Jump to content

SabotAndHeat

Member
  • Content Count

    35
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About SabotAndHeat

  • Rank
    Private First Class
  1. @SavageCDN Reply from pg 483 Ha ha! No team kills. In fact, it happens right out of the gate. Mission starts, do quick loadouts, mount helo's. Then the issue with a locked out seat.
  2. Hello Alive Team. Hope things are well. A friend and I have been playing quiet little Alive missions recently and have had difficulty getting one (or both of us) to be able to enter Combat Support Transport vehicle. For example, I have synced a editor UH-80 to the Combat Support Module. It spawns, I tell my AI team to board (along with my friend in the team.) Usually, if he boards, then I can't...and vise versa. Seats are available I.e empty. My team only consists of 8 total. Any thoughts on why the AI can board, but some human players cannot? Thanks.
  3. @ ARJay Is there any way to sync other vehicles to a combat support asset? I.e. You create a MH-9 Hummingbird with the CS(Trans) module, sync it to the CS module, then sync an editor placed AH-9 to that CS(Trans) MH-9. The end product being, every time you launch the TRANS MH-9, the AH-9 follows and provides support. They become a group controlled under one slot in the Combat Support Menu. Thanks. Love Alive. It really is the missing 1/3 needed piece to Arma 3's wholeness.
  4. To those having issues with the CIV or MIL Placement modules not picking up locations within markers, I can confirm (especially on Altis) that Alive apparently gets wrapped around the axle over oval markers. No issues with rectangular. Take care.
  5. @ Savage No I haven't, but I think I'm tracking you're thought process. So the CAS ( or Trans) Module, synced to a crewed victor, grouped to a crewed victor?
  6. Is there any way to group other vehicles to a spawned, Alive CAS or Transport vehicle? Example, Alive Transport helo, has a gunship grouped with it at mission start, so it has an gunship escort.
  7. @ARJay Good news! The magically disappearing squad members appears to be fixed since 0.80. Also, Alive is amazing! It absolutely makes Arma feel...well...alive. It's exactly what Arma has always been missing. Thank you.
  8. @ARJay, Thanks. It's awfully odd, but it happens almost three out of four times. I have yet to find out what the common denominator is.
  9. Bump from 8 SEP... Has anyone had any issues with Alive assigning your AI squad to defensive positions within a TAOR? I even have my player (team leader) synced to the profile module and its on selection 'dont profile synced'. It's happened not only shortly after start, it's also happened after I geared up, loaded my peeps into a chopper and flew 6 clicks to a forward, friendly held operations outpost. As soon as I landed....poof, three of my team were magically transported from the seats in the helo...to the guard towers 150 meters away.
  10. Is there any way to create a mod that you can trigger shift states for the key bindings? If yes, how would I accomplish it?
  11. Has anyone had any issues with Alive assigning your AI squad to defensive positions within a TAOR? I even have my player (team leader) synced to the profile module and its on selection 'dont profile synced'. It's happened not only shortly after start, it's also happened after I geared up, loaded my peeps into a chopper and flew 6 clicks to a forward, friendly held operations outpost. As soon as I landed....poof, three of my team were magically transported from the seats in the helo...to the guard towers 150 meters away. Strange. P.S. Alive Dev team, I'm loving this mod. Great job! Keep up the great work.
  12. Dont know if anyone has heard of this or not but... CimmieMoreFrames [sic] ...is a registry edit that absolutely works awesome for Arma3. I found it in the Steam forums. The author did note that it won't necessarily help in multiplayer...but might if the server is running it as well. I will attempt try to find it later and add a link. It added at least 20 FPS or more. Awesome. Edit... it's GimmeMoarFrames [sic]
  13. SabotAndHeat

    ARMA 3 Addon Request Thread

    Two Requests / Ideas for mods. 1) Fluid Dynamic Mouse Stance. Assign a key that acts as an alternative "adjust" stance key that also momentarily replaces aiming using the mouse, with moving forward, backward and left and right with the mouse. Purpose: Is to allow with one hold of a key, the mouse becomes a fluid dynamic stance input. (One can get the effect by deleting your WASD movement keys and add "mouse forward, mouse backward" etc to the old WASD movement assignments. Then apply your stance key and the mouse becomes a fluid dynamic stance input.) 2) Enhanced Breaching File Formation. This would alter the current "File Formation" by making it a truly tight stack of soldiers. The idea is to make the AI soldiers track exactly the same footsteps that the lead soldier takes, while also implementing an extremely tight interval between soldiers that would be less than a rifle length. The AI soldiers would maintain this distance at all costs (almost invisibly linked) while covering appropriate sectors as normal while in a column of any type. (It would also inhibit the AI from breaking off or finding cover while in this formation.) Purpose: To make AI soldiers more capable of effectively breaching a door with human players.
  14. SabotAndHeat

    Patch 1.24 (Bootcamp Update) Feedback

    Speaking of that VR shimmering effect...I immediately thought, "someone is going to turn that into a light redirection camo system" (or LiRCS for short. Feel free to use that mod community ;) )
  15. SabotAndHeat

    Patch 1.24 (Bootcamp Update) Feedback

    At first the stamina update annoyed me. But, I know BIS has new programs with VBS2 that take a soldiers APFT scores into the game and it effects your characters performance. With that in mind I tested the new update. I used the US Army's Air Assault school, 12 mile road march standard with a 25-30 pound ruck in under 3 hours. These are things that the average combat arms soldier can meet prior to the school. Using the VR map in editor...flat surface, no clutter...I set a soldier off running for 2 clicks. First 500 meters he was strong, second he slowed down to a pace that would remain through the last click. I used only the second kilometers slower results. The character would have still finished the 12 mile ruck march in 2 hours and 21 minutes. Well under Air Assault schools standards (with probably more ruck weight in game.) BIS got the fatigue right and gave us gamers some slack. Speaking from personal experience with shooting while winded and in combat, I don't remember my weapon being as willy nilly as this update. However, things seemed to happen all at once so I'm probably remembering incorrectly. However, I would trust BIS on this for one simple reason...placing a laser tracking system on the barrel and having a soldier fatigue himself severly just prior to engaging targets is not hard to do. Then the laser will give feed back on how the weapon behaved not just while shooting, but while aiming. They do the same thing with Olympic shooters. Perhaps the update pushes further across the casual gaming boundry than most are comfortable with, but based on its accuracy so far, I can't deny it.
×