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Everything posted by SavageCDN

  1. Yes it does. Recommend you disable the join group setting on either the DAC side or the ASR side. Can't recall the exact variables at the moment but on the DAC side it's in DAC_Config_Creator.sqf. DAC_Config_Behaviour? Damn getting old can't remember these things lol
  2. Not that I am aware of Krem...I offered to host on my Github where I host the configs but I got no takers :(
  3. Try re-downloading your alive.cfg file from the War Room... I assume things were working fine until the last update? Yeah if other ALiVE missions work then that is not the issue.. unless it's just the Tanoa one that doesn't? Perhaps your dedi doesn't have the most recent server files?
  4. Check the server's RPT file and make sure all the mods required for the mission (CBA and ALiVE) are loading properly... usually what you are describing is caused by the server not having the required mods to run the mission.
  5. SavageCDN

    PMC Terrain Objects

    Good to see you're still working on this Snake!
  6. Sorry your RPT file as Heroes said should be in that location (C drive\username\appdata\local\arma3) or if you are using a dedicated server in the root of the A3 server install directory. Also as Heroes mentioned make sure you are not using the -noLogs parameter for your server config. There should be a persistence log in the @aliveserver folder (or maybe in root of A3 directory same as the RPT file?).
  7. in the @aliveserver folder there should be an alive.log file. Upload it and your server's RPT file to pastebin.com or similar and link back here for us to look at.
  8. We have a public Slack channel if you have any dev-related questions. PM me for more info.
  9. Yes I mean upload a fresh copy to the dedicated server. What is the result you are getting (kicked from server)? Make sure you have verifySignatures=2; in your server.cfg and perhaps try with a different addon to rule out a bad .bikey
  10. SavageCDN

    Changing Turret Location

    I've done some fiddling with this as well (when Karts were released). I'm pretty sure the 'turret' location is determined by the vehicle itself (ie: nothing you can change without creating your own modded version of the vehicle). However I don't really know for sure :)
  11. There should be some helpful error info in the server's RPT file (found in root install directory for A3). Post that to pastebin and link back here.
  12. SavageCDN

    Ambient battle sounds Module

    Great to hear Mikey!
  13. SavageCDN

    Insurgency | ALiVE - Official Release

    Yes see here for more info: http://alivemod.com/wiki/index.php/ALiVE_Data
  14. Did I read that someone (Opendome?) is working on creating ALiVE compatible group configs for UNSUNG? Just asking so that someone else doesn't duplicate those efforts - we'll add something on the ALiVE forums to let others know.
  15. Hi Serjames - PM me a link and the faction classname(s) and I'll add them to the wiki. Please no he only feeds me table scraps and there's a weird smell :wacko:
  16. I could be wrong but I don't see what BIS can do about fixing it to work with CGNAT - it's a horrible bandaid solution that some ISPs have implemented.
  17. There have been a few reports of civ spawning issues (not just on Koplic) so yes it is being looked at by the devs.
  18. The previous version worked like a charm - one of my favorite maps for all out alive warfare (lots of MP objectives evenly spread out)
  19. Also test with a 'fresh' simple mission to rule out any mission-related issues. If you're getting huge desync from just one player joined you'll need to do some testing. Are you using mods? It's possible one of them is causing this. When in doubt refer to Terox's excellent guide: https://forums.bistudio.com/topic/139003-tutorial-installation-configuration-of-arma3-dedicated-server/
  20. http://www.armaholic.com/page.php?id=21990 v0.4
  21. It actually was updated recently - for the most part ALiVE still works although some objects have been moved (not sure about objectIDs) so it might not detect all locations. Groups will spawn and CQB still works.. didn't test the civs myself but I assume it's because of the changes. It's been added to the list to be re-indexed. edit: nvm I see it has been re-indexed https://github.com/ALiVEmod/alive/issues/212 So no civilians spawn at all?
  22. You could check the code in Tonic's Virtual Vehicle Spawner as it has this feature. https://forums.bistudio.com/topic/157077-virtual-vehicle-spawner-vvs/
  23. Hmmm.... try using vanilla mortars (BLU_F, OPF_F) and don't put anything in the init lines. Request 12 rounds - does it only fire 4 again?