Last active 17 hours ago
Hello, I'm making an ORBAT-faction where I want some autoriflemen who are armed with Ak's with drum mags from the start. Is there any way to decide what magazine they start with in either the ORBAT-editor or in the config afterwards? I would be very grateful for any help.
Edit: I think I managed to get it working by editing the exported config and replacing the magazines there.
Hey, make sure there isn't a space after the faction-classname, happened to me multiple times when copying the classname from the wiki. "CUP_O_TK" rather than "CUP_O_TK " ;). it's almost invisible ingame and causes the modules to spawn vanilla units instead.
I tried searching for this but surprisingly nothing came up. I'm trying to find out if there's a way to choose what facewear (glasses, balaclavas etc.) is being randomized for the units of my custom-faction. Right now they just spawn with random facewear from whatever faction I used as a base, and selecting different facewear in the orbat-arsenal doesn't seem to do anything. Is there a way to do this in the orbat tool? or something I can copy into the config that lists the classnames of the facewear?
Hello, I'm making a mission where my group is looking for a missing patrol, now, I want this patrol to be found dead, but right now the garbage collector cleans away these dead bodies before we can reach them. (I'm giving the units zero health at startup). It's important that they start off as dead since there are scripts depending on blufor being present/not present in their area. I tried adding "this setvariable ["ALiVE_SYS_GC_IGNORE",true]" in their init line but they still seem to despawn, probably because they are dead units and not objects? Anyone know of any workaround here? :)
Ok! thanks! I suppose I'll have to train my trigger-happy friends to conserve their bloody ammo... Haha
ok! then at least it doesn't break anything else etc.?
Hello, I've recently started the finishing touches of a campaign I'm making for my group, I've made a custom-faction for our enemy using the ORBAT-tool. However, when testing the mission on our dedicated server, all the units spawned by alive (not those placed in the editor or spawned by zeus) have completely empty uniforms/vests/bags. They still seem to get ammo and grenades since they reload and keep firing even if I control a unit in zeus and empty their magazine and then stop controlling them.
When trying the mission in SP/non-dedicated multiplayer (hosting it myself) all units spawned by Alive have their uniforms/vests/bags packed with the correct loadouts.
Is this some sort of intentional function to reduce server-load or is it a bug? and if so, has anyone had the same problem and know how to fix it?
Here's a link to the unpacked .pbo with the faction config:
EDIT: just to be clear, they all spawn with the correct weapons, uniforms, vests etc. It's just that they're all completely empty.
Ah, that's a shame :( thanks for the reply though!
I'm trying to make a custom faction using the ORBAT tool, everything is working smoothly except for selecting the paintjobs for vehicles. I'm using RHS vehicles as a base (they have a lot of nice paintjobs to choose from as well). In the ORBAT-tool I can select the paintjobs and even when looking at the faction in the ORBAT tool after I've turned it into a .pbo the painjobs appear correctly. However, when placing the units in the editor (and playing the mission) the paintjobs are the default ones.
I even have this in the config:
// custom attributes (do not delete)
ALiVE_orbatCreator_owned = 1;
ALiVE_orbatCreator_texture = "olive";
but still only default paintjobs. Anyone got a cure for this?
Ah, it appears this is an issue with RHS: