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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.
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?
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.
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
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.
@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.
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?