katipo66 94 Posted January 29, 2014 Reinstalls Celle 2 :D Share this post Link to post Share on other sites
redarmy 420 Posted January 29, 2014 Alive team, you mention in your update something about a fix to profiling independant side? Could you explain what was wrong to begin with? cheers Share this post Link to post Share on other sites
highhead 20 Posted January 29, 2014 Alive team,you mention in your update something about a fix to profiling independant side? Could you explain what was wrong to begin with? cheers I will answer you this one, but If you really want to get that deep, then join our Skype channel and please don't clutter the thread, mate! INDEPENDENT side has always been working, it was a minor fix, as on some occasions again the issue with independent sides came up, side _object will f.e. return GUER on an independent unit, whereas that side doesnt work if you want to apply it back (f.e. creategroup GUER won't work; only EAST, WEST, INDEPENDENT/RESISTANCE, CIVILIAN). enjoy Share this post Link to post Share on other sites
redarmy 420 Posted January 29, 2014 I will answer you this one, but If you really want to get that deep, then join our Skype channel and please don't clutter the thread, mate! INDEPENDENT side has always been working, it was a minor fix, as on some occasions again the issue with independent sides came up, side _object will f.e. return GUER on an independent unit, whereas that side doesnt work if you want to apply it back (f.e. creategroup GUER won't work; only EAST, WEST, INDEPENDENT/RESISTANCE, CIVILIAN).enjoy Not tryna clutter the thread,just tryna understand how this(and mods in general function,as iv had issues not getting this to work recently)Didnt realise there was a limit to posting,im new here.so apoligies i know you guys are really busy and you do this in you free time. Thanks for the explanation Share this post Link to post Share on other sites
highhead 20 Posted January 29, 2014 Not tryna clutter the thread,just tryna understand how this(and mods in general function,as iv had issues not getting this to work recently)Didnt realise there was a limit to posting,im new here.so apoligies i know you guys are really busy and you do this in you free time.Thanks for the explanation Mate :) Don't feel "new" or "noob", thats not what its all about! Its about having fun and gaming and the community, so its fine! Just join our skype channel, because I see you really have many questions and im sure we can answer them more easily there, and there are more people that can help! me Share this post Link to post Share on other sites
Cribsoffer 1 Posted January 29, 2014 Is there another link to the skype channel? Clicking on the link on the front page goes nowhere. Share this post Link to post Share on other sites
redarmy 420 Posted January 29, 2014 Mate :)Don't feel "new" or "noob", thats not what its all about! Its about having fun and gaming and the community, so its fine! Just join our skype channel, because I see you really have many questions and im sure we can answer them more easily there, and there are more people that can help! me Cheers, will do. Share this post Link to post Share on other sites
Guest Posted January 29, 2014 Updated version frontpaged on the Armaholic homepage. ALiVE - Advanced Light Infantry Virtual Environment v0.5.6.1401291Community Base addons A3 ================================================ We have also "connected" these pages to your account (wolffy.au) on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! ** Note: since this is a project on which more people are working we will contact you in the future to discuss how you want this to be setup on Armaholic. Share this post Link to post Share on other sites
charliereddog 9 Posted January 29, 2014 (edited) Can someone tell me what I need to put in CAS Support Type in order to use the FA18 please? Edit. I've answered my own stupid question. For anyone who doesn't know, you need to replace B_Heli_Attack_01_F with JS_JC_FA18E to give you a nice F18 to support you. Edited January 29, 2014 by Charliereddog Share this post Link to post Share on other sites
SavageCDN 231 Posted January 29, 2014 (edited) find out the classname of the FA18 and use that place empty FA18 - classname is in top right of unit window.. copy/paste Charliereddog - an old teacher of mine used to say there are no stupid questions... just stupid answers :p Edited January 29, 2014 by SavageCDN Share this post Link to post Share on other sites
oktyabr 12 Posted January 29, 2014 find out the classname of the FA18 and use thatplace empty FA18 - classname is in top right of unit window.. copy/paste Charliereddog - an old teacher of mine used to say there are no stupid questions... just stupid answers :p Excellent nugget of wisdom, Savage ;) To find classnames of existing objects, vehicles, etc. on a map I've cobbled together this: Put this in the init.sqf in your mission folder: player addAction ["Check object class (cursor)", "checkclass.sqf"]; Make a new text document in your mission folder called "checkclass.sqf". Put these lines in that document and save it: _object_type = typeOf cursorTarget; hintSilent format ["%1", _object_type]; copytoclipboard str(_object_type); // also copies to clipboard but as a simple string you won't get a list of objects with this method Place a player on the map and run around. You'll have a new add action (mouse scroll menu) that will tell you the class name of anything under the crosshair. Sometimes you have to perform it twice for some reason and it may not always work correctly if you are in a confined area surrounded by many different objects. YMMV! Share this post Link to post Share on other sites
onedigita 17 Posted January 29, 2014 Dynamic time module, would be another interesting asset, I love the weather one, cant wait for side missions! btw most amazing piece of arma3 work todate great job! Share this post Link to post Share on other sites
lordprimate 159 Posted January 29, 2014 Thanks for the Super fast HOTFIX!!!! However, just a heads up... the latest version is NOT on PLAYWITHSIX... just checked. Share this post Link to post Share on other sites
oktyabr 12 Posted January 30, 2014 Thanks for the Super fast HOTFIX!!!!However, just a heads up... the latest version is NOT on PLAYWITHSIX... just checked. It is now. Must have propagated right after you posted :) Share this post Link to post Share on other sites
