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Posts posted by SavageCDN
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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
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Hi!
I wondered if someone was working on the CfgGroup for your units.
Just asking because I saw that only "Infantry" had groups defined.
That being said, if no one is working on it I'm proposing myself to do it :)
In any case, great addon! Keep up the great work!
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
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I knew about the no return zone but I haven't tried it. It sounded to me like they would still get waypoints from their master zone but if they left the master zone they would not return. I see in this setup that you are still generating waypoints (50 I believe but I don't have the manual in front of me) in the master zone. But why should you have to do that?
In any event, if I don't hear back from Silola I will give this a try as soon as I can.
It generates waypoints in the master zone but doesn't use them.. only the linked zone waypoints get used.
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Hmm... I've done exactly that, yet the people I play with claim they are unable to connect with the whitelisted mods. I wonder if the bikeys on Armaholic and PlayWithSix have differences in how up-to-date they are or something. One of the guys trying to connect says he has all of his mods up-to-date via PlayWithSix.
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
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Nice will check it out.
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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.
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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?
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Take the last ; out after @task_force_radio and isn't the call to load mods -mod= not -mods= or do both/either work?
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="
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^ 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"?
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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/
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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_medicalYep 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
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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.
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lol facepalm indeed.. sorry guys :wacko:
In my defence I clicked on the main page - recent posts section
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Imma just guessing but something like waitUntil player == player or (!isNull player) ??
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^ post your server's RPT file if you can it will have some info... sounds like the server is not loading the mods.
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Replied to you in the DAC thread
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// MISSIONS CYCLEclass Missions { class scriga { template = "cqriga.altis"; difficulty = "veteran"; }; class sckavala { template = "cqkavala.altis"; difficulty = "veteran"; }; class cqpyrgos { template = "cqpyrgos.altis"; difficulty = "veteran"; }; };
dont work.... =(
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; }; };
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edit: PEBKAC
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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.
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DAC is a wonder tool but the only shortcoming I have felt over the months is what Altsor pointed out. But mine mostly deals with helicopters:
WP search was interupted - zone "zonename" is not suitable for unit type helicopter
I havent been able to use helis with DAC, ever :'(
I am spawning stuff over Stratis Airfield, and if helis are not able to spawn given the above error, the only option worth changing in the DAC_Config_Waypoints' #Air column appears to be increasing the value of _CheckRadius1 from 15 to something like 30 or 40. But still why heli wps need to detect something in vicinity beats me as they patrol in the air unlike on the ground. Why is such a check needed?
The inability to spawn helis is the only missing factor for me to give it 5 stars. I was looking for alternate scripts last night for just spawning helis as I am making a random tasks mission so cant really temper with the editor. I also want helis to spawn in certain towns. And I spawn only 1 heli 90% of the time in DAC calls.
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.
Is there a way to spawn units with custom a custom load-out?
If I first let the units spawn and then use a custom load-out script, it only applies to reduced units, which are the group leaders.
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.- 1
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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.
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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.
ALiVE - Advanced Light Infantry Virtual Environment
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
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.