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bolbies

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Posts posted by bolbies


  1. I am trying to implement the modified Bardosy Automedic with ACE script in the Liberation mission. The problem is the way you buy/hire units. You use a menu that detects the type of units available by going through the config files, not just a simple spawning script. Because of this I don't have an init field for spawned units. Is there a way I can get the mission to autodetect if a player has a medic in the squad and then turn on the automedic script? Thanks!


  2. 9 minutes ago, HeroesandvillainsOS said:

    Hmm. I'm guessing it created a dependency in your mission. Try this:

     

    Load the mission in the editor with ASR AI loaded. Click save as, uncheck the binarize mission option and resave.

     

    Find your mission file, and locate the mission.sqm. Open it in notepad and delete all of the mods listed in the binarized addons section, leaving just the

    
    {
    
    };

     

     

    Then try opening your mission in the editor without ASR AI loaded. If it loads, place an object down in the mission, then delete it and save the mission again. This will repopulate the binarized addons in your mission.sqm that you deleted in the last step.

     

    This should remove the ASR AI dependency in the mission.

     

    It worked! I could kiss you. I was going insane trying to figure out the problem. Thank you so much!

    • Like 1

  3. I have a very strange issue. I literally can't play anything without this mod. If I load up a local server, there are no parameters to change or slots to spawn in, even when there should be. If I start up a server I get the error spam of "Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.asr_ai3_cfgvehicles, asr_ai3_cfgcamouflage". I have no idea what to do. I can only play with it on and I would like to turn it off. Does anyone know how to fix this?


  4. The only way I know how is to manually place the CAS chopper, manually replace the units inside it, use the advanced placement section on this page: http://alivemod.com/wiki/index.php/Combat_Support, and either sync it to the combat support module like you always would or sync it the the virtual AI module if you want the commander to control it (for the latter, you also need to add the vehicle faction name to your military AI commander force faction line. You can find this by right clicking on the vehicle and going into the configuration options).

     

    Do you mean the AI Commander? I thought the virtual AI module was just for caching?


  5. Hey Auss,

    I went ahead and indexed Australia 4.04 for ALiVE but because of the issue that causes module problems, it may not quite be usable. The solution was a tiny change I mentioned here on your tracker.

    I know you've been working on 4.05 but in the meantime, would it be alright if I posted an edited PBO of e76_buildings.pbo to get around this problem? The actual buildings sources were all released awhile ago but to make sure everything is the exact same otherwise, it would be an edited version of the PBO included with your island.

     

    Edit: Here's a copy if anyone wants it: https://mega.nz/#!StMQ2ZIY!OmWghj54lw0DtKl3QYZHmKg3mXbVbnexl6i8g1xWyGU- it's not signed

     

    How difficult was it to index the map? I've been wanting to do some myself but I have no terrain experience whatsoever and don't know if that's a factor.


  6. I think those massive lag spikes are from when vehicles either get stuck on something or when they literally can't get where their waypoint is telling them to go. Maybe you could make it go through a loop like a dozen times or so and if it can't find a way to get there it'll cancel the waypoint?

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