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Posts posted by SavageCDN
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edit: ninja'd by Tyger :ph34r:
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That setting only affects SP games - for MP saving you'll need to use a database setup like this:
https://forums.bistudio.com/topic/169723-extdb-arma3-extension-linuxwindows/
Then you mission will have to be coded to support the db.
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What setting do you have in description.ext for respawn? I think it should be respawn = 1
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IDs won't disappear in the future, but BI recommends not to use them because they may change with map updates.
That's why they will not be visible in the 3DEN editor.
Ah I see thanks Greenfist.
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Add two files to your mission folder:
onPlayerKilled.sqf
[player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory;
onPlayerRespawn.sqf
[player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory;
Now I'm not in front of my gaming PC so I might have an error in there somewhere.. but looks OK.
What do you mean "is there a smoother way to avoid players respawning?" Can you explain what you are looking to do?
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Note the ID's will be obsolete in a future release. Don't rely on ID's anymore. Other handy commands/functions:
Hey Whiztler - do you have any more info on this? This is a huge change for certain mods like ALiVE that rely on map IDs for indexing.
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I wouldn't with that setup - your GPU looks like an onboard one (or from a laptop) and the CPU is a bit slow as far as clock speed. In singleplayer you might do OK on low settings but in MP you will be tearing your hair out.
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Probably a script conflict somewhere - see if you can reproduce the problem with just the extraction script and a vanilla (no mods) test mission. If that works you'll have to eliminate things one at a time to see where the issue lies.
As far as ALiVE goes you can save in SP using the Arma save function - with the caveat that this is not supported and may crash your game if trying to save larger missions. For MP missions you need a dedicated server (even one running on the same machine as your client) and an account on the War Room (instructions on how to setup are there).
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Your best bet is to test the script using just vanilla BIS units (ie: no mods) to see if you can reproduce the problem. If not you know it's a mod conflict somewhere you can reduce your mod list to determine which one is causing it (unless that's what you mean by 'empty' version on Takistan?)
That being said Arma chopper AI can be... frustrating at the best of times. So the chopper starts it's engines, takes off, then stays hovering over the base instead of moving out to the extraction location?
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If memory serves it is an issue with that VTAC backpack and an ACE revive script.. I think this one?
https://forums.bistudio.com/topic/105945-revive-script-for-ace2-wounding-system-v15/
It's one where you can set which class of backpack is a "medical" backpack and as such comes pre-packed with ACE medical stuff
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Post your entire RPT to pastebin and link back here. Do you get a message saying you were kicked for X reason? If you have battleye enabled on your server try turning it off in the server.cfg to rule that out.
That error you describe is benign it won't affect the loading, etc of your mission.
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Just stopped by to express my thanks to all those involved in this project.
:wub:
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Congrats on release looks great!
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Looks great thanks!
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Those experiencing JIP marker / tasks issues can you provide your server's RPT file and alive_date.log (found in @aliveserver folder)?
@Moon_chilD - request added
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Just to add you can adjust the detection routines for how waypoints are created (ie: minimum distance between 2 waypoints, distance from other objects, etc). Check DAC_Config_Waypoints.sqf and the PDF readme for instructions on how.
So if your zone is small and has lots of objects inside you can adjust how DAC will spawn waypoints within the zone - closer together, only 1m from other objects, etc.
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If you haven't already I would try deleting and re-installing the server files for that instance. Do you use a panel like TCAdmin?
Also you could try a different (non-Exile) mission on that server instance and see if it still crashes.
Not sure about your database question I am unfamiliar with Exile.
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^ probably with the release of ALiVE 1.0 but don't quote me on that ;)
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Can someone provide me a mission for iron front,i tried to make one but only the russians spawn and i have no clue what im doing wrong :(
There is one here called "The Grind" by Gunny
It's outdated though - which means you'll have to open the mission in the editor, mark down the ALiVE modules and their settings, delete and replace all ALiVE modules.
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When i set a CQB modul with taor marker over a city, why the TRACE option overlays over the hole map? Is it possible to mark only the taor area? I just want e.g. an insurgency in a specific area and mark it. I also builded this over a year ago with an older alive version and the red color differs on how many enemys are there. Is this gone?
For the first test i placed taor over the ghost hotel complex. cqb to mil-c to aicom. the most ai is spawned south of the houses near the beach and completly ignore the hotel and most of the houses (not meaning the patrol ones - Probability)
TRACE system covers the entire map I don't believe you can limit it to a specific TAOR. For your test try maxing out the CQB numbers and see if they spawn where you want. Might also be an issue with the hotel and spawning AI inside.. but not really sure.
Does anyone know if Bornholm is indexed now btw?
It was not working last time I tried, which was in may or something I think.
Perhaps there was an update to Bornholm recently? This usually breaks the ALiVE indexing. That map has always been a problem for indexing...not sure why perhaps Fritz or Arjay can answer better.
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^ Thanks for the update. ALiVE relies on proper group configs defined for the mod. Check here for more info:
http://alivemod.com/wiki/index.php/Unit_Mod_Config_Standardisation
CQB module does not rely on group configs so it will work with most unit mods. Placement modules do rely on groups.
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I have tested the BWMod in combination with ALiVE and it seems to work fine. However it is not listed as compatible in http://alivemod.com/wiki/index.php/Supported_Factions. Am I missing something that makes these two mods not work together?
You tested it and saw groups spawning OK? (inf, motor, armor, etc?) Got a report of only helis spawning using BWModhttps://forums.bistudio.com/topic/161492-bwmod/page-32#entry2933262ah nevermind saw your post in the BWMod thread
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There was a post in the ALiVE thread about it:
So the faction name is "BWA3_FACTION" ? ..and it's the only faction in the mod?
Tell me the best configuration for the server ArmA3
in ARMA 3 - SERVERS & ADMINISTRATION
Posted
The highest GHz you can get would be the simple answer.