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highhead

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Everything posted by highhead

  1. Servas! Would be very strange, but i can't exlude it - theoretically! ALiVE uses a lot of RAM, so it may be related of course but it would still be very strange indeed. If you could switch the allocators and see what changes I would be very happy! Vollgas, Kernöl!
  2. hey mate! im about to add some more features to Multispawn like individual respawns for different factions / synced playerunits etc. https://dev.withsix.com/issues/74100 What would you like to know, or want to be added? please provide feedback! thanks
  3. As you have been literally the hundreth player who asked for that, I decided to work on that thing! Should be available in upcoming release: http://dev.withsix.com/issues/75073! Thank you for the feedback!
  4. can you remove ASR and INS Rev to make it vanilla and upload the mish to our feedback tracker please! Im going to take a look! Also ARJay did a overhaul of the system so may be gone with upcoming update! Still thanks for reporting!
  5. ^ THANKS HANNIBAL! Well THIS may be the source of the issue! Thank you for stopping by and helping out!
  6. Interesting... - A mission with ALiVE v0.6.8 & AGM (version xxxx) displayed the Combat Support Sidechat (CROSSROAD messages). - A mission with ALiVE v0.7 & AGM (same version as above) doesnt display the CS Sidechat - A mission with ALiVE v0.7 only (without AGM) displays the sidechat One last test for me please: - If you type something directly in sidechat (using the chat function button "-" or whatever key it is bound to in your options) it works?
  7. Legio do you have a radio in your inventory?
  8. Just tried, and Crossroad messages are fine for me on pickup! Could it be you dont have a radio in your inventory - I was searching for hours once, until I came across that I was missing a radio. Please check that and provide Feedback! Thanks man
  9. Hey Comrade! Thanks for reporting te issue mate! I found what was the cause and updated the ticket! Some stupid Dev forget to update some underlying codes when changing an important call :) Will be fixed in upcoming version! Please switch to JIP or HC in the meanwhile to expierence Just Pure Death with CQB! Love you guys
  10. its not CBA, its BIS http://feedback.arma3.com/view.php?id=17921 but it goes away if you reconnect with your client, and its not breaking anything... ---------- Post added at 18:56 ---------- Previous post was at 18:47 ---------- Hi! This is going to be "fixed" as its an intended behaviour for Logistics! You will be abke to exclude objects from logistics in next update
  11. you need a frIendly OPCOM and MIL LOGISTICS synced to that OPCOM, then the player resupply will be available, i hope our wiki covers all that (havent checked myself yet)
  12. hey, it was mentionend already in this thread, its important that you have a static IP and run ALiVE on the dedicated server executable, if your ISP gives you a more or less static IP (that doesnt change very often) it should work for you also without hoster
  13. Hey guys! Sorry, i havent been around again, too much codeZ! - Cold Evil, thanks for the input - actually I tried that and yeah - it works for CQB but MP modules operate at a cluster level! I suggest increasing your operation range in this mission, im quite sure its a good balance! - Smoke! Good effort on the map - Please link up with me - would like to announce it with the official release! Thanks guys, for your support
  14. yeah, because the broken model is not present in that mission then. If they would place the specific broken unit/vehicle in editor or createunit/createvehicle it it would also crash without ALiVE!
  15. Hi! I can definatly exclude that ALiVE is responsible for any crashes, and we also dont expierence that ourselves. We dont alter AI behaviour or configs, textures, bones etc., which is mainly the cause of a crash! ALiVE uses the given assets as they are without manipulating them further. So what of course is possible, simply due to the dynamic nature of ALiVE, is, that it wants to spawn a vehicle/unit from a broken/corrupt mod, which causes the crash. It goes even deeper: if a client is using other mods than the ones one the server, their A3 may just be corrupted due to some other mod (that overwrote some variables on A3 startup f.e.)! So best thing always is to ensure that all players have exactly the same versions of mods as the server, and no other dirty and broken bullshit! Also ensure that only the mandatory mods are used. There is just no sense in using an aircraft carrier for ambience if noone will ever use it. I hope that helps! And again, as you see yourself, we also dont expierence crashes! Of course, if you can replicate it somehow, even if its not vanilla but occuring with a mod, we will look into it to find a solution on our side, even if its not us!
