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HeroesandvillainsOS

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About HeroesandvillainsOS

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    Chief Warrant Officer

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  1. HeroesandvillainsOS

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    Tasks are not set to generate. You can request a task in the ALiVE menu, in the tasks submenu. Personally, I only ever request simple assault ones, such as an HVT task, because some of the other ones aren’t super reliable (this is why I don’t generate them automatically).
  2. HeroesandvillainsOS

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    You’re referring to my mission, or Godis_1’s?
  3. HeroesandvillainsOS

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    If you want to write a mission description, I can put that along with a link to the Workshop page in the first post of this thread.
  4. HeroesandvillainsOS

    [ALiVE, SP/COOP 1-20] Battle of Lythium

    Alright! Thanks to Marceldev89 and Bradon, internally we fixed the Lythium ALiVE index, so now it will spawn enough civs to do a proper insurgency. Index is included in the mission file so it is ready to play now. Updated. This is now a traditional insurgency like most of my other ops. As for balancing goes, this edit is quick and dirty. I’m a bit busy at the moment and only had a couple hours to run it after turning it into an insurgency. It may need further balancing so either feel free to do it yourself, or let me know and I will. On mission start you’ll have 3 bases/respawn points. Insurgency is full map. Taliban outnumbers BLUFOR around 2:1 on mission start, give or take, and friendly AI BLUFOR around the map will only attack Taliban Military objectives (leaving civ objs for players). After a couple hours, Taliban presence will likely double or so due to civ recruitment, bare this in mind if it starts slow. At the moment, civ recruitment should only occur only in larger towns. This map is massive, so balancing adjustments may be needed, either by increasing or decreasing enemy presence, or beefing up civ recruitment to allow recruitment in smaller towns (etc). There are also Taliban camps set to spawn in the remote areas, so feel free to explore the countryside as well. Mission is now US and Afghan Special Forces for player side, mainly because I find the CFP German KSK a bit annoying with American accents. Anyway, have fun, feel free to edit to your own needs. Let me know if I need to update urgently. Off to play some Division 2 otherwise.
  5. HeroesandvillainsOS

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    Can you do me a favor and open the BLUFOR and OPFOR Civilian Objective Placement modules, look for the roadblock dropdown, and tell me if roadblocks set to on or off? If set to spawn roadblocks, these specific roadblocks cannot be disabled. These specific roadblocks don’t spawn with the object with the addAction to be disabled. This is by design and can (and should) be disabled in my mission or any variant of my mission. Only the roadblocks that spawn from the Assymetric Military AI Commander module, where you can toggle yes or no (I definitely have this set to yes) spawn this object. Disabling roadblocks is an Asymmetric Insurgency only feature. I need to narrow down which ALiVE function is spawning the roadblocks to see if this is a bug or an intended feature that needs to be turned off on your (or my) end.
  6. HeroesandvillainsOS

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    ALiVE spawns two types of roadblocks. The ones that spawn from the Civilian Objective Placement module spawn independently of ALiVE’s insurgency systems and cannot be disabled (made to disappear) at all. You can and should probably turn this off if I haven’t already via the module options. The other type of roadblocks that spawn are from the Insurgency system, set in the Asymmetric Commander’s module. These and only these can be disabled (made to disappear) and for that you have to find the extremely hard to find explosive object with the add action attached somewhere in the roadblock structure. Yeah I know it’s not even close to ideal but this is as you guessed it ALiVE system based on not based on my mission specifically.
  7. HeroesandvillainsOS

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    @Godis_1 Wow! Hell yeah! Feel free to edit, release, whatever you want with it! You have free reign my man. Want to release something that sounds this cool? Fine by me. You have my permission to do anything you’d like. If possible link it here whenever it’s ready. I’d love to check it out.
  8. HeroesandvillainsOS

    Kunduz, Afghanistan [10km] v1.20

    As far as I’m aware the map author posted over on Steam that people are now free to do what they’d like with the map, so I think you should be fine. Look through his Workshop comments though to confirm but I’m fairly sure it’s ok.
  9. HeroesandvillainsOS

    Anizay

    Mission makers, here is the ALiVE index. Place the X folder in your mission root and ALiVE will automatically read it. When ALiVE has its next update, this index will be included (in which case this file will be redundant so you can delete the X folder when ALiVE updates): https://www.dropbox.com/s/qdrjmj6xqyg6yfh/tem_anizay.zip?dl=0
  10. HeroesandvillainsOS

    Anizay

    @Temppa I’ve been getting requests to index your map for ALiVE and was wondering, are the buildings and buildings placement in the current version of the map relatively finished? Our map indexing process works with building ID’s. So for example, if I index it and let’s say you add a new building, that will essentially break our map index and we’ll have to do it over again. As a result, we tend to not index maps that are still WIP and/or are receiving frequent updates of buildings. No biggie if the map is still WIP. Just curious how you consider this current version in that regard.
  11. Hi @icebreakr If your newest update added any buildings or altered the order or amount of building ID’s then yes it will need a new indexing to be ALiVE compatible. Assuming you haven’t obfuscated your PBO files, which in the past was never an issue (I’ve indexed quite a few of your maps) an indexing can be completed with public tools we make available which are included in the ALiVE mod (it has a pretty UI and everything!). http://alivemod.com/wiki/index.php/Map_Indexing I tend to be one of our most prolific indexers, but haven’t Arma’d in a couple months now (RDR 2 owns me). I’m certainly not opposed to doing it when I have some time, however if anyone needs it lickity-split for an OP or whatever I encourage that person to give the indexer a whirl. Otherwise I’ll do it when I’m able (your maps take a couple uninterrupted hours generally due to the copious amount of objects) and link it in your thread until we can include it in a future release.
  12. @spyderblack723 ? More like spydercan’tcode723 amiright?
  13. HeroesandvillainsOS

    [ALiVE, SP/COOP 1-20] Battle of Lythium

    Hmm really not sure. Is this happening with my most recent update over on Steam? Is your ALiVE up to date? Either way, this is not an insurgency any more so the civs don’t really matter. This is an assault mission now with 3 large areas to clear. I decided to drop the insurgency template and shift it to an assault op because Lythium was causing problems with ALiVE Insurgency (lack of civs, etc). Honestly, I was tired of the complaints on Steam because fixing it is out of my control. That fix, if even possible, has to come from either the map devs or JBAD devs.
  14. Release notes are here: https://github.com/ALiVEOS/ALiVE.OS/releases/tag/v1.8.0.1808241
  15. FYI we’ve updated on Steam Workshop and probably our website. Not sure when or if we’ll have an official release post; just wanted to give everyone a heads up ALiVE has updated.
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