H

highhead

Administrator

Last active 4 months ago

  1. 4 months ago
    Sat May 19 15:03:56 2018

    PS: just to avoid confusion! you should still can blow it up, it has the same effect as using the action

  2. Sat May 19 12:14:23 2018

    Hi!

    Destroying the inurgents depots, factories, recruitment centers, roadbollox, etc. will make the civilians of a town less hostile against your side and will make it harder for insurgents to re-acquire control over that area! Destroying other buildings doesnt have any effect, but actually thats a good thing to implement now that we got the buildingChanged EH (which wasnt available at the time I coded INS). Thanks for the feedback!

    HH

  3. 5 months ago
    Fri Apr 6 18:24:39 2018
    H highhead posted in CBA Eventhandlers not triggered.

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

  4. 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

  5. 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.

  6. 9 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.

  7. 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
  8. 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"];

    https://github.com/ALiVEOS/ALiVE.OS/issues/254

  9. 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!

  10. 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.

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