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highhead

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Everything posted by highhead

  1. Hey mate! Good catch, this maybe due to differing building names in the wrp of those 2 packs. I believe that we used A3MP to index and only some maps were AiA. Will need to check! I guess you want to use the AiA maps, right?
  2. hey! dont think so, maybe the buildings there were not covered by indexing, we will look into it - the map is beautiful! Suggesting to place a custom placement there in the meanwhile as a workaround! Thanks jae for your support, mate!
  3. Thanks! Will take a look for next one! Which towns esp.? so we can check if its something deeper (with buildings not defined f.e.)? grazie!
  4. Was too short for this one, but will give it a go with next one (0.95 / 1.0)!
  5. alivemod.com The next generation dynamic persistent campaign for ArmA3 Release 0.9 Consolidate, Simplify, Stabilise, Enhance Our goal for this sprint was to review the current state of our code! We fixed and stabilised where necessary and ensured that ALiVE remains aligned with our aim to provide an intuitive modular mission framework. Feedback from users suggested ALiVE wasn’t as easy to use as we would like, so we have made some changes to how the modules are structured. We have renamed and combined several, added guidance to the module “Show Info†tabs as well as the in game Field Manual. Full details are on the wiki. Please note, in case you have an issue loading a mission done with a previous version of ALiVE, update the modules in that mission. We have left the old modules hidden in the background to give you time to transition over but please update your missions as soon as possible. The legacy modules will be removed in an upcoming release! War Room The team has been working hard on preparing the Operations Centre! It will enable commanders to track and manage campaigns from the War Room. This plans to include near real time tracking of players, live intel feeds and an After Action Review feature as well as web based Command & Control tools integrated with those we already have in game. If you’ve not done so already register with us now and start taking advantage of ALiVE mission persistence and battlefield data feeds. Please note, that the former @Arma2NET folder for registered servers is now consolidated to @ALiVEServer! We recommend updating your server with the shipped folder from the release package or re-downloading it from WarRoom/Server-Setup! Join Up Now! Download Grab the latest version from ALiVEmod.com Also available from PlayWithSix and ArmAholic. Manual Please refer to the ALiVE Wiki. It’s not the prettiest but all the info you need should be there. If anything is missing or unclear, please let us know by submitting a ticket on our Development Tracker and we’ll look to fix it. Support Forum For direct support and feedback from the ALiVE dev team, join us on Skype or sign up to the forum on our website: http://alivemod.com/forum/ Release Highlights Module Consolidation. Several modules have had name changes or been combined into a single module. ALiVE (Required) - now includes the Garbage Collector and Single Player Save options. Profiles has been renamed Virtual AI System, otherwise remains the same. ALiVE Player Options now includes View Distance, Tags, Crew Info, Player Persistence and Admin Actions Military Placement modules have all been renamed to be more consistent. OPCOM has been promoted to a Military AI Commander. Player Resupply has been renamed Player Combat Logistics to more closely align it to the Military Logistics system. ALiVE Tour is a new showcase that provides an in game tour of ALiVE features in a live environment. Field Manual now has several new entries with notes on how to use ALiVE features in game. Compatibility for RHS. Indexed Bornholm terrain. Changelog Disclaimer ALiVE is still in BETA and subject to change. We may need to clear persistent database data from the War Room before major updates but we will try to let you know well in advance if this happens. We have done our best to ensure backward compatibility for your missions. However, in case you get a new error with an existing mission, please delete and replace the offending module in the editor and you should be good to go again. As usual, please post any issues or feature requests on our tracker. Work In Progress We have an early version of the Insurgency Module working but there is quite a long way to go before it achieves our vision of delivering an intelligent asymmetric warfare simulator. Meanwhile we’re working on a number of feature requests and enhancements across the board. We will most likely provide a feature complete interim update prior to baselining for Release 1.0 in a couple of months time. Make ArmA not War Please support our entry in the Make ArmA not War contest here: MANW Entry! Its really quickly done and helps us getting ALiVE out to the community! Thanks To Special thanks to everyone here for supporting us with donations to the War Room. Database hosting isn’t free and the overwhelming popularity of ALiVE means we are using rather more data than we originally anticipated. If you want to contribute to keep the War Room ALiVE (see what I did there) then please find the Donate button at ALiVEmod.com! Have fun!
  6. as a short help i can provide this (put in editor init field f.e.): this setvariable ["ALIVE_profileIgnore",true]; (group this) setvariable ["ALIVE_profileIgnore",true]; I will test it myself again, but I tested not profiling player units a few weeks ago and it was fine. I will report back!
  7. Hey Jay! Sorry that went under, its related to player profiles! Please sync the players group to the Virtual AI System module and set it to the appropriate setting (don't profile synced units). Please tell me if that helped! Thanks!
  8. Hey mate! About the landing planes, I just tested it and takeoff and landing happened regulary fine! Which map and which plane do you use? I tested Altis Airfields North-East and Center (the big one, can't remember the name), with the A10-future-whatever-it-is. thanks
  9. Hi! Maybe initialisation is not working properly in your mission, it should happen behind laoding screen or it will take ages. Do you have a require ALiVE module placed? Do you get any on-screen errors during mission loadup?
  10. Hey guys! If you expierence issues when using save to server even if you are logged into admin - there were changes to serverCommandAvailable in the last update! I believe BIS is providing some sort of hotfix, or we will find a solution on our side! enjoy :)
  11. highhead

