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spyderblack723

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Everything posted by spyderblack723

  1. This is because by default, when no player is in the server, the mission ends. You can change this by altering a setting in the server.cfg (unless you are running a server setup tool in which case say so). In your server.cfg, include this line (or change it if it is already present) persistent = 1;
  2. I use ASR which auto-joins groups together if they don't have enough AI in them, but the feature was on my list since picking up AI in the field can be very useful. Not sure when I'll get around to adding it since I have a lot of wish-list features that I want to add.. just need to organize myself. I already have the option to both delete and remove AI from your group. Thanks for the suggestion!
  3. Good to hear, I'm actually working on a more small-group/SP styled tool that allows you to manipulate and survey the battlefield. Current features being >> calling nearby groups for assistance, calling nearby groups to help assault a location (of course this supports profiled units as well), marking objectives based on dominant side/current orders (hopefully I can do this :) ). Then also a simple group manager system to view your squad members' gear, set their formation and behavior easily. I hope to release a test version soon on the forums if you're interested. Edit: Lol, as with everything I do I forgot to include dedicated server support..oops we'll see how hard it is to work with the locality of AI
  4. Then it's outdated and needs to be changed. If you look in CfgGroups there are no groups defined and it will not work. You can confirm it by trying to use IND_G_F in a placement module, it will fail and default to CSAT.
  5. IND_G_F has no groups defined and therefore will not work with ALiVE
  6. spyderblack723

    Blastcore: Phoenix 2

    Checkerboard smoke was due to an unfinished particle effect, should have been the exact same on everyone's end.
  7. You could try loading the mission in the editor, while it is open, delete the mission.sqf from the mission folder. Then save the mission from in the editor. Reload with the new mission.sqm and see if it works.
  8. No, it will error and default to CSAT
  9. spyderblack723

    [ALiVE, SP/COOP up to 6 players] The Devil's Jungle

    A very strong chance to crash, Arma doesn't handle the large amounts of saved data very well.
  10. It can be accessed by hitting the app key and then navigating to "Admin Actions"
  11. spyderblack723

    ASR AI 3

    It's not just HC's, been experiencing the same thing every once in awhile on my local dedicated server.
  12. spyderblack723

    [ALiVE, SP/COOP up to 6 players] The Devil's Jungle

    Latest version of LOP should run with no problem. It'll slowly degrade due to the thread being closed though. Hopefully OHally comes to our rescue and updates CAF Aggressors again.
  13. spyderblack723

    ASR AI 3

    I believe I noticed the same thing last session, shot at an AI several times from ~200m and he didn't even react even though they were hitting near his feet.
  14. I'll add it to my list of stuff to do if nobody else takes to it first. I always did want to create a template like that. Edit: Check HH's post below
  15. No problem, good luck with the rest. I have been meaning to test that out for awhile now but never did get around too it so it is nice to know it works. I got the reference ;)
  16. I know you said it only happens with the logistics module enabled but that doesn't look like something ALiVE would be causing. Almost looks like a faulty download or something. Does this happen with only modded gear, or with vanilla gear as well?
  17. As far as I know, there is no way to do it automatically. You could add them periodically through code. No issues here, try it with only CBA and ALiVE enabled even if the rest are just unit mods. If it still happens then we can go from there. I think you can do so by editing the staticData info. Here is a big chunk concerning RHS that references resupply options If you put this in your init.sqf call compile preprocessFile "staticData.sqf"; And then create this file in the root of your mission folder staticData.sqf Inside the staticData.sqf file at the very top put waitUntil {ALiVE_STATIC_DATA_LOADED} You can then post that code I linked from pastebin below that line and begin to override it. I think where you want to start is by deleting groups in this section I think you might also be able to delete options off the dialog by editing these lines
  18. For anyone new to the asymmetric mode this is very important to remember, the center of the insurency will be the location of the Military AI Commander that is set to asymmetric. It will spread out from there.
  19. The future is now! http://alivemod.com/wiki/index.php/Map_Indexing If anyone is actually interested in helping with this, make sure you read the entire article.
  20. Alright here is our solution thanks to the almighty Highhead Condition: if (isServer) then {count ([getposATL thisTrigger, 15000, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles) == 0 && {count ([getposATL thisTrigger, 15000, ["EAST","vehicle"]] call ALIVE_fnc_getNearProfiles) == 0}} else {false}; On Act: if (isServer) then { ["end1","BIS_fnc_endMission",true,true] call BIS_fnc_MP};
  21. Yeah just tested it myself, the code works perfectly fine when tested in a small area. I'll see if I can figure out what's going on
  22. 250 is just the size of the area that it checks for units in. If you wanted to check for all of Altis, just stick a trigger in the middle of the map and put a size of something around 17000 This would be the condition of your trigger EDIT: Working code Condition: if (isServer) then {count ([getposATL thisTrigger, 15000, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles) == 0 && {count ([getposATL thisTrigger, 15000, ["EAST","vehicle"]] call ALIVE_fnc_getNearProfiles) == 0}} else {false}; On Act: if (isServer) then { ["end1","BIS_fnc_endMission",true,true] call BIS_fnc_MP};
  23. You could setup a trigger and in the condition put this EDIT: Working code Condition: if (isServer) then {count ([getposATL thisTrigger, 15000, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles) == 0 && {count ([getposATL thisTrigger, 15000, ["EAST","vehicle"]] call ALIVE_fnc_getNearProfiles) == 0}} else {false}; On Act: if (isServer) then { ["end1","BIS_fnc_endMission",true,true] call BIS_fnc_MP};
  24. Cntrl-RMB No, you still need to setup win conditions yourself. The modules do not handle ending the mission.
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