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  1. 3 months ago
    Mon Oct 8 13:02:01 2018
    Y YonV posted in Alive Time Progession.

    I use a mod called 3den Enhanced, you only use it while making the mission, but it adds UI based controls for a lot of built in ARMA functions,

    Setting the time acceleration would one of those functions

  2. Sat Oct 6 21:54:46 2018

    Can you do an nslookup from your server to db.alivemod.com and post the results?

  3. Tue Oct 2 21:38:31 2018

    Do you have Microsoft Visual C++ 2010 installed on the server?

  4. 4 months ago
    Thu Sep 20 15:50:50 2018

    Have you tried used the orbat template, and made a pbo?


  5. Sun Sep 16 21:41:35 2018
    Y YonV started the conversation question for the powers that be.

    Is there a way to disable the mission markers/task and only present a 10 digit grid?

  6. Sat Aug 25 06:18:22 2018
    Y YonV started the conversation Hide factions in tablet .

    Is there a way to hide factions in the generate task,

    The goal would be when someone on the blue side went to generate a task that only the missions red faction is shown?

  7. 5 months ago
    Sat Aug 18 17:01:13 2018

    One quick test would be to look at the mods in the ARMA launcher to see if they have the green ribbon to the right, saying they are fully signed.

  8. Sat Aug 11 03:07:22 2018
    Y YonV started the conversation BLU_F ai commander and sling load.

    Is there a way to stop an AI commander form using sling load, for one the commander is using it way too much, for two they really suck at it. Every time the AI commander tries we have to run for cover cause it's about to start raining Humvees

  9. Tue Jul 31 22:40:43 2018

    Are you using the latest version of VCOM, civilian AI's were removed from VCOM's interactions by default a few releases back.

  10. Mon Jul 30 15:29:44 2018

    I have this in my init.sqf

    //Globally disable VCOM_AI for Air units including Combat Support and Logistics. Put the following in init.sqf
    [{{Driver _x setvariable ["NOAI",true];} foreach (vehicles select {_x isKindOf 'air'});}, 1, []] call CBA_fnc_addPerFrameHandler;

    Seems to work, they only seem to act odd, if the enemy AI air strafe where they are waiting , then they all take off and collide, compared to just getting bombed on the ground

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