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gunny1979

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Everything posted by gunny1979

  1. We have fed you Iront Front with ALiVE now back to it!
  2. The ALiVE Dev Team would like to wish you all a Happy New Year! :party: Just to keep you up to date, we released quite a major update to our very efficient testers this morning. Once they have tested it all and its all gravy, we will announce the community release. So it's the testers hands, if you want names to badger them and whip them into testing it quicker PM me and I'll share them with you for the small cost of a beer! (this is a joke and I do not wish to receive PM's requesting the testers details, it is meant in jest to spur the testers on)
  3. As ever great work Kju! We have been testing with ALiVE ;) http://forums.bistudio.com/showthread.php?169350-ALiVE-Advanced-Light-Infantry-Virtual-Environment&p=2588746&viewfull=1#post2588746
  4. Oh What do we have here then! ;) (Excuse the video quality, need to sort out a decent Vid Capture Software, will get a proper Video out made by someone with better skills than I, but here is something to wet your appetite)
  5. Merry Christmas ALiVE'rs. I wish you all a wonderful time and a Happy New Year and I look forward to supplying with some more goodies in 2014. Lots of Peace and Love! Gunny
  6. http://forums.bistudio.com/showthread.php?169350-ALiVE-Advanced-Light-Infantry-Virtual-Environment&p=2579607&viewfull=1#post2579607
  7. Slight oversight by me! I seem to have forgotten to add the code to the module, I will get it added. An Example of how it will work:
  8. I have coded the SUP_TRANSPORT to be able to use the Nimitz as it's base by adding a spawn height option into the module, this works without issue and the transport Heli will RTB to the Nimitz and land. However in the LAND Command I have coded it so that it does not land in the water, you are probably getting a sidechat message saying "Unable to Land at coordinates. Out". There is a check in the code to ensure that heli does not attempt to land on the water. Unfortunately it looks like the deck of the Nimitz is not being recognised, but just the water it is sitting on top of, I'm afraid there is nothing I can do as this is the config of the Nimitz. ---------- Post added at 10:31 ---------- Previous post was at 10:20 ---------- Cheers for the comments DarkWanderer, Glad your enjoying it!
  9. I have responded to your ticket, please supply a link on the DH to a vanilla ALiVE mission where you are getting this issue. I have tested it and it works.
  10. I have added an extra parameter in the CAS and Transport, called Spawn Height. If a value is entered into here then it will spawn the asset at the value entered ASL. So therefore will work with the Nimitz. However it is up to the powers to be if this is actually added as a feature, and if so when it will be released.
  11. I have done a fix to allow the use of UAV's as CAS, you will also be able to connect to them using the terminal and 'Take Control' as you would normally. You will then be able to release control, send it to another location or RTB it as per the fixed wing CAS. Watch this space for when it will be released. Cheers Gunny
  12. If placed sensibly they will take off from any airfield, the reason they have a mare is because of the lack of Taxiway defined in the configs for the other small airfields, and the AI have a fit trying to get to the runway (can be amusing to watch them try), unfortunately there is nothing that can be done about that. You will just have to find the best locations to place the fixed wing aircraft.
  13. Thanks for your kind words J_Camel and sharing your learnings on here, I cant stress enough about joining the Skype chat, as you can see from J_Camel's great post, we the Dev Team, Testers and other users of ALiVE are available to assist and answer questions on a regular basis. @Redfield dont look forward too much, a rock may hit you plum in the face ;)
  14. This feature is already in place and has been mentioned numerous times in this thread, if you don't have an app key, define custom key 20, Arma will need a restart afterwards.
  15. It could be a number of things on your friends side, send me a link to your mission
  16. @Galzohar I see you have joined the Skpye channel, is it ok now or is it still showing as waiting?
  17. No probs! Not experienced it, however it won't be an issue when we release persistence and the War Room! ---------- Post added at 14:50 ---------- Previous post was at 14:49 ---------- Watch this space, we are reaching out to mod makers to work together! ---------- Post added at 14:51 ---------- Previous post was at 14:50 ---------- Thanks happy playing, feel free to join our Skype Channel, where you will find others making missions and assisting with questions and ideas! Also I am receiving numerous PM's of which I cannot answer them all, so therefore recommend joining our Skype Channel, where you can get your questions answered by the Dev's, Our Testers or some other ALiVE users.
  18. Arjay has got a fix for the MCC Issue, he will advise as to the reasons MCC did not work.
  19. Hi Hossus, It's been mentioned on this thread a few times. The default is the Windows App Key. however if you do not have one, then you can define your own key using the Custom key 20 in settings, once this has been done, restart ArmA and away you go. Gunny
  20. Looks like someone has been busy! Great Video whoever made it, step forward to claim your Prize!
  21. Good Luck Krem, let us know how it goes!
  22. Due to the way our mil_placement and civ_placement modules work by scanning the map for locations, unfortunately not. As these may change frequently. Well we hope the community start building there own missions, and after time there will be a library of numerous user made missions using ALiVE, of which will be hosted on the usual ArmA's great repositories such as play.withsix and armaholic. ---------- Post added at 18:29 ---------- Previous post was at 18:10 ---------- Nope not a bug, take a look at the objective types in the module, this is what it is scanning the map for. This module is for OPCOM to send troops to high target civilian infrastructures for example Communication Towers/Power Stations, so these must exist on where you place the marker in that town. For what you want to do I would suggest using the CQB Module and tweak the % to your liking.
  23. That's Great Abshire!! We are glad your loving it, regarding your questions: As long as the modded units have correctly setup configs, eg. they have a faction defined and have groups setup in CfgGroups config they should work fine. Yes the war room will have the map functionality you are speaking of, I did a small teaser below a few weeks back, excuse the quality I don't have any good screen capture stuff! We worked closely with many addons in ARMA 2 and MSO, such as ACE and ACRE. We will continue to do so in ALiVE wherever possible.
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