bolbies
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Posts posted by bolbies
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I'm not sure if it's a Vcom issue or mission issue, but when playing Liberation with this mod, sometimes the AI freeze up and don't move. They'll spin in circles, change stances, and talk as if they're following orders, but they don't move from that spot.
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Sorry for the late reply but thank you both! I used gc8's first method but with mrcurry's getUnitTrait suggestion. It works great!
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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!
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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!
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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?
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I can see that it has been asked a few times but it doesn't look like it's been answered. Does anyone know how to implement Psycho's Wounding System for a dedicated server? I'm not getting any errors but I don't even know if the scripts are running correctly.
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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?
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Is there a way I can change the crew type of my CAS? I'm trying to use a heli from CUP but it's default crew is the enemy side so it won't work.
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My game crashes when I try to index the A3 version of Napf. Is it for the same reason as Hindu Kush? Where something in the config just won't allow it?
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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.
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It work if you understand how to implement it. But i know, its maybe not the easiest way!
How would I go about doing that? Do I have to put something in the modules? It works fine for me (the player) but squadmates don't get the revival stuff
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Is there a way to get this working with ALiVE?
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@Moon_chilD
Where do you put that in the modules and which ones do you put them in? My artillery refuses to fire but I don't see any issues yet with transport or CAS
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Yes i followed the wiki and got everything to work but my problem is once the convoy gets to the destination (mostly by teleporting in my case) they do nothing but stand there.
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I am new to ALiVE and don't know what the deal is but when I call in a convoy, the units either just sit there and do nothing or nothing happens at all. Is there something special you need to do with the modules or something?
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Its an animation played on their creation (in their (scripted) init boxes).
This is the code: this switchmove "AmovPercMstpSnonWnonDnon_SaluteOut";
Goodluck ;)
Kind regards,
Sanchez
Awesome thanks! I'll try it when I get home!
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I love this mod. This is what zombies should be like. I do have one question though: is there a way to spawn zombies coming out of the ground through scripting, or is that just a module function?
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Is there a way to get this to grab multiple soldiers at once? Like a quick grab-n-go taxi?
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Can also confirm that helicopters still act strange. Taxi's especially.
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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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use
this setvariable ["NOAI",true];
to disable the scripts on the pilot :)
or
{ _x setvariable ["NOAI",true]; } foreach units (group this);
Oh sorry I'm using the mod, not the script version.
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I have a taxi script that is rendered useless with this mod. I think he starts to target units even though he's not supposed to and just flies around, and never landing. I hope little things like this get fixed soon because this is awesome.
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What do VCOM_ADVANCEDDRIVING and VCOM_NOPATHING do?
Vcom AI V2.0 - AI Overhaul
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
@genesis92x Yes that's exactly what they do!