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About kavoriken

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  1. kavoriken

    crCTI Kastenbier Edition

    Kind of a mission editor noob here, but a tinkerer. I'm trying to port the mission over to Lythium for my private use, but am kind of failing. It seems like it has something to do with corrupting the mission.sqm when importing the mission into the modern version of the 3d editor? Because shouldn't porting be as easy as moving the flagposts, renaming them to match the map's town names and moving the start location game logics to new places? The problem i am facing after exporting the mission is that the server fails during the init scripts and the screen stays black.
  2. Just dropping by to say that i was kind of shocked you did not make it into the top 3. ALiVE, for me, is the most gamechanging mod since OFP, because it turns this game about war into a game that can actually be about war, not just a simulated small fraction of it. Any way to donate to make up for you not getting anything from MANW?
  3. Man, i'm really sorry for you, because i think you absolutely deserved it. Not sure what the jury's final decision was based on, i mean the winning entries are excellent as well, like Pilgrimage for example. But counting by replayability value, complexity of the mission (code-wise) and support from its creator it just had to make the top 3. Same thing with ALiVE btw., the most gamechanging mod ever created and it doesn't win anything, so sad. Don't let this drag you down, so many people love this mission. If you really were after money as a compensation/appreciation for all the hard work, set up a donate page and i will happily donate to make up for this.
  4. I know i'm asking for stuff not officially supported, but why is it that ALiVE runs great using only custom objectives on some unsupported islands (Napf) while on others (Sauerland) i get an eternal loading screen? All using the exact same mission copied over in the editor + scripts in the mission folders. Bornholm is broken for me as well btw., it either loads and gives me 0-5 fps in editor preview mode, horrible rubberbanding running on a dedicated, or doesn't load up at all.
  5. Is there any trick to get the military logistics module to work propperly? I do get troops incoming to whatever objective OPCOM thinks needs them, but it seems like the groups spawned just get stuck. No matter if virtualized or not, the trucks with troops don't move and most, if not all helicopters simply do not despawn. Seems to be like that in every mission i create, no matter if vanilla or using mods.
  6. kavoriken

    JSRS3: DragonFyre

    Thanks for all your hard work LordJarhead, you've set a high bar for anyone working on sounds for any game out there and those that are still to come. No problems with the download on my side. Used the torrent and had it in no time. Again... thanks a LOT!
  7. Just wanted to drop by and say thanks for your efforts and hard work. I'm having a blast playing with IFA3 in combination with Alive. Playing WW2 missions with 2k+ units spread across the whole map of straszow is such an incredible experience and is far superior to anything IF had to offer in terms of graphical fidelity, performance and immersion.
  8. I've got a couple of feature requests/ideas: I'd love to have an option for the AI commander's general expansion strategy. Right now it sends groups all across the map depending on objective priority. Sending infantry to an objective 10km away just because it's 100 priority and the objectives around our base are 30 priority is kind of questionable, although i see why it does that. An option for a more territorial based expansion strategy would be great (Expand "borders" around starting point by attacking close objectives, chosen depending on priority). Also, some kind of limitation options regarding the intel within the C2istar module would be great. I've got a 3 sided mission with 1 occupying force (OPFOR) and 2 sides with randomly placed bases (BLUFOR and INDFOR). Playing blu the intel will automatically reveal the ind base position, which kind of sucks for my mission. Being able to exclude sides from the intel would be nice. And a question: Is it somehow possible to keep the debug mode of AI commanders, with its objective map markers colored depending on ownership of the objective, on when playing on a dedicated server? Or, alternatively, keep the intel coverage of objectives from fading out? As checking ownership of an objective via function is not possible via API's, this is the only way to get it to work for me right now.
  9. Alright then, thanks for the answer! Definately would love to see that implemented! Talking about indexing: Was "Moellevangen" on Bornholm left out on purpose?
  10. Sorry in advance for my very limited knowledge of scripting in Arma 3, trying hard to improve, but as a non-programmer with little time i'm having a hard time. That said, is there an easy way to check the current "ownership" of a custom objective? What i want to do is modify a marker based on the faction ownership of a custom objective. Is that possible with Alive's APIs?
  11. Great changes to 0.9, congrats on the release. Fixed a lot of issues i had with my mission plus the new task system looks pretty awesome. The troop transport task keeps bugging out a lot with only few soldiers getting into the vehicle or soldiers getting into wrong vehicles like combat support vehicles you're RTB'ing with. Also sometimes generated troop transport tasks are pretty ridiculous with troops requesting a transport for a distance of 250m from you while you are 4km away from them.
  12. It's not a single mission's problem, it happens in every mission. I started noticing it in the more complex mission i'm currently working on and then checked most of my back catalogue of Alive missions i made over the past couple of months. It must be something with my Arma 3 that completely broke Alive, i've pretty much excluded everything else by using trial-by-error. I even tried some of the official missions... same thing :(
  13. That's what i did, my simple test mission only has 15 profiles with 6 BLUFOR profiles moving into a town guarded by 6 OPFOR profiles, that's it. I did let it run for 15 minutes each try, never did any profile vanish or move after "engaging" another profile. I'm not saying there's something wrong with Alive in general, but there's something wrong with my Alive installation that i just cannot seem to find a solution for.