Units not spawning but are virtually there on the debug

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  2. 6 years ago
    Edited 6 years ago by jabertcul

    Not sure if i placed it in the right folder but it didn't work Zues still only spawns Civs.

  3. Is this a mission you made in the editor?

  4. Edited 6 years ago by SpyderBlack723

    Try placing it in the init field of your player unit instead if you're unsure of the folder

    0 = [] spawn {
    	if (isserver) then {
    		waituntil {!isnil "ALiVE_SpawnSources"};
    
    		ALiVE_SpawnSources append allCurators;
    	};
    };
  5. Yeah my missions folder is empty i usually don't save them i mostly just play them in the editor. then leave them there.

  6. Edited 6 years ago by jabertcul

    @SpyderBlack723 Try placing it in the init field of your player unit instead if you're unsure of the folder};[/code]

    Where would i find that? is this while i'm in the arma editor?

  7. Post the mission here I will add it for you. I’ll be home in like 20 mins

  8. Edited 6 years ago by SpyderBlack723

    If you double click on your player unit, there should be a large black-colored text box with the label initialization at the top of it. You can just paste the following in there and it should run and give us results (whether or positive or negative).

    0 = [] spawn {
    	if (isserver) then {
    		waituntil {!isnil "ALiVE_SpawnSources"};
    
    		ALiVE_SpawnSources append allCurators;
    	};
    };
  9. Edited 6 years ago by jabertcul

    Okay i know where, i think, i will try this.

    @HeroesandvillainsOS Post the mission here I will add it for you. I’ll be home in like 20 mins

    im not sure how to do that lol

  10. It’s ok if you don’t want to learn how to do this. I’ll do it, just put the mission you are using on Dropbox and put the link here, or link me to the source (if you got it on Steam or whatever) and I’ll DL it and add it and link it back to you so you can test it.

  11. If that doesn't work I'll have to open up and test myself later, don't worry about having to post anything.

  12. Or just listen to Spyder. :) We can test. Figured you just really needed to Zeus right now lol.

  13. Edited 6 years ago by jabertcul

    YAAAAASSSSSSS it work you guys are great. i did what Spyder said.
    Honestly wouldn't have had a clue. ill do a bit more looking into it but they are spawning fine it seems. Heroes and Spyder i would have never fixed this and would have just been doing pointless shit for hours, Tbh i didn't think this forum would be even active but thanks for the quick response and all the help, sorry for the hassle i didn't really know how to explain it at first. Great mod this is the only problem i have ever had with it after using it for about 2 years so no problems on your part, i really needed to clean up my Arma anyways haha. ill let you know if any other problems arise, and just one more question should i put that code in all my players placed or just my main player?

  14. :)

    We'll have it fixed for the next release, sorry about the workaround for now.

  15. Nice. Thanks for the bug report!

  16. @HeroesandvillainsOS Nice. Thanks for the bug report!

    @SpyderBlack723 :)

    We'll have it fixed for the next release, sorry about the workaround for now.

    No problem, if the work around works it works for me :)

  17. Sorry if this is a weird request but... there is a way to disable automatically adding alive units to zeus other than disabling zeus completely? I prefer having those units be handled by the server rather than offloading the locality to zeus

  18. AFAIK the locality doesn't switch just because it's added to zeus, but no there is no way to stop thay behavior on ALIVE'S side

  19. Just wanted to point out that I have the same issue on Altis, with or without RHS mods, 3CB and my own factions. For instance, profiled Apaches for the MACC only spawn just before they're ordered to take off and fly a mission, the same happend with Firewill's Harriers, and testing with pure vanilla assets. Even when I was standing right next to where a Apache helicopter was supposed to be it only appeared when the rotors spun up.

  20. Edited 6 years ago by jabertcul

    @GrizzlyBear83 Just wanted to point out that I have the same issue on Altis, with or without RHS mods, 3CB and my own factions. For instance, profiled Apaches for the MACC only spawn just before they're ordered to take off and fly a mission, the same happend with Firewill's Harriers, and testing with pure vanilla assets. Even when I was standing right next to where a Apache helicopter was supposed to be it only appeared when the rotors spun up.

    take the steps Spyder offered to me and it works great, or alternatively ask @HeroesandvillainsOS and i'm sure he will do all he can to help you fix the problem. they said they are working to fix the issue in the next release as they have seen the issue so it will be fixed next update i imagine but in the mean time use what spider says here

    @SpyderBlack723 If you double click on your player unit, there should be a large black-colored text box with the label initialization at the top of it. You can just paste the following in there and it should run and give us results (whether or positive or negative).

    0 = [] spawn { if (isserver) then { waituntil {!isnil "ALiVE_SpawnSources"}; ALiVE_SpawnSources append allCurators; }; };

    Make sure you place the code in your player that you placed in the editor. then everything should work fine.

  21. The Zeus fix has been made but it didn’t get in in time for the hotfix. It will be in the next release. Use the quote in the post above for a workaround.

 

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