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arjay

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Everything posted by arjay

  1. I suggest the video tutorials: If you want a quick start check out octobers quick and dirty insurgency tutorial: And if you want a more in depth look at all the modules prior to the previous release you can watch my simple mission series: Plus there are the sample missions you can reverse engineer: http://alivemod.com/missions and don't forget the website: http://alivemod.com/
  2. They will target anyone from a hostile side, not necessarily players only, but any unit whose side is hostile to.
  3. So is it still a long init time with no mods loaded?
  4. Civ modules do not need to be synced
  5. Hi Zlin, HC support appears to not be working on CQB. Apologies for the run around, we only discovered this just now. :( We are looking to get this fixed in the next major update.
  6. Serjames, please PM me your skype details, will need to look into this futher
  7. Hi Rayler, you need to also place the civilian population module from alive systems. I'm going to make a tutorial on these over the weekend
  8. No need to sync them to anything. Just place the civ population system down and any number of civilian placement modules down. It's a similar setup to the profile system module, and the military placement modules for example.
  9. Thanks Opendome! Civillians running away is all down to the BIS Danger FSM that run by default on civillians. Suicide bombers, I'm not sure if they will run away, probably not when they have strapped on the explosives :) No predfined numbers, it has to do with what hostility settings are set on the civilian population module, and probabilities thereafter. ---------- Post added at 17:49 ---------- Previous post was at 17:26 ---------- It's all down to probability, even with civvies set to extreme hostility, it still doesnt mean you will get blown up as soon as you walk into a town, its takes time for the civilians to get annoyed by your presence :) ---------- Post added at 17:52 ---------- Previous post was at 17:49 ---------- It's all down to probability, even with civvies set to extreme hostility, it still doesnt mean you will get blown up as soon as you walk into a town, its takes time for the civilians to get annoyed by your presence :)
  10. WOW, these are really something! Congrats on the release, the level of professionalism in these mods is incredible..
  11. I believe its one convoy module per OPCOM
  12. Convoy module should be synced to an OPCOM of your choice. Convoys will then move between captured objectives.
  13. Anyone needing warroom support please pm me your skype details so I can add you to our public channel. Doing support on here is to difficult. Thankyou!
  14. Hi Alex, can you please join the skype public channel, just send me your skype details and I'll add you in, will need to look on your RPT files I expect. ---------- Post added at 13:36 ---------- Previous post was at 13:35 ---------- Anyone needing warroom support please pm me your skype details so I can add you to our public channel. Doing support on here is to difficult. Thankyou!
  15. I have just prepared a video tutorial :)
  16. This is an issue that popped up sometime in the last couple of months, and it is fixed in the next release version of ALiVE. Groups are now all assigned and within their vehicles on spawn.
  17. Me again! Well whatever changes BIS have made to object ID's in the last dev branch update have caused nearestObject function to completely fail: In debug console, with a object id I am standing next to (getPos player) nearestobject 251753206; result in RPT Performance warning: Very large search for 3938095 (>300 m) Performance warning: Unsucessfull search for 3938095 was very large (30750 m) locks the game up and never finds the object. Heres a picture: http://i.imgur.com/cD14C7w.jpg
  18. And the actual groups available to the faction can be found in cfgGroups.
  19. Hi superfluid, I am about to do another batch of map indexing, I have added Aliabad to the list. So far I have reshman, afghan village, and now aliabad to do. As always we suggest any request be logged on our issue tracker https://dev.withsix.com/projects/alive/issues so it doesn't get lost in the million posts on here. As far as allowing users to index their own maps, it's a janky system at best which would probably cause more issues than it would solve. ---------- Post added at 14:37 ---------- Previous post was at 14:36 ---------- Sounds like you are in the deep end of things Ophelian, I suggest for such an indepth question you join the skype channel so we can assist you. PM your skype details and I'll add you in.
  20. ALIVE_fnc_createProfilesFromUnits is close to what you want but is designed only to work on mission init. There would need to be a new function defined to handle your use case. If you can, could you please add it as a feature request to our tracker?
  21. nice find redarmy, I'm going to give this a try now!
  22. I had a poke around in fn_preload, and some of the module initialisation methods in the framework today, as far as I could tell bis_fnc_preload_init was being set on the player without waiting for the server side bis_fnc_preload_init to be set. We have some global modules which are much quicker to init on the public side, because the server side is doing the heavy lifting. So the player side modules will all have inited, and bis_fnc_preload_init will be set, which I am guessing sets the loadingscreen to switch off on the client and proceed to briefing. The server side of the modules continues to init in briefing and then out into the game, at which point bis_fnc_preload_init gets set again.
  23. Hello there, our custom modules built for ALiVE utilising the BIS module framework have been doing weird things on dedicated server only. Previous to the last patch they were happily initing before the briefing screen, and now they do not. I saw this in the last changelog: Fixed: Module framework no longer waits for execution of modules outside of the framework Fixed: Modules were not executed in the right order upon mission start Can a developer possibly explain the expected results of those changes? This is a serious issue for us as the modules are being pushed out when simulation has started making things tremendously slow. Have these changes been correctly implemented on dedicated binary, because when running local or in editor, the module start up functionPriority is working fine, but as soon as it's tried on a dedi it does not work.
  24. Hello there, our custom modules built for ALiVE utilising the BIS module framework have been doing weird things on dedicated server only. Previous to the last patch they were happily initing before the briefing screen, and now they do not. I saw this in the last changelog: Fixed: Module framework no longer waits for execution of modules outside of the framework Fixed: Modules were not executed in the right order upon mission start Can a developer possibly explain the expected results of those changes? This is a serious issue for us as the modules are being pushed out when simulation has started making things tremendously slow. Have these changes been correctly implemented on dedicated binary, because when running local or in editor, the module start up functionPriority is working fine, but as soon as it's tried on a dedi it does not work. EDIT: oops I should have posted this in the scritping thread, I will post there feel free to delete this one.
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