Last active 19 hours ago

  1. 3 days ago
    Tue Feb 19 19:37:40 2019

    Yeah it would be cool to be able to say designate a warehouse building that they appear outside of or something similar.

    It really is never simple to get the scenario you want out of your head and into ARMA.

  2. 4 days ago
    Mon Feb 18 07:29:37 2019
    JD_Wang started the conversation Frankenfaction/s for Insurgency.

    I'm starting work on a new mission and have an idea of the force I want to fight, but not quite sure how to get it, so I have a few questions.

    First off I'm basing this off the CFP Taliban faction, and was just going to add the CUP ME milita AA unit with the ORBAT creator and then export for the description.ext (I figure this is probably the easiest way to give the Taliban a MANPADS threat without having to create a whole new pbo'd faction.)

    I was going to also add a group consisting of a single T55 tank and a group with a single Shilka. The idea being the insurgents managed to grab some from the Takistan Army before they disbanded or some such nonsense, I just wanted a rare but credible armour threat for the player base to face.

    Then I remembered, unless it's changed Insurgent factions don't get their vehicles replenished do they?

    So first off, can I have an Insurgent and Occupation OPCOM using the same faction? I would set up the Asymmetrical OPCOM to just use infantry, and then set up the Occupation OPCOM to handle the vehicles with military logistics resupplying. Would that work? If not I guess I could use the Taliban faction as Asymmetrical, and Middle Eastern Militia for Occupation. In either case how would the replacement vehicles be delivered? I'd rather not see helicopters sling loading them in or something like that.

  3. 6 days ago
    Sat Feb 16 23:27:36 2019

    I believe in the CQB module you're supposed to add any faction that will be used by the module and then set it to dynamic (or whatever the opposite of static is in the module I only use the CQB if I have to)

  4. last week
    Thu Feb 14 19:59:26 2019
    JD_Wang posted in Caribou Frontier .

    Yeah it seems like a really cool map, and I started making a mission for it, but then I came across this hard crash issue. I haven't had any other map do this to me so was wondering if anyone else had experienced it as well.

    Hoping there's a version out there that doesn't do this.

  5. Thu Feb 14 01:23:53 2019
    JD_Wang started the conversation Caribou Frontier .

    Has anyone made a mission on Caribou Frontier lately?

    I've had issues with it hard crashing ARMA, even on an empty map, no mods, just flying around in Zeus or the editor.
    1 min everything is fine, the next I'm looking at my desktop.

    Just curious if anyone else has had any issues with this and came up with an answer?

  6. Sun Feb 10 23:53:40 2019

    I've had this issue before and it was because I had not added a BLUFOR faction to the CQB module. So the only thing that was spawning was OPFOR

  7. 2 weeks ago
    Tue Feb 5 23:14:05 2019

    Only things I can suggest is changing the objective priority filter to do not filter.
    Other than that make sure there's no extra spaces after the TAOR name or something silly like that. Not sure if that's still a thing but it used to be.

  8. 3 weeks ago
    Wed Jan 30 20:35:32 2019

    Yeah I think that will have to be the path I go down, thanks @BvB

  9. Wed Jan 30 01:39:13 2019

    We've started using the ACEX rations system so what I would like to do is randomly add rations etc into the civ's (and I guess enemy's) inventory.

    Also just as an aside I'd really like to be able to randomly slip a cellphone into the inventory of civilians who are on the verge of going hostile. I've been running some zeus missions with my playerbase lately and have been encouraging them to search civs for anything suspicious in their inventories. Cellphones, money that sort of thing. and I'd like to be able to do something similar in ALiVE too.

    Eg if their hostility level is close to that tipping point then there's a random chance they'll have a phone, or cash, or maybe a grenade or something on them. Giving the players a chance to take them away and lock them up "under suspicion"

  10. Mon Jan 28 21:07:43 2019

    I had the same issue a while back, and I came to the conclusion it was just better not to profile them at all.

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