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spyderblack723

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Everything posted by spyderblack723

  1. It's not just the AI Commander module, that was simply an example for how much data a large hash can have stored in it.
  2. It all depends on how large the constructed mission is. The more units spawned (profiled) and the more modules placed (that are persistent), saving becomes increasingly harder in single player. Small missions may save fine, while missions that involve many units won't.
  3. It would be grand, but unfortunately, ALiVE tends to be saving much more data than these missions. ALiVE handles player: position,damage,ammo vehicle vehicle: position, damage, ammo unit: position, faction, damage, ammo, waypoints, combat stance, movement speeds, vehicle assignments, unit count per group, unit types per group opcom: orders, objectives, misc hashed data tacom: orders, analysis tasks: assigned tasks, analysis and more Of course having it be savable in SP would be amazing though, Arma just tends to not like larger filesizes. For a quick example, go into a mission that has a Military AI Commander module placed down and execute this code in the debug console. _opcoms = []; {_opcoms pushBack _x} forEach OPCOM_instances; copyToClipboard str _opcoms; Then paste that in a notepad file and view the size!
  4. spyderblack723

    [A3][COOP-32] ALiVE TAKISTAN NATOFOR

    Make sure you wait for everything to load in (shouldn't take longer than 10 minutes max). What's happening is they have loaded in but ALiVE has not fully finished initializing on their client
  5. spyderblack723

    [ALiVE, COOP 21, MP, SP] UK Pathfinders Afghanistan

    There should be a button you hit (tab?) to range the location you are looking at. Yep. Everything from vehicle locations, vehicle damage points, vehicle ammo, unit positions, unit's current orders, opcom's orders, current logistics movements, player position, player ammo/health/etc and more is all stored upon mission end (use ALiVE Server Save and Exit) and then restored upon starting the mission again (granted persistence is setup correctly).
  6. spyderblack723

    [ALiVE, COOP 21, MP, SP] UK Pathfinders Afghanistan

    I could write a simple script that gives you a one time action to teleport all of your AI group members to your location so you can make use of player persiste ce when alone as well. Will try to expand on the more technical questions when I'm back to my PC.
  7. spyderblack723

    Insurgency | ALiVE - Official Release

    ALiVE is the successor to MSO, by the same devs. By setting up an ALiVE insurgency mission, you are essentially recreating an MSO scenario.
  8. Well I assume that's because Massi probably inherits the vanilla sounds for some of his weapons.
  9. spyderblack723

    [ALiVE, COOP 21, MP, SP] UK Pathfinders Afghanistan

    The full version of AiA simply contains higher quality assets. With AiA Lite, some objects and textures may appear blurry while AiA full will have the full quality at the expense of disk space.
  10. Most likely an issue with the command itself then, I'm getting the issue on all maps including vanilla. On an unrelated note, after about a week or two of playing with Dynasound, it's really something different. All of the sounds are nice and crisp, very high quality. The explosions are "big" and it finally fears like you are in the fight. I never use vanilla gear, but with Dynasound that becomes a tough decision to make. Thanks for spending so much time putting this together Lax.
  11. spyderblack723

    [ALiVE, COOP 21, MP, SP] UK Pathfinders Afghanistan

    Here is the current .pbo being used on the server https://www.dropbox.com/s/uu7a1t1kanwtexc/UK_Pathfinders_Afghanistan.Takistan.pbo?dl=0 Most up to date version ------------------ Running with ACE AllinArmaTerrainPackLite ASR AI3 CBA TaskForceRadio ALiVE NATO SF and Spetsnaz (Weapons) NATO SF and Spetsnaz Vehicles CAF Aggressors 3CB Equipment 3CB Weapons 3CB Vehicles 3CB Units Burnes foxhound JBAD Buildings SpyderAddons RDS Static Weapons PsyLandRover UKSF_Mas Arma Role Play Objects 2 (ARP2)
  12. Seems to only work when inside some buildings, not very pronounced either but there. I'm suffering from 3rd person low-volume sounds on stable as well.
  13. spyderblack723

    [ALiVE, COOP 21, MP, SP] UK Pathfinders Afghanistan

    HC was disabled in this mission (for now) to allow combat support units to work without issue
  14. spyderblack723

    ASR AI 3

    -enableFilePatching is the updated version
  15. spyderblack723

    Zero Dark Zero

    There are ways to "automate" this by taking the faction entered by the player, finding all units in the config that belong to that faction, then either select one at random or go even deeper and filter for only units that are above X rank or so (If rank is even a config value).
  16. If they aren't completing after a short delay (30-60) seconds, they are probably suffering from a bug that will need to be looked at. As long as there are no enemies within 300-400m it should be considered clear.
  17. You can use removeAllActions unitname; before adding any custom actions.
  18. I'm also noticing the same thing when firing in third person (on foot). The gunshots of the players weapon are very quiet. Thanks for the ticket.
  19. That's probably a roadblock ;)
  20. Civilians have a separate limiter (I believe it's inside the Civilian Population module). When you hit the cap, civilians will simply cease to spawn until you are below the cap once again.
  21. Marker alpha (transparency) changed with the number of enemies should still be there. If it's not working for you, test with only ALiVE and CBA enabled. If it still happens, maybe a bug. CQB TRACE has never put red squares only on enemy occupied space. It may have been specifically scripted into a mission to work that way if so. It would be a nice addition in the future however.
  22. spyderblack723

    JSRS3: DragonFyre - LITE

    https://forums.bistudio.com/topic/177074-jsrs3-dragonfyre/?p=2933394 ;)
  23. If you can provide working faction names then they can be added to the wiki. That list is only comprised of known and tested factions.
  24. Honestly not sure if port forwarding is still needed to join games. It would probably be a good idea to do it just to be safe.
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