Y

YonV

Member

Last active 6 hours ago

  1. 3 weeks ago
    Sun Apr 28 19:43:38 2019
    Y YonV posted in OPCOM waypoints.

    Maybe use a trigger and the spawn and profile script at the start to suplement the emeny.

    http://alivemod.com/wiki/index.php/Script_Snippets#Spawn_.26_Profile_Group_Script_By_Jman

  2. 4 weeks ago
    Wed Apr 24 22:55:41 2019
    Y YonV posted in CAS Support Module Blackfish.

    With both drogon's mods CAS and Artillery, I have found it best to place those resources not using the alive support modules but to place the units and use jebus.

    https://forums.bohemia.net/forums/topic/174661-jebus-just-editor-based-unit-spawning/

  3. 8 weeks ago
    Wed Mar 27 00:55:19 2019
    Y YonV posted in aliveserver.

    My secret was to break the server right before ops, and have the hole clan on team speak going is it fixed yet ?

  4. 2 months ago
    Sun Mar 24 16:23:30 2019
    Y YonV posted in aliveserver.

    Anyone playing on the server will need all the mods loaded, the exception is server mods (-server mod=), they only need to be on the server.

  5. Fri Mar 22 04:54:25 2019
    Y YonV posted in aliveserver.

    I've always created the dedicated server first, it will run without a war room connection.

    -image-

    or just with a cmd line , here is an example

     -ip=11.22.33.44 -port=2302 "-config=C:\arma\TADST\GhostB\TADST_config.cfg"  "-cfg=C:\arma\TADST\GhostB\TADST_basic.cfg" "-bepath=C:\arma\battleye" "-servermod=@aliveserver;" "-profiles=C:\arma\TADST\GhostB"  -noTexHeaders -name=GhostB_Pub -enableHT -filePatching -LoadMissionToMemory "-mod=;"
  6. Thu Mar 21 01:51:19 2019
    Y YonV posted in aliveserver.

    What I use, is https://armaremoteadmin.com/ mostly for the steam mod updating.
    You can select mods with both armaremoteadmin and tadst but you need to add the server mods.

    In TADST you need to add -server mod=@aliveserver; to the extra parameters

    or add -servermod=@aliveserver; to your parameters.

  7. Wed Mar 20 15:51:04 2019
    Y YonV posted in VCom and ALiVE.

    The code line of the support module I believe

  8. Tue Mar 19 22:25:51 2019
    Y YonV posted in VCom and ALiVE.

    Just get the script version and copy the vcom folder to the mission, (I use the their github, I think its more up to date, maybe?)

    and add the following to your init.sqf

    ////////////////////////////////////////////////////////////////////////////////
    // VCOM AI 																																		//
    // https://github.com/genesis92x/VcomAI-3.0      			  											//
    ////////////////////////////////////////////////////////////////////////////////
    
    //Exec Vcom AI function
    _vcom = [] execVM "Vcom\VcomInit.sqf";
    waitUntil {scriptDone _vcom};
    
    //Globally disable VCOM_AI for Air units including Combat Support and Logistics. 
    [{{Driver _x setvariable ["NOAI",true];} foreach (vehicles select {_x isKindOf 'air'});}, 1, []] call CBA_fnc_addPerFrameHandler;

    and the following in to your description.ext

    ////////////////////////////////////////////////////////////////////////////////
    // CfgFunctions																																//
    ////////////////////////////////////////////////////////////////////////////////
    class CfgFunctions 
    {
    	#include "Vcom\cfgFunctions.hpp"
    };
    ////////////////////////////////////////////////////////////////////////////////
    // Extended_PreInit_EventHandlers																							//
    ////////////////////////////////////////////////////////////////////////////////
    class Extended_PreInit_EventHandlers {
    	VCM_CBASettings = call compile preprocessFileLineNumbers "Vcom\Functions\VCM_CBASettings.sqf";
    };
    ////////////////////////////////////////////////////////////////////////////////
    // CfgRemoteExec																															//
    ////////////////////////////////////////////////////////////////////////////////
    class CfgRemoteExec
    {
    	// List of script functions allowed to be sent from client via remoteExec
    	class Functions
    	{
    		mode = 2;
    		jip = 1;		
    		
    		class vcm_serverask { allowedTargets = 0;jip = 1; };
    		class VCM_PublicScript { allowedTargets = 0;jip = 1; };
    		class BIS_fnc_debugConsoleExec { allowedTargets = 0;jip = 1; };
    		class SpawnScript { allowedTargets = 0;jip = 1; };
    		class enableSimulationGlobal { allowedTargets = 0;jip = 1; };
    		class VCM_fnc_KnowAbout { allowedTargets = 0;jip = 1; };
    		
    	};
    	
    	
    };
  9. Tue Feb 26 14:55:27 2019
    Y YonV posted in force size .

    thanks

  10. Mon Feb 25 15:08:10 2019
    Y YonV started the conversation force size .

    Is it possible to alter force size for military and civilian placement during the missions, or a way to delay the mission being initialized till the ready room and adjust it there?

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