acoustic 82 Posted April 30, 2017 There anyway to get friendly units displayed on map that are from a different side? Playing as Blufor, and the IND don't show up on the map intel. They are set to friendly with Blu. Also, can anyone examine this orbat file to see why the Eastern IS faction isn't being changed from default groups? Spoiler overviewPicture = "Img\Snapshot.jpg"; class CfgGroups { class Indep { class LOP_AM { name = "Middle Eastern Militia"; class Infantry { name = "Infantry"; class LOP_AM_Rifle_squad { name = "AT squad"; side = 2; faction = "LOP_AM"; icon = "\A3\ui_f\data\map\markers\nato\n_inf.paa"; rarityGroup = 0.3; class Unit0 { position[] = { 0 , 5 , 0 }; rank = "Sergeant"; side = 2; vehicle = "LOP_AM_Infantry_SL"; }; class Unit1 { position[] = { 3 , 0 , 0 }; rank = "Corporal"; side = 2; vehicle = "LOP_AM_Infantry_Engineer"; }; class Unit2 { position[] = { 5 , 0 , 0 }; rank = "Corporal"; side = 2; vehicle = "LOP_AM_Infantry_Rifleman_3"; }; class Unit3 { position[] = { 7 , 0 , 0 }; rank = "Corporal"; side = 2; vehicle = "LOP_AM_Infantry_GL"; }; class Unit4 { position[] = { 9 , 0 , 0 }; rank = "Private"; side = 2; vehicle = "LOP_AM_Infantry_AT"; }; class Unit5 { position[] = { 11 , 0 , 0 }; rank = "Private"; side = 2; vehicle = "LOP_AM_Infantry_Rifleman"; }; class Unit6 { position[] = { 13 , 0 , 0 }; rank = "Private"; side = 2; vehicle = "LOP_AM_Infantry_Rifleman_2"; }; class Unit7 { position[] = { 15 , 0 , 0 }; rank = "Private"; side = 2; vehicle = "LOP_AM_Infantry_AR"; }; }; class lopam_infantry_rifle_squad { name = "Rifle Squad"; side = 2; faction = "LOP_AM"; icon = "\A3\ui_f\data\map\markers\nato\n_inf.paa"; rarityGroup = 0.3; class Unit0 { position[] = { 0 , 5 , 0 }; rank = "Sergeant"; side = 2; vehicle = "LOP_AM_Infantry_SL"; }; class Unit1 { position[] = { 3 , 0 , 0 }; rank = "Corporal"; side = 2; vehicle = "LOP_AM_Infantry_Engineer"; }; class Unit2 { position[] = { 5 , 0 , 0 }; rank = "Corporal"; side = 2; vehicle = "LOP_AM_Infantry_Rifleman_3"; }; class Unit3 { position[] = { 7 , 0 , 0 }; rank = "Corporal"; side = 2; vehicle = "LOP_AM_Infantry_GL"; }; class Unit4 { position[] = { 11 , 0 , 0 }; rank = "Private"; side = 2; vehicle = "LOP_AM_Infantry_Rifleman"; }; class Unit5 { position[] = { 13 , 0 , 0 }; rank = "Private"; side = 2; vehicle = "LOP_AM_Infantry_Rifleman_2"; }; class Unit6 { position[] = { 15 , 0 , 0 }; rank = "Private"; side = 2; vehicle = "LOP_AM_Infantry_AR"; }; class Unit7 { position[] = { -10 , -5 , 0 }; rank = "PRIVATE"; side = 2; vehicle = "LOP_AM_Infantry_Rifleman"; }; }; class lopam_infantry_rifle_squad_copy_1 { name = "Rifle Squad Copy 1"; side = 2; faction = "LOP_AM"; icon = "\A3\ui_f\data\map\markers\nato\n_inf.paa"; rarityGroup = 0.3; class Unit0 { position[] = { 0 , 5 , 0 }; rank = "Sergeant"; side = 2; vehicle = "LOP_AM_Infantry_SL"; }; class Unit1 { position[] = { 3 , 0 , 0 }; rank = "Corporal"; side = 2; vehicle = "LOP_AM_Infantry_Engineer"; }; class Unit2 { position[] = { 5 , 0 , 0 }; rank = "Corporal"; side = 2; vehicle = "LOP_AM_Infantry_Rifleman_3"; }; class Unit3 { position[] = { 7 , 0 , 0 }; rank = "Corporal"; side = 2; vehicle = "LOP_AM_Infantry_GL"; }; class Unit4 { position[] = { 11 , 0 , 0 }; rank = "Private"; side = 2; vehicle = "LOP_AM_Infantry_Rifleman"; }; class Unit5 { position[] = { 13 , 0 , 0 }; rank = "Private"; side = 2; vehicle = "LOP_AM_Infantry_Rifleman_2"; }; class Unit6 { position[] = { 15 , 0 , 0 }; rank = "Private"; side = 2; vehicle = "LOP_AM_Infantry_AR"; }; class Unit7 { position[] = { -10 , -5 , 0 }; rank = "PRIVATE"; side = 2; vehicle = "LOP_AM_Infantry_Rifleman"; }; }; }; class SpecOps { name = "Special Forces"; class lopam_specops_sniper_team { name = "Sniper Team"; side = 2; faction = "LOP_AM"; icon = "\A3\ui_f\data\map\markers\nato\n_recon.paa"; rarityGroup = 0.5; class Unit0 { position[] = { 0 , 0 , 0 }; rank = "SERGEANT"; side = 2; vehicle = "LOP_AM_Infantry_Marksman"; }; class Unit1 { position[] = { 5 , -5 , 0 }; rank = "PRIVATE"; side = 2; vehicle = "LOP_AM_Infantry_Rifleman_3"; }; }; }; class Motorized { name = "Motorized Inf."; class lopam_motorized_technicals { name = "Technicals"; side = 2; faction = "LOP_AM"; icon = "\A3\ui_f\data\map\markers\nato\n_motor_inf.paa"; rarityGroup = 0.5; class Unit0 { position[] = { 0 , 0 , 0 }; rank = "SERGEANT"; side = 2; vehicle = "LOP_AM_Offroad_M2"; }; class Unit1 { position[] = { 5 , -11 , 0 }; rank = "PRIVATE"; side = 2; vehicle = "LOP_AM_Offroad_M2"; }; }; }; class Motorized_MTP { name = "Motorized Infantry (MTP)"; class lopam_motorized_technicals { name = "Technicals"; side = 2; faction = "LOP_AM"; icon = "\A3\ui_f\data\map\markers\nato\n_motor_inf.paa"; rarityGroup = 0.5; class Unit0 { position[] = { 0 , 0 , 0 }; rank = "SERGEANT"; side = 2; vehicle = "LOP_AM_Offroad_M2"; }; class Unit1 { position[] = { 5 , -11 , 0 }; rank = "PRIVATE"; side = 2; vehicle = "LOP_AM_Offroad_M2"; }; }; }; class Support { name = "Support Infantry"; }; class Mechanized { name = "Mechanized Infantry"; }; class Armored { name = "Armor"; class LOP_AM_T72_Platoon { name = "T72 Platoon"; side = 2; faction = "LOP_AM"; icon = ""; rarityGroup = 0.5; class Unit0 { position[] = { 0 , 0 , 0 }; rank = "LIEUTENANT"; side = 2; vehicle = "LOP_AM_T72BA"; }; class Unit1 { position[] = { -20 , -30 , 3 }; rank = "SERGEANT"; side = 2; vehicle = "LOP_AM_T72BA"; }; class Unit2 { position[] = { 20 , -30 , 3 }; rank = "SERGEANT"; side = 2; vehicle = "LOP_AM_T72BA"; }; }; }; class Artillery { name = "Artillery"; }; class Naval { name = "Naval"; }; class Air { name = "Air"; }; }; }; class EAST { class LOP_ISTS_OPF { name = "Islamic State"; class Infantry { name = "Infantry"; class LOP_ISTS_OPF_Rifle_squad { name = "AT Squad"; side = 0; faction = "LOP_ISTS_OPF"; icon = "\A3\ui_f\data\map\markers\nato\o_inf.paa"; rarityGroup = 0.5; class Unit0 { position[] = { 0 , 5 , 0 }; rank = "Sergeant"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_TL"; }; class Unit1 { position[] = { 3 , 0 , 0 }; rank = "Corporal"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Rifleman_2"; }; class Unit2 { position[] = { 5 , 0 , 0 }; rank = "Corporal"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Corpsman"; }; class Unit3 { position[] = { 9 , 0 , 0 }; rank = "Private"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Rifleman"; }; class Unit4 { position[] = { -4 , -5 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_AT"; }; class Unit5 { position[] = { 9 , -10 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_GL"; }; class Unit6 { position[] = { -9 , -10 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Rifleman"; }; class Unit7 { position[] = { 14 , -15 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Rifleman"; }; }; class lopistsopf_infantry_infantry_squad { name = "Infantry Squad"; side = 0; faction = "LOP_ISTS_OPF"; icon = "\A3\ui_f\data\map\markers\nato\o_inf.paa"; rarityGroup = 0.5; class Unit0 { position[] = { 0 , 0 , 0 }; rank = "SERGEANT"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_TL"; }; class Unit1 { position[] = { 5 , -5 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_AR"; }; class Unit2 { position[] = { -5 , -5 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_AR_Asst"; }; class Unit3 { position[] = { 10 , -10 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Rifleman"; }; class Unit4 { position[] = { -10 , -10 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Rifleman_2"; }; class Unit5 { position[] = { 15 , -15 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Corpsman"; }; class Unit6 { position[] = { -15 , -15 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Rifleman"; }; class Unit7 { position[] = { 20 , -20 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Rifleman"; }; }; class