froggyluv 2136 Posted June 19, 2015 (edited) He's probably unaware of the de-pbo procedure. Mangler Google de-pbo Arma and grab one of the tools - they are very useful and easy to set up. That way you'll be able to open missions/add-ons in a flash Edited June 19, 2015 by froggyluv Share this post Link to post Share on other sites
anusmangler 1 Posted June 19, 2015 very aware of Depbo, just like to get permission first. Second after looking it over...i didnt see much that I didnt have. Turned on the debug for commander and it looked the same. debug the units...same....maybe OPCOM just got worse since last update? Share this post Link to post Share on other sites
SavageCDN 231 Posted June 19, 2015 (edited) If you are getting groups spawning outside of the TAOR marker you specificed (ie: they are spawning across the entire map) then most likely you've mis-spelled the marker name in the placement module Edited June 19, 2015 by SavageCDN Share this post Link to post Share on other sites
killaway 10 Posted June 19, 2015 Is there any way I can set the time to be the same time as real life time? I set the time to 20.30 in the editor but came on about 5 mins later and it hardly moved. Its just so that if we do a mission at say 10pm it will be dark, or if I come on at 11am it will be light. Is this possible? Share this post Link to post Share on other sites
maquez 141 Posted June 19, 2015 (edited) yes this possible, create a description.ext ... for how to do that read: https://community.bistudio.com/wiki/Description.ext then put this code to the description.ext: //--- Params class Params { class DAY_STARTTIME { //--- paramsArray[0] title = "Mission Start Time"; values[] = {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24}; texts[] = { "1:00","2:00","3:00","4:00","5:00","6:00","7:00","8:00","9:00","10:00","11:00","12:00", "13:00","14:00","15:00","16:00","17:00","18:00","19:00","20:00","21:00","22:00","23:00","24:00" }; default = 6; function = "BIS_fnc_paramDaytime"; }; }; note that mission needs the to be start then either multiplayer or LAN this wont work in singleplayer. or you can place Zeus module and change then the time with Zeus, this works in singleplayer. kind regards maquez [Q-Net] Edited June 19, 2015 by maquez typos Share this post Link to post Share on other sites
killaway 10 Posted June 19, 2015 Ah right so if i start the game on the dedicated server that will work fine? I just basically want the mission on the server to just run all the time. Just so that the time carries on even when i am not playing on the server Thanks Share this post Link to post Share on other sites
maquez 141 Posted June 19, 2015 yes this works very well on a dedicated server, before mission start simply set the time you like in the lobby with the mission parameters menu. note that you need to be logged in as admin to do that. kind regards maquez [Q-Net] Share this post Link to post Share on other sites
killaway 10 Posted June 19, 2015 (edited) Thanks so much! Ok just tried this. Would I need to change the time everytime I do a new mission then? Also maquez, could I edit the description.ext to say like "1:00", "1:15", "1:30" and so on? If so, would I need to change anything else in the description? E.g. the values from 1-24? Thanks again Edited June 20, 2015 by Killaway Tested it Share this post Link to post Share on other sites
drredfox 11 Posted June 20, 2015 Hi, Quick question, it's possible to save automatically the server data for persistence (same as Server Save button for admins, but by server config)? Share this post Link to post Share on other sites
Mr. Frogman 0 Posted June 21, 2015 Just wondering if this type of marker is available or could be made, I want my side to be surrounded.. I know i could just leave the enemy side unmarked but on larger maps it may cause frame rates to drop.. Any suggestions? Just like this pic below http://imgur.com/jZntaaz Share this post Link to post Share on other sites
tupolov 520 Posted June 21, 2015 Thanks so much! Ok just tried this. Would I need to change the time everytime I do a new mission then?Also maquez, could I edit the description.ext to say like "1:00", "1:15", "1:30" and so on? If so, would I need to change anything else in the description? E.g. the values from 1-24? Thanks again You can also just get real time by [] call ALiVE_fnc_getServerTime when using a dedicated server with @aliveserver Share this post Link to post Share on other sites
dragonfire43560 27 Posted June 21, 2015 Question about ALIVE So if I make like a simple insurgency or AI occupied city, how random is it? like will the enemy spawns/patrols/AI be randomized everytime I try the mission? Share this post Link to post Share on other sites
