seba1976 98 Posted September 5, 2015 Ack! I love Isla Duala from my "Limited Assets: Isla Duala" experiences, so I'm trying to make a new mission on it, but AI drivers (even with VCOM running) are coming to a dead stop on the Hazena bridge. I tried using a trigger to jump them past whatever might be stopping them, but it seems like they stop hard anywhere in the middle of the bridge (starting from a position about halfway between the first two pairs of street lamps on the west side of the bridge going east - haven't tried any other configuration yet). I have terrain setting on "high" and the AiA Lite pack. Could it be the Lite version causing this trouble? It's a known issue, for which there's no available solution yet. A new bridge is on the way I believe. Meanwhile, if you want, I can send you a template with a working teleporting system in place for each of the 5 bridges that the AI wont cross other way. It's messy, but it keeps the traffic flowing :) . Share this post Link to post Share on other sites
stick_hogue 10 Posted September 6, 2015 It's a known issue, for which there's no available solution yet. A new bridge is on the way I believe. Meanwhile, if you want, I can send you a template with a working teleporting system in place for each of the 5 bridges that the AI wont cross other way. It's messy, but it keeps the traffic flowing :) . I understand. We do what we can. No, thanks, I've already implemented the teleporting. What would really be nice is for the bridges to be destructible, too. I manually did setdamage 1 and they didn't blow up. My goal for the workaround was to only allow the teleporting if all segments of the bridge were still intact, but alas, I couldn't blow up the bridge segments. Best wishes, all. Share this post Link to post Share on other sites
Azza FHI 50 Posted September 25, 2015 yo Icebreaker, it seems the african uniforms shipped with Duala are making the AI invincible, or at least take 100 bullets to kill. Probably an ACE conflict, but RHS and other uniforms are fine. Any chance of uploading a fix? Share this post Link to post Share on other sites
papanowel 120 Posted September 25, 2015 yo Icebreaker, it seems the african uniforms shipped with Duala are making the AI invincible, or at least take 100 bullets to kill. Probably an ACE conflict, but RHS and other uniforms are fine. Any chance of uploading a fix? Did you activate the unconsciousness for the AI in your ACE medical settings? If yes, it probably come from that. Share this post Link to post Share on other sites
Azza FHI 50 Posted September 25, 2015 yeah its set on 50/50. thanks for the advice, will see if that fixes it edit - can confirm that the ACE medical option of 'AI unconciousness' has no effect on the invincible AI. It is solely due to the uniforms that come with the Duala map, so the damage threshold in the config may need to be tweaked... Share this post Link to post Share on other sites
icebreakr 3157 Posted September 26, 2015 Yeah we noticed that this Thursday on our regular squadnight, lol. Dammit, ACE got updated (or A3 patch did that?), any clues how to fix that? Share this post Link to post Share on other sites
Azza FHI 50 Posted September 27, 2015 Nah sorry man i wouldnt have a clue. All i can say is that CAF, RHS and the outdated ISIS mod by sanchez doesnt have the problem, so maybe look how they have done their uniforms and see what is different with the duala ones. I would have thought it was just the armour or bullet pentration values Share this post Link to post Share on other sites
SAS_Raptor 30 Posted September 27, 2015 Mb this helps: https://github.com/acemod/ACE3/issues/2573(at the bottom) And btw RHS units seem to be affected as well, at least on our server. Share this post Link to post Share on other sites
rekkless 240 Posted September 27, 2015 Admins, feel free to delete this post. My error was a user fault error. All good now. Share this post Link to post Share on other sites
icebreakr 3157 Posted September 27, 2015 "Because BI changed armor values in v1.50 without saying anything and we had to adjust." -- well, swell. Does anything know something about that? Share this post Link to post Share on other sites
icebreakr 3157 Posted October 1, 2015 Found out that there's an issue with latest ACE, we'll wait on that fix. Link: https://github.com/acemod/ACE3/issues/2624 Share this post Link to post Share on other sites
