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Everything posted by SavageCDN
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ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Probably specific parts of TPW that conflict - if you can narrow down which ones please let us know so we can add this info to the wiki -
Thanks for the update and your continued work on this
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Wow O'Hally you have been a busy man :bounce3:
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ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Try deleting your @alive folder and re-downloading This sounds more like an Arma bug than ALiVE.. I would try and repro it in vanilla A3 to see if that is the culprit. Admin actions are available to the current logged in admin (dedicated)... if hosting or playing SP you are always the admin so those actions should be available. -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Here is probably the best place for feedback. As for your editor statics I would just not profile that type of unit... I suspect when the unit is re-spawned it uses a findSafeArea or whatever the BIS function is and doesn't like the lack of space in the bunker. -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That question will have to wait for a Dev to answer as I'm not sure myself how it decides which groups to spawn. I do know groups that get removed due to the limiter are 'reborn' at the nearest friendly location. -
Multi-Session Operations v4.5 released
SavageCDN replied to highhead's topic in ARMA 2 & OA - USER MISSIONS
Do you know where it is failing? Any error messages in RPT or SQL logs? -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes that is correct and it's # of groups not individual units Limiter only applies to profiles so CQB is not affected In Admin actions: - active unit marking should show all units not just the group leader - active profile marking shows profiled groups (not individual units) -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If you can't run the demo mission itself there must be something wrong with the @ALiVE download. I would try deleting any @alive folders and re-installing the mod. Also make sure you have @CBA_A3 running and up to date. edit: aha similar issue https://dev.withsix.com/issues/73683 Can anyone else confirms this happens on their dedicated server? Blacklist markers will only affect unit and location placement at mission start.. they will not prevent units from moving into those areas. I would blacklist your BLUFOR base using a marker then assign the OPFOR OPCOM a custom location (using a game logic) for it to attack. Just to clear up the Combat Support Artillery issues: Only use the default settings for now - MBT Arty ( B_MBT_01_arty_F and O_MBT_02_arty_F ) Mortars will not fire HE rounds they will say the target is out of range Some of the other round types have issues Most of the issues are BIS bugs - there is a BIS feedback ticket for this issue I'll post the link when I find it. -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ah so I did miss the memo!!! So the answer there Opendome is that you'd need to use whatever 3rd party fastrope script / addon in conjunction with the CAS transports. Said script would also need to be able to have the AI pilot give the command to 'deploy ropes' or other way of having the player deploy the ropes while not in the pilot/crew seats. -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Unless I missed that memo I don't think fastropes are available. If you are waiting for the chopper to land for pickup you need to 'confirm' the LZ - go into the CAS tablet again there will be an option for it. -
KING OF THE HILL ( hostile takeover) is mod available for private hives ?
SavageCDN replied to IKShadow's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
dayZ word for backend database -
Arma 3 Server, how many cores?
SavageCDN replied to Maxon's topic in ARMA 3 - SERVERS & ADMINISTRATION
server really only uses 2 cores.. get the highest possible CPU clock speed -
is it possible that GPU will be added for deticated server ?
SavageCDN replied to bj2020's topic in ARMA 3 - SERVERS & ADMINISTRATION
seeing as most real servers don't have anything near to what you would consider a GPU, I would guess no also "GPU is more powerful than CPU" is not an accurate statement it depends on what is being computed -
How important is Ram to Arma 3 performance
SavageCDN replied to brasscakes's topic in ARMA 3 - GENERAL
wow... If you are running as a client an SSD will improve your FPS vs a sata drive. Full Stop. If you are running as a server an SSD won't do much (unless you are running multiple instances). As someone mentioned Arma streams the content from your drive during play so any way of speeding that up will help. RAMDISK is the best solution athough I have never tried it myself. With regards to RAM.. I have Win 7 32bit with 4GB, i7 920 stock, and an SSD drive. Average FPS? 30-40 -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As long as the unit addon is supported by ALiVE (see a few pages back for a list) there should be no problems you just need the faction name (note that drIrregulars do not work properly with ALiVE at the moment). With regards to the modules you can change the required item in the main CAS module - replace LaserDesignator with ItemRadio -
Canadian Armed Forces Modification ARMA III
SavageCDN replied to ohally's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the continued updates and the ALiVE compatibilty -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I would try either re-syncing the modules or at worst delete them, replace and re-sync. For Dynamic units that spawn will change over time.... Static forces the module to only spawn the factions in the fields Next up will be "Destroy the house faster" followed by "y u no destroy house?". Seriously though the player tasks assignment is not a priority at the moment (or so I've been told)... I'm sure it's something they'll expand on once the core features are all working properly. -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Personally I have not tried that particular unit pack.. it's possible there are issues with how they are configured to work with ALiVE... If you try another custom unit set does it work ok? Really all you should need to do is set the OPCOM factions to NONE in drop downs, add the custom faction to the OPCOM module list of custom factions.. which I believe is "drIrregulars" for that set? Then in your placement and/or CQB modules add "drIrregulars" in the faction field. You'll need to figure out their faction names but even then they may not work properly. It depends on how the mod author has configured things. The list I posted a few pages back are the units that are known to work. Only way to find out is to try :) -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm going to go ahead and guess that while this is a nice request it's going to be pretty low on the priority scale. I'll open up a feature request if asked by the devs however. In your OPCOM module make sure it's set to Rebels Red. In your placement module(s) make sure the faction that is defined is "OPF_G_F" (same with CQB module) You are missing the required mod: @CBA_A3 -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's the point!! Now get back to work and GIVE. ME. UNICORNS. Check the release post the 0.5.6 changelog is there. Check a few pages back for a list of compatible mods and maps. -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok just to clear up Fennecus' question re: CQB The only way to do what you want is to use blacklist markers with the CQB module - basically cover the areas you DON'T want units to spawn and then use CQB module, add blacklist marker names separated with a comma, set to Complete Map and not synced to any placement modules I'm going to add a feature request to have a whitelist option with the CQB module https://dev.withsix.com/issues/73803 Also to further explain the CQB module settings: -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You are correct -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think what he's asking is there a way to sync the CQB module to a marker area instead of a placement module.. for areas that aren't picked up by placement module but may still have house locations to spawn CQB guys. For example on Fallujah there are a few areas that aren't covered by either placement type mil or civ. I don't know if this is possible for future versions but if there is some interest I will open a feature request. -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No the CQB module will spawn guys all over the map (or in towns depending on the module setting). If you sync a CQB module to a placement module then yes it will llimit CQB spawns to that modules TAOR. An easy test is new mission, put down Requires Alive, Profiles module, CQB module. Set the CQB module to 50% both settings and Complete map (make sure debug is on too). Preview and you should see all the possible CQB locations.