lopistsopf_infantry_infantry_squad_copy_1 { name = "Infantry Squad Copy 1"; side = 0; faction = "LOP_ISTS_OPF"; icon = "\A3\ui_f\data\map\markers\nato\o_inf.paa"; rarityGroup = 0.5; class Unit0 { position[] = { 0 , 0 , 0 }; rank = "SERGEANT"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_TL"; }; class Unit1 { position[] = { 5 , -5 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_AR"; }; class Unit2 { position[] = { -5 , -5 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_AR_Asst"; }; class Unit3 { position[] = { 10 , -10 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Rifleman"; }; class Unit4 { position[] = { -10 , -10 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Rifleman_2"; }; class Unit5 { position[] = { 15 , -15 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Corpsman"; }; class Unit6 { position[] = { -15 , -15 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Rifleman"; }; class Unit7 { position[] = { 20 , -20 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Rifleman"; }; }; }; class SpecOps { name = "Special Forces"; class lopistsopf_specops_sniper_team { name = "Sniper Team"; side = 0; faction = "LOP_ISTS_OPF"; icon = "\A3\ui_f\data\map\markers\nato\o_recon.paa"; rarityGroup = 0.5; class Unit0 { position[] = { 0 , 0 , 0 }; rank = "SERGEANT"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Marksman"; }; class Unit1 { position[] = { 5 , -5 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Rifleman_2"; }; }; }; class Motorized { name = "Motorized Infantry"; class LOP_ISTS_OPF_Technicals { name = "Technicals"; side = 0; faction = "LOP_ISTS_OPF"; icon = ""; rarityGroup = 0.2; class Unit0 { position[] = { 0 , 0 , 0 }; rank = "SERGEANT"; side = 0; vehicle = "LOP_ISTS_OPF_Landrover_M2"; }; class Unit1 { position[] = { 5 , -9 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Landrover_M2"; }; }; }; class Motorized_MTP { name = "Motorized Infantry (MTP)"; class LOP_ISTS_OPF_Technicals { name = "Technicals"; side = 0; faction = "LOP_ISTS_OPF"; icon = ""; rarityGroup = 0.2; class Unit0 { position[] = { 0 , 0 , 0 }; rank = "SERGEANT"; side = 0; vehicle = "LOP_ISTS_OPF_Landrover_M2"; }; class Unit1 { position[] = { 5 , -9 , 0 }; rank = "PRIVATE"; side = 0; vehicle = "LOP_ISTS_OPF_Landrover_M2"; }; }; }; class Support { name = "Support Infantry"; }; class Mechanized { name = "Mechanized"; class LOP_ISTS_OPF_Mech_squad_BMP1 { name = "Squad (BMP-1)"; side = 0; faction = "LOP_ISTS_OPF"; icon = ""; rarityGroup = 0.5; class Unit0 { position[] = { 0 , 5 , 0 }; rank = "Sergeant"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_TL"; }; class Unit1 { position[] = { 3 , 0 , 0 }; rank = "Corporal"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_SL"; }; class Unit2 { position[] = { 5 , 0 , 0 }; rank = "Corporal"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_Corpsman"; }; class Unit3 { position[] = { 7 , 0 , 0 }; rank = "Private"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_AR"; }; class Unit4 { position[] = { 9 , 0 , 0 }; rank = "Private"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_AR_Asst"; }; class Unit5 { position[] = { 11 , 0 , 0 }; rank = "Private"; side = 0; vehicle = "LOP_ISTS_OPF_Infantry_GL"; }; class Unit6 { position[] = { 15 , 0 , 0 }; rank = "Sergeant"; side = 0; vehicle = "LOP_ISTS_OPF_BMP1"; }; }; }; class Armored { name = "Armor"; class LOP_ISTS_OPF_T72_Platoon { name = "T72 Platoon"; side = 0; faction = "LOP_ISTS_OPF"; icon = ""; rarityGroup = 0.1; class Unit0 { position[] = { 0 , 0 , 0 }; rank = "LIEUTENANT"; side = 0; vehicle = "LOP_ISTS_OPF_T72BA"; }; class Unit1 { position[] = { -20 , -30 , 3 }; rank = "SERGEANT"; side = 0; vehicle = "LOP_ISTS_OPF_T72BA"; }; class Unit2 { position[] = { 20 , -30 , 3 }; rank = "SERGEANT"; side = 0; vehicle = "LOP_ISTS_OPF_T72BA"; }; }; class LOP_ISTS_OPF_Combined_Platoon { name = "Combined Platoon"; side = 0; faction = "LOP_ISTS_OPF"; icon = ""; rarityGroup = 0.1; class Unit0 { position[] = { 0 , 0 , 0 }; rank = "LIEUTENANT"; side = 0; vehicle = "LOP_ISTS_OPF_T72BA"; }; class Unit1 { position[] = { -20 , -30 , 3 }; rank = "SERGEANT"; side = 0; vehicle = "LOP_ISTS_OPF_ZSU234"; }; class Unit2 { position[] = { 20 , -30 , 3 }; rank = "SERGEANT"; side = 0; vehicle = "LOP_ISTS_OPF_BMP1"; }; }; class LOP_ISTS_OPF_Tank_Platoon { name = "Tank Platoon"; side = 0; faction = "LOP_ISTS_OPF"; icon = ""; rarityGroup = 0.3; class Unit0 { position[] = { 0 , 0 , 0 }; rank = "LIEUTENANT"; side = 0; vehicle = "LOP_ISTS_OPF_T55"; }; class Unit1 { position[] = { -20 , -30 , 3 }; rank = "SERGEANT"; side = 0; vehicle = "LOP_ISTS_OPF_T34"; }; class Unit2 { position[] = { 20 , -30 , 3 }; rank = "SERGEANT"; side = 0; vehicle = "LOP_ISTS_OPF_T34"; }; }; }; class Artillery { name = "Artillery"; }; class Naval { name = "Naval"; }; class Air { name = "Air"; }; }; }; }; Share this post Link to post Share on other sites
cpt.ghost 104 Posted April 30, 2017 On 4/27/2017 at 0:44 AM, [kh]jman said: Latest Version set to 1704261 Pre Release Build 1.3.2https://github.com/ALiVEOS/ALiVE.OS/releases/tag/v1.3.2.1704261 [ALL] Updated version to 1.3.2.1704261 [X LIB] Improve quadtree radius query performance [SYS LOGISTICS] objects snap to surface and reposition to surface gradient accordingly when dropped after carrying [X LIB] Fix quadtree returning items outside of the passed rectangle, added queryRect queryRadius queryPolygon to quadtree, improve quadtree query performance [MIL PLACEMENT] Fixed virtual AI group tuplication on HQs when reloading a persisted mission [SYS PROFILE] Added ArrayFramHandler to virtual AI simulation to ensure stable FPS (fixes jumps in FPS) [X LIB] Further improvement to deleting mission data in ALiVE_fnc_ProfileNamespaceClear [SYS PROFILES] Various improvements to handling false data [MIL OPCOM] Made asymmetric commander not assign groups in garrison (f.e. fixes roadblocks being abandoned) [SYS DATA PNS] Ensured ProfileNamespace data is not referenced and used by runtime after load of mission data [SYS_PROFILE] revert distanceSqr change in fnc_getNearProfiles [X LIB] Add quadtree class [ORBATCREATOR] Add ALiVE versioning to ORBAT Creator Output [SYS_PROFILE] Optimize distance check in fnc_getNearProfiles [X LIB] Added removal of task data to ALiVE fnc_ProfileNamespaceClear. Ensured correct prefixes are used to match variables [MIL C2ISTAR] Fixed persistent tasks not initializing correctly on some environments. Removed former workaround that lead to a race conditions on hosted. [MAIN] Add rhssaf_faction_army mappings [MAIN] Update existing RHS faction mappings, add new RHS faction mappings [SYS PROFILE] Added debubg for _active being nil in profileSpawner FSM leading to endless RPT spam in seldom cases [SYS DATA] Added information if a formerly stored mission data has been loaded to an editor, single player or MP host. [X LIB] Speeded up TRACE init [SUP PR] Fixed PR destination markers leaving ["",""] entries and could not be deleted [SYS MARKER] Restore ALiVE Markers from save in Single Player too [SYS PROFILE] fixed script error in fnc_profileEntity when group was empty [X LIB] fixed error when a group was empty in groupGarrisson [MIL ML] Fixed _slingLoad error on vehicles without slingloadmax config entry [MIL OPCOM | MIL CQB] Add chance of recruitment to reduce rate of recruitment - fixed CQB locations were not reset correctly on stored asym objectives after load from DB / PNS is this mean we can save SP mission now and load it without warroom? Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted April 30, 2017 1 hour ago, cpt.ghost said: is this mean we can save SP mission now and load it without warroom? Yes. Pretty cool, huh? Keep in mind it's WIP but so far seems to work well. Share this post Link to post Share on other sites