bardosy 158 Posted October 1, 2015 @icebreakr: Please put the rebels into Duala. Share this post Link to post Share on other sites
icebreakr 3157 Posted October 3, 2015 Will do bardosy. 3 Share this post Link to post Share on other sites
yevgeni89 163 Posted October 4, 2015 You should ask massi to use his vehicle pack , I think it would solve a lot of your missing vehicle problems for both sides minus the fixed wing aircraft. 1 Share this post Link to post Share on other sites
icebreakr 3157 Posted October 6, 2015 Well, you can use Massi's pack, he already released his stuff didn't he? Share this post Link to post Share on other sites
MrSanchez 243 Posted October 7, 2015 You should ask massi to use his vehicle pack , I think it would solve a lot of your missing vehicle problems for both sides minus the fixed wing aircraft. Well, you can use Massi's pack, he already released his stuff didn't he? I think he was referring to you using it for Dualan units, incorporate/retexture into your mod (which isn't even allowed without permission). I'd recommend CUP as they advertise themselves as a modder's resource mod as well, the mod team appears very friendly towards people willing to use their mod as a base to retexture on, etc. But their official vehicle release hasn't been done yet :P Kind regards, Sanchez Share this post Link to post Share on other sites
alexsegen 17 Posted October 7, 2015 Hello, we just tried Isla Duala this week and it's very well optimized, very fluid. We love it. However, I would like to know, are Afrenian Army and Molatian Army still working with Alive? I tried setting "AFR_Army", "AFR_Men", "MOL_Army" and "MOL_Men" but all I got were CSAT soldiers instead. Share this post Link to post Share on other sites
icebreakr 3157 Posted October 7, 2015 That is more of a question for Alive team? Share this post Link to post Share on other sites
beaar 78 Posted October 8, 2015 Hello, we just tried Isla Duala this week and it's very well optimized, very fluid. We love it. However, I would like to know, are Afrenian Army and Molatian Army still working with Alive? I tried setting "AFR_Army", "AFR_Men", "MOL_Army" and "MOL_Men" but all I got were CSAT soldiers instead. I think you can do this: http://alivemod.com/wiki/index.php/Declaring_Faction_Mappings Share this post Link to post Share on other sites
alexsegen 17 Posted October 8, 2015 That is more of a question for Alive team? I was asking so you could tell me the correct "factions names" and confirm that your factions are alive compatible inside the config.cfg of -your mod-. But ok, I will ask alive team too. I think you can do this: http://alivemod.com/wiki/index.php/Declaring_Faction_Mappings I will check that.. Thank you! Share this post Link to post Share on other sites
serjames 357 Posted October 8, 2015 Icebreakr, as long as your unit config follows standard Bis format - with no renaming of classes or types it will work with ALiVE. If you have custom structure or classes, then it will not work. ALiVE cannot fix that btw - in case anyone wonders... SJ Share this post Link to post Share on other sites
seba1976 98 Posted October 9, 2015 Icebreakr, as long as your unit config follows standard Bis format - with no renaming of classes or types it will work with ALiVE. If you have custom structure or classes, then it will not work. ALiVE cannot fix that btw - in case anyone wonders... SJ What does that even mean??? Of course the classes are named different... Confused. Share this post Link to post Share on other sites
serjames 357 Posted October 9, 2015 sorry - probably not explained very well... My understanding is it's the "type" classes i.e. car, armor etc... those have to be standard. If you changed them to say (something more useful lol) "Tracked Armor" "Tracked Recon" as some mod makers have... then it breaks ALiVE Share this post Link to post Share on other sites
seba1976 98 Posted October 9, 2015 sorry - probably not explained very well... My understanding is it's the "type" classes i.e. car, armor etc... those have to be standard. If you changed them to say (something more useful lol) "Tracked Armor" "Tracked Recon" as some mod makers have... then it breaks ALiVE Ah OK, got it. Share this post Link to post Share on other sites
linuxmaster9 101 Posted December 30, 2015 have the bridges been updated here for ALiVE and AI pathfinding? Share this post Link to post Share on other sites