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Ok thanks for that, so I should be putting 300 into the module field to get 5 mins right, it's not going to do something like 300 * 5 mins?
I've never used the player persistence autosave option before. It does come with a performance warning which makes me wonder who's used this and what did you set the autosave interval to? I'll be saving locally to the server, not to the war room, and it's only going to be a 8 player mission.
Can I get away with saving every 60 seconds? Who's had some experience with this?
That's awesome, thanks!
I look forward to testing that out :)
Never played an ALiVE mission without at least 3x time acceleration. Works fine
I've finally gotten around to making something I deemed workshop worthy
Operation Grindstone is set up for up to 20 players using TFAR, ACE, and CFP
It's an all out war between Russian Forces and US Marines on the Island of Napf
It includes TFAR radio jamming scripts with 5 jammers around the island for you to seek out and destroy. VCOM 3.0 + CFP means you'll have enemies deploying static weapons and using them against you.
Plus a lot of other little scripts for recruiting AI, airburst HE rounds for launchers etc etc
Feel free to rip it apart and modify it to your heart's content :)
For what it's worth we just finished a mission on Napf, it's a big map but we're only a small group and had a ton of fun on it. I did have to reindex it though, but if you search these forums you'll find the index thread.
I'm kind of in a rut at the moment too when it comes to which map to start a new mission on. I'd give my left nut for Lythium to work properly, but I've just about given up on that dream ever coming true. I'm pretty sure it'll take ALiVE devs sitting down with JBAD devs and FFAA devs to actually work out what's wrong. Alas that just isn't a priority.
@cbff33 But it clearly is buggy beyond all get out with SP.
It's not a "bug" that it's doing what it's supposed to ie giving orders to AI.
If you look in the settings you'll see
VCM_SIDEENABLED = [west,east,resistance]; //Sides that will activate Vcom AI Simply remove the side that you're playing as.
Or you could run the
(group this) setVariable ["Vcm_Disable",true]; code on the player (you may have to loop it I'm not sure) which should disable VCOM on any unit in your group.
And then if that's not enough for you make a request on GitHub for it to automatically disable on a group when the player is group leader. I think there was an option for that before the rewrite.
Only time I've had supports disappear has been if they're waiting on respawn when the server saves.
We've been running VCOM 3.0 in our latest campaign which has been a Vanilla mission on Altis using only ALiVE, TFAR and ACE and not once in about 4 weeks of the mission running have my guys complained about VCOM taking over supports. (and my guys complain about EVERYTHING)
I had a couple of issues in the last mission we did but that stopped once I added the
(group this) setVariable ["Vcm_Disable",true]; into the code line of the support modules.