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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)

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4 hours ago, HeroesandvillainsOS said:

Air craft spawning is a separate dropdown. Pretty sure it’s in the Military Placement Military Objective module. Try turning that to off/no.

 

Though they shouldn’t just be spawning in random places like that. Unless I messed up an index which I’ve been known to do with my fat fingers. 😞  You can thank Tupolov for fixing helo’s spawning in pubs all over the new GM DLC map. 🙂 What map is this?

 

 

haha a helo on top of a pub would be too convinient for me.

 

Well my Mil placements are already set to not spawn aircraft...i place empty jets,sync them to virtual profiler,and i place helo's with crew also synced.In military placement module,im sure its set to "place air units" = No.

 

This is on Altis.I am using an ORBAT faction,it is set up correctly though,as pilots board synced planes via MACC for various missions.

 

This happens when weighting is set to "random" from what i can tell

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The interaction with civilian works fine thank you.

 

Got a question about this : Detect Virtual Units (Profiles) in a Trigger Area

((count ([getposATL thisTrigger, 500, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles)) > 0);

 

If i understand the trigger will fire if there a east unit at 500 m from the trigger, its possible to do the same thing but that detect the EAST unit inside the trigger area ? cause im using a big area 8000 X 2000.

 

Or i should place 4 trigger with this line ?

((count ([getposATL thisTrigger, 2000, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles)) > 0);

 

 

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Cant wait for anyone indexing the new Livonia map :D
finally a proper woodland terrain that suits my interests ;)

oh, and a question...
would it be possible to make it possible for the AI commander to call in more units if in "invasion" mode so that it can eventually capture an entire island?
and also the possibility to set the aggressiveness of the AI commander..

and a Occupying commander focuses on setting up defence points.
guess this is things that would take a bit of time to code though.
 


the mod is superb and i feel it has almost unlimited potentials.
i would love to have the possibility for a scenario where the enemy AI is doing everything he can to hunt down every last enemy unit.
 

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I found an odd issue with MACC...

If i have it paused via trigger at mission start,and then unpause it later,ATO's are given by MACC/Mil commander but they are never carried out by pilots(whom are spawned in). NO error message about unavailable assets either,both CAS and Fighter vanilla planes are up and ready on the carrier,synced to virtualize.If i dont pause/unpause MACC,theres no issue except the one written below.

 

Also after a while of figuring how to set up jets on USS Freedom,i noticed respawning(bcr's) jets are spawning in one position ,every 60 odd seconds,just causing an instant explosion.I have not tested this on an airfield yet,its probably something to do with the carrier but just wanted to point it out.

 

EDIT

 

Bit more info,these are hand plced and virtual profile synced assets (Buzzard/Gryphon's) ,respawning where i hand placed them but respawning on ONE position where i placed the initial jet down.

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Attempting to index my map, and I appear stuck on the "Generating Sector Data" part (according to the rpt). No movement in my map screen for the last hour. Can't close the map either. Is it suppose to take this long on a 8km by 8km map? I've left Arma open as well, not tabbed out.

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Are the GM factions (east and west germany) still not working?

 

Im trying to use their classnames, gm_ge_army and gm_gc_army but they arnt being recognized. 

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10 hours ago, dragonfire43560 said:

Are the GM factions (east and west germany) still not working?

 

Im trying to use their classnames, gm_ge_army and gm_gc_army but they arnt being recognized. 

No. They are not configured to BI faction standards (no clue why BI didn’t enforce this since it’s official DLC). 

  • Confused 1

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Is Chongo, Angola by Icebreaker indexed?

 

If not, does anyone have a personal index?

 

Much appreciated.

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Anyone know how to add AI vehicles to persistance so their location is saved (local) without syncing them to the Virtual AI module? I do not want them virtualized, only save their position.

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Not sure if this is a known issue (I did read back many pages and also check the alive mod.com forums prior to this post), but I am not seeing parachutes attached to vehicles that have been requested and dropped via the Player Combat Logistics system.

 

Ammo etc arrives as it should (all be it without the sound effect of a passing plane as in versions past) with parachute and Red smoke grenade attached 🙂

 

Vehicles do appear, just without the immersion and just spawn on the ground at the exact place the marker was placed.  Any help is always appreciated.

 

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Anyway to define what vehicles the logistics system will use? Currently have CSAT logi trucks used for Takistan Militia.

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