Jump to content

reaper lok

Member
  • Content Count

    390
  • Joined

  • Last visited

  • Medals

Everything posted by reaper lok

  1. What am I missing.....trying to play some Iron Front and have Subscribed to the necessary Steam Content, however, when I activate Arma 3 I see NO Iron Front Content at all. I have Subscribed to Iron Front Lite I have Subscribed to CUP_Core I have Subscribed to Iron Front Terrains Pack I have Subscribed to WW2 Buildings Do I need anything else and where do I see/find the content so I can play? Any help is appreciated. Thanx
  2. The drop down menu has gone (sad news), however, you can find the name of the composition by using the config viewer within the Eden Editor. I think its under cfg groups empty - something like that. Grab the name of the composition you like and place in the ALiVE module. Hope that helps.
  3. A few thoughts....maybe you have already investigated these, but here goes :) Have you run the mission with debug on so you can view the waypoint markers for GREEN to see where the GREEN OPCOM is sending those troops? With GREEN and BLUE being on the same team - possibility that the BLUE forces have enough groups to manage the RED objectives without GREEN joining? Is GREEN set to be hostile against RED? Maybe GREEN OPCOM does not have "enough" groups spawned to attack an objective?
  4. Is it not possible to turn off or turn down the Radio sound in the in-game audio tab? Also create a trigger that covers the entire map (repeatable trigger) that on activation has something like; enableSentences FALSE; or this enableSentences FALSE; just a thought........and I remind you guys that I have no script knowledge, lol
  5. I have recently been messing about with just using the CUSTOM OBJECTIVE MODULE and some some success with randomizing start locations by using empty markers synced to the CUSTOM OBJECTIVE MODULE. E.G: 1. Select a cool custom composition to use within the custom objective then sync several empty markers to the custom objective module. 2. Find some good locations where the composition could spawn without interruption (obstacles) then move the empty markers to these locations. 3. Place down a Task module (standard BIS Task module) and use an "attachTo" line on code to attach it to the CUSTOM OBJECTIVE MODULE. task1 attachTo [aliveobjective1, [0, 0, 1] ]; *Make sure you name both Task Module and Custom Objective 4. You can even mess with the Task Module settings to move the Task from being placed directly on the composition (so you can search for it - yet know its radius etc). Advanced Options: Set a trigger also attached to the CUSTOM OBJECTIVE MODULE with a Radius of your choice and create a capture and hold scenario. This may require the use of the below script code inside the triggers condition field to detect virtualized ALiVE units. ((count ([getposATL thisTrigger, 50, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles)) > 0); *Google search ALiVE script snippets - it will take you to the relevant wiki page :) Also: Maybe set up an enemy HQ area away from the main AO (using the basic ALiVE modules) and use the LOGISTICS module to set up a reinforcement pool to help send troops to your CUSTOM OBJECTIVE. I have had some pretty good success with the above but I am no way a script guy or code guy.....I just beg borrow and steal from this great community ;) Sidenote - I as running a custom mission on Malden this week and got hammered by static mortar teams as I approached the East Airfield.....although it ended in a bloody mess (my blood).....it was outstanding hearing the enemy fire and the shell leaving the tube, the short wait, approaching scream of the mortar round then a massive boom! Then darkness.
  6. Without looking, I would say......maybe the chopper spawns in where you place the MODULE (I could well be wrong). I do remember using a marker for the actual insertion/drop off location. Heroes or Savage will know the answer ;) REAPER
  7. reaper lok

    Limit 3rd Person View

    Worked like a charm! Many thanx :)
  8. reaper lok

    Limit 3rd Person View

    Thanx fellas - I will try the code from HallyG as the Armaholic link is not working for me. I will update later with my findings :)
  9. reaper lok

