spencer42

Moderator

Last active 6 years ago

  1. 9 years ago
    Thu Dec 18 17:31:53 2014
    spencer42 posted in Alive Saboage mission.

    Okay had a quick look through, and here's what I found.

    1. Detection rate is based on many different factors. The speed of your vehicle if you're in one, the number of enemies near you, and how close you are to them.
    2. Whatever abilities you had before, minus a respawn point. Literally all it does is add a respawn point. It would still be a registered safehouse.
    3. They detect it through a simple trigger, so if BLUFOR are detected by GUERILLA within 500m of the safehouse, they attack it.
  2. Thu Dec 18 16:56:43 2014
    spencer42 posted in Alive doesnt work on a server.

    Where's the server run from, what mission(s) does it not work with, have you installed @ALiVE and @ALiVEServer onto your server?

    Give as much information as possible in future please.

  3. Thu Dec 18 16:53:29 2014

    Init.sqf:
    class Extended_Init_EventHandlers {
    class Man {
    init = "_this call (compile preprocessFileLineNumbers 'script.sqf')";
    };
    };

    script.sqf:
    if (side _this == CIV) then {_this addAction ["Talk","talk\talk_init.sqf"] };

    Top scripting tip: Always do it the simplest way first until you know it works, then you can clean it up and optimise it. :)

  4. Thu Dec 18 15:18:35 2014

    Personally I can't understand a word of it, but it looks cool and super helpful..! Keep it up :)

  5. Thu Dec 18 01:36:23 2014
    spencer42 posted in Strange Ai Placement.

    1. Are you sure you've used the correct factions, 2. Have you used the CQB module and not put a TAOR marker, and 3. are there any AI spawned without using ALiVE (I.e. editor placed or via script)

  6. Thu Dec 18 01:32:58 2014
    spencer42 posted in Two questions.

    He means the ones created by map intel in C2ISTAR module. And for the moment you can't as it's within ALiVE's config, but I don't see why they wouldn't make that an option later on. :)

  7. Thu Dec 18 01:29:48 2014
    spencer42 posted in N'Ziwasogo Civ placement issue.

    Are you sure the ALiVE team have indexed that map? But as dixon said, you can spawn an objective using this and then just add the civs in the editor or by script, and add them to the profiling system like this .

  8. Tue Dec 16 11:08:06 2014
    ARJay changed spencer42's group to Moderator.
  9. Sun Dec 14 20:14:33 2014
    spencer42 posted in Loading Screen.

    No idea what's causing it, I myself don't have the issue, but firstly disable all other mods you have and try loading again. If it's a mission you've made, un-sync the modules, make sure they are UN-GROUPED (the light-blue lines) and then re-sync them. If it's a complex mission then make sure to give it decent loading time, since ALiVE is so modular-heavy and modules are the thing that takes the most time to initialise. If you've tried all of these, and waited at least 5 minutes, then report back. Good luck..!

  10. Fri Dec 12 11:51:21 2014
    spencer42 posted in C2ISTAR Sector display.

    It's a bug with the current ALiVE version, should be fixed in next update because they had it working before. :)

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