA; 2.2) Open Editor (example: Stratis map); 2.3) Create ALiVE mission, assign a mission name is ALiVEexample54321; 2.4) Save this mission
3) Do not close the game. Press the key combination Alt+Tab. - Switch to Explorer Open folder C:\Users\ Your_Windows_User_Name \Documents\Arma 3\missions\ ALiVEexample54321.Stratis
4) Paste here the “init.sqf” file and “script” folder that contains the file “staticData.sqf”
5.1) Press the key combination Alt+Tab. – Open ARMA; 5.2) You can start ALiVEexample54321 mission


You can do this with any mod, and not just with the @SRCW_mod. Any mod - literally. And the mods, which do not have the correct category groups. You can create the necessary categories and groups by creating a separate mini-addon.

Step#1 Create a separate mini-addon containing only the configuration of the groups (it is relatively easy to just - Config Sample). Connect a mini-addon as well as files in the folder @SRCW_mod\Optional
Step#2 All existing, but unnecessary groups of mods place in the black list
The result - ALiVE will only use your group from your mini-addon.

The benefit is obvious: 1. Less your work. 2. You will be able to play the mission, created by other players, not just your own missions. 3. You will be able to continue to use mods in the multiplayer.


I am add Default-Air-Transport to “all vechicles”version. For “no spawn state-of-the-art vehicles” version necessary to insert classes preferred by you, and to add to the staticData.sqf these changed lines:
ALIVE_factionDefaultAirTransport = [] call ALIVE_fnc_hashCreate;
[ALIVE_factionDefaultAirTransport, "UA_Pack", ["UA_Pack_O_Heli_Light_02_unarmed_F"]] call ALIVE_fnc_hashSet;
[ALIVE_factionDefaultAirTransport, "RNR_Pack", ["RNR_Pack_I_Heli_Transport_02_F"]] call ALIVE_fnc_hashSet;

This post was edited by Karlos_Z (2015-02-14 16:28, 1030 days ago)


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#41 Posted at 2015-02-20 15:23        
     
New version, build 20150220 link to download

Changelog:
Fixed: Some bugs of Artificial Intelligence
Fixed: “cost” parameters from units - now kill-statistics is displayed correctly
Fixed: To all units and vehicles (and all derivative-vehicles) add “_generalMacro” parameter
Fixed: Flags

This post was edited by Karlos_Z (2015-02-20 15:56, 1024 days ago)


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#42 Posted at 2015-02-20 15:48        
     
Thanks for again posting the updated version here :-)
News is up on the frontpage and you can find our mirror here:



Visit my family webshop desteigerhoutshop.nl.

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#43 Posted at 2015-02-20 15:55        
     
Foxhound, thank you :-)


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#44 Posted at 2015-03-06 17:13        
     
New version, build 20150306
LINK to download page

Changelog:
Add: One-short (single-use) launcher РПГ-18 (RPG-18) Now some of the soldiers and commanders have RPG-18
Add: Flags of subfactions - “Right sector”, “BTO“Azov”, “DNR”, “LNR”
Fixed: Replaced undeclared optics
Fixed: Specular of some vests




-----------------------------------------------------------------------------------------------------------------------------

Information for addon-makers and custom-units-makers. The one-short RPG-18 is made as follows:

In addon config:
Weapons[] = {"SRCW_RPG18};
Magazines[] = { "SRCW_RPG18_Rocket","SRCW_launcher_EMPTY_mag"};

if using “Virtual Arsenal”:
this addItemToUniform "SRCW_launcher_EMPTY_mag";
this addWeapon "SRCW_RPG18";

SRCW_launcher_EMPTY_mag - is displayName "RPG-18 instruction manual"

This post was edited by Karlos_Z (2015-03-07 10:33, 1009 days ago)


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#45 Posted at 2015-03-07 09:49        
     
Thanks for the update :-)
News is up on the frontpage and you can find our mirror here:



Visit my family webshop desteigerhoutshop.nl.