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GDent

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Everything posted by GDent

  1. okay, I got it. I just didn't know the ambient and population modules worked together like that. also, it seems like the placement is somewhat sparse, even if I set it to extreme. is there a way to increase the number of civilians? I set the limit in the population module to 100, but that's just a maximum and it only spawns about 15 guys. I might want some towns more heavily populated, though it would admittedly hit the player FPS so I'd have to experiment thanks for your help
  2. I did try that, but it still spawned Altians instead, and no ambient vehicles. I'll look again later, thank you
  3. sorry for asking such a dumb question, but how do you spawn other civilian types with the civilian modules? for some reason I can only get Altians to spawn. also, is there civilian traffic between towns? I just think that would add a lot of ambiance, so I'm curious thank you
  4. to be honest, I haven't been able to do a whole lot of testing, so it might be working and I just don't know it. I'll post my server config anyway, maybe there's a problem with it. X39_MedSys_var_KnockOut_showRespawnButton = false; X39_MedSys_var_Head_HeadShotFakeKilling = false; X39_MedSys_var_Head_HeadShotDeathLimit = 0.6; X39_MedSys_var_LifeTime = 180; X39_MedSys_var_Display_Overlay_EnableHealthView = false; X39_MedSys_var_Display_Overlay_EnableBoodView = false; X39_MedSys_var_Display_Overlay_EnableLegView = false; X39_MedSys_var_Display_Overlay_EnableTourniquetView = false; X39_MedSys_var_Display_Overlay_EnableMorphineView = false; X39_MedSys_var_Pain_MorphineHealValue = 6; X39_MedSys_var_Healing_MedKitValue = 12; X39_MedSys_var_KnockOut_showAbortButton = false; X39_MedSys_var_KillUnitWhenMaxDamageReached = true;
  5. I'll keep messing with it, thank you. I tried unloading a whole mag into the test AI in the sample mission and he never died, but maybe it's different on players, or maybe I just have to change the different kill variables
  6. I'm so happy with the newest update, the civilians are really cool. It's a bit weird when I place a circular TAOR marker and it says there's nothing in it, but I place a square one and it's fine. but it works and I'm happy one thing, I understand how the military convoys work, but is it possible to have civilian traffic between towns and all over? I read that they get in their cars and drive, but I think it would add a really nice touch if you could pass by civilian traffic during a mission, for example also, how can I place different types of civilians? so far I haven't found a way to change them from the vanilla civilians finally, I get an error about the current ALiVE version when I preview a mission. it says I have a newer version of the game or something and to contact the server administrator. I'm not sure why this is happening, but everything seems to work fine after that EDIT: I guess the reason for the error is the game had a small 15 MB update two hours ago
  7. EDIT: Never mind, had a problem with X39_MedSys_var_Limitations_enable on serverconfig completely disabling the xmed interface, but I just removed it from the serverconfig and now everything seems to work also, does X39_MedSys_var_KillUnitWhenMaxDamageReached actually work? it doesn't seem to be killing, but I'm only testing by myself so I'm not sure yet
  8. lmao, that's like the 10th person to ask that. I think X39 is going to explode - X39_MedSys_var_KillUnitWhenMaxDamageReached (false) //When a units damage value reaches X39_MedSys_var_maxDamage then the unit will be killed when this is true (instant kill! Not fakeKill of XMedSys!) makes me very, very happy. thank you
  9. This isn't the way it was before, however. I'm still waiting for an update because these problems have stopped the show completely. It takes maybe 5 to 10 minutes for the cqb modules to initialize when it was pretty much instant before. as far as I know, ALiVE is completely unusable at the moment, and I hope BIS fixes the issues they introduced
  10. It doesn't seem to actually do anything, however. If that would work then everything would be fine for now. Has anyone been able to use it?
  11. I have a relatively simple request I just want a mod or script that adds to the in-game voice over net. Simple as this: -Extra channels with a GUI if possible, to simulate different radios -Radio squawk and hangup sounds nothing more. no voice distortion, nothing else. it's not needed, since the voice is already reduced quality in game. the reason why I think this would be good is because it can be combined with the @MumbleLink mod so that mumble users can have their radio comms. Mumble could be used for positional audio like ACRE's area talk, while in-game VON could be used for radios. I think some groups would benefit from a very simplistic "ACRE" this way. I am aware of the VON Plus script, and I think it would fit my needs just fine if it had squawk and hangup sounds. I don't know how to script, so I don't know if that would be simple to implement.
  12. since the current version is broken, I did decide to actually take a look at 3.1 and it seems pretty good. just two questions: X39_MedSys_var_KnockOut_showAbortButton = false; and X39_MedSys_var_KnockOut_showRespawnButton = false; are not working. the buttons still show. is this a glitch or am I doing something wrong? I also don't know what the abort button is for. is there a way for a "dead" unit to suicide so they don't have to wait X number of minutes after fake death? that would be a good compromise for my group. otherwise, after trying different settings in serverconfig, it's actually very good.
  13. Maybe not an external program, but maybe there's a mod or script that adds squawks and more radio channels to the default VON. since the audio quality is different from in mumble, it would server just fine as a radio, using Mumble for just directional communications while using the in-game VON for radio comms. I did find VON+ but it's old and doesn't add the radio sounds, not sure if anything else is available. To tell you the truth, if this kind of script or mod existed, mumble + that would be like a more simplistic but good alternative to TFAR or ACRE. If I knew how to script or mod I'd do it myself.
  14. serverconfig is great, still looking for good settings, but I cannot use this mod until people truly die when too damaged. I did try against the AI in the sample mission and they took whole mags to the head and chest and could still be healed. thanks for your work but it's not for me
  15. I understand mumble has none of those functions, that's why I wanted a client side program that simply modulates the users voice and sends a radio sound at the beginning and end of the transmission, events on key down and key up. But I can't find a simple external program that does that. Maybe there's a script or mod that extends the in game VoIP, that would work just as well Sent from my SAMSUNG-SGH-I747 using Tapatalk
  16. This has been an extremely annoying problem lately. Sometimes, when someone joins a mission after it has started and spectates a specific player, he can use the action menu of the player he's spectating. I've been thrown out of helicopters, forced into vehicles, my weapon has been switched, I think they even messed with my inventory once. I can't take it anymore. Is there a fix for this?
  17. My group doesn't have respawn or JIP very often, if ever. This is becoming a huge problem.
  18. GDent