    NSS Admin Console

    yes... BIS changed the way how serverCommandAvailable works. So well, yeah... http://feedback.arma3.com/view.php?id=21137 As there is (still) no isAdmin, isVotedAdmin, isLoggedInAdmin commands many scripts and mods used that to detect if a player is an admin. I am currently trying to find a workaround since detecting via script seems impossible. There is a workaround with UI eventhandlers, but actually I didnt get it to work yet and its really hacky.
  12. highhead

    [A3][COOP-32] ALiVE TAKISTAN NATOFOR

    Hey guys! If you need assistance in any ALiVE regards, just lets us know! we are happy to help out! appreciate your hard work Martial!
  13. Congrats ZK! Glad to see BZ is back!
  14. Thanks mate for reporting back! However, if it occurs again, please let us know!
  15. Hey Delta and Asset! Multispawn overall is working fine, but you are right, your "spawn on squad" issue its related to Virtual AI System, that despawns the units! There are 3 ways to solve that (I tested them and it works): - Don't virtualise the players group by syncing it to the Virtual AI system and using the appropriate settings to avoid profiling of this group(s) - Place a "respawn_%Side%" marker - If you dont use a "respawn_%side%" marker (and only use one side for players) then place the Multispawn module at the position where you want to have a default respawn and not over water. Of course im going to look into it some more, but thats how you can solve that for now!
  16. Rectangle and circles are fine, but i believe ellipses (different x/y values) could cause issues due to Bis_fnc_inTrigger failing for some ellipses, http://feedback.arma3.com/view.php?id=19268
  17. Hi MFG! Please ensure that you have the filters of the civilian placement module to "do not filter" and also make sure the markers are covering the town and its peripherals (the cluster center of Therisa is a bit north of the town center, so it may have just not been covered by marker). I uploaded 2 screens so you can see how I set it up to cover those towns: editor: http://i.imgur.com/nUxLoVA.jpg in game: http://i.imgur.com/j5lX0EZ.jpg Please tell me if that worked for you! Thanks Lordprimate, Seems like you got some Development build (we use version 0.0.0.0) during Dev. Please re-download from ALiVEmod.com, should givbe you latest official build (incl. versioning). thanks
  18. Hi, To narrow down any persistence issues I suggest that you try in a "clean" environment and see if it works basically before adding up further mods! Please run up the demo "ALiVE Air Assault" (takes a few mins to init, give it some time) with only cba, alive and arma2net - no other mods. This should give you an indication that your server is set up correctly. if it fails there theres something fundamentally wrong and you need to go even lower, if it works then narrow down the conflicting addon by removing bit by bit of your mish! Please report back if it worked ---------- Post added at 21:11 ---------- Previous post was at 21:10 ---------- Code is still there, its just scoped out so existing missions wont break! try out the mil logistics and see if it fits your needs, im sure you will like it!
  19. David, So, this is what works (put in description.ext) class Extended_Init_EventHandlers { class LandVehicle { init = "vehicle (_this select 0) setVehicleLock 'locked'"; }; class Air { init = "vehicle (_this select 0) setVehicleLock 'locked'"; }; }; Please provide feedback if that works for you
  20. Oh wow, PLEASE dont do that. AllMissionObjects is a really performance hitting command if called even once! And I see you call it everytime for every action, if you choose to go that way (i suggest not to use a loop with that) then please collect all the objects prior: _amo = +(allMissionObjects "Land"); {_allCode} foreach _amo; ! But I will try to get you a working extended EH snippet tomorrow when im on PC!
  21. Hey! If you really want to have all vehicles locked throught a mission, regarding of any mods spawning in stuff i suggest to use https://dev-heaven.net/projects/cca/wiki/Extended_Eventhandlers so putting into your description.ext of your mission like this... (havent tested this, refer to the link above) I highly suggest to not lock all vehicles, it just defeats the fun! And if oyu only have a few unprofiled vehicles it doesnt matter on performance at all! Its just how you play it! PS: Fawrking formatting ;) Enjoy
  22. Hey mate! CQB Server plus a different selection of JIP clients with best performance is already in Dev! Also the enableSim issue has been fixed as also BIS fixed the hideObjectGlobal/enableSimGlobal! will reach you shortly!
  23. which factions are you using bowie?
  24. fixed in Dev already :) will be in next update
  25. Hey Olds! Depending on the time they are doing housework at home or are sleeping and fucking. I suggest you turn on the Civilian debug and see how many green markers there are if you are in a town! At which time of day are you watching the civis?
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