N

Nichols

Member

Last active 5 weeks ago

  1. 2 months ago
    Sat Feb 16 13:04:45 2019
    N Nichols posted in New faction ammo woes.

    I had the same issue with my original PLA factions I made using the VME mod. I believe it is a BI coding problem because all my original PLA factions were copies of their original mod and I wasn't happy with their structure either. The short version is I ended up having to go into the config after exporting and before packing to ensure that they had enough ammo and even then it wasn't correct and I had to completely redo and make new factions entirely without copying them over from the original.

  2. Sat Feb 16 07:47:28 2019
    N Nichols started the conversation Completely new export options for ORBAT Creator.

    OK I just ran into a thing that might have been creating the problem that @cbff33 is having/had in trying to export a faction. This may be some things to ask @SpyderBlack723 or @Tupolov or any other developer.

    I went through and exported a new faction with the full CfgPatches with pictures and I was able to get the faction to export but the names will not show up in the menu on the right side in the editor.

    However as I exported the faction I found a folder that was created in my Arma 3 installation that was named "ocnpla" which was the faction name of O_CNPLA. Inside the folder are several items that I am going to show here:

    -image-

    So my question here is how do these files translate into being able to export the faction properly when you export using the images?

    Don't know how I missed this last night/ early this morning other than I just completely whiffed on the search function and I found this thread this morning. Getting images to display properly by 1-506 Ranger

  3. Sat Feb 16 06:30:33 2019

    They probably have the config setup for their classnames wrong or in a manner that isn't cool. I have not used their stuff so I don't know how it works.

  4. Fri Feb 15 16:13:07 2019
    N Nichols posted in ORBAT Creator General FAQ.

    Been working with him on that for a while @SavageCDN ; I can't figure out what the issue is and I brought @SpyderBlack723 into a private conversation with him as well. From one of his last posts to the private conversation he mentioned that he was attempting to use items from 2 completely different factions and I think it might be related to that but I am uncertain as I did not get a reply other than him saying on Jan 2nd that he was "officially over it". I am more than willing to work with @cbff33 to hunt down the problem as I want to see what it might be even though I have never had this issue.

  5. Mon Feb 4 05:42:45 2019
    N Nichols started the conversation Limiting visibility of TRACE to non-commander players.

    Is there a way to turn it off for non-commander players in the mission?

  6. 3 months ago
    Sun Dec 23 13:57:55 2018

    Issue now open on GitHub.

  7. Sun Dec 23 13:05:29 2018

    @Ivorystate did you find a resolution to this one and did you open an issue on GitHub ? I just opened up an issue on there if you want to jump in on it with your information as well.

  8. 4 months ago
    Tue Dec 18 13:31:58 2018

    @JD_Wang I have seen the same thing and have since started using the vanilla civilian spawner along with the ALiVE CivPop module to get civilians spawning in towns. I had a very similar behavior to the one you mentioned on most of the towns on Tanoa. Particularly the Lijnhaven area. The small villages would spawn stuff but the large town would not spawn any no matter what settings I used for civilians in the module.

  9. Tue Dec 18 13:29:01 2018

    I have seen the map but no action being recorded since the change to the new host platform; all settings are done correctly in the modules to allow replay.

    Currently this is what shows up for our current mission .

    I have posted in the ALiVE GitHub today about this same issue.

  10. Tue Dec 18 06:58:00 2018
    N Nichols started the conversation Headlessclients and ALiVE Auto Pause.

    Are headless clients treated like real players in a mission with Auto Pause enabled? I am asking just because I want to find out if the mission runs with the headless clients active in a mission or if Auto Pause functions off of the real player ID in some way.

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