Last active 3 days ago

  1. last week
    Fri Jun 16 14:51:57 2017
    N Nichols posted in ORBAT Creator General FAQ.

    @SpyderBlack723 I have done a ton of testing on this from the first time I found this happening and never have I seen the AI have more than 1 magazine that they have access to.

    I have remote controlled several hundred AI troops once I noticed this issue and none of them have more than 1 magazine in their gear; hence the fact that they can't reload any weapons. It makes fire fights really lop sided against them. I have watched them without remotely taking over control of the AI and seen them shoot their one magazine and then run around taking cover, checking dead buddies for extra ammo (we use VCOM for AI control on a tactical level), tossing smoke, frags or placing mines if they have them; but never being able to fire another shot. However if I Zeus in a unit they are able to shoot and reload without any issues.

    BUT when I open the units up in the editor they have the appropriate ammo as it was done via the ORBAT creator.

    I will be glad to record this (unable to stream it due to crappy upload from AT&T) and post it up for someone to view it and see what I am talking about.

  2. 2 weeks ago
    Fri Jun 9 15:31:26 2017
    N Nichols posted in ORBAT Creator General FAQ.

    @SpyderBlack723 just wanted to ask a quick question about the setunitLoadout issue in ORBAT Creator. Asking because the AI only have 1 magazine in the weapon and they are running out of ammo before the fire fights get going.

  3. 5 weeks ago
    Tue May 23 02:35:10 2017

    OK so figured out the problem...when I updated ALiVE to the newest version yesterday; somehow it copied over all items I had placed on the map as exact duplicates in the exact same spot. I noticed that last night but I also noticed that some items didn't duplicate so I didn't think about the TAOR being duplicated. Anyway its been fixed.

  4. Mon May 22 23:51:39 2017

    Weird though everything is spawning normally and not having any issues. Will have another look at the mission file and see what I can see.

  5. Mon May 22 22:56:24 2017

    Just thought I would drop this here in case anyone wanted to take a look at this as well. https://github.com/ALiVEOS/ALiVE.OS/issues/349

  6. Mon May 22 22:51:03 2017
    N Nichols posted in ORBAT Creator General FAQ.

    Yeah that is a TFAR bug we have been attempting to fix off and on since TFAR was introduced. It does it to my PLA faction as well. You can see backpacks that get dropped by the AI all over their spawn areas from when they come out of being virtualized and then pop back into it.

  7. 8 weeks ago
    Sun Apr 30 21:31:44 2017
    N Nichols posted in ALiVE and Vcom.

    We only run on the server via the script. We don't use any HC's for our missions and they work pretty solid. The only gripe I really have with Vcom is the AI drops artillery right on your head and they do it relentlessly. So that aspect sucks and it means we haven't been able to use artillery for our AI unless it gets Zeus'd in and then removed.

  8. 2 months ago
    Wed Apr 26 17:18:14 2017
    N Nichols posted in ORBAT Creator General FAQ.

    @SpyderBlack723 You heard anything about the issue we posted up on the feedback tracker regarding the setunitloadout command? After the faction was rebuilt I am still having that same issue unless I spawn them all in via Zeus and then everyone is able to find extra gear on the dead AI when they kill them. If you need the newest faction it is on the Steam Workshop . To my knowledge no one else has mentioned this as a problem when using the faction outside of ALiVE.

  9. Wed Apr 26 17:09:53 2017
    N Nichols posted in Issue with PBO and CFG.

    @FlavorDav as for the CFG file yes you delete that stuff and put your stuff in there.

  10. Thu Apr 13 22:45:31 2017

    @incontinenetia had an intel question also. When we are using your script and intel gets dropped by the AI faction we kill the information we are getting is a big circle like what Spyder Addons used to do and it only says "CIV" right in the middle. Is it possible we missed a setting in the script or is it supposed to work with Spyder Addons for intel and AI interaction?

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