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spyderblack723

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Everything posted by spyderblack723

  1. At first I read this as ... Keep in mind if you spam talk to one civilian too many times you can also increase hostility in the area.
  2. spyderblack723

    Spyder Addons

    Well.. update is ready to go except for civilian interaction being fixed. Every time I try to repack the old pbo, even with zero changes done to it, Arma is unable to find the files upon game startup (works perfectly fine if I don't repack the pbo). Will mess around with it for a few days, otherwise I'll just release anyway after that.
  3. Commanders control all virtualized units of their side, so if the unit is virtualized, the commander will utilize it.
  4. Make sure your placement modules are spawning units and covering at least one objective.
  5. An accurate guess it was X = waypoint Square = profile Different icons on the square indicate the type of profile - infantry,mechanized, motorized, armor, naval, helicopter, plane etc Numbers indicate profile ID
  6. spyderblack723

    Spyder Addons

    Thank you! I actually have the opposite problem with the module, I'm detected instantly at any range under 300m. \_(ツ)_/¯ I really do need to hotfix that. In a perfect world the reworked version was released months ago, but obviously that's not the case here :( . I'll see if I can scrounge together whatever changes I've made since last release and fix this issue and look towards another release.
  7. http://alivemod.com/wiki/index.php/Custom_Blacklists
  8. spyderblack723

    Spyder Addons

    Thank you! I can definitely add a module setting that would add an action to each spawned unit to allow you to dismiss them. For now, you can add this code to the "Code" field in the recruitment module to achieve the same effect. I'll have to work out the best way to either clean up dismissed units or make them recruit-able again. _this addAction ["Dismiss", { _target = _this select 0; _side = side _target; _group = createGroup _side; [_target] joinSilent _group; }];
  9. Hindu Kush had some config issues which made it problematic to index. You can give indexing it yourself a try if you wish : http://alivemod.com/wiki/index.php/Map_Indexing
  10. If you unload objects from a vehicle or crate using ALiVE logistics then the items will simply be placed onto the ground. Small items will be carry-able but larger objects should be lifted by helicopter if needed to be in a specific location.
  11. Workshop should be updated sometime tomorrow.
  12. spyderblack723

    [SP/CO8] A 3 - Antistasi Altis.

    Highly technical name, just the way we like it.
  13. Size Filters Skips all objectives under .. Small - 250m Medium - 400m Large 700m -- Priority Filters Skips all objectives under .. Low - 10 Medium - 30 High 40
  14. Commanders will only move to objectives that they are aware of, this means any objectives generated by placement modules that are synced to that commander. The TAOR's really only define areas for the placement modules to place units/objectives while the commander works with the objectives generated by the synced placement modules. Profiles can deviate slightly from these objectives if they spot a unit and choose to attack it though. If you want the AI to start in one area but spread out, you can place two TAOR's, one small and one larger. The smaller TAOR will be populated by units and objectives and serve as the hotbed for that side's forces. You can then use a second placement module that utilizes the larger marker as it's TAOR and the smaller marker as it's Blacklist (to prevent duplicating objectives in that area). Only allow this placement module to create objectives. Sync both of these to the AI Commander so that once the mission starts, he will send his units to capture the larger objectives. Of course you'll still have to balance objective numbers using the different filters.
  15. { _unit = _x; removeHeadgear _unit; _unit addHeadgear "H_HelmetB_desert"; } forEach [red1,red2,red3,red4,red5,red6,red7,red8,red9,red10]; Read https://community.bistudio.com/wiki/forEachfor more info on how to use the forEach command
  16. spyderblack723

    [SP/CO8] A 3 - Antistasi Altis.

    Just finished a session. Was a lot of fun, great mission. Good work barbolani!
  17. ALiVE Required Module - Set "Disable Admin Actions" to "No"
  18. This is important. Default settings on modules are currently broken in EDEN and this means debug options defaults to being turned off.
  19. No real workarounds for SP other than keep the mission small. If you have access to Internet while playing, it's recommended to setup a local dedicated server and save to the ALIVE online database.
  20. spyderblack723

    Spyder Addons

    I know I said I wouldn't update the old one, so I thought I'd inform you of any features that have been ported to the new tablet included in the official ALiVE version. In future versions, I've enabled the ALiVE intel tablet to display visible enemy units that have been scouted by any friendly profiles. This enables you to use the operations and intel tablets in tandem to recon areas, similar to how you could order profiles to recon areas in the non-official tablet.
  21. spyderblack723

    [ALiVE, COOP 25, SP] Brother's Keeper

    You are missing the SpyderAddons mod either on the server or client
  22. spyderblack723

    [ALiVE, COOP 25, SP] Brother's Keeper

    This is an caused by an issue in your mods. Ensure you have all of the required mods, correct versions, and modline order.
  23. It is disabled by default in the ALiVE (Required) module. This is done because trying to save an ALiVE mission using standard Arma saving methods is prone to crashing the game as there is a lot of data being stored.
  24. spyderblack723

    Spyder Addons

    1. If I'm remembering it properly. When initialized you get forced to the civilian side and are kept there until you perform an aggressive action like holding a weapon, wearing restricted clothing, or driving a hostile vehicle. Using incognito gear only increases your ability to stay hidden. 3. Go ahead and open it up, that's the only reason it's still in the mod tbh. It has some cool config methods (that could be improved) that allow you to gather all gear that is used by a certain faction. 4. Yes and no. For the most part it is good to use, but do not mess with civilian interaction as it's very WIP. If you want the very latest versions of the other modules, just download the github zip, pbo all folders besides civ_interact inside the addons folder and then replace the pbo's in the release version with the ones you have packed.
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