friznit2 350 Posted August 21, 2014 Yes of course! Player Resupply and OPCOM's Military Logistics module are essentially two parts of the same system. Player Resupply just has a pretty interface for players to access it. Share this post Link to post Share on other sites
galzohar 31 Posted August 21, 2014 I still can't figure out how to make the intelligence module not mark friendly units (I have friendly intel and debug disabled in the module). Deleting the module completely removes the marker, so I assume it is this module that is responsible. Share this post Link to post Share on other sites
SavageCDN 231 Posted August 21, 2014 (edited) It seems that in the CQB module in the last couple of updates I'm not able to switch the locality to server any more. The unit(s) will not spawn even though it shows them in the debug that they have been. The JIPclient locality works fine but I'd like the server to handle the AI and not the clients.Is anyone else having this problem? It was working for me two versions ago but not in the last two updates! I did search this thread for any info but at 368 pages I could have missed it. Yes this is a known issue (it only happens on dedicated server - SP preview or MP host server should be OK) it is being worked on... for now leave the setting on JIP clients. https://dev.withsix.com/issues/75034 I still can't figure out how to make the intelligence module not mark friendly units (I have friendly intel and debug disabled in the module). Deleting the module completely removes the marker, so I assume it is this module that is responsible. There is an option in that module to display nearby friendly units (can't remember exact wording) - set it to 0 I believe to disable? Sorry can't check ATM. Edited August 21, 2014 by SavageCDN Share this post Link to post Share on other sites
friznit2 350 Posted August 21, 2014 mission.sqm I'm sorry but we really can't troubleshoot potential issues with 3rd party mods while we're still in beta stages. Please try to reproduce any issues you have in vanilla only (ALIVE & CBA) and then we can take a look. Share this post Link to post Share on other sites
cdn_biggdogg 29 Posted August 22, 2014 Yes this is a known issue (it only happens on dedicated server - SP preview or MP host server should be OK) it is being worked on... for now leave the setting on JIP clients.https://dev.withsix.com/issues/75034 It also doesn't work if you start a listen server through the multiplayer menu. Or at least it doesn't for me anyway! (play/multiplayer/host new server/LAN server) Thanks for the info and for the link. Awesome addon guys....keep up the great work! Share this post Link to post Share on other sites
highhead 20 Posted August 22, 2014 It also doesn't work if you start a listen server through the multiplayer menu. Or at least it doesn't for me anyway! (play/multiplayer/host new server/LAN server)Thanks for the info and for the link. Awesome addon guys....keep up the great work! Hey Comrade! Thanks for reporting te issue mate! I found what was the cause and updated the ticket! Some stupid Dev forget to update some underlying codes when changing an important call :) Will be fixed in upcoming version! Please switch to JIP or HC in the meanwhile to expierence Just Pure Death with CQB! Love you guys Share this post Link to post Share on other sites
SavageCDN 231 Posted August 22, 2014 ^ also thanks to Rath who originally made us aware of the problem and to Kevin (polaris) for creating another repro mission :p Share this post Link to post Share on other sites
serjames 357 Posted August 22, 2014 Rath and Frosty.... and Apollo who have all spent countless nights trying to fix it.. lol Share this post Link to post Share on other sites
logitrust 10 Posted August 22, 2014 I'm sorry but we really can't troubleshoot potential issues with 3rd party mods while we're still in beta stages. Please try to reproduce any issues you have in vanilla only (ALIVE & CBA) and then we can take a look. Cpy, np. Sharing a vanilla vers. of the problem asap. Share this post Link to post Share on other sites
legio4777 12 Posted August 22, 2014 Hi Guys, I dont know if it is for the new update 1.26 fo Arma. I cant see the CROSSROAD messages of the combat support, when I request a pick up transport, an attack run..... Does someone know what can happens? Share this post Link to post Share on other sites
acoustic 82 Posted August 23, 2014 Whats a realistic number of reinforcements to use for a 2400 vs 2400 map wide battle? ---------- Post added at 10:41 PM ---------- Previous post was at 10:31 PM ---------- And whats causing the parachuting tanks at the start of the mission? lol Share this post Link to post Share on other sites
friznit2 350 Posted August 23, 2014 legio4777 - can't repro that. Do you have sideChat turned off or something? Acoustic - whatever you want. Parachuting tanks is explained in the wiki. It happens when a player is near the spawn point for Logistics. It's either that or they just pop into existence out of nowhere. We may figure out a more convincing way one day. Share this post Link to post Share on other sites
highhead 20 Posted August 23, 2014 Hi Guys,I dont know if it is for the new update 1.26 fo Arma. I cant see the CROSSROAD messages of the combat support, when I request a pick up transport, an attack run..... Does someone know what can happens? Just tried, and Crossroad messages are fine for me on pickup! Could it be you dont have a radio in your inventory - I was searching for hours once, until I came across that I was missing a radio. Please check that and provide Feedback! Thanks man Share this post Link to post Share on other sites
