jandrews 116 Posted September 9, 2015 Anyway to add virtual arsenal to ammo drop? Share this post Link to post Share on other sites
alexsegen 17 Posted September 10, 2015 Anyway to add virtual arsenal to ammo drop? YES PLEASE Share this post Link to post Share on other sites
Brawler 15 Posted September 10, 2015 Anyway to add virtual arsenal to ammo drop? http://www.armaholic.com/page.php?id=28604 Share this post Link to post Share on other sites
bohicafool 12 Posted September 11, 2015 Great work and thanks. I've set up many battles but the ai commander does not send many forces to invade constantly. Can you give me tips on how to have constant waves of ai attacking different bases/towns. Thanks Share this post Link to post Share on other sites
altis 12 Posted September 11, 2015 I have a question that maybe better served in mission editing but is specific to this, how might i apply the code below to work on all spawned Opfor during an Alive mission. { if ((side _x == EAST) && (vehicle _x == _x)) then { _x unassignItem "NVGoggles_OPFOR"; _x addGoggles "Mask_M50"; } } forEach allUnits; Share this post Link to post Share on other sites
spyderblack723 407 Posted September 11, 2015 I have a question that maybe better served in mission editing but is specific to this, how might i apply the code below to work on all spawned Opfor during an Alive mission. { if ((side _x == EAST) && (vehicle _x == _x)) then { _x unassignItem "NVGoggles_OPFOR"; _x addGoggles "Mask_M50"; } } forEach allUnits; You can use this snippet description.ext: class Extended_Init_EventHandlers { class Man { init = "_this call (compile preprocessFileLineNumbers 'my_script.sqf')"; }; }; in my_script.sqf you would then use an altered version of your code params ["_unit"]; if ((side _unit == EAST) && (vehicle _unit == _unit)) then { _unit unassignItem "NVGoggles_OPFOR"; _unit addGoggles "Mask_M50"; }; It's important to note that the units must be CBA XEH compatible for this to work (most units are but some out of date mods such as CAF and Leights Opfor have issues -- which can be fixed). Excuse any scripting errors I may have accidentally created, coding on phone is hard ;) Share this post Link to post Share on other sites
altis 12 Posted September 11, 2015 Thank you Spyderblack, that works perfectly :) Share this post Link to post Share on other sites
HitAndFun 0 Posted September 11, 2015 Hi, I'm having troubles with the multirespawn module. I've placed a marker named "respawn_west" and placed the module inside the editor. Still doesn't get "respawned" when getting killed. Checked the wiki and other posts, saying some kind of scripts or ACE3 might work... Honestly, I prefer using Alive modules but... Anyway, any help would be appreciated. ALiVE_SUP_MULTISPAWN_RESPAWNBUILDING_%FACTION% Do I just paste it in the marker as name of do I need to change it to something? Placed Only "respawn=3" in description.exp. Any altering? Thanks Share this post Link to post Share on other sites
DaViSFiT 21 Posted September 11, 2015 These RPT errors are troubling: "param" <> #1: Input value is 'nil' or undefined. Default value false is used instead. "param" <ALiVE_fnc_dataInit> #0: Input value is 'nil' or undefined. Default value [] is used instead. "param" <ALiVE_fnc_logisticsInit> #2: Input value is 'nil' or undefined. Default value any is used instead. "param" <ALiVE_fnc_aiSkillInit> #4: Input value is 'nil' or undefined. Default value [] is used instead. "param" <ALiVE_fnc_profileSystemInit> #1: Input value is 'nil' or undefined. Default value any is used instead. "param" <ALiVE_fnc_MPInit> #0: Input value is 'nil' or undefined. Default value [] is used instead. "param" <ALiVE_fnc_CPInit> #2: Input value is 'nil' or undefined. Default value any is used instead. It looks like the mod is not loading correctly for some reason... these errors mean major problems. Try deleting it from your server and re-downloading from the ALiVE website or Armaholic (ie: don't use PWS). edit: perhaps the mission needs to be updated? see this post: https://forums.bistudio.com/topic/168338-a3coop-32-alive-takistan-natofor/page-16#entry2904488 You could try opening the mission in the editor, note each module settings, delete all ALiVE modules and replace. Ok we edited the mission and replaced all moduls, set all moduls new! But we still get very few CPs and tons of error logs. Input value is 'nil' or undefined. Default value any is used instead. e.g. "param" <ALiVE_fnc_AMBCPInit> #2: Input valu.... i cant find this param!? Can someone take a look at the mission? already edited by us: http://ul.to/ovzd1fts we use: -mod=@CBA_A3;@AllInArmaTerrainPack;@task_force_radio;@RHUSF;@RHAFRF;@ALiVE;@ace;@LeightsOfpor; we are new to alive and we dont know how to find old params used for .. ?! I searched in alive wiki and didnt find this param. Share this post Link to post Share on other sites
spyderblack723 407 Posted September 11, 2015 Hi, I'm having troubles with the multirespawn module. I've placed a marker named "respawn_west" and placed the module inside the editor. Still doesn't get "respawned" when getting killed. Checked the wiki and other posts, saying some kind of scripts or ACE3 might work... Honestly, I prefer using Alive modules but... Anyway, any help would be appreciated. ALiVE_SUP_MULTISPAWN_RESPAWNBUILDING_%FACTION% Do I just paste it in the marker as name of do I need to change it to something? Placed Only "respawn=3" in description.exp. Any altering? Thanks Do you still get to a spectating screen? I haven't used the Multispawn module much but I can remember having to hit (space or enter.. or some other button) to actually spawn in. Share this post Link to post Share on other sites
HitAndFun 0 Posted September 12, 2015 Do you still get to a spectating screen? I haven't used the Multispawn module once but I can remember having to hit (space or enter.. or some other button) to actually spawn in. When getting killed, black screen with "respawning now" pops up. after 2-3 seconds, spectator mode! Share this post Link to post Share on other sites