    Iraqi/Syrian style Civilians pack

    These look very promising - I am uploading now for a new mission on Lythium Map with the ALiVE Mod and VCOM_AI. Combine that with the ACE Mod, Task Force Radio and the Tac-Ops Mod and we should be in for some fun times!! Thanx autigergrad and all mod makers - Arma would just be Vanilla without you
  10. So I am using the below code to activate a trigger, however, I am looking to adjust it to only fire when EAST outnumbers WEST (greater than). Any idea how I can make this happen so when there is more units either present or in virtual battles-pace it will trigger rather than just triggering? ((count ([getposATL thisTrigger, 50, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles)) > 0);
  11. When you say 'fixed', did you mean 'static'? Just making sure I am not missing something - thanx friznit2
  12. I am pretty sure they do both - choppers will usually be the better option depending on the distance that the AI commander has to transport them. I was testing today and I had 14 enemy tanks drop in via parachute right over my head, lol. I thought this was a little over the top as they had just called in 14 choppers with several transporting vehicles also.....outnumbered and performance took a hit.
  13. Thanx for the feedback autigergrad - I am going to run the mission for a few hours without the AI modification to see how the vanilla AI is running. It's been about two years since I even looked at this game with Vanilla AI. On a sidenote - I ma having particular good results now when I call in my CAS Plane and use the Laser Designator to mark targets :)
  14. Yes - after they offload (or after I get fed up with the noise of the choppers and shoot one down, lol). I have just disable ASR_AI and am planning a quick play test (don't tell the wife). P.S. Why do they all smoke in the Leftovers?
  15. I will do some testing this weekend to see if excluding ASR_AI fixes the issue. I know that units have to spawn and despair, thats the core functionality of the ALiVE mod itself, however, they arrive so perfectly coming from a far distance and then the opposite happens when they decide to move out.....a few seconds and then gone into thin air (its like I am in an episode of the TV show the Leftovers, lol). THANX
  16. Sure - so....I hear choppers in the far off distance, they move closer to their intended destination to reinforce an area and then just hang in the air on arrival for 5-10 mins doing nothing. Then when they finally decide to move out or drop off they just disappear rather than fly away to a distant waypoint....kills immersion. This is all relating to enemy (CSAT) troops, no faction mods running, pure vanilla units on both sides. My only thought that I have not yet tested is the fact that I use ASR_AI.....maybe this is effecting pilot behavior or its possibly a BIS issue with AI pilots not being able to select a good Landing Zone??? Just spit balling here really, lol
  17. One question - when choppers reinforce with troops or transporting sling loaded vehicles......why do they hang in the air static for long periods and then often disappear suddenly, far different from how they approach? I posted this earlier and have had no luck making things change.......any thoughts? Are people having similar experiences with resupply choppers (enemy). Thanx in advance!
  18. Loving the new release guys - most appreciated!! Play tested for 3 hours today with a buddy and we noticed the difference with units spawning at different intervals - much better and far less stuttering after tweaking a little. Great moments when clearing a small Military facility only to move out and hear the distant purring of an enemy assault boat reinforcing from its small dock - great gaming moments brought to you by the ALiVE team!! One question - when choppers reinforce with troops or transporting sling loaded vehicles......why do they hang in the air static for long periods and then often disappear suddenly, far different from how they approach? REAPER
  19. Not sure, I started to count how many you had but fell asleep halfway through ;)
  20. For some reason I was under the impression that an Insurgency mission uses the Civilian Population to 'reinforce' rather than the Military Logistics Module if you have the AI Commander set to Asymmetric.......maybe not? If no civilians then no reinforcements available and a pretty short mission ;) Don't take my word for it, check the official ALiVE forums as suggested.
  21. Could not agree more - I love community made maps and this looks fantastic, the only issue is not being able to index this map for the ALiVE mod. Please consider plans to include this or make the download version accessible for a third party to index the map for the use of the ALiVE mod. Many thanx for all the man hours that go into such a project - the community is truly thankful!! REAPER
  22. That is great news - Keeway is doing some nice work with the Project OPFOR mod. I will look forward to the update :)
  23. I would love to see the IRANIAN force in the Project Opfor Mod configured for ALiVE.....looking for a fresh enemy to fight on Takistan :)
  24. Tasks...hmmmm Rescue the Hostage.......I would love too, however, I can never find that poor fella ;) I used Admin Actions to mark units to check that I had not missed him, but nothing :( FYI - I was on Altis Map. An enemy encampment did spawn full of bad guys but no Hostage. Anyone else encountering this? I will try again later as maybe just an 'Arma" issue :)
  25. reaper lok

    Project OPFOR

    The Book Haram faction is looking great but unusable with the ALiVE Mod :( There are some other factions that are also not recognized using the ALiVE mod. Not saying they 'should' work, just would be nice if they did, lol
×