d_pfrommer 10 Posted September 30, 2014 I assume you have tested it with yesterday's 0.80 release? If so try removing any unit/weapon mods as well as revive or gear scripts. Hi Savage, Yes... only ALiVE 0.8 and CBA running, along with vanilla init.sqf and description.ext (but with respawn setup for BASE). I added two players grouped together, spawned in as one of them. Ran the clip of the stock gun halfway down to about 20 bullets... threw a grenade and respawned next to the other unit. All were intact except for the ammo for both guns. Share this post Link to post Share on other sites
Cota 1 Posted October 1, 2014 there is a way to change the time and the weather of the mission in the lobby and not within the editor? Share this post Link to post Share on other sites
bhaz 0 Posted October 1, 2014 (edited) Was going to post a feature request on the tracker but I'm not sure if this is already possible. I'm using sudden's East vs West factions, and: a) I'm trying to hide the default factions from the menu (so players on the server can't request Slammer reinforcements against BMP-3 :rolleyes:) b) @evw units are being inserted via Ghosthawk rather than their own faction. (UH-60 etc.) edit: OK found a workaround for the @evw helis: if (isServer) then { waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"}; [ALIVE_factionDefaultAirTransport, "SUD_NATO", ["SUD_UH60"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultAirTransport, "SUD_USSR", ["SUD_MI8"]] call ALIVE_fnc_hashSet; }; Edited October 1, 2014 by bhaz Share this post Link to post Share on other sites
arjay 7 Posted October 1, 2014 Was going to post a feature request on the tracker but I'm not sure if this is already possible. I'm using sudden's East vs West factions, and:a) I'm trying to hide the default factions from the menu (so players on the server can't request Slammer reinforcements against BMP-3 :rolleyes:) b) @evw units are being inserted via Ghosthawk rather than their own faction. (UH-60 etc.) Hey bhaz, a) good idea on the limiting of resupply options by faction instead of just side, can you make a ticket on the tracker for that? b) Sudden only added the helis to EVW after we released 0.8, I will grab the latest version and add support for the next release. In the meantime I might stick something up on the wiki how you can add support for this at the mission level. Share this post Link to post Share on other sites
friznit2 350 Posted October 1, 2014 You need to customise the blacklists to add and remove mods. See here http://alivemod.com/wiki/index.php/Custom_Blacklists Share this post Link to post Share on other sites
bhaz 0 Posted October 1, 2014 (edited) a) good idea on the limiting of resupply options by faction instead of just side, can you make a ticket on the tracker for that? Sure. Done :) I already found a solution for the heli's and edited above. Edited October 1, 2014 by bhaz Share this post Link to post Share on other sites
SavageCDN 231 Posted October 1, 2014 (edited) Hi Savage,Yes... only ALiVE 0.8 and CBA running, along with vanilla init.sqf and description.ext (but with respawn setup for BASE). I added two players grouped together, spawned in as one of them. Ran the clip of the stock gun halfway down to about 20 bullets... threw a grenade and respawned next to the other unit. All were intact except for the ammo for both guns. Could you PM me a copy of your mission? I'll take a look and see if I can narrow it down. Were you running on a dedicated server or hosted server? there is a way to change the time and the weather of the mission in the lobby and not within the editor? You would need to add some mission params to your mission description.ext file in order to be able to change time/date in the lobby. https://community.bistudio.com/wiki/Arma_3_Mission_Parameters class Params { #include "\a3\functions_f\Params\paramWeather.hpp" #define WEATHER_DEFAULT 25 //Can be 0 (sunny), 25, 50, 75 or 100 (storm)) #include "\a3\functions_f\Params\paramDaytimeHour.hpp" #define DAYTIMEHOUR_DEFAULT 12 //Can be any integer between 0 and 23 }; Note that the last time I used the built in params I had to manually copy the above .hpp files (with the same folder structure) to my mission folder in order for it to work. These files can be found by de-pboing the functions_f.pbo file Edited October 1, 2014 by SavageCDN Share this post Link to post Share on other sites
SabotAndHeat 10 Posted October 1, 2014 Is there any way to group other vehicles to a spawned, Alive CAS or Transport vehicle? Example, Alive Transport helo, has a gunship grouped with it at mission start, so it has an gunship escort. Share this post Link to post Share on other sites
SavageCDN 231 Posted October 1, 2014 Is there any way to group other vehicles to a spawned, Alive CAS or Transport vehicle?Example, Alive Transport helo, has a gunship grouped with it at mission start, so it has an gunship escort. With 0.80 you can place editor vehicles and sync those to the CAS/Trans modules (instead of having them spawned by the module) - have you tried syncing the trans chopper to the CAS module then grouping the escort to the trans chopper? Not sure if it will work but hey :p Share this post Link to post Share on other sites