commandouksf 14 Posted September 12, 2015 Please would your team index the Mogadishu map to work with ALiVE, thanks :) Share this post Link to post Share on other sites
spyderblack723 407 Posted September 12, 2015 Please would your team index the Mogadishu map to work with ALiVE, thanks :) Already in the list to be done! Share this post Link to post Share on other sites
friznit2 350 Posted September 13, 2015 https://forums.bistudio.com/topic/184725-new-map-gunkizli/ Added to the list. Issue with Faysh Kabur - ArmA3 crashes when I try to index it. I'll try and figure out why but if no joy then unfortunately it'll be impossible to index. Share this post Link to post Share on other sites
autigergrad 2034 Posted September 13, 2015 Man, that Mogadishu map plus Massi's African Conflict mod plus ALiVE will be so freaking sweet. 1 Share this post Link to post Share on other sites
jandrews 116 Posted September 13, 2015 Could you add Esseker too? http://www.armaholic.com/page.php?id=28815 Share this post Link to post Share on other sites
bohicafool 12 Posted September 13, 2015 When i'm using the arma 3 alive multispawn module in spawn on squad, after 13 spawns in lags up to half a hour to respawn on a ai team. Is this a bug? How can i overcome this or will i have to use another 3rd party script to spawn on my squad? Share this post Link to post Share on other sites
SavageCDN 231 Posted September 14, 2015 Great work and thanks. I've set up many battles but the ai commander does not send many forces to invade constantly. Can you give me tips on how to have constant waves of ai attacking different bases/towns. Thanks Can you provide more info? You have the AI Commander modules placed and Military Logistics module synced to the commander module? Make sure the commander module is set to Invasion rather than Occupation. Ok we edited the mission and replaced all moduls, set all moduls new! But we still get very few CPs and tons of error logs. Input value is 'nil' or undefined. Default value any is used instead. e.g. "param" <ALiVE_fnc_AMBCPInit> #2: Input valu.... i cant find this param!? Can someone take a look at the mission? already edited by us: http://ul.to/ovzd1fts we use: -mod=@CBA_A3;@AllInArmaTerrainPack;@task_force_radio;@RHUSF;@RHAFRF;@ALiVE;@ace;@LeightsOfpor; we are new to alive and we dont know how to find old params used for .. ?! I searched in alive wiki and didnt find this param. Hi Numrollen can you post your server's RPT file again for us to look at? Could you add Esseker too? http://www.armaholic.com/page.php?id=28815 Yep added to the request list. Share this post Link to post Share on other sites
commandouksf 14 Posted September 14, 2015 Is it possible with ALiVE to currently set AI forces to defend a FOB area and not to move outside the set zone surrounding the FOB? I'm wanting FOB or Police stations defended by AI whilst our 'human' patrols move out on missions. Have tried using the AI Commander control type Occupy/Invasion/Insurgency settings without apparent success, the friendly AI keep moving out of the FOBs. This is a different request to using the BIS defend module which has waves of attackers. Thanks again for any help. Share this post Link to post Share on other sites
spyderblack723 407 Posted September 14, 2015 Is it possible with ALiVE to currently set AI forces to defend a FOB area and not to move outside the set zone surrounding the FOB? I'm wanting FOB or Police stations defended by AI whilst our 'human' patrols move out on missions. Have tried using the AI Commander control type Occupy/Invasion/Insurgency settings without apparent success, the friendly AI keep moving out of the FOBs. This is a different request to using the BIS defend module which has waves of attackers. Thanks again for any help. There are a few ways you could do it, each with varying levels of success and difficulty in doing ( some are scripting). There will be a new feature in the upcoming update (hopefully) that will allow you to either stop units from being used by opcom and or manually giving them waypoints (while ingame). This would be a good way to do it once it's in, you would be able to set a cycle waypoint around the area you want defended then take the profiled group away from opcom's control.In the meantime you could try either removing your sides' opcom so that the units aren't pulled away. Another option might be to put a high priority custom objective on that location and only sync it to your opcom. This way he'll see it as a high priority area that needs to be defended and try to keep groups there. 1 Share this post Link to post Share on other sites
commandouksf 14 Posted September 14, 2015 There are a few ways you could do it........ As always another very fast and great answer to the problem. Thank you very much :) Looking forward to the next release of ALiVE for so many reasons, albeit the current version is brilliant too. Share this post Link to post Share on other sites
SavageCDN 231 Posted September 14, 2015 Next release should be in testing this week... of course you can't quote me on that :ph34r: 1 Share this post Link to post Share on other sites
spyderblack723 407 Posted September 14, 2015 Next release should be in testing this week... of course you can't quote me on that :ph34r: Get quoted! Share this post Link to post Share on other sites
kilo1-1 1 Posted September 15, 2015 Could you add Esseker too? http://www.armaholic.com/page.php?id=28815 This is going to be hard for them to add because the map is in development and not even out of beta status. Every time the map updates, it will need to get reindexed. 1 Share this post Link to post Share on other sites
SavageCDN 231 Posted September 15, 2015 This is going to be hard for them to add because the map is in development and not even out of beta status. Every time the map updates, it will need to get reindexed. OK thanks for the info we'll delay doing the index until it reaches 1.0 Share this post Link to post Share on other sites