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Everything posted by hazey

  1. INSURGENCY | ALiVE 0.55.7 Built using ALiVE MOD Mission for ALiVE release 0.9.5 Gather Kill Enemy units to have a random chance for Intel drop or find randomly generated Intel generating items inside enemy buildings. Deny Insurgents are using call to prayer's to hide sensitive guerilla movements. Seek out and destroy enemy call to prayer loudspeakers. Find Finding Intel items from either kills or inside houses generate markers on the map that give clues to cache positions. Destroy After finding enough Intel to narrow down the cache location. Destroy the enemy supplies! What is Insurgency | ALiVE Insurgency | ALiVE is a throwback to the old Arma 2 Insurgency by Fireball+Pogoman. Players must search houses or kill enemy units to find randomly generated INTEL items which mark enemy cache locations. Destroy X amount of cache locations to win! So many different version of Insurgency why another? This mission was actually originally created around DEC-2013/JAN-2014 and was built as a template and released on the AliveMod.com website. After many months of leaving the project to collect dust I saw a few version of it floating around the forums playable but not pretty. I have since then decided to finish the framework and release it back into the community for others to alter and use for their own personal groups. So it was created with a purpose? Yes!!!! Back in 2013-2014 I really wanted to show the power of ALiVE as it was just getting its first release. ALiVE is so much more than just an AI Commander as some would say. We have a very extensive functions library for mission creators to hook into. This mission is a great example of the things that can be done using ALiVE! How To Play. Search and clear the indicated red grids. (When Enabled VIA CQB module) When a grid is cleared it will turn green. Be sure to search the houses for randomly generated INTEL items. Picking up INTEL items will create a marker in the general area of a cache location. Find and destroy the cache. Mission Requirements. - @ALiVE 0.9.5 - @CBA_A3 Supported Islands/Mods Works well with any Island/World with a good amount of enter-able buildings. Works well with most well known and used mods. Performance Warning Altis is a super power hungry island. Please be warned that although the demo mission is created on Altis it really works best on smaller islands/worlds. Support Forum For direct support and feedback from the developer, please shoot me a message on Skype or sign up to the forum on our website: http://www.whiskeycompany.net/forum/ Mission Release Highlights Intel drops off killed enemy units. Intel can be found in houses. Compatible for almost all islands and mods. IED Module provides ambient IED and VB-IED threat + Suicide bombers in 0.9.5 Random Roadblocks Random Camps ALiVE Persistent Enemy call to prayer Blank mission template for individuals or groups to use. Lots of bug fixes and performance improvements Community Disclaimer This mission is still in BETA and is subject to frequent change. You are permitted to edit, tweak or change the mission however please read and agree to the following below. -- TERM.A - You must NOT re-release the mission to the BIS forums or any other distribution platform. -- TERM.A.CTN - You may alter or change the mission for personal or group use. -- TERM.A.CTN - User must state somewhere clearly that it was built using Insurgency | ALiVE Framework. -- TERM.A.CTN - ALL headers in files must REMAIN UN-EDITED. However you may add a line Edits By: (author) if you do minor changes. (THIS IS SO I CAN GET BUG REPORTS AND FIXES) Once the mission is in a stable and feature complete state I will release the above Terms and you will be free to re-release the mission how you wish. I built this for you to enjoy. Work In Progress TONS OF GOODIES!!!! :) Download Grab the version included with ALiVE http://alivemod.com/#Download Preferred Downloads, will be hot-fixed: You can also grab it from the Whiskey Company website http://whiskeycompany.net/ Armaholic mirror: ALiVE Insurgency Revived Co-32 (@) Whiskey Company 24/7 Dedicated ALiVE | Insurgency Required Mods: CBA, ALiVE, ACRE2, AGM, AiATP, RHS Allowed Mods: BLASTCORE, JSRS LITE, STMODS, and a few others. Thanks To All my fellow developers of ALiVE MOD. - You guys rock! WhiskeyCompany - For the amount of shit I put my own group through :) Raven Group - For countless hours of testing
  2. Interesting, I would have to investigate. It's been a really long time since I have played/ worked on the mission. PM me your details if you have a Teamspeak or Discord and I can jump on one night and hear your guys thoughts. I'll look into getting it fixed up again. Wouldn't mind jumping into a few games either if you guys have room. -Hazey
  3. Hey guy's, I saw a few users asking if I did in-fact lift the restrictions. I did, however all I ask is that you give me a little bit of credit and the AliveDevTeam. Hope the mission is still working and that you guy's are having a great time with it. Cheers -Hazey
  4. I just tried twice myself and was unable to see the same thing. Do you have any scripts running in the mission as well?
  5. I'm back, and I am also back working with the alive team although I never really left. I will get this mission working again asap.
  6. Hey everyone, Sorry I have not been around lately, I have been dealing with some medical issues that I won't go into detail on. I do plan on making a full recovery but that's looking like another 2-4 weeks. I understand the inconvenience of having a broken mission and I really do apologize. It pains me that I have not been able to further develop this game mode or even work on Alive mod. I have so many good idea's but my body just doesn't want to work with me. We'll get through it! Thanks so much for your kind words and I am glad that some of you have had a really good time playing the mission. I will return... Very soon... Much love nerds. -Hazey
  7. It shouldn't require anything special to update it. Just replace the modules in your mission and profit. I will update the official mission by the end of the week. Been in a new state every week this month, my time has been limited but I am still active.
  8. hazey

