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arjay

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Everything posted by arjay

  1. Hi Reaper, as HH mentioned, I have done a fix for this issue in dev, will be in the next release. ---------- Post added at 08:50 ---------- Previous post was at 08:48 ---------- There is no method to randomise placements at this time. We are thinking of a random custom placement spawner some time soon, which should fill that gap. Regarding AiA maps, we are looking into reindexing for those ones for 0.8 release.
  2. Thanks for picking that one up, I've added those in, will be in for the next release. ---------- Post added at 17:39 ---------- Previous post was at 17:35 ---------- 90% / 75% / 50% of original forces Not sure what you mean about the hunter, they should be in the vehicle when spawned in. For reinforcements, I'm guessing you mean via the player resupply tablet? If so then not at the moment, no. ---------- Post added at 17:40 ---------- Previous post was at 17:39 ---------- Well there is a hotfix coming soon for Arma so hopefully it will solve some of these issues!
  3. Hmm do those vehicles not appear in the supply options for the Convoy? ---------- Post added at 05:46 ---------- Previous post was at 05:45 ---------- This was also asked on our forums, I documented it on the wiki: http://alivemod.com/wiki/index.php/Logistics_Global_Force_Pool ---------- Post added at 05:51 ---------- Previous post was at 05:46 ---------- If you can PM me your skype details and send the mission to me I can take a look.
  4. The more profiles are existing on your mission the longer virtual combat can take, if you really want to test this, spawn a low number of profiles and watch them go at it, they will die :) I observed this working fine on test missions.
  5. Acoustic found a serious issue with A2 maps and vehicles, I have made a fix and we will push out a hotfix in the next week or so.
  6. That sounds very odd! Can you PM me your skype details so I can take a look?
  7. Yes you can change the logistics spawn point by making it static, see the mil_logistics tutorial video. If you want to prevent armour from being delivered via logistics there is a setting on the module to prevent it. If you want to prevent armour spawning with placement modules, there is new settings in there to override by group type. So you have many options.
  8. And have been pushed to the current (private)Dev build. The changes are in dev and will be released with the next update.
  9. There are demo missions located in the @ALiVE/demo folder. Additionally there are a few example missions on the website. We would be happy for someone to put together a mission repository somewhere!
  10. Thats a weird one! I would try and download ALiVE again and see if it's just a corruption somewhere there.
  11. Ok it's possible the mil_logistics module has not fully started yet. If you can PM me your skype details I can take a look at your mission
  12. Are you making a request as soon as you enter the mission?
  13. ha! thanks serjames, back into the swing of things after a holiday :)
  14. If you PM me your skype details I can take look on there.
  15. Anything in the RPT that looks wrong?
  16. After some downtime this week, the WarRoom is back up and running again. We have also added an alive forum, so if you would like to ask questions or discuss ALiVE in an easier manner than this thread head over to: http://alivemod.com/forum/
  17. The blacklist markers only act on the cluster level, not the individual building level. The cluster is that green circle - within which the house you want to ignore is a part of. There is no way to exclude individual buildings currently.
  18. The 0.70 release of ALiVE is the world of logistics :) Persistence will be supported for logistics objects, and we have our own little logistics system you can enable as well.
  19. I think we have all learned something today :)
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