-
Content Count
728 -
Joined
-
Last visited
-
Medals
Everything posted by spyderblack723
-
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can either sync those units to the Virtual AI system module or can you can change the "Synchronization Options" in the module so that it controls all units EXCEPT synced units. If you change it to the latter remember to sync any units that you don't want controlled by alive to the Virtual AI System module. -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I didn't get the "No Active Profile" error but the "Too Many Objectives" error is simply caused by there being a large area of land being tasked to a single AI commander meaning he has more objectives given to him than he may be able to control efficiently. It's not too big of a deal. -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not sure what the problem was here but it worked perfectly fine when I changed the name of the marker to Blacklist and then changed eah of the corresponding blacklist sections of the placement modules to that new name. I know from experience that names such as the one you listed should work but I can't figure out what the problem was in this case.By the way remember to add the Marker to the blacklist section of the CQB module aswell. -
My friend keeps getting this error http://gyazo.com/b40aa88ea2b04d7254dcb34f6bdf2f37 Is there any way to find this folder and either share the file with him? He has reinstalled and verified integrity of game cache about 5 times but with no luck.
-
Arma 3 Crash Error CA/Rocks
spyderblack723 replied to spyderblack723's topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks for the links and the info Jackal, We are using Arma 3 with AiA TP so this is the issue I imagine. I will tell him to reinstall it and check out those links when he is back online. Thanks once again because we couldn't find anything when googling. -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
My apologies Savage, I misread the wiki a little bit and was using the wrong snippet in the first place. I'm using cjb_addObjectiveToSides now and it's working fine. Thanks for the reply. -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can put this in the description.ext, just make sure you apply checks if you want the script to work only on only opfor or only blufor units. Change the _unit variable in " init = "_unit call " to whatever variable you use for the unit that will be calling this. For ex. in your script it looks like the local variable _unit is used for the unit you want the flashlight to be turned on for so I changed it to _unit already so I believe it should already work with the script you posted. Also note that depending on other scripts running in the mission this can take a little bit to initialize. Good luck. class Extended_Init_EventHandlers { class Man { init = "_unit call (compile preprocessFileLineNumbers 'my_script.sqf')"; }; }; ---------- Post added at 03:09 ---------- Previous post was at 03:02 ---------- Basically read the above posts, it seems to only be working with CQB right now. Bornholm has been a bit weird in every release of it's indexing. -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, I'm trying to add the ability to add an OPCOM objective mid mission. This would be used for building custom FOB's and then registering that area as an OPCOM so that the friendly faction will reinforce it and the enemy faction will attempt to capture it. I was wondering if there is a way to dynamically set the location of the objective. I tried using this code " if (isServer) then {{[_x,"addObjective", ["OPCOM_custom_1", [25657.2,22175.8,0.00129318], 100, "MIL", 200] ] call ALiVE_fnc_OPCOM; } foreach OPCOM_INSTANCES}; " from the wiki and changing the position to a point defined by onMapSingleClick but I couldn't get it working. Was just wondering if a dev or maybe Savage has used this in a mission or could help me with this. Thanks in advance for any responses. -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Here is the supported factions list http://alivemod.com/wiki/index.php/Supported_Factions I don't see anything about an insurgent faction -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I could be wrong but it is most likely a problem with those units themselves, do they look normal in the editor when spawned in normally without ALiVE? -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
EDIT: Better answer below -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
They stated that Insurgency modules will not be added until atleast 1.0, they said it hasn't achieve their goals yet. -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Came back here just to tell you I misunderstood your question, looks like you beat me to it. -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Simply don't use the "Mission Exit" feature and continue using "Abort" from the standard Arma 3 menu. "Mission Exit" is used for persistence on servers and missions that have it enabled. -
JSRS3: DragonFyre - LITE
spyderblack723 replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
JSRS 2 and JSRS 3 are different versions with completely different sounds, The LITE versions just have no scripting in them. -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I figured I should atleast try to help a few people since I use your guys' mod so much. I also just read those updates on the wiki. Sounds like it's coming along great and I can't wait for 1.0 if it manages to sneak in there. Keep up the great work! -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Bornholm index broke since they updated the map, The ALiVE team has since re-indexed the map and it will release alongside the next update. -
Gorgona, Italy (terrain)
spyderblack723 replied to major_desync's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not sure how to reproduce it but I usually get it fixed by changing the cloud settings and then changing them back. For ex. if you use Standard cloud settings, change it to Low, then change it back to Standard. Mine usually resets to a normal sky after this. -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
According to the roadmap insurgency isn't set to release until 1.0 but 9.5 is late so maybe they are trying to fit in a testable version of it (Would be my dream). #2 can also be answered by looking at the roadmap, it's planned for 1.0 awell. I'll let the ALiVE team go into more depth on these answers themselves but from my experience if third party armies don't have transport vehicles ( such as CAF aggressors) they tend to default to standard BIS factions. For example CAF aggressors uses CSAT trucks to insert reinforcements if the military logistics module is placed down. http://dev.withsix.com/projects/alive/roadmap -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The grid system is bugged right now and will be fixed in their next release. As for C2ISTAR spawning csat enemies for random missions when you prefer it spawn independant, this is what your C2ISTAR module should look like if you are playing as Blufor, Screenshot: http://gyazo.com/de2fb832293408d3e8a7d44f5a14c0a4 This will spawn Blufor for missions such as transporting friendly units or defending areas but will use the Independent faction for assassination,sabotage, or clear area missions and as the units who are attacking any objective you are tasked to defend If it continues to spawn csat enemies even when put like that then something is wrong, it works fine for me though. -
ALiVE - Advanced Light Infantry Virtual Environment
spyderblack723 replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can load items into transport choppers by hitting the right app key and clicking Logistics and then "enable actions", you then walk up to any draggable/pick-upable object and take it within 2m of the chopper and then hitting load with the scrollwheel menu. You can change the factions used for the random missions by going into the C2ISTAR module and changing the BLUFOR friendly and BLUFOR enemy boxes. if you are playing as opfor or independant do it for those respective boxes Adding items to civilians could be done using a method from their wiki, scroll halfway down to where it says "Adding Custom Inits to Spawned Units" and then follow it from there Wiki Link: http://alivemod.com/wiki/index.php/Script_Snippets -
DAC V3.1 (Dynamic-AI-Creator) released
spyderblack723 replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Download link seems to be broken/expired. -
Blastcore: Phoenix 2
spyderblack723 replied to Opticalsnare's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Amazing mod OS, merry christmas I can't wait for the additional effects to make it in, looking forward to those minigun particles. -
JSRS update? I must be out of the loop, don't say dragonfyre is coming.. And thanks for providing two separate add-on dependent and independent versions Ohally.
-
Hi, I highly dislike the amount of bullets that Arma III requires you to put into an enemy in order to secure a kill, it seems really off from Arma II and I was wondering if there was any way to lower the damage infantry could recieve before dying. If there is a mod that does this already please link me in the right direction Thank You SpyderBlack723