    OFP in internet browser

    Could be another elaborate April first joke.
  9. Yeah, I will get a video on the official channel by the weekend. Link is in my signature.
  10. { if (_x call _fnc_between) exitwith { if(ins_debug) then { ["fn_prayerLoop:: Prayer time called: %1", _x] call ALIVE_fnc_dumpR; }; _x call _fnc_prayer; }; } foreach [[4.25,4.5],[5.25,5.75],[11.75,12],[15.25,15.5],[17.75,18.25],[19,19.25]]; Times are between the sets. [4.25,4.5],[5.25,5.75],[11.75,12],[15.25,15.5],[17.75,18.25],[19,19.25]
  11. When the fuck did we get icecream?
  12. This is because of BIS engine when it comes to weather sync. Also waiting for BIS to correct a few issues they caused in 1.40 before I keep working on the mission. They are really burning me out introducing more problems than fixes it seems, but who cares about performance when we can give you another modeled M14.
  13. Mash only really works in an MP environment. The Mash is placed down by a medic and can be used as a spawn point if members die via the BIS respawn menu dialog. However the medic CANNOT spawn on his own medical tent. When the medic dies the tent goes along with him. This is to avoid abuse. Also a player cannot die, and wait for a medic to place the Mash. This is a separate system than the MHQ. If you want a teleport back and forth system use the MHQ. The mash is built as a system for you to protect and respect your medic, as you would in real life. You let your medic die, your teams die.
  14. You must take the mission from the demo folders and either place it into your MPMissions folder or DePBO the mission and run from editor.
  15. This should be reported on the Alive thread itself. The mission is working as it should at the moment but you might have having an issue with the DB locking up on you. Nothing mission dependent is locking you up. Sounds like a new issue with 1.40. I know that when you have modded content and save a loadout and try to load it later not using the same mods that it will give you this effect. It could be that gear inside the save is not being called right on-reload. Nothing in the mission alters virtual arsenal in anyway besides the MHQ.
  16. Cool ill take a look when I get home today! Same to this one!
  17. You may post your personal version in here if you would like. That's just to stop new threads from being created. I just ask if that something is broken in your version that you help people via PM instead of directly in this thread :)
  18. You did everything right however it sounds like you need some tutorials on how to use the editor. When you copied and replaced those units they lose their player/playable status and must all be reset. I would STRONGLY suggest learning the basic editor before continuing work on the SQF level.
  19. Very well could be, I am going to let them hotfix a few things before I bang my head on the wall yeah know? lol
  20. You could either upload your mission and give us the link to look at or upload your RPT. Unfortunately no one else has reported this problem and I am unable to repo it myself.
  21. That's a thing with ALiVE. We are looking into adding it to the blacklist however it's not an easy task. INS_CTPLOCATIONS = ["Land_A_Minaret_EP1","Land_A_Minaret_Porto_EP1"]; As per design currently. It's the lazy mans version of previous cache locations. Don't worry, its changing in the next version. I was under a time constraint trying to match release with our ALiVE version so I was unable to write the passing the cache locations to array. Inside functions find: fn_createIntel. Change: _intelRadius = 800; to what ever you want. Can you explain this one in a different way? Is it not adding the caches correctly? These questions are more suited for the ALiVE thread however being an ALiVE dev i'll go ahead and answer them here. I have seen the issues with some of them not being deadly and we do have a case for dud's. However it might be that the dud case happen a little too often. Ill take a look at that. VB-IED and Suicide Bombers currently had a nil issue. It's been fixed and will be in the upcoming patch/hotfix in the next couple days. You should add it to the blacklist of all enemy modules. It could be that one of the modules is picking it up as a possible objective.
  22. just change the playMusic in intro.sqf to: playSound "news"; and for the leights stuff, you would set faction to none and use the custom field below putting ["LOP_IT"]
  23. As per the readme inside the mission file and the release post itself. "You must NOT re-release the mission to the BIS forums or any other distribution platform.". However you may "You may alter or change the mission for ONLY personal or group/unit use.".
  24. Huh? "did cache spawn only after 4 intels". That makes no sense to me. If you have intel showing up on the map, than the cache is there. If the cache wasn't there the intel would be set to null and you would not be getting markers. The MHQ stuff is intended because teleporting back and forth will always be abused. And all the spawning of armor and such is all random done by alive. My mission does NOT HANDLE anything to do with AI. You'll have to adjust the alive modules to the way you want them. Yes however you might want to turn the AI down a bit. Sounds like you might have edited the mission and something has gone wrong. I can tell you from the error you are getting, Prayer Sound missing that you defiantly screwed up something. That would have been reported now many many times.