GDent 10 Posted January 30, 2014 just wanted to thank friznit, serjames and jackson snow for answering my questions several pages back. I totally forgot about this thread until now. I'll play around with the modules. it looks so great, thanks to the creators for making something so amazing. Share this post Link to post Share on other sites
arjay 7 Posted January 30, 2014 For people who want access to the skype channel you can PM me your skype details and I will add you if the link is not working. ---------- Post added at 11:37 ---------- Previous post was at 11:35 ---------- Excellent nugget of wisdom, Savage ;)To find classnames of existing objects, vehicles, etc. on a map I've cobbled together this: Put this in the init.sqf in your mission folder: player addAction ["Check object class (cursor)", "checkclass.sqf"]; Make a new text document in your mission folder called "checkclass.sqf". Put these lines in that document and save it: _object_type = typeOf cursorTarget; hintSilent format ["%1", _object_type]; copytoclipboard str(_object_type); // also copies to clipboard but as a simple string you won't get a list of objects with this method Place a player on the map and run around. You'll have a new add action (mouse scroll menu) that will tell you the class name of anything under the crosshair. Sometimes you have to perform it twice for some reason and it may not always work correctly if you are in a confined area surrounded by many different objects. YMMV! You could also use an ALiVE debuggin function: I recommend you use http://www.baremetalsoft.com/baretail/ to view your RPT file for debugging etc and if you stick this the debug execute field on the esc menu in game [] call ALIVE_fnc_cursorTargetInfo; and execute it will dump a whole lot of interesting info about an object under the crosshair to the RPT if you hold it over a building it will even place markers in game that show building positions might be useful to hackers out there Share this post Link to post Share on other sites
terminus 0 Posted January 30, 2014 Hi All, Can anyone confirm that they can get alive tasking on the opfor side when there is the two sides in the mission. Blufor tasking is fine. Also, ref: Support modules Having fun with making missions using ALIVE. I came across a problem. I add support, say CAS Helo for BLUFOR and for a seperate CAS helo for OPFOR and also the NATO allies AAF. When you bring up the support tablet BLUFOR sees thier own as well AAF. How do I separate it so that only Blufor see thier support and AAF see thier own. I think opfor see it as well. BLUFOR module uses B_Heli_Attack_01_F OPFOR module usese O_Heli_Attack_02_F IND module uses I_Heli_light_03_F Any ideas? Share this post Link to post Share on other sites
arjay 7 Posted January 30, 2014 Hi All,Can anyone confirm that they can get alive tasking on the opfor side when there is the two sides in the mission. Blufor tasking is fine. Also, ref: Support modules Having fun with making missions using ALIVE. I came across a problem. I add support, say CAS Helo for BLUFOR and for a seperate CAS helo for OPFOR and also the NATO allies AAF. When you bring up the support tablet BLUFOR sees thier own as well AAF. How do I separate it so that only Blufor see thier support and AAF see thier own. I think opfor see it as well. BLUFOR module uses B_Heli_Attack_01_F OPFOR module usese O_Heli_Attack_02_F IND module uses I_Heli_light_03_F Any ideas? After calls for different factions on the same side to be able to share assets, we introduced shared assets (mainly so BLU_F could have jets to play with). Factions on different sides do not have access to their support, so BLU_F will never be able to use OPF_F assets. Share this post Link to post Share on other sites
terminus 0 Posted January 30, 2014 After calls for different factions on the same side to be able to share assets, we introduced shared assets (mainly so BLU_F could have jets to play with). Factions on different sides do not have access to their support, so BLU_F will never be able to use OPF_F assets. Ok cheers. Any chance we can turn that off ? Share this post Link to post Share on other sites
VeZer0 10 Posted January 30, 2014 (edited) I am wondering if anyone is having issues with dedicated servers not profiling units. I have the latest Alive mod from today, but everything is functioning other than the profile or mil placement module. In the editor, all the mil placement modules spawn units and profile them. For the same mission in the dedicated server, no ai units spawn and get profiled. I also tried in other Alive missions in the dedicated server, same issues. Edited January 30, 2014 by Vezer0 Share this post Link to post Share on other sites
arjay 7 Posted January 30, 2014 I am wondering if anyone is having issues with dedicated servers not profiling units. I have the latest Alive mod from today, but everything is functioning other than the profile or mil placement module.In the editor, all the mil placement modules spawn units and profile them. For the same mission in the dedicated server, no ai units spawn and get profiled. I also tried in other Alive missions in the dedicated server, same issues. Are you running the linux dedi by any chance? Share this post Link to post Share on other sites
VeZer0 10 Posted January 30, 2014 Are you running the linux dedi by any chance? Running windows server Share this post Link to post Share on other sites
arjay 7 Posted January 30, 2014 Running windows server Was the server updated with the A3 hotfix, or are you running this local? Share this post Link to post Share on other sites
VeZer0 10 Posted January 30, 2014 Was the server updated with the A3 hotfix, or are you running this local? Epic slap to own face. Dedicated server apparently did not get the A3 fix. I guess since the patch versions were still "1.10", people with the hot fix was able to join in the un-patch server. Thanks for the help ARJay. Sometimes a separate brain can solve silly issues like this. Share this post Link to post Share on other sites
arjay 7 Posted January 30, 2014 Epic slap to own face. Dedicated server apparently did not get the A3 fix. I guess since the patch versions were still "1.10", people with the hot fix was able to join in the un-patch server. Thanks for the help ARJay. Sometimes a separate brain can solve silly issues like this. No worries Vezer! Share this post Link to post Share on other sites