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Everything posted by spyderblack723
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ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can delete the intro.pbo and it's accompanying .bisign to get rid of the into. You can't get rid of the exit options though because they they are responsible for ALiVE persistence. -
No, the recruitment module is 100% separate from ALiVE. As Incontinentia mentioned, in order to call in reinforcements to defend an area, use ALiVE's Player Combat Logistics module to call in groups. The recruitment module is more for allowing smaller groups and singleplayer fanatics to command a larger squad on the battlefield.
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I was intending to add a "On spawn code" section for the recruitment and vehicle spawner. Thanks for the reminder, will try to get it done for the next update :) While I'm here, might at well drop this https://gyazo.com/eecca19cf0d841704c6bdb656672e786 https://gyazo.com/f686bd72906643ec96ce86d2be6085ca
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ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You could try and use the Operations tablet. I don't think it detects Combat Support units but I've never tested that aspect either, might be worth a shot. -
That would be the plan
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Not in it's current state, but I can try to change that for the next update. Small progress update: I'm going back and making the civilian interaction menu a bit more in depth and interactive/powerful. Have just finished redoing the inventory screen so that you can view every single item in a unit's inventory including backpacks,vests and uniforms. Those gear containers can also be opened to view the items inside. Next up, I'll work on making civilian names persistent through spawn/despawn. Edit: Now done as well
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Hehe, I've had plans for an intimidation/threat possibilities in civilian interaction. Will also look into having it incorporate conventional factions as well to see if it's reasonably doable. Thanks for the suggestions!
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[ALiVE, COOP 21, MP, SP] UK Pathfinders Afghanistan
spyderblack723 replied to autigergrad's topic in ARMA 3 - USER MISSIONS
That's because the mission has not yet been updated. It's using outdated modules. Essentially, because I changed the classname of the civilian interaction module, the mission is trying to load the old one (which doesn't exist). -
[ALiVE, COOP 21, MP, SP] UK Pathfinders Afghanistan
spyderblack723 replied to autigergrad's topic in ARMA 3 - USER MISSIONS
Redownload Spyder addons from the workshop, I'll talk to AU about updating the mission to use the latest version. -
A combination of both :) The civilian interaction module uses real data to create civilian responses. That civilian was made a terrorist by ALiVE, I simply allow you to see that data through the use of civilian interaction. Glad it was fun! Edit: Oh, and more investigative type features are planned ;)
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Documentation hopefully coming soon. The Detection module isn't add nice as I'd like it to be. Unfortunately upgrading it requires time, which I've been a little low on lately :\ . Hopefully I can make another pass on it sometime in the future as it does open up missions for some cool ideas.
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Not right now, I'll add synced locations next update so users can specify extra locations they wish to have covered by ambiance
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If it works on other maps just fine, it''s probably CUP maps not having defined locations or they aren't properly defined. Will take a look later.
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Yes, the entire map is to be assumed if no whitelists or blacklists.
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They're intended to! I make about 95% of my missions with ALiVE, therefore all of these were developed and intended to be used in an ALiVE mission environment (but can be used without). Some modules, like Civilian Interaction and Insurgency, directly tap into ALiVE and therefore showcase what ALiVE is really capable of. Other modules, that don't require ALiVE, are still useful (mainly for small groups/solo players) by allowing you to add easy-to-use, flexible systems like Recruitment and Vehicle Spawners that even take factions as a whitelist option (can simply copy&paste your ALiVE faction to the module faction field and have all units/vehicles available to that faction). Ambiance is also a neat module for use in asymmetric missions to keep players on their toes and give the environment around them some life.
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The only functional bits as of now are creating installations (but there is no menu to use the actions), viewing all insurgent installations, viewing all insurgent groups.
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Small update to push some things out the door. If you had downloaded previous versions from the dropbox link, you will need to replace the modules used in your missions for them to work. -------------------------------------------------------------------------------------------------------------- Update Dec 30 @ 7:57pm Changelog - [civ_interact] Optimized - [x_lib] Added documentation for functions with none - [x_lib] Added isFaction - [sup_vehiclespawn] Added spawn height parameter - [mil_detection] Fixed faction headgear --------------------------------------------------------------------------------------------------------------
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ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Altis, Chernarus, Takistan -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Pretty sure there is a problem with Kunduz itself, a lot of people have reported fps problems in certain areas.I've never had good fps on sangin either. -
That's because when the vest is visible, it is not actually part of his inventory but a few charges stuck to his chest, at that point.. just shoot them!
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ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Upvote this ticket http://feedback.arma3.com/view.php?id=24573 -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
RPT's from crashed instances always help so any issues can be spotted. It would also be beneficial if you can reproduce the issue using only CBA and ALiVE to weed out any compatibility issues. -
If you are using modded units you might need to include the cba_auto_xeh pbo from the CBA options folder in the CBA addons folder
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It's just a standard scroll wheel action. I'm planning on documentation, just need the time to do it. For now, try to follow the usage section listed after each feature on the main post Once the documentation is up, it'll be found here
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Alright here is what I came up with https://www.dropbox.com/s/r7amkizpqp7mo50/SpyderAddons_ScriptVersion.rar?dl=0