friznit2 350 Posted June 21, 2015 If you want completely random patrols in a built up area, simply place the CQB module. If you turn persistence off it will be completely fresh at each mission start. Frogman - you could try putting a blacklist marker in the centre - that should take precedence over the TAOR maker. Turn debug on and give it a go! Share this post Link to post Share on other sites
dragonfire43560 27 Posted June 21, 2015 If you want completely random patrols in a built up area, simply place the CQB module. If you turn persistence off it will be completely fresh at each mission start.Frogman - you could try putting a blacklist marker in the centre - that should take precedence over the TAOR maker. Turn debug on and give it a go! Does CQB work by itself (without civil or military placement modules)? I was under the impression that CQB needed to be linked to a placement module to work. Like it was supposed to spawn troops in houses IN ADDITION to the ones already out there. Share this post Link to post Share on other sites
killaway 10 Posted June 21, 2015 You can also just get real time by [] call ALiVE_fnc_getServerTime when using a dedicated server with @aliveserver Thanks Tupolov, do I just put [] call ALiVE_fnc_getServerTime in the description.ext? Share this post Link to post Share on other sites
friznit2 350 Posted June 21, 2015 Does CQB work by itself (without civil or military placement modules)? I was under the impression that CQB needed to be linked to a placement module to work. Like it was supposed to spawn troops in houses IN ADDITION to the ones already out there. You can use it standalone: http://alivemod.com/wiki/index.php/CQB Share this post Link to post Share on other sites
oneisdown 16 Posted June 21, 2015 Is there a way to get ai units to spawn with a custom load out? I am using RHS Russian troops profiled and I want them to spawn with tracer ammo instead of regular 7.62. Is there a way to do this? Share this post Link to post Share on other sites
spyderblack723 407 Posted June 21, 2015 Is there a way to get ai units to spawn with a custom load out? I am using RHS Russian troops profiled and I want them to spawn with tracer ammo instead of regular 7.62. Is there a way to do this? You can use this http://alivemod.com/wiki/index.php/Script_Snippets#Adding_Custom_Inits_to_Spawned_Units Share this post Link to post Share on other sites
oneisdown 16 Posted June 21, 2015 awesome!!!! so in the event handler instead of "class Extended_Init_EventHandlers { class Man {" I could put RHS msv whatever infantry etc etc ??? Share this post Link to post Share on other sites
spyderblack723 407 Posted June 21, 2015 awesome!!!! so in the event handler instead of "class Extended_Init_EventHandlers { class Man {" I could put RHS msv whatever infantry etc etc ??? You put the classname of the object you want to modify, so if you are looking to modify all units that are of a certain classname you could put that in there and then in the my_script.sqf, remove the ammo and then add the new ammo. If you want to change it for all Russian units you could leave it as class Man and then in the my_script.sqf put something like private "_unit"; _unit = _this select 0; if (side _unit == east) then { _unit removeMagazines "MagazineClassname"; _unit addMagazine "TracerMagazineClassname"; }; Share this post Link to post Share on other sites
oneisdown 16 Posted June 21, 2015 Thanks SpyderBlack 723!!!!!!!!!!!! Share this post Link to post Share on other sites
dragonfire43560 27 Posted June 21, 2015 another question, what maps work best with alive? I noticed altis and stratis work great but some maps like fallujah are kinda weird. Like it doesnt spawn civilians or roadblocks as often as it should or in the places where you think it should. For example I set roadblocks to "all" for testing purposes and i think i saw 1 roadblock in a really random and non strategic place on fallujah. Im assuming this is because the ALIVE engine is not picking up a lot of the custom assets on these maps. I had the same problem with the CQB module. I set the prevalance to 50 percent and literally no houses on fallujah had enemies in them. All this works fine on stratis on altis though and it seems to work ok on takistan as well. Are there any other good maps to use with alive? Share this post Link to post Share on other sites
autigergrad 2034 Posted June 21, 2015 ALiVE works great on all the Iron Front maps, Sahrani maps, Chernarus, Takistan, Isla Duala, Imrani Island Share this post Link to post Share on other sites
alexsegen 17 Posted June 21, 2015 Hello guys, Somethinh weird is happening with ALiVE spawned IEDs. They are exploding as I get close to them, so they can't be desactivated. I got close in slow prone position but they always detonate. We are using @ACE @CBA (RC6) @RHS @ALIVE Share this post Link to post Share on other sites
tupolov 520 Posted June 21, 2015 Are you an explosive specialist? Or carrying the tool kit? Share this post Link to post Share on other sites