Last active 38 minutes ago

  1. last week
    Thu Jul 5 04:50:08 2018
    JD_Wang posted in Mission Templates.

    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 :)

  2. Thu Jul 5 04:42:03 2018
    JD_Wang posted in Favorite Map for ALiVE?.

    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.

  3. 2 weeks ago
    Thu Jun 28 02:40:01 2018
    JD_Wang posted in VCom and ALiVE.

    @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.

  4. Wed Jun 27 21:07:50 2018
    JD_Wang posted in Persistence and Combat Support.

    Only time I've had supports disappear has been if they're waiting on respawn when the server saves.

  5. Wed Jun 27 20:52:56 2018
    JD_Wang posted in VCom and ALiVE.

    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.

  6. 3 weeks ago
    Sat Jun 23 04:18:47 2018
    JD_Wang posted in CFP!.

    I just uploaded a 20 slot CFP based mission to the workshop. It takes advantage of CFP's ALiVE factions and the VCOM 3.0 compatability.

    Operation Grindstone sees you playing as the USMC taking on Russian forces in a battle for the island of NAPF.
    It requires ACE and TFAR and features a few cool mechanics like TFAR radio jamming and survivable aircraft crashes. We played a much more modded version of this mission for about 6 weeks and it was great fun.

  7. Thu Jun 21 00:09:12 2018
    JD_Wang posted in Vehicles falling from the sky.

    Quick thread necro here to see if anyone has noticed this happening still?

    I haven't noticed it at all for a long time, but recently we started a mostly vanilla (Just ACE and TFAR) mission on Altis and I've noticed the civilian vehicles dropping in again.

  8. Wed Jun 20 21:08:35 2018
    JD_Wang posted in Limit Combat Support?.

    Place the following code in the code line of your artillery module (actually put this in all your support modules)

    (group this) setVariable ["Vcm_Disable",true];
  9. 4 weeks ago
    Tue Jun 19 21:10:17 2018

    I had real performance issues with the recent vanilla mission I made for Altis. Granted our virtual server only had 2Gb of RAM but even with 80-90 objectives for each side the RAM usage would be maxed out after just a minute or 2. I slowly removed every script I had running, then started removing modules etc and as soon as I cut the CQB module everything was fine.

    CQB was only set to 2% with no density and low static weapons but as soon as I added it back it would kill the RAM usage. As in the server would go from 70% RAM usage to over 100% just with 1 person loaded in at base.

    Have since upgraded the server RAM and the mission is running great with the CQB module, but that's the first time I've come across that. It may have had something to do with the fact I had about 12 or so blacklisted spots around the map. But I don't see how that could cause issues.

  10. Tue Jun 19 20:50:02 2018
    JD_Wang posted in VCom and ALiVE.

    Yeah it seems all good now, I finished making a mostly Vanilla mission (just ACE and TFAR) and we kicked that off a couple of weeks ago. So far everything is running well and VCOM is great. Seeing AI commandeer vehicles is kind of cool as well. We even had a viper squad roll up on us in an Ambulance the other night :)

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