  16. just fyi - in your case this maybe a better approach than an init EH: should work too, excuse the formatting :) but you get the idea, just switch the EH class
  17. Hi, Yeah - we would have been perfectly ready (first time ever), even some days before! But sadly one of our members is currently extermely crushed with RL work and we are waiting for him to find time and fix the SYS Data stuff on our roadmap before we can deploy, please have some more patience! Redarmy, there is a workaround: You can check if there are any enemy profiles in that base, and if not let the trigger fire. Its more or less the same as "base is taken"! You can also do the opposite way around, only friendly troops but no enemies - etc.! From our Wiki: Detect Virtual Units (Profiles) in a Trigger Area Will be true if there are virtualized AI groups of side EAST (string) within 50 mtrs of the triggers position EAST ((count ([getposATL thisTrigger, 50, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles)) > 0); Will be true if there are virtualized vehicles of side EAST (string) within 500 mtrs of trigger position EAST ((count ([getposATL thisTrigger, 500, ["EAST","vehicle"]] call ALIVE_fnc_getNearProfiles)) > 0); Example: Place this line of code in the condition field of an end mission (f.e. lose) trigger, optionally with timeout. It will fire when there are virtualized groups in the selected area (for a certain amount of time). It doesnt matter if they are spawned or not. I hope that helps, comrades!
  18. Hi comrade! I actually did read about something in another thread, but can't remember which one it was! Its a mod that causes this, but I can't remember which one it was. Are you using AI mods like ASR/bCombat? Highhead
  19. Hey Phyma! Really sorry for the late reply! I have taken a look, and I can confirm that pauseModule is not working "this way" and I need to find a way how to enable it for you in an easy way (e.g. giving you a "handler" to pause/unpause the seperate instances of the modules). In the meanwhile i can suggest that you open the Scavengers mission in editor and check the triggers on how to add and enable objectives manually with triggers as a workaround! I will get back to you about the pauseModule when I got it I hope this helps man! sorry again for the late reply
  20. Hi, FrizNit was a bit too quick with updating the WIKI, this is currently available in our closed testers branch but not yet LIVE! Please have some patience, it will be in the upcoming public release, that also includes ALiVE Logistics! Enjoy!
  21. You need to use the Server Save & Exit Button (due to BIS not fixing the onDisconnected EHs, as the objects tend to be deleted BEFORE Data can be grabbed of those). And of course the server registered at ALiVEmod.com Do you use it like that?
  22. Im seeing several ALiVE servers and missions, public ones too! You may need to give it some time, the new server browser loading times are a bit slow!
  23. Simply put YES! AI and Player Persistence is already implemented - Object persistence is coming with this upcoming update!
  24. Yo comrade! I just checked the codes and took a manual test myself and for my test (you can also observe it in the Foursome Demo mission) it landed, repaired, refueled and rearmed as it is intended! BUT... I believe you have the same funky stuff happening like I had when i tried to get Fixed wind CAS working... It took me hours... It would just not finish taxi-ing and never reach the "endpoint" or it just didnt take off. So what happened was several kind of things: - The position where the plane takes off - try to place it on the start of the runway. When i placed it at some hangers it - for the life of me - wouldnt find the taxiway. - Patrols / other vehicles near the taxiway: And I mean "near" in terms of literally miles away. Remove all custom stuff off the Airport and only leave your CAS module up there at the startpos of the runway for a try. Then iteratively add back your other vehicles if it works! - Snakes on the plane... if there is a fucking snake or rabbit or some sort of stuff crossing the taxiway the plane will stop. Use BIS_ARZ triggers to avoid that (dont know if that even works in A3). Kremator even did an ATC rabbit script out of this "feature" years ago... In short, see if there is something blocking the plane after landing or on takeoff! I bet its that - Please tell me if it worked! ---------- Post added at 17:08 ---------- Previous post was at 17:07 ---------- Yes, you can!
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