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GDent

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Everything posted by GDent

  1. I keep getting a huge annoying error at the bottom of the screen "[bIS_fnc_selectRandom] Array has no elements." It covers the whole bottom portion of the screen and it doesn't seem to be affecting anything else. It's extremely annoying and I can't figure out what I did wrong, but it only happens in ALiVE missions I try to make. How can I figure out what's wrong, or how can I fix it? Also, how do I stop the big green "Occupied" circles from appearing on the map? I haven't set for anything to appear on the map, but they still show up. It's almost as annoying as the error, as I don't want any players to get any information from the AI.
  2. GDent

    Arma3 - AGGRESSORS

    has anyone been able to find a workaround for the Wounds.tex error? It's completely preventing us from being able to play with the middle-east aggressors, and it actually breaks some missions that don't even have them installed
  3. I'm sorry to repeat the same thing as a lot of other people, but are we ever getting server keys?
  4. GDent

    A storm is coming (Arma 3 Zeus DLC)

    Adding engine failures and the like might even be possible by default. If not, surely it'll be modded in or added later. This could be used for something as simple as training for helicopter engine failures and learning to autorotate.
  5. GDent

    A storm is coming (Arma 3 Zeus DLC)

    Then don't use it with the majority of players and don't use it in public MP. Mission makers control this, it's not just some multiplayer game mode. Add it to a mission, apply any restrictions or freedoms you want, and then use it in your group. I don't see what any of that has to do with public multiplayer.
  6. GDent

    A storm is coming (Arma 3 Zeus DLC)

    Some of the people complaining here just don't understand what this is. For those that wanted Arma 3 to be more like VBS, you're now getting one of the biggest features that VBS has, tailored specifically to make it usable in actual gameplay. This is not based in reality or fantasy — you use this the way you want to. If you're in a realism unit, your commander can utilize this to create training scenarios or even full missions on the fly. There are no grounds here for complaints about realism or the use of BIS' resources. I don't believe any better content could be released at this time.
  7. I can't find the individual script you're talking about, just a CTI gamemode. It sounds like the only way to fix this is through a per-mission script. We only run private missions on my server, but using a script might be the best solution for now.
  8. Please. This has been addressed three times in this thread already. The enemies disappear, but so do the players. I want the players to stay. We will turn off extended info and use GPSes most likely.
  9. You're probably right. I did find a way to fix it, but it involves telling everyone in my group to unbind their "reveal target" control, which is a huge hassle. I wish I knew how to mod the game, because I believe ACE did it automatically
  10. thank you, I'll look farther into what we have now. awesome work you guys are doing, can't wait for what's to come
  11. Another thing, this may be very specific, but I'm not sure if it's within the scope of ALiVE I want to set up a dynamic, persistent warzone type thing, where enemy forces will grow in size over time, move from site to site, things like that. as I've seen, the military placement modules let you choose a set size, but I don't see a way to create military movement to new areas (though I haven't looked at how OPCOM deals with objectives yet, seems related), "recruiting" or growing in size so that we have to hit them hard after a while, etc. I also recall MSO having things like civilian relations, where they would throw rocks at your team if you were in bad standing with them, for example. I think it would add a lot of atmosphere and life to all this if civilians could move and respond to enemy occupation, ambient civilian traffic, and enemies coming in and slowly occupying locations covertly any tips about all this would be appreciated. i know some of it is very specific and just really ideas, but if any of it is related to something we might get in ALiVE, it would be cool to know about thanks for the response, by the way. I'm having a blast messing with these modules
  12. is it possible to create ambient traffic all around with this? or, can a script be used to create civilian traffic all over the map and will they be profiled by ALiVE?
  13. Enemy tag has to do with the mouse going over the enemy and showing his name, not with him showing on the map. I wonder if some of the guys giving me these suggestions have actually tried it themselves
  14. GDent

    Arma3 - AGGRESSORS

    Oh sorry, it doesn't exactly crash the server, but it seems to require a server restart due to the mission freezing it up. Any ETA for the next version? Glad to hear it's fixed Thanks a lot
  15. GDent

    Arma3 - AGGRESSORS

    I keep gettin an error: "No entry 'bin\config.bin/CfgVehicles/I_soldier_F/Wounds.tex'." I heard this has something to do with the middle-eastern units in this mod, am I right? is there anything we can do about it yet? edit: I understand the OP says that the wounds textures are missing from the middle-east guys, but this is actually crashing the server and kicking people out for some reason.
  16. No, this is not what I'm looking for. I have already set map=0 in the difficult settings, but it disables all map markers. I want the player markers to stay, but I don't want any enemy markers on the map. I did mention this in my original post.
  17. Sorry for the double-post, but is there a quick mod that disables enemy reveal or something? that seems to be what's causing this, maybe.
  18. okay, I'll try using the medkit more then. seems things are going in the right direction
  19. I need to ask a quick question about this. Is there a way to configure a server through TADST to show extended map info but only for friendly units? I don't want the enemy units to ever show on the map like they do by default. But I want friendly units to show up, as well as the personal circle marker or something similar. Can this be done through TADST? How? Thank you.
  20. thanks for this. it's definitely improving. just one thing: is it just me, or is it nearly impossible to save people now? it always says "no pulse" or "irregular pulse" and I just can't bring anyone back. CPR and defib don't work, they wake up for a second and then pass out again. I tried it on myself and my friend could stop my bleeding, but couldn't bring me back from unconsciousness I'm really glad to see more work being done, maybe I just don't know what to do in that situation. thanks man edit: Also, I don't know what "Fixed: Unit always gets knocked out" means, but people still get knocked out even from grenades. not sure what that's about, maybe I'm not reading it right. it seems they start bleeding faster if I shoot them on the ground, so at least something is going on
  21. I could have sworn we could have only friendly units showing up in Arma 2. I could always see my position and orientation along with friendly units near me. Can't I do this in Arma 3?
  22. GDent

    @A3MP - ArmA 3 Map Pack

    I don't see the bug on the A2 vanilla maps anymore, but I mean that there's hopefully a way to fix the actual ponds instead of having to replace them with blank objects. doesn't have to happen just yet if there are more important things, but hopefully it can be dealt with eventually
  23. GDent

    @A3MP - ArmA 3 Map Pack

    Yeah, the eventual goal should be to fix the ponds, not just remove them. A quick fix may be necessary for now, but eventually things should be actually solved
  24. Hello, I know about the server keys, but some mods we run do not have keys. would rather have a blacklist so that we can ban certain mods on our server... please advise..... how can we ban a mod?
  25. that works for me. thank you. I didn't know I could sign PBOs myself
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