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spyderblack723

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Everything posted by spyderblack723

  1. Thanks for the update! "Improved furniture placement" "Improved ambush" Oh baby Edit: Quick question about the mobile phone that I've had since last release, what is this used for exactly? Do civilians pull it out and actually use it (to relay security forces location) or is it simply an inventory object to increase immersion?
  2. spyderblack723

    Kunduz, Afghanistan [10km] v1.20

    Very unlikely, ALiVE releases indexes with their main releases, unless they make a hotfix we wouldn't be seeing the index of Kunduz until the next release which is set to release in ~12 days.
  3. I've had this issue before. Was a problem with @aliveserver, running the server without the @aliveserver addon fixed it. For a temporary workaround until a dev helps you further just run the server without the @aliveserver addon, only penalty is no ability to have persistent missions.
  4. I actually just experienced this myself a short while after reading your comment. I was walking around in ghost mode in a Recruitment HQ and the guard walked outside. A civilian inside the HQ pulled out a weapon and then followed the guard outside and shot him. That dose of karma had me laughing for quite awhile. Are your players also running ALiVE?
  5. Barriers is better than having people abandon the system entirely because they don't want it to be too complicated. Some of us use ACE and aren't playing in Milsim groups, there is no reason the remove the modular ability of ACE, it's the best part.
  6. spyderblack723

    JSRS3: DragonFyre

    It's a shame to see some features scrapped but it's best overall for the entire community. Excited for next release whenever it may come. Keep up the solid work LJH.
  7. I do not believe so unless one sneaked by the roadmap.
  8. No index for Kunduz this time, it's receiving daily updates so they are gonna wait till it stabilizes.
  9. I am but a slave to the anticipation :(
  10. He was referring to the standalone ACE 3 team, not any devs from CSE or AGM
  11. Yeah C2iSTAR will lead you in the right direction. It has all of the intel settings and it allows you to auto generate tasks for your side or simply generate your own task.
  12. Really agree with this, I had owned A3 since the day it came out... Hadn't touched it in like a year before I heard out about ALiVE and I haven't put it down since. You guys are truly amazing with the open development system using DevWithSix and by using your own money to host an online database so we can all use the Warroom.
  13. I also agree, I was really really shocked to find out ALiVE hadn't won to be honest. @cholo, OPCOM will get plenty of love, there is just other things that are in the way at the moment and Insurgency is a hugely anticipated feature(Insurgency is technically an OPCOM improvement aswell since it is a new way for OPCOM controlling it's troops). Here are some features they plan to implement for OPCOM according to the roadmap http://dev.withsix.com/issues/75258 http://dev.withsix.com/issues/75385 http://dev.withsix.com/issues/73397 http://dev.withsix.com/issues/75656 All of the devs are restricted by real life aswell so they can only do so much.
  14. Go into the editor and turn on debug and play through the mission as usual. They work fine for me. @cholo that sounds like more of an issue of whatever the units that were being used. I don't quite think ALiVE uses any code that can remove a unit's head lol. On the other note, the modules will get some love if you look at the roadmap http://dev.withsix.com/projects/alive/roadmap , right now it seems a lot of the focus is on the Insurgency module which is planned to release next patch.
  15. This works fine for me, is this occuring with just CBA and ALiVE enabled?
  16. spyderblack723

    JSRS3: DragonFyre

    Sounds great LJH, I am glad Bohemia is taking time to allow you to better your mod and your overall experience.
  17. spyderblack723

    Cloaking

    Says the top method made by Racketen is MP compatible, yet I cannot get it to work properly. Everything works as it's supposed to but it does not seem to execute the hideObjectGlobal line. It works in singleplayer as it should but not in MP for me. Can anyone else confirm this?
  18. spyderblack723

    Kunduz, Afghanistan [10km] v1.20

    Nice can't wait, the map is beautiful
  19. Lucky Lucky Savage, haha I can't wait till it's released. Looks like you guys have really outdone yourselves based on the features listed on the wiki.
  20. I've had the issue where no matter how many groups I tell it to spawn it uses some random number anyway. Not really sure what the cause is as it randomly fixed itself and occurred again at a random time. I haven't had the issue since the last few patches though.
  21. spyderblack723

    JSRS3: DragonFyre

    L_ES doesn't make up the entirety of the scripting inside the non-lite version though.There are many other things that are also inside the non-lite version such as the sound of bullet casings dropping on the floor when shooting inside and a lot more. But, if you are just wanting to maintain the echo then yes you could use L_ES to retain that.
  22. I managed to get mine to work fine using class Extended_Init_EventHandlers { class Man { init = "_obj call (compile preprocessFileLineNumbers 'Uniform.sqf')"; }; }; Uniform.sqf: if ((side _obj == west) and (!isPlayer _obj)) then { removeallweapons _obj; removeGoggles _obj;removeHeadgear _obj;removeVest _obj;removeUniform _obj;removeAllAssignedItems _obj;removeBackpack _obj; _obj addHeadgear 'Helmet_ACU';_obj addUniform 'Uniform_ACU';_obj addVest 'Vest_ACU';_obj addBackPack 'ACU_Backpack'; { _obj addItemToBackpack "rhs_mag_30Rnd_556x45_M855A1_Stanag"; } forEach [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17,18, 19, 20, 21];{ _obj addItemToBackpack "rhs_mag_m67"; } forEach [1, 2, 3, 4];{ _obj addItemToBackpack "SmokeShell"; } forEach [1, 2, 3, 4]; _obj addweapon 'rhs_m4_grip_acog';_obj addPrimaryWeaponItem 'rhsusf_acc_ACOG';{ _obj addItem "FirstAidKit"; } forEach [1, 2, 3, 4, 5];_obj linkItem "ItemMap"; };
  23. My bad forgot to specify that, Thanks.
  24. Hi, you can use this class Extended_Init_EventHandlers { class Man { init = "_this call (compile preprocessFileLineNumbers 'my_script.sqf')"; }; }; With _this being the unit being given the items and the my_script obviously being the script giving them the items. Just make sure you use checks for if the unit is a player(if it's an AI only script) and for which side the unit is on if it is side specific. from Wiki page : http://alivemod.com/wiki/index.php/Script_Snippets
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