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spyderblack723

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Everything posted by spyderblack723

  1. spyderblack723

    Blastcore: Phoenix 2

    He said something about starting up work again and that he wouldn't be around very much.
  2. When you say tablet, I assume you are referring to the ALiVE_Tablet (Combat Support Tablet)? I was able to get it in my uniform by just doing on my unit http://gyazo.com/ecc2f318ec72e2f0f594cd989d53dfd4 Does your uniform/vest has enough space to hold it?
  3. http://alivemod.com/wiki/index.php/ALiVE_Data#Resetting_Stats_and_Persistence Hey, if you haven't already, can you try remapping the button using this method Configure >> Controls >> Configure Addons >> Addon: ALiVE PM'ed you
  4. Make sure you have the latest version of CBA. Rebinding a key also requires a restart in order to take effect.
  5. spyderblack723

    Zero Dark Zero

    It's all up to you. ALiVE uses a system that allows you to specify where AI can spawn based on markers (Rectangles, Ellipses). You can also use blacklists in order to prevent AI from spawning in certain areas. You can also manually place an objective for AI to to spawn at and attack/defend.
  6. spyderblack723

    Customizable Supply Drop - Release

    Not sure, would have to look into it. I don't really use the support menu. Seems like it should be possible, just need to find the means of making it work. Edit: Sort of confused by this line; random empty string at the beginning, not sure if that's left over from something or what. This is how you would call it in MP via a trigger (RadioAlpha) in order to have it work properly so that every player isn't given the map prompt For example: Not too familiar with triggers and their locality but I believe this should work, let me know if it doesn't. Btw soolie, you can use and then use inside the FncBoxLight in order to make it ACE compatible. Otherwise if a player is using ACE and attaches a chemlight to themselves and uses this action, it will simply delete the chemlight attached to them instead of the one attached to the box since that is the closest one. Not a huge deal just something to look out for in the future if you ever update this.
  7. spyderblack723

    Customizable Supply Drop - Release

    Usually better to use if (isServer) as opposed to to !isServer so that it only runs on the server as opposed to all clients. You need to look at this line You need to change to the classname of helicopter that you want to have spawned in. You can find vehicle classnames by going in the editor and creating a unit, the classname will be in the upper right of the unit info box once you have it selected. You need to call the code locally on the player that you want to call in the airdrop. One method of doing so is through an addAction ex: _unitname addAction ["Call in supply drop", "PUT CODE TO CALL Supply.sqf HERE"];
  8. Have you tried running the mission with only ALiVE and CBA enabled? I have never encountered this error nor have I heard of anyone else running into it.
  9. It's located under the ALiVE (Required) module
  10. spyderblack723

    Arma3 - AGGRESSORS

    http://alivemod.com/forum/1201-aggressors-2-0-question Doesn't mean anything is confirmed but he hasn't forgot about it
  11. spyderblack723

    JSRS3: DragonFyre

    I've only experienced this issue with other players in MP, which of course the mod isn't made for atm.
  12. spyderblack723

    Santa Catalina Island, USA: Terrain

    Wow, looks like an awesome map. Will be nice to have something with that American-vibe to play on. Thanks :)
  13. I remember someone awhile ago saying that if you are ingame and navigate to "Controls", and find the "Configure Addons" button that he was able to remap it through there. Not entirely sure if that works since I have never tried it and am away from my PC atm, but it's worth a shot.
  14. spyderblack723

    JSRS3: DragonFyre

    I wasn't even aware it was possible to overclock an i7 920. I'm sure mine would explode anyway lol. Already overheats as is and would rather just build a new pc at this point. As an i7 920 user, just get a new one lol. It's solid and does quite a good job but it's pretty outdated by now. Can't wait to upgrade my processor.
  15. Just checked your mission, are you getting less AI than this? http://gyazo.com/ec463aa540e5199b8db084084fc64712 Seems very dense and working as intended
  16. spyderblack723

    JSRS3: DragonFyre

    There was already a mega link available as a mirror, just read the post https://mega.co.nz/#%21hAMnkQ6L%21frG4Q5rOQJTK0u563lIXsKkroJXAO-CcdTqaDKmJDyo https://mega.nz/#%21KE83gCLJ%21ixUo1Z3cwS-ZKPCf1nsyhSwg_A2fzSL-eC7IvhYU7mM
  17. spyderblack723

    JSRS3: DragonFyre

    I don't seem to notice sonic cracks from my weapon but AI-used weapons work as expected. Edit: I am only hearing sonic cracks from enemy weapons, my own weapon and even friendly AI weapons are not producing any sonic cracks. Thanks for the update on PW6 development, update will be well-awaited. :)
  18. spyderblack723

    JSRS3: DragonFyre

    Try checking the "Recieve beta updates" box, works near-flawlessly for me.
  19. spyderblack723

    JSRS3: DragonFyre

    Just wow, i have never had so much fun playing this game in singleplayer. All I did was setup a simple 3v3 in the editor and I had a ton of fun just admiring the sound environment. Thanks LJH for a truly experience-transforming mod.
  20. IND_G_F doesn't seem to have any groups defined unfortunately, so it will not work. I'll do some more testing with it tomorrow. Could definitely be a problem with setFlyInHeight. I've never actually played around with the unload cargo type waypoint, will give it a look.
  21. It's been known to be a bit wonky, especially near trees and buildings. I just tested above a flat area and it works perfectly. I guess just make sure the area below you is unobstructed otherwise you might encounter problems. Not sure if this can be fixed as it's probably just standard Arma 3 AI behavior when near objects in flight.
  22. Better to wait till the map is finished as any update that changes object ID's can break the index. I'll add a ticket when I get home but it's unlikely to be looked at until it reaches a more finished state.
  23. That's correct, you can find a list of compatible maps here ---------- Post added at 10:06 AM ---------- Previous post was at 10:04 AM ---------- Oops mobile is hard http://alivemod.com/wiki/index.php/Supported_Maps
  24. Combat Support Assets are completely independent and don't require anything but an ALiVE Required module. The Logistics however is a direct tap into your Military AI Commander's forcepool. Friznit actually just explained it a bit earlier on the alive forums "Player Resupply is merely an interface to the Military Logistics system for players. You still need to set up the Military Logistics, synced to an AI Commander with at least one viable objective from one of the Placement modules for them to use as the logistics hub." If you place two modules close together the editor automatically groups them. To undo this you need to select grouping in the editor (I think the hotkey is F2?) and simply click on one of the modules that is linked and drag off. Don't confuse this with Synchronizing though which is a dark blue line. Read the above on what is needed to get the logistics to work. you can still get it to work without interfering with a pre-existing mission but it takes a bit more effort. As for artillery, are you using vanilla units? Due to some (unknown?) issue the artillery module has a hard time getting the appropriate shells for mod units which unfortunately causes them not to work.
  25. The ALiVE (Required) module is always needed if using any type of ALiVE element in a mission. Otherwise yes, you can place down the Virtual AI System module and set it to not virtualize a single thing and add your other modules at will.
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