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About devildog664

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    Lance Corporal

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  1. Got a question about something. Made a thread here http://alivemod.com/forum/4783-alive-profile-handler-un-registering-vehicle-profiles-after-pla
  2. Awesome will try it out. I didn’t even think of trying to search ghost objects that makes more sense haha.
  3. As the title states how do make objects greyed out objects before placement? Im building a system to allow the player to place certain objects like sandbags, MG nests, ect but want to have what ever they are going to place in front of them and greyed out along with being see through. So basically like how before you place an object in Zeus it just shows you almost like a grey out line of it. I cannot find any info on doing this so any help in the right direction would be appreciated. Thanks
  4. devildog664

    Contact Expansion Feedback

    Love it!! This is why i love the ARMA games because what ever your in the mood for ARMA has it. whether it be Modern combat, WW2, Aliens, ect ARMA has it. Im excited to see this DLC.
  5. So just a quick update I used the ORBAT as sugested and made the APCs into a new faction and removed all the CargoGunner positions in the config and now it works like a charm. So i dont know if you guys want to look into this issue and see why your scripts want to fill the CargoGunner positions first over the actual gunner positions. So again the issue can be reproduced every time by spawning in a crewed vehicle with CargoGunner positions then letting it despawn and then respawn again.
  6. I figured the range would do nothing but i have tried waiting but still same effect. The faction is the Community Upgrade Projected(CUP) that is listed as a supported faction for ALIVE. I will try and see if i can edit it through the ORBAT or what i was thinking about doing is when ever a vehicle profile is spawned back in i can just run a script on the group to take the crew members and just assign them to the gunner and commander spots. Is there a way i can almost set an eventhandler or something so when ever a profile is spawned back in i can run the script? The CUP vehicles have the CargoGunner positions which seem to be priority over the gunner and commander.
  7. Lowered the despawn range and just ran and it has the same effect. I also noticed that more crew members are created then needed. I’m thinking it could be the config for the CUP vehicle and that the script is returning the turret spots (the cargo positions that you can shoot out of) of the vehicle as actual gunner positions. That could also be causing the issue where the crew takes up those cargo turret spots before the actual gunner and commander spots.
  8. Seems to be a weird issue with CUP APCs. So spawn in a crewed CUP apc let’s say an AAV now teleport the player near the apc so it spawns in and look at it and everything will be good. Now teleport the player far away so the APC despawns then again teleport back to the area so it spawns and the crew will get out and move into cargo positions every time except the driver. Does not happen with RHS APCs seems to just be the CUP ones.
  9. devildog664

    Faces of War [WW2]

    I know how Arma AI is haha but they do not sit on the beach they push up into the island. I did multiple play tests and they push right up off the beach. The reason why they were sitting on the beach In the beginning is because they let are a lot of dug in enemy’s but once they get cleared they start pushing. Allowfleeing I use that on all my missions haha. But the mission actually get even more intense as you proceed because the enemy control points can spawn their on reinforcements if they have enough supplies and their HQ can send in tanks and other vehicles.
  10. devildog664

    Faces of War [WW2]

    What do you guys think so far? Still WIP
  11. devildog664

    VCOM AI OPFOR Factions

    Do these factions work with ALIVE?
  12. I actually fix it just kept rebinding to different keys and restating it and it just randomly worked with the windows key. Thanks for all your help guys.
  13. That are all up to date and did restart the game. So at this point I don't know.
  14. Tried resting the button to the app key and restart the game still no luck does anyone have any ideas on how to fix it. This mod used to work fine for me.