Arma 3
Inshallah
Inshallah Questions
1) Is there any easier way to determine if there is an enemy HQ nearby? Other than room to room house searches?

2) Can the AI lie to you in interrogation? Or will civs only give info that is 100%?

3) What is the best way to defend towns? If I have a big firefight and want to reinforce the town what is the best way?

4) If I clear a village/town can the insurgents go back and populate it?

5) I'm not sure what IED factories or other insurgent areas look like. So far I'm only 100% on recruitment HQs. Which typically are a house with a table of stuff inside. Also roadblocks I understand you disable the charge and it removes the roadblock.

6) Logistics called in by player on my mission is using default arma assets for helicopters and vehicles. how do i fix?

7) How do I make ALIVE map markers show for multiple teams. Since I have ION PMC I need blufor markers and independent markers to show up for each team.

8) I am at zero for points under logistics. How does one get more points for more support?

9) Having this weird bug where CAS/TRANS pilots don't always want to RTB. They pick some random area to go. Or don't go back and land at all. They fly around.

10) Some roadblocks or areas don't have a charge in the middle. I can't find a way to destroy them. Even though I'm 100% they are a spawn in area.

Last edited by HolyOrangeJuice; 5 Sep, 2018 @ 3:45am
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Showing 1-13 of 13 comments
HeroesandvillainsOS  [developer] 5 Sep, 2018 @ 7:42am 
1. Without revealing the intel on the location, no.
2. No they cannot lie
3. ALiVE menu, then either (A) call in reinforcements in with Logistivs and set the group to static defend the area, or (B) use the Operations menu and add new waypoints for a friendly group.
4. Yes
5. IED factories and Weapons Depots look pretty much identical to Civ Recruitment Centers
6. For which faction(s)? Make sure Military Logistics is set to faction only in the module. If yo I still see vanilla stuff, tell CFP they’ll have to fix it. Or you could try blacklisting yourself: http://alivemod.com/wiki/index.php/Custom_Blacklists
7. Not sure if that’s possible. BLU Commander probably isn’t supposed to see IND Commander stuff by design
8. I think you’re misinterpreting what this means. The Logistics tablet should read the overall Force Pool (groups that will replace friendly groups killed in battle). Make sure you have a Military Logistics module synced to your BLU Commander. Force Pool is set there.
9. That’s a VCOM issue.
10. Only roadblocks spawned by the insurgents after mission start get the charge block. Roadblocks spawned by the Objective Placement module will not spawn with a charge.
HolyOrangeJuice 5 Sep, 2018 @ 3:03pm 
As far as force pool with logistics goes... I think I ran into some sort of bug. I'm at zero and can't call anything in. No way I went through 500 in only a few hours into the mission.
HeroesandvillainsOS  [developer] 5 Sep, 2018 @ 3:09pm 
Very very doubtful considering the way I have the mission designed. It’s hard to say exactly what the problem might be. First I’d say, check my mission to see that says 500. Then, make sure yours is placed the same way in your mission and that it’s synced synced to your Commander module.

If you’re using IND, make sure they have their own Military Logistics module synced to their Commander module. If you’re syncing one Logistics module to two Commander modules, that might be the problem.

Otherwise honestly I’d need to probably look at your mission. If you can’t figure it out, can you get me a direct link to the PBO?
Last edited by HeroesandvillainsOS; 5 Sep, 2018 @ 3:10pm
HolyOrangeJuice 5 Sep, 2018 @ 10:22pm 
HeroesandvillainsOS,

1) Force pool is working correctly. A load of my saved progress now shows a proper force pool number of 496. It was showing zero at one point. Was kind of odd. Maybe a weird error. I'll keep you informed.

2) I have vehicle respawns set up using the Arma module. But I think Alive is over writing that option. Meaning vehicles are persisted instead of respawning when killed or abandoned. Maybe you could tell me for certain?

3) Added A3 Wounding System to the mission. It is not working with spyder addons recruitment. I've only tried to make it work with the US ARMY at the northern base. I'm getting an error that pops up about fn_handledamage.sqf line 187. I looked at that line of code and i don't know what is wrong with it.

4) https://www.dropbox.com/s/18z8xc3qgd11blp/INSHALLAH_OJ_ADDONS.takistan.pbo?dl=0"

5) I blacklisted BLU_F and whitelisted CUP_B_US_Army for player logistics and it still uses default aircraft and vehicles for logistics. Left a note over at CFP if they are the issue.

I need assistance with polishing the A3 Wounding System for spawned Spyder Addon units, Vehicle respawn, and the player logistic issues.

I understand if you can't or don't have time to help.

Thank you for the support.
Last edited by HolyOrangeJuice; 6 Sep, 2018 @ 5:08am
HeroesandvillainsOS  [developer] 6 Sep, 2018 @ 7:44am 
I don’t think ALiVE is set to persist BI respawn tickets.

Regarding the wounding system, it’s probably not working because Spyder Addons spawns units after mission initializition so you’ll need to find a way to execute the code every time Spyder’s units spawn. This mission uses a medical mod and Spyder Addons, maybe unpack that one: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1471084742

For Logistics, you can always do it yourself with a staticData.sqf file. See here for an example using Unsung: http://alivemod.com/forum/4249-unsung-alive-logistics-issue/unread

A default template is available on the ALiVE wiki: http://alivemod.com/wiki/index.php/Custom_Blacklists
Last edited by HeroesandvillainsOS; 6 Sep, 2018 @ 7:46am
HolyOrangeJuice 7 Sep, 2018 @ 6:19am 
I tried to solve my logistics problem today. I have no idea why I am getting so many inconsistent results. I don't know if it is VCOM, ALIVE, or CFP. It has wasted hours of my day.

I used the default template to make a CH47 and MTVR be the transport options. The MTVR must be one slot short because there was always one AI chasing after it. CH47 seemed to work every time.

So I swapped the MTVR with default Arma 3 truck. Works. Sometimes. Sometimes the logistics convoys spawn in bad spots and explode in buildings and walls. I read somewhere this is a downside to old or improperly designed maps. Something doesn't show the engine 'hey there is a building or object DO NOT SPAWN!'

So I'm not exactly sure what to do. Over on VCOM he gave me a chunk of code. I have no idea what to do with the chunk of code. He didn't say init.sqf, description.sqf, somewhere in the editor... It is annoying when people assume you know stuff. Always hated that with Arma mods.

Game annoys me quite a bit right now. Frustrating. Not sure what I'm suppose to do. I'm not sure if I should just let it be as is. Arma always has its annoyances. I seem to have got the logistics to work just fine with regular infantry squads and the CH47.

Last edited by HolyOrangeJuice; 7 Sep, 2018 @ 6:27am
HolyOrangeJuice 7 Sep, 2018 @ 6:20am 
Dominic [author] Sep 6 @ 4:27am
@Oscar Juliet Hey man, put the following in the init of the group leader to disable vcom on the entire group: (group this) setVariable ["Vcm_Disable",true];
Vcom AI is now group based, not individual based. So you have to approach it a little differently. If you want ANY group with an aircraft IN THEIR GROUP, this will disable vcom on them.
[] spawn
{
["Vcom_HeliRemove", "onEachFrame",
{
{
(group _x) setVariable ["Vcm_Disable",true];
} foreach (vehicles select {_x isKindOf 'air'});
}] call BIS_fnc_addStackedEventHandler;
};



I added (group this) setVariable ["Vcm_Disable",true]; to all my CAS/TRANS units. But it would appear that I need to use that block of code to disable AI in all air units. Even spawned ones. However, I don't know where to put it.
HolyOrangeJuice 7 Sep, 2018 @ 6:42am 
Then in my last test...after ranting all of that... called in two squads via CH47s. They landed fine and unloaded. Called in one transport with MTVR truck. It got there by the time the helicopters unloaded. Then called in a motorized squad and two CH47s show up, no troops, no trucks, hover, and then RTB. lol. FML
HeroesandvillainsOS  [developer] 7 Sep, 2018 @ 12:13pm 
Is VCOM worth all this headache? I don’t think the vanilla AI is all that bad!
Last edited by HeroesandvillainsOS; 7 Sep, 2018 @ 5:40pm
HeroesandvillainsOS  [developer] 7 Sep, 2018 @ 12:15pm 
When I play Arma, it’s simply to have fun. I have fun when things mostly work. Issues like you’re describing are why I never add any outside mods or scripts to my missions when people ask me to.
Last edited by HeroesandvillainsOS; 7 Sep, 2018 @ 5:41pm
HolyOrangeJuice 7 Sep, 2018 @ 6:49pm 
VCOM is the reason I am in love with Arma right now. I've never felt so immersed in battle ever in an Arma series. Default AI makes Bohemia look like amatuers. It is disgusting that after three games they never created a good AI.
HolyOrangeJuice 7 Sep, 2018 @ 8:08pm 
Seems like I solved the issue. I removed advanced slingloading and I haven't had an issue since. I also think I properly applied the VCOM fix. So logistics is working.

I was testing trying to use an A10c for CAS. It doesn't seem to want to attack targets. Just flies around non stop. Have you had any luck with fixed wing CAS?
HeroesandvillainsOS  [developer] 8 Sep, 2018 @ 6:06am 
Been awhile since I used a plane. Try lazing a ground target with the plane nearby and see if it begins to attack then.
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