SabotAndHeat 10 Posted October 1, 2014 @ Savage No I haven't, but I think I'm tracking you're thought process. So the CAS ( or Trans) Module, synced to a crewed victor, grouped to a crewed victor? Share this post Link to post Share on other sites
slammandan 4 Posted October 1, 2014 @ SavageNo I haven't, but I think I'm tracking you're thought process. So the CAS ( or Trans) Module, synced to a crewed victor, grouped to a crewed victor? Make Sure You Read This http://alivemod.com/wiki/index.php/Combat_Support. You Need To Put Code In Init Of The Heli You Place Share this post Link to post Share on other sites
ethrendil 11 Posted October 2, 2014 Been playing the new version .80 on the Dev Branch and noticed that when the MH Littlebird is used as a support it spawns with 6 crew (2 pilots and 4 bench gunners). I want to use it as a transport so the bench gunners are unnecessary. I tried spawning a regular crewed MH in the editor and it only comes with 2 pilots, so I guess the support module just fills in all the crew slots? I also tried syncing an editor placed MH with the support module and adding the code: this setvariable ["CS_TYPE","TRANSPORT"]; which works beautifully unless the chopper is shot down, then it respawns with the 6 crew again. Any work around for this? BTW this just started happening when I switched to the Dev Branch so I'm assuming it's related to the new firing from vehicles. Love the mod, it's my favorite way to play Arma. Share this post Link to post Share on other sites
arjay 7 Posted October 2, 2014 Been playing the new version .80 on the Dev Branch and noticed that when the MH Littlebird is used as a support it spawns with 6 crew (2 pilots and 4 bench gunners). I want to use it as a transport so the bench gunners are unnecessary. I tried spawning a regular crewed MH in the editor and it only comes with 2 pilots, so I guess the support module just fills in all the crew slots? I also tried syncing an editor placed MH with the support module and adding the code: this setvariable ["CS_TYPE","TRANSPORT"]; which works beautifully unless the chopper is shot down, then it respawns with the 6 crew again. Any work around for this? BTW this just started happening when I switched to the Dev Branch so I'm assuming it's related to the new firing from vehicles.Love the mod, it's my favorite way to play Arma. Hey mate, yep it's an issue that is related to the new configs for firing from vehicles. All fire from vehicles positions are now considered as turrets by arma, which we have previously filled with crew, because turrets have always been crew positions :) Will try to find a solution for the 0.9 release. Share this post Link to post Share on other sites
tupolov 520 Posted October 2, 2014 (edited) Make Sure You Read This http://alivemod.com/wiki/index.php/Combat_Support. You Need To Put Code In Init Of The Heli You Place SlammanDan! Thank you. Any reason why you type in Pascal Case? :D @Ethrendil As for support for dev branch... We're working on supporting FFV once it hits stable. There is a bug right now with assignAsCargo, I believe BIS are in the process of fixing it. Generally, we don't support dev branch so obviously we encourage you to use Stable. Edited October 2, 2014 by Tupolov Share this post Link to post Share on other sites
slammandan 4 Posted October 2, 2014 SlammanDan! Thank you. Any reason why you type in Pascal Case? :D LOL. No Just A Habbit. Always Have. Share this post Link to post Share on other sites
bhaz 0 Posted October 2, 2014 I was looking for a way to set up the alive weather module as a mission param, and ran into a gold mine in the config viewer :) cfgVehicles >> any alive module >> Arguments Of course after that, I did the only sensible thing using a placement module's init: this setVariable ["size", "20000"] Hooking a lot of this stuff into class Params could be pretty useful in a mission though, like changing CQB settings etc. without having to jump back to the editor all the time. Share this post Link to post Share on other sites
jcae2798 132 Posted October 2, 2014 Down the multipsawn module work on SP? Trying to test it but not successful even in the editor. The respawn message comes up and then i get the DEATH screen to restart game. Thanks Share this post Link to post Share on other sites
SavageCDN 231 Posted October 2, 2014 Hooking a lot of this stuff into class Params could be pretty useful in a mission though, like changing CQB settings etc. without having to jump back to the editor all the time. Excellent idea! https://dev.withsix.com/issues/75344 Down the multipsawn module work on SP? Trying to test it but not successful even in the editor. The respawn message comes up and then i get the DEATH screen to restart game. Thanks Unfortunately not.. MP only Share this post Link to post Share on other sites