cpt.ghost 104 Posted April 30, 2017 3 minutes ago, HeroesandvillainsOS said: Yes. Pretty cool, huh? Keep in mind it's WIP but so far seems to work well. YAY!!! please upload it to another website as github seems to be out of service now :( Share this post Link to post Share on other sites
EO 11274 Posted April 30, 2017 1 hour ago, cpt.ghost said: is this mean we can save SP mission now and load it without warroom? 6 minutes ago, HeroesandvillainsOS said: Yes. Pretty cool, huh? Oh man!....Been waiting for this for the longest time. Time to get reacquainted with ALiVE again. Share this post Link to post Share on other sites
tourist 617 Posted April 30, 2017 Same here; I got a great WW2 scenario in mind. Artillery (BIS fault) is still firing 1 or 2 rounds though even in ALiVE support roles, isn't it? Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted April 30, 2017 Patience you fine Arma-men. Local saving (SP, LAN) will be available in the next official release, which I'd expect soon-ish but hard to say. Let me poke someone on the Git link. Brb. Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted April 30, 2017 10 minutes ago, HeroesandvillainsOS said: Patience you fine Arma-men. Local saving (SP, LAN) will be available in the next official release, which I'd expect soon-ish but hard to say. Let me poke someone on the Git link. Brb. Git appears to be working. Not sure why you can access it. Share this post Link to post Share on other sites
cpt.ghost 104 Posted April 30, 2017 This site can’t be reached github.com took too long to respond. not working here Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted April 30, 2017 16 minutes ago, cpt.ghost said: This site can’t be reached github.com took too long to respond. not working here Again not totally sure. A dev just checked and it's working for him. I mean, I can get you my own link and host it on Dropbox or something but I won't be home for quite awhile. Maybe Git will be back up soon. 1 Share this post Link to post Share on other sites
tupolov 520 Posted April 30, 2017 https://github.com/ALiVEOS/ALiVE.OS/releases/download/v1.3.2.1704261/ALiVE_1.3.2.1704261.7z http://www.isitdownrightnow.com/github.com.html 1 Share this post Link to post Share on other sites
tourist 617 Posted April 30, 2017 Can confirm that Git works fine. Share this post Link to post Share on other sites
cpt.ghost 104 Posted April 30, 2017 thanks guys seems my ISP broken Share this post Link to post Share on other sites
escforreality 35 Posted April 30, 2017 Quote [MAIN] Add rhssaf_faction_army mappings[MAIN] Update existing RHS faction mappings, add new RHS faction mappings May I enquire as to what this in effect means? Will the Alive Wiki supported factions page be updated with any new working RHS factions? Separately to that, the wiki has an error in the current descriptions: Current entry: Russian Federation Troops: rhs_faction_msv Russian Motor Rifle Troops: rhs_faction_vdv Should actually be: Russian Motor Rifle Troops: rhs_faction_msv Russian Airborne Troops: rhs_faction_vdv Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted April 30, 2017 28 minutes ago, escforreality said: May I enquire as to what this in effect means? Will the Alive Wiki supported factions page be updated with any new working RHS factions? Separately to that, the wiki has an error in the current descriptions: Current entry: Russian Federation Troops: rhs_faction_msv Russian Motor Rifle Troops: rhs_faction_vdv Should actually be: Russian Motor Rifle Troops: rhs_faction_msv Russian Airborne Troops: rhs_faction_vdv I'll make sure to either have the currently working factions written in the changelog, or posted separately back here. A bunch of new ones were added. I haven't had a chance to verify all of them (both the previously working and newly implemented) are working in this pre-release though, especially GREF. I'll try to check it out later. 2 Share this post Link to post Share on other sites
