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anusmangler

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Posts posted by anusmangler


  1. ^If I cant see how it was built this does me no good. Need to see the map with settings. Just saying build it like this does not help.

    ---------- Post added at 11:08 ---------- Previous post was at 11:04 ----------

    http://www.photobox.co.uk/my/photo/full?photo_id=8704869879

    http://www.photobox.co.uk/my/photo/full?photo_id=8704869932

    http://www.photobox.co.uk/my/photo/full?photo_id=8704869956

    The first 2 are pics of what it looks like with the debug on after about eh ~2 mins in game. the 3rd is the mission itself without preview. I dont get why its profiling the whole map when I have only that square controlling what ALIVE see's as objectives...is that a problem?


  2. after setting it up like the wiki page it tells me I have 154 objectives and to lower it to 80? my TAOR is only 5000 square over the center of the map. blufor has 3 bases and opfor has 4 (from the mil modules). I bumped up the unit count to 400 to get things moving....now opfor jumps at the throat of blufor attacking main bases within not even 30 secs of start up. Blufor does literally nothing. Does not move.....Still having issues

    ---------- Post added at 10:59 ---------- Previous post was at 10:47 ----------

    full?photo_id=8704869879

    full?photo_id=8704869932

    full?photo_id=8704869956


  3. Im having issues on altis......I have 2 factions on either side of the map, I have 2 military modules one for unit placement and the other for objectives linked to the military commander mod, also a civ mod with just objectives, each mil commander mods are synced with the other so they "see" each other......got all the units up. no problem, C2STAR works fine....no one is moving....the Russian army took two towns but the US has not moved an inch. Both are on occupy. I want both armys taking towns and bases, so the war is pushing back and forth so there is a "front line". Invasion is a mess both armys just throw each other at the other and its a wreck with in 5 mins the russians are at the door of the main US base. But occupy no one moves? Any advice or some help? Both has 200 groups for both unit mil modules....add more?


  4. Bornholm does not load for me AT ALL. all I have is a ammo box....a very basic script for "sleeping" and 1 player unit. I have the required ALIVE modules, plus logistics / Mil commander / a civ objective and CQB.....and It loads REAL slow/ then never goes into gameplay. Mind you I only have 60 units spawning total...both CIv objectives only have 30 units each.....Anyone know whats up or what the problem is....Not a noobie but not a expert either....


  5. A small suggestion.....C2ISTAR has friendly armies listed for tasks....unless there are intended tasks to help or combine forces to attack or defend a target could they be removed? Have the list only have the armies that are used in the current mission....Example, No reason to have AFF and CSAT listed if only fighting CSAT. example 2.....There no reason to have african pirates, ISIS, and CSAT if only using ISIS on the mission.


  6. I've been having a slight bug recently where, when I place a transport helicopter down it spawns with too many crewmen. For instance the Black Hawk from the RHS mod, it spawns with a pilot, a co pilot and two gunners (which is fine) and 4 pilots sitting in the back (which is not fine) Is this a bug with ALiVE or am I doing something to cause this? Also note that it happens with vanilla units as well. I tried to place some Hummingbirds (default Arma 3 units) and they spawned with 4 extra pilots sitting on the skids.

    Is there any way from preventing this from happening?

    That's an on going issue with alive as of right now due to the BI (FOV) update "firing from vehicles". ALIVE spawns in units to fill those roles. There's no way to get around that as of right now. I use the chinook and the MEV heli to get around. Sometimes I get freaky and use a car with the transport module, it works out..........most of the time.


  7. Idk if someone already commented on this because Im not going to pan through ~450 pages of comments to find out. However does anyone else have the issue were if you use a hummingbird as a support vehicle he skids already have crew members on them and the only seats available are the 2 in the "back seat"? Idk if because im running a mod or 2 (mainly graphical ie blast core, or custom faction ie escalation) Anyone else have this problem?


  8. ^ agreed. I wish it would use the castles as defense points but oh well. Also ALIVE does not seem to support the new " Bornholm" map kinda sad cause that's is a great custom map, was looking for some open field/dense forest combat. Sorta tired of the Altis/Stratis maps. I know Chanarus and Takistan like the back of my hand and can navigate almost 90% of the time with no map. Just looking for something new to play around with.


  9. Using this for unit to join group (join.sqf) " _unit = _this select 0; _usergroup = group player; [_unit] join _usergroup;" " through a addaction "act1 = u1 addaction ["Join group","join.sqf",0,1, true, true,"test2"];" to make it seem like you are talking to them. Im using your script for respawn, and as for the random markers I really havent set that up yet, mainly Im just trying to solve the issue of having units re spawn at a marker and having them be able to join your group after re spawn. after I have that handled I can get on with the random placing and what not. for example Im just trying to get a regular rifle man to spawn on a marker, join your group, then get killed, then re spawn, then join group, and do this over and over and over


  10. basically this is a mission where you play as a rebel in a small town....the "idea" is behind this is you walk around the town and at places in the town there will spawn a random unit that you can recruit to join your group. Obviously as units die your going to need new guys so hence the need to go back and recruit more guys/ drop off equipment (guns, ammo, cars, armor,ect) So, to go along with the re spawn of units around town, I need them to be able to join your group which I have this script for " _unit = _this select 0;

    _usergroup = group player;

    [_unit] join _usergroup;"

    Any ideas how I can flow this all together?

    ---------- Post added at 23:26 ---------- Previous post was at 23:24 ----------

    WOW thats super weird! Thats from freaky shit, its like someone else is in my mind.....just different idea sorta

    Also I tried placing the script in the units INIT field and it returns a error but doesnt say way. Yes I changed _unit with this


  11. Anyone know on how to have a unit say a rifle man spawn on a marker after he has died....I'm not talking about a player or a playable unit. Im talking about a NPC. My mission is using units in a town to recruit them and when they die more is respawned after a "cool down" any one have a script for this or and direction I can be pointed in would be nice thank in advanced.


  12. I dont understand how arma sets the almighty "too much is too much" disappearing preview button. On a Altis map i have 999 items on the map (units, empty cars, custom ammo boxs, ext), After I got All in Arma working with the HQ pack I wanted to make the same mission kinda just with russians instead of CSAT. 236 units in and that was it. Couldnt place another thing. The map was Sahrani one that comes with the AiA terrain pack. So how does arma figure out when you placed to many things? Or is there a way around this? A flashlight on this confusing subject would be nice....

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