Last active 2 weeks ago

  1. 2 weeks ago
    Fri Apr 6 18:24:39 2018
    H highhead posted in CBA Eventhandlers not triggered.

    @123B3n Great work! Thanks for keeping us posted!

  2. Fri Apr 6 18:21:51 2018
    H highhead posted in Pause Module broken?.

    yeah - please spawn that code not call it unscheduled!

    ["ALIVE_SYS_PROFILE","ALIVE_MIL_OPCOM"] spawn ALiVE_fnc_unPauseModule

  3. Fri Apr 6 18:19:38 2018

    ALiVE will only makes issues with other mods visible. If you run the same mission without any mods you will see it is working as intended! I suggest to reduce the mods needed to have your mission offer the intended gameplay to the absolute possible minimum.

  4. 4 months ago
    Wed Dec 20 14:45:07 2017

    This is not how the module is intended to be used and it will not work reliably, since the position is relevant for identifaction of the module and init.sqf may run after the module has been initialised. sorry.

  5. Tue Dec 19 19:13:09 2017

    are you seeing the same, if you wait 2 minutes before engaging the AI?

    What we may be seeing is:

    • The first time the AI fires at you, it is still on the server after you teleported near it
    • AI Distributor switches the AI to HC after an average of a minute after spawn (interval for distribution check is 60 seconds), and the AI then looses all the knowsAbout information and walks away
    • you then get near the AI again, and the knowsabout value is set again, so AI is also firing at you again
  6. Fri Dec 15 18:10:11 2017

    Yeah, there is a ticket for it and it depends on the task that is issued and the size of the map (e.g. the amount of sectors on the map). You can enable certain tasks by putting this (as an example) in init.sqf

    //ALIVE_autoGeneratedTasks = ["MilAssault","MilDefence","CivAssault","Assassination","TransportInsertion","DestroyVehicles","DestroyInfantry","SabotageBuilding","InsurgencyPatrol","InsurgencyDestroyAssets","Rescue","CSAR","CAS","DestroyBuilding","OCA"];
    waituntil {!isnil "ALIVE_autoGeneratedTasks"};
    ALIVE_autoGeneratedTasks = ["SabotageBuilding"];


  7. Fri Dec 15 18:04:23 2017
    H highhead posted in Thank you ALiVE TEAM!.

    Thank you so much! Really looking forward to your missions!

  8. Fri Dec 15 18:02:41 2017
    H highhead posted in ALiVE Performance.

    General rule of thumb is to keep AI count (when active, not virtualized) down to 150-200 (you can monitor that in debug console with count allunits). if it drops to 2-5 FPS theres defo something wrong.

  9. Mon Nov 27 22:03:50 2017

    ALiVE Persistence and A3 vehicle respawn isn't quite compatible because the specific vehicle will be saved as destroyed and is then removed on mission reload totally as all destroyed objects / vehicles are. In the upcoming release (just fixed a bug with it), you can sync the vehicle to the "Player logistics (disable)" module for it not to save at all. I can take a look at A3 vehicle respawn some more, if its a popular request though.

  10. 5 months ago
    Thu Nov 9 20:03:21 2017

    By theory putting that line with the "updateObject" operation in R3F should suffice totally. I would not rename ALiVE_required to ALiVE_SYS_LOGISTIC - it will mess things up!

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