Cota 1 Posted October 2, 2014 I am creating a mission of insurgency, and noticed that the squares should turn red turn green, even with the presence of enemies. I'm using a configuration like the figure below. Share this post Link to post Share on other sites
SavageCDN 231 Posted October 2, 2014 ALiVE doesn't have a built in Insurgency module (yet).... so not sure what you are using to turn colour of squares. Is it the Mil Intelligence feature that markes 1x1km squares? Are you using the demo Insurgency mission by Haze and Sacha? Share this post Link to post Share on other sites
gfresco 21 Posted October 2, 2014 if your trying to get an insurgency mission one like the common ones for arma2/arma3 with the squares going from red to green those are USUALLY done with the "EOS" script and thats not really what the alive module (currently) does. You can run EOS scripts to create insurgent areas and run alive to control the AI units not being spawned by EOS to combine a dynamic battlefront with areas that you know will provide action/be held by opfor. Share this post Link to post Share on other sites
tupolov 520 Posted October 2, 2014 We do have a Sector Display function as part of our Command and Control module (C2ISTAR) The module allows you to: 1. Have intel reports (map sector displays) on enemy activity 2. Map Sector displays on player locations 3. Create tasks and sub tasks for groups and individuals 4. Assign auto-created tasks (from a friendly OPCOM) 5. Auto generate tasks (side missions) based on the current battlefield 6. Send persistent SITREPs 7. Send persistent PATROLREPs 8. Create advanced map markers including icons, rectangles, ellipses, lines, arrows etc (that persist) The intelligence module (that handles map sector display) has been consolidated into the C2ISTAR module. C2ISTAR = Command, Control, Intel, Surveillance, Target Aquisition, Recon Tutorial Video: Share this post Link to post Share on other sites
Cota 1 Posted October 2, 2014 (edited) ALiVE doesn't have a built in Insurgency module (yet).... so not sure what you are using to turn colour of squares. Is it the Mil Intelligence feature that markes 1x1km squares? Are you using the demo Insurgency mission by Haze and Sacha? yes, I'm using their mission as a starting point ---------- Post added at 13:57 ---------- Previous post was at 13:56 ---------- if your trying to get an insurgency mission one like the common ones for arma2/arma3 with the squares going from red to green those are USUALLY done with the "EOS" script and thats not really what the alive module (currently) does.You can run EOS scripts to create insurgent areas and run alive to control the AI units not being spawned by EOS to combine a dynamic battlefront with areas that you know will provide action/be held by opfor. But I read in the forum that EOS does not work correctly with the ALIVE. I did not know that the EOS can create scripts insurgent And I have no idea how to combine ALIVE and EOS Edited October 2, 2014 by Cota Share this post Link to post Share on other sites
ethrendil 11 Posted October 2, 2014 Hey mate, yep it's an issue that is related to the new configs for firing from vehicles. All fire from vehicles positions are now considered as turrets by arma, which we have previously filled with crew, because turrets have always been crew positions :) Will try to find a solution for the 0.9 release. @Ethrendil As for support for dev branch... We're working on supporting FFV once it hits stable. There is a bug right now with assignAsCargo, I believe BIS are in the process of fixing it. Generally, we don't support dev branch so obviously we encourage you to use Stable. Makes sense guys. I just couldn't wait to check out the new features in the DevBranch. I look forward to seeing it hit the stable build. All the best to you and thanks for the great work! Share this post Link to post Share on other sites
gfresco 21 Posted October 2, 2014 But I read in the forum that EOS does not work correctly with the ALIVE. I did not know that the EOS can create scripts insurgent And I have no idea how to combine ALIVE and EOS To my knowledge you can't have ALiVE's opcom take control of EOS spawned units - or i at least don't know how. What you can do s run both of them (f you want). EOS as a script creates the red zones denoted by a marker that spawn in enemy units (that you desiginate) that turn green when cleared. This is the script i've seen most insurgency missions use. You can run it on a map with ALiVE but ALiVE won't control those units only the ones it spawns or you tell it to control. However the two "layered" together can make a fun mission. What ALiVE has - and this may be the source of confusion - is its own map marking system that looks similar but by default only updates every 2 minutes and i'm not sure if it takes killing every last unit to flip to green or just a majority of friendly forces Share this post Link to post Share on other sites