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SavageCDN

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Everything posted by SavageCDN

  1. So far so good.. no major issues although I have not tested persistence yet. If you are having problems since the 1.54 update please make sure you have the latest CBA installed.
  2. SavageCDN

    Saint Kapaulio Terrain [ W.IP]

    Looks great..thanks for releasing it!! edit: if you are still working on it I'll wait to add it to the list of maps to be indexed for ALiVE
  3. Great news!! Please make sure they follow BIS group standards to ensure they will be compatible with ALiVE http://alivemod.com/wiki/index.php/Unit_Mod_Config_Standardisation
  4. It generates waypoints in the master zone but doesn't use them.. only the linked zone waypoints get used.
  5. SavageCDN

    Whitelisting Addons?

    If I'm not mistaken PWS can have it's own version of the .bikey file which you might need to add to your server's \Keys folder
  6. SavageCDN

    [MP] [CO 14] Tabah

    Nice will check it out.
  7. Not sure what exactly causes those "Object" errors but I do know I've seen them in virtually every RPT file I've looked at.
  8. For sure it is server-side and that the mods are not loading properly. In your server's RPT you should be able to see the list of loaded mods under this section: 12:48:21 ==== Loaded addons ==== Run the server with just @CBA and @ACE for testing - create a simple mission with one or more ACE modules and the CBA required module and test with that. How do you control your server? Through a control panel like TCAdmin?
  9. Jackal you are totally right.. I couldn't see the forest for the trees ;) BraveNinja - as Jackal pointed out remove the trailing ";" after the last mod in the mod line, and use "-mod=" instead of "-mods="
  10. SavageCDN

    MP unit switch.

    ^ I really doubt Shay_gman does not care about his mod... maybe it's just you he doesn't care about. So you expect him to give you the code to his work because it's "junked with stupid effects"?
  11. I would try deleting @ace and re-downloading to the server, then create a simple mission with some ACE modules and test it only running @CBA and @ACE. If that works we know ACE is loading properly.. then it's down to an issue with the mission file itself. Terox has a great thread on troubleshooting this sort of thing: https://forums.bistudio.com/topic/172834-tutorial-debugging-server-issues-eg-not-loading-correctly/
  12. 12:48:48 Missing addons detected: 12:48:48 task_force_radio_items 12:48:48 ace_captives 12:48:48 ace_explosives 12:48:48 ace_interaction 12:48:48 ace_sitting 12:48:48 ace_hearing 12:48:48 ace_medical Yep ACE is not loading - verify your folder is called @ace (might be @ace3) Also do not load JSRS on your server (not needed) - just add the .bikey file to the server's \Keys folder
  13. ^ Dev Heaven http://dev.withsix.com/projects/alive/issues
  14. In the DAC_Config_Events file you can customize what happens when a DAC group is created (or killed, or reduced, etc) ie: run a script on the unit(s) DAC creates. So in your case you could create a script that starts the choppers in the air already (instead of having to take off). Check the PDF manual for DAC it will explain how to do so.
  15. SavageCDN

    AI Recruit Script?

    lol facepalm indeed.. sorry guys :wacko: In my defence I clicked on the main page - recent posts section
  16. Imma just guessing but something like waitUntil player == player or (!isNull player) ??
  17. ^ post your server's RPT file if you can it will have some info... sounds like the server is not loading the mods.
  18. Replied to you in the DAC thread
  19. You commented out the first line. class Missions { class MPCTF_01 // name for the mission, can be anything { template = M02CaptureTheFlag.SaraLite; // omit the .pbo suffix cadetMode = 1; // difficulty 0=veteran 1=cadet }; class MPCOOP_01 { template = M01Cooperative.SaraLite; cadetMode = 1; }; class MPCTI_01 { template = M03ConquerTheIsland.SaraLite; cadetMode = 1; }; };
  20. SavageCDN

    AI Recruit Script?

    edit: PEBKAC
  21. When you reboot the server does A3 start up @ 1.2GB of RAM? If so there is something wrong with your install. If that usage is just over time after running missions that is OK I wouldn't worry about it (unless you don't have a lot of RAM on the machine... if that is the case BUY MORE ;) ) Not sure how much an HC will reduce the RAM usage... I suppose if there are tons of AI it will make a difference.. never really tested it out myself though.
  22. I have not used DAC and choppers since A2 so I'm not too sure myself... the waypoint detections should be looking for enough clear space to spawn the helis as they start on the ground engines off. You might be able to adjust this so they start flying with engines on via script and DAC_Config_Events. In the A2 version there was a method using DAC_Config_Weapons but I don't think it works in the A3 version. To do it via script and _events you would need to add the script on buildup of the group in addition to when it spawns. These are separate sections within DAC_Config_Events... you'll have to look at the PDF manual for more info.
  23. Yes that would work for some stuff... I believe script like VAS use this to save your loadouts. Not sure how reliable it is for a mission saving / restoring feature.
  24. Hmm... I've never actually tried that before (revive and spectator) so I'm not sure how it's done. Try searching the forums here or perhaps make a new thread describing the problem.
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