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Posts posted by SavageCDN
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Adjusting the count level [1,1] should do the trick. I've done this using raptors spawning as single unit groups.
Note that your DAC_Config_Units section must have a minimum of three entries in order to work.
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Did you eventually find it?
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Hi Folks,
One more question on helicopters and covered hangars on Stratis... I now have all the hangars "Blacklisted" but the placement module won't populate ANY aircraft... I tried putting down helo pads but they never get populated so I'm guessing the placement module doesnt see them... Is there anyway out of this Catch 22 to get useable helicopters at the airport on Stratis when all I control is the airport ???
Thanks...
Regards,
Scott
You should be able to manually place helos (in the editor) and sync them to the AI Commander module.
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Looks great.. loved your Koplic map will check this out.. thanks!!
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As a total noob to this stuff I found Git easy to work with and fairly intuitive... enough so I don't look the fool when someone says "grab the latest off of Github" :P
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Thanks for your reply.
If you happen to have an example of how to control the equipment an AI should have ( in the code) , I would be very grateful.From the DAC side check the manual page 49:on group Creation section it would look something like this (must be a string):"{[_x] execVM ""myLoadoutScript.sqf""} forEach units _group"
For the actual script to change loadouts you'd have to do some research or use an existing AI loadout script (if such a thing exists)
I've encountered another problem. When I try to create a "camp" with DAC External, it will create everything twice .
I have tried to troubleshoot but could not really understand what the problem is . Does anybody have any idea or experienced it yourself ? Grateful for any help ... :confused_o:I've never had this happen before myself - so it spawns 2 of every zone instead of one? With no camp in zone "ZC1" it works OK? Have you tried using the NULL camp and see if that makes any difference? -
Nice job, boys :)
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This is going to be hard for them to add because the map is in development and not even out of beta status. Every time the map updates, it will need to get reindexed.
OK thanks for the info we'll delay doing the index until it reaches 1.0
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Next release should be in testing this week... of course you can't quote me on that :ph34r:
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^ now I'm curious to see what you are up to.. love your Gorgona island (and it works with ALiVE lol)
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Does it take forever if you restart the server and join as the 1st player? When you say long delay are we talking seconds or minutes?
You could also try copying the mission PBO to your MPMissions folder on your client, connect, see if the delay still happens (so you don't need to d/l the mission from the server)
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Great work and thanks. I've set up many battles but the ai commander does not send many forces to invade constantly. Can you give me tips on how to have constant waves of ai attacking different bases/towns. Thanks
Can you provide more info? You have the AI Commander modules placed and Military Logistics module synced to the commander module? Make sure the commander module is set to Invasion rather than Occupation.
Ok we edited the mission and replaced all moduls, set all moduls new! But we still get very few CPs and tons of error logs.
Input value is 'nil' or undefined. Default value any is used instead.
e.g. "param" <ALiVE_fnc_AMBCPInit> #2: Input valu.... i cant find this param!?
Can someone take a look at the mission? already edited by us: http://ul.to/ovzd1fts
we use:
-mod=@CBA_A3;@AllInArmaTerrainPack;@task_force_radio;@RHUSF;@RHAFRF;@ALiVE;@ace;@LeightsOfpor;
we are new to alive and we dont know how to find old params used for .. ?! I searched in alive wiki and didnt find this param.
Hi Numrollen can you post your server's RPT file again for us to look at?
Yep added to the request list.
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Not sure of the status of that update... however you can run code on groups after they are created so in theory you could create your own loadout script and have it run on each group. Check the DAC manual under DAC_Config_Events
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I see it as a "minimum barrier to entry". If they can't be arsed enough to figure out how to copy/paste some folders in the proper structure or use PWS (yes it's buggy.. but it works) then the likelihood of them contributing anything to this community is little to none. Arma is not a "double-click and play" type of game anyway.. there are plenty of those on the market already.
edit: ninja x3kj stole my thunder :P
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Where did you download XCam from? If it's PWS try another source (armaholic, direct from silola's website) as there may be issues with the PWS version and inidb.. I know this was the case when XCam was initially released
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Might be in one of the mission .pbos
Check this feedback issue KK links a bunch of .ogv intro vids there
\A3\Missions_F_EPA
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Added to the request list. There is quite a backlog so no guarantees on completion date.
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Not possible as far as I am aware.. in A2 there was the AEG script which would simulate power on certain compatible maps like Chernarus. I don't know of anything similar in A3.
I suppose you could manually kill all the lights, etc on the map but that would probably be difficult and resource-intensive.
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Your map hasn't lost its feel with the transition. It's still good old lingor and a heck of fun to play on. :)
But even if it's just a quick fix - all the units can wait, except for El Presidente. We desparately need El Presidente! :D
and bags of Coke!! Sweet, sweet coke....
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ok here a report for mission ALiVE Takistan NATOFOR Co-32 (@) http://www.armaholic.com/page.php?id=25783
perhaps this help you. We had very low cps (fps was good) with SSD and even ramdisk. This was so low when the first player join, we played with 7people only.
Here the RPT, with 2hours we had 10mb LOG file. :huh: :blink:
https://mega.nz/#!5dMxSJoZ!AmMe7BRubGOOTIHeNdU-5-ee20oOnPc37KKxQuqBi78
These RPT errors are troubling:
"param" <> #1: Input value is 'nil' or undefined. Default value false is used instead. "param" <ALiVE_fnc_dataInit> #0: Input value is 'nil' or undefined. Default value [] is used instead. "param" <ALiVE_fnc_logisticsInit> #2: Input value is 'nil' or undefined. Default value any is used instead. "param" <ALiVE_fnc_aiSkillInit> #4: Input value is 'nil' or undefined. Default value [] is used instead. "param" <ALiVE_fnc_profileSystemInit> #1: Input value is 'nil' or undefined. Default value any is used instead. "param" <ALiVE_fnc_MPInit> #0: Input value is 'nil' or undefined. Default value [] is used instead. "param" <ALiVE_fnc_CPInit> #2: Input value is 'nil' or undefined. Default value any is used instead.
It looks like the mod is not loading correctly for some reason... these errors mean major problems. Try deleting it from your server and re-downloading from the ALiVE website or Armaholic (ie: don't use PWS).
edit: perhaps the mission needs to be updated? see this post:
https://forums.bistudio.com/topic/168338-a3coop-32-alive-takistan-natofor/page-16#entry2904488
You could try opening the mission in the editor, note each module settings, delete all ALiVE modules and replace.
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Looks great thanks for releasing!!
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Can you please provide me your advice on my prior topic on top on the init code line ? Would be very helpful for me.
I would only need this little advice where i will use further those format.
The code in the SQF has to many {[]]]}][,,, for a beginner ;-)
Many thanks.
Jesse
If you are new to SQF I would highly recommend a text editor like Notepad++ with the Arma 3 syntax addin.. .makes it much easier to read all the [] stuff ;)
https://notepad-plus-plus.org/
https://forums.bistudio.com/topic/138891-arma-3-notepad-syntax-highlighting/
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I'm having issues getting a mission to start it keeps crashing on start up. If someone with Alive knowledge would like to help me, please pm me and I'll pass along my TS info.
Please post your RPT file for us to look at (and your server's RPT file if it's a dedicated server - post to pastebin and link back here). Also your server startup line (or if trying in single player a list of mods you are using), and any error messages you get with the crash.
The magical "local" keyword
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
I'm no expert by any means but I've never seen that used before.