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SavageCDN

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Posts posted by SavageCDN


  1. 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?

    • Like 2

  2. 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.


  3. 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).

     

    http://www.alivemod.com/#ALiVEWarRoom


  4. 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?


  5. 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.


  6. 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

     

    http://alivemod.com/missions

     

    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.


  7. 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.


  8. 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 BWMod

     

    https://forums.bistudio.com/topic/161492-bwmod/page-32#entry2933262

     

    ah nevermind saw your post in the BWMod thread

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