    @A3MP - ArmA 3 Map Pack

    is anyone able to download from PwS yet? I still can't, I thought maybe after all these hours it would work, but it's still giving the same error.
  19. GDent

    @A3MP - ArmA 3 Map Pack

    That's cool, just making sure it's not just me. Thanks Alduric and SIX team
  20. GDent

    @A3MP - ArmA 3 Map Pack

    Is there a reason why it's giving me an error when I try to update from SIX? Other mods work from SIX, but not @A3MP. are you guys overloaded?
  21. Sorry to bump this, but I can't find a solution anywhere. I'm thinking of trying a spectator script in the meantime, but I can't believe there would be this sort of oversight in the main game, and I believe there must be a serverside solution or something.
  22. Got it, other people were saying they seem to have problems on Altis as well, so hopefully the whole thing can be resolved soon. the pre init problem sounds like it's definitely the most important
  23. I don't understand, are you saying there aren't any issues with ALiVE in the preview or on a local machine? Because I've clearly been having issues suddenly with spawning using the MCP module and even the CQB module isn't working when it's supposed to. I mentioned before, I placed 3 TAOR markers and have one CQB module for them, which would normally work. It worked a few times, then during the creation of my mission it just suddenly stopped working, and the TAOR markers stayed and there was no debug information. At one point it stopped working because I placed vehicles within them, and when I removed the vehicles it worked again. I also witnessed the MCP module very slowly detecting and marking locations on the map, nothing like that had ever happened before. This is all on Altis.
  24. I didn't try it on another map because I wanted to make my mission on Altis specifically. The towns in that map are like no other, and they fit perfectly with my mission idea. I'll just wait for a fix and make other missions until then. I did mention that the TAOR markers for one mission were still showing in the briefing of a mission I made, but they disappeared after the mission began and everything worked. Glad to hear this is being worked on
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