escforreality 35 Posted April 30, 2017 Class, thanks HeroesandvillainsOS. Share this post Link to post Share on other sites
cpt.ghost 104 Posted May 1, 2017 don't know if it is the right time or not but i still get the out of memory block CTD when trying to load my SP test mission i used the ProfileNamespace and everything set on presistance + 2 civplacment modules and 1 milplacement controlled by 1 ai commander module (occupation) each placement module set to 100 force size ( all blu_f ) vs 1 player (me) on altis map Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted May 1, 2017 11 minutes ago, cpt.ghost said: don't know if it is the right time or not but i still get the out of memory block CTD when trying to load my SP test mission i used the ProfileNamespace and everything set on presistance + 2 civplacment modules and 1 milplacement controlled by 1 ai commander module (occupation) each placement module set to 100 force size ( all blu_f ) vs 1 player (me) on altis map Is it ALiVE CBA only? Can you post the mission? Share this post Link to post Share on other sites
cpt.ghost 104 Posted May 1, 2017 Just now, HeroesandvillainsOS said: Is it ALiVE CBA only? Can you post the mission? no, ALiVE + CBA + 20 more mods :D will post mission in few minutes Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted May 1, 2017 Just now, cpt.ghost said: no, ALiVE + CBA + 20 more mods :D will post mission in few minutes Probably won't help much with that many mods TBH. Though your post did remind me to ask a question about proper loading in SP. I'll be back when I get an answer on that. 1 Share this post Link to post Share on other sites
cpt.ghost 104 Posted May 1, 2017 3 minutes ago, HeroesandvillainsOS said: Probably won't help much with that many mods TBH. Though your post did remind me to ask a question about proper loading in SP. I'll be back when I get an answer on that. thanks Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted May 1, 2017 Just now, HeroesandvillainsOS said: Probably won't help much with that many mods TBH. Though your post did remind me to ask a question about proper loading in SP. I'll be back when I get an answer on that. Ok. In SP, disable saving completely. Then "server save and exit" to save the mission (make sure data is enabled in the mission). Then to load the mission, simply 'start the scenario' over. Share this post Link to post Share on other sites
cpt.ghost 104 Posted May 1, 2017 1 minute ago, HeroesandvillainsOS said: Ok. In SP, disable saving completely. Then "server save and exit" to save the mission (make sure data is enabled in the mission). Then to load the mission, simply 'start the scenario' over. will try it now and report back :) 1 Share this post Link to post Share on other sites
cpt.ghost 104 Posted May 1, 2017 29 minutes ago, cpt.ghost said: will try it now and report back :) ok disabled all saves and played the mission but i couldn't find the "server save and exit" in alive menu! Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted May 1, 2017 11 minutes ago, cpt.ghost said: ok disabled all saves and played the mission but i couldn't find the "server save and exit" in alive menu! It's in the esc menu. EDIT: You technically don't need to disable SP saving for it to work. I just recommend that because it's the default option (SP saving off), and it will confuse people less. All you need to do is make sure saving is set to PNS in the editor, set all the modules to persist when given the option, and server save and exit when you're done playing. "Restart" the mission and it will load the save automatically, assuming the PBO name is the same. Share this post Link to post Share on other sites