[styr]killswitch 10 Posted August 23, 2014 Its also working fine for me - But since speaking about CROSSROAD messages a very very small bugreport: When ordering a transport support to land or insert at position (by talk to pilot), in the first "radio" message the helicopter isnt adressed with the usergiven name from the module, instead he is called alpha 1-2 or something like that - whereas in the pilots radio answer he will use his helicopters name set in the module. Sry for bringing up such details :P Greez Share this post Link to post Share on other sites
friznit2 350 Posted August 23, 2014 Devil's in the detail! CS is getting a complete overhaul at the moment, so should be all fixed up in a later release. Keep the bug reports coming though (ideally on our bug tracker)! Share this post Link to post Share on other sites
highhead 20 Posted August 23, 2014 killswitch;2759592']Its also working fine for me - But since speaking about CROSSROAD messages a very very small bugreport: When ordering a transport support to land or insert at position (by talk to pilot)' date=' in the first "radio" message the helicopter isnt adressed with the usergiven name from the module, instead he is called alpha 1-2 or something like that - whereas in the pilots radio answer he will use his helicopters name set in the module. Sry for bringing up such details :P Greez[/quote'] Servas! Werd i ma anschaugn, bin ma sicha, dass i des relativ schnell aussafind! I gib da Bescheid! Seas! PS: Others pls dont mind that austrian slang ;) Share this post Link to post Share on other sites
[styr]killswitch 10 Posted August 23, 2014 Servas!Werd i ma anschaugn, bin ma sicha, dass i des relativ schnell aussafind! I gib da Bescheid! Seas! PS: Others pls dont mind that austrian slang ;) haha servas! Hab ja ka Ahnung ghabt dass sich im Alive-Team Österreicher a verstecken! Da kann i endlich wem auf Österreichisch gratulieren zu der wöltgeilen Mod! Danke fürs Nachschaun jedenfalls! ;) Lg aus da Steiermark Others: Pls forgive me too, austrian slang party is over now ;) Share this post Link to post Share on other sites
acoustic 82 Posted August 23, 2014 legio4777 - can't repro that. Do you have sideChat turned off or something?Acoustic - whatever you want. Parachuting tanks is explained in the wiki. It happens when a player is near the spawn point for Logistics. It's either that or they just pop into existence out of nowhere. We may figure out a more convincing way one day. Thats a bit of a game breaker.. This mission doesn't even have tanks. And they are spawning everywhere. Could I change the spawn point for logistics? Cause its happening at the Military OBJ right now. Share this post Link to post Share on other sites
gunny1979 3 Posted August 23, 2014 Servas!Werd i ma anschaugn, bin ma sicha, dass i des relativ schnell aussafind! I gib da Bescheid! Seas! PS: Others pls dont mind that austrian slang ;) Get a room you two :j: Share this post Link to post Share on other sites
legio4777 12 Posted August 23, 2014 legio4777 - can't repro that. Do you have sideChat turned off or something?Acoustic - whatever you want. Parachuting tanks is explained in the wiki. It happens when a player is near the spawn point for Logistics. It's either that or they just pop into existence out of nowhere. We may figure out a more convincing way one day. I dont get the point, where is supossed to do that...? A Alive Module? Share this post Link to post Share on other sites
galzohar 31 Posted August 23, 2014 There is an option in that module to display nearby friendly units (can't remember exact wording) - set it to 0 I believe to disable? Sorry can't check ATM. I tried that, it disabled some stuff but there is still a marker on my unit. Doesn't seem like there is anything else there to disable. Share this post Link to post Share on other sites
arjay 7 Posted August 23, 2014 Thats a bit of a game breaker..This mission doesn't even have tanks. And they are spawning everywhere. Could I change the spawn point for logistics? Cause its happening at the Military OBJ right now. Yes you can change the logistics spawn point by making it static, see the mil_logistics tutorial video. If you want to prevent armour from being delivered via logistics there is a setting on the module to prevent it. If you want to prevent armour spawning with placement modules, there is new settings in there to override by group type. So you have many options. Share this post Link to post Share on other sites
acoustic 82 Posted August 23, 2014 Yes you can change the logistics spawn point by making it static, see the mil_logistics tutorial video.If you want to prevent armour from being delivered via logistics there is a setting on the module to prevent it. If you want to prevent armour spawning with placement modules, there is new settings in there to override by group type. So you have many options. Ok, I disabled Logistics for both sides and vehicles are still coming down from the sky. Its as if my military objective refuses to spawn units on the ground but rather parachute them in. Share this post Link to post Share on other sites
arjay 7 Posted August 23, 2014 Ok, I disabled Logistics for both sides and vehicles are still coming down from the sky. Its as if my military objective refuses to spawn units on the ground but rather parachute them in. That sounds very odd! Can you PM me your skype details so I can take a look? Share this post Link to post Share on other sites
arjay 7 Posted August 24, 2014 Ok, I disabled Logistics for both sides and vehicles are still coming down from the sky. Its as if my military objective refuses to spawn units on the ground but rather parachute them in. Acoustic found a serious issue with A2 maps and vehicles, I have made a fix and we will push out a hotfix in the next week or so. Share this post